"My power moves worlds" Oni strategy, shenanigans and technology thread

Thanks for your advice, EQ2000

btw, besides this guide, would you please to make a guide + introduce (clip or text) for a newbie how to learn Oni step by step, It will help newbie like me alot.

Thanks

Haha, doubt I have that much time while I am doing the advance guide but I’ll try to do explanation on some basic stuff as well when I have the time :slight_smile:
Just try to space and out footsie your opponent everytime you play for now, that way you will learn much faster, Good Luck!

Not my video but this is stuff to add to the instant air dash cross up after a back throw.

Beats the 3 frame shoryu.

A normal Air Cross up tatsu would beat out a 3 frame shoryu. Aside from empty jumps/lk stomp whiffs, that’s how I deal with them.

Also, comboing into HK tatsu then immediately going for a crossup tatsu/normal will make 3 framers whiff. Only if they quick getup though. And if they don’t then you have more time for shenanigan.

I’ve already had this setup under the shenanigans section quite awhile back check it out;) but did not know it beats srk’s since opponent tends to get confused when you jump back and try to block as you airdash back to them :rofl:, great find though. As for the tatsu follow up should be MK tatsu for more damage.

About the :f::hp:, Now I only use it to hit the opponent from mid range. If thay throw a fireball to me, I use Fireball to stop and build meter. I cannot find a way to use the fire ball stopping function of :f::hp: and I wonder if this function is redundant.
Juri’s Kick and Twin’s Plam can use to stop fireball but they are special move and can be used to build meter but Oni’s :f::hp: doesn’t

Anyone has any idea to use its “fireball stopping” function ?

Using that technique at mid-range is risky because of its slow startup. I prefer to use it slightly outside of jump-in range. Personally, I find it very difficult to consistently stuff projectiles with :f::hp:. You’d do alot better just neutral jumping. If you’re at full screen, you can neutral jump, MP Air Dash xx LK Tatsu to build some meter.

Anybody else got aerial U1 tricks? I like to pretend I’m going to throw a fireball to bait out a gief lariat and then neutral jump and U1 in the air. Obviously spacing is important to know for air U1, but I think it has a LOT of uses.

I am practising MK Tatsu to FA Lv2 but I cannot control the holding MP+MK well. Is there any hint for this ?o_O

Just look for the white flash or some other visual cue.

About Instant Air Dash, is there anyone know the time and how to do it constantly. I can do Cammy and Juri’s Dive Kicks but seems the time and feeling of Oni’s Instant Air Dash is different. Is there any hint ?

About FADC, how many frame advantage when Oni FADC from MK Tatsu and LK Demon Slash ?o_O

Just to back up this thread.

[media=youtube]AQfQzOml9ls[/media]

7 Seconds: Could of mp air dashed
12 Seconds: MK/HK Tatsu would of worked
14 Seconds: Somehow lk tatsu caught him jumping back (wasn’t blocking?)
15 Seconds: Was a safe jump but I took a chance that he wouldn’t DP.
20 Seconds: Spacing Test for Kara Demon
22 Seconds: Kara Demon Success

Gonna complement you again “great find!”, been away for sometime. After a tatsu, I don’t think it will be a safe jump unless your opponent did not do a quickstand for that matter.

True, so what would we call it? Because if I held down back it I would of blocked it…and thanks again…I don’t plan on uploading long videos…my main interest is uploading key points so…expect more to come…and btw I won the match so yeah :wink:

This thread is Super Effective! Adds more proof to the pudding

Air Demon a Dive Kick with ground buffer
[media=youtube]YSz7bucn_8U[/media]

Hey what’s up guys? Here are some findings…

Observe combo: cr.LK, cr.LP, st.LP, TC2 xx HK Tatsu (239/371)

Easy hit-confirm for decent damage and stun. More importantly though is the positioning it allows for. Reason being because if you immediatley jump forward and do a fairly low cross up MK, it will either make most reversals whiff or beat them out all together. Allowing for a vast array of follow up options. Note that there are a handful of reversals that do win in very specific situations. Be warned. (Makoto’s LP Up Punch, Deejay Up Kicks, etc.)
Note that I didn’t test this against all Ultras/Super and other mash options like TPs and such. Just everyone’s main reversal. However, it does appear to beat out quite a few Supers and whiff alot of Ultras. TC2 whiffs on a few characters so you will have to adjust accordingly. There are alot of variations to this setup that will do different things to different characters so explore for yourself. The above version is not by far the best one. But it certainly works alot and should give you a foundation to come up with your own variations and even new technology to share.

cr.LK, cr.LP, st.LP, TC1 xx HK Tatsu [immediate jump forward to meaty* MP Air Dash*]

A variation I like using for the Honda matchup. Trying to do cross up MK will get beaten by reversal EX Buttslam/Headbutt. So exchange cross up MK for low MP Air Dash. Both ex buttslam and ex headbutt will whiff. Honda will be far away from you but he at least spent the meter. Note that it isn’t safe when dashing towards the corner.

Anyway that’s all for now. Hope this adds some insight. If anyone ever wants to train, just add me on XBL. GT: GiveMeYourSpine

Does anyone have the frames for his dashes and jump?
Edit:If anyone else is interested his dashes are 18 and 28 forward and back and if the old wiki is correct presumably he has the 40 frame shoto jump.

You can link st.lk after a meaty fwd+hp but I havn’t found a good reason to. Am I right in thinking a frame tight meaty hcf+lk would let you link a light or do you need 4 frames?

wowowowow.is this counter hit? so you can do f.hp > s.lk > ex.tatsu?

I tested his air HK tatsu today and this is my result:

Sometimes he fall 45 degree when tatsu-ing (I guess when he is jumping)
Sometimes he only spin one round and fall (I guess when he is falling)
And the best air tatsu is he fall at 30 degree (Similar to Ken’s Tatsu, I guess when he is at the highest height)

This is the clip Wao using Air tatsu


00:09 and 01:16 : 30 degrees Air Tatsu I think

Anyone know how to use them ? I usually use Tatsu after air dash but because the timing the air tatsu degrees comes randomly and it’s hard for me to set the rangeo_O

Damn, last time I was here everyone was shitting on Oni. I’m really glad to see that EQ Made this awesome tutorial. EQ, I’m taking everything you said here and practicing my ass off. If I place well at NEC, I’ll have you to thank bud, and you know I will. :slight_smile: I’m not good at testing stuff like this, I’m not creative enough to figure things out, which is why I’m glad other people are hahaha. Hopefully I won’t get Yun’d at the last major before 2012

About this set-up, I got an input issue. I usually hold down + back when performing cr LP >> cr HP and the issue is when I use DP motion to perform MK Ground Pound, the Demon Slash usually comes instead. Is there anyone get the same issue with me and is there any motion to avoid demon slash motion ?:frowning:

And about Instant Air dash motion, It’s fine to use the motion :qcb::ub::db: for LP and HP Air Dash but it motion cannot be used for forward MP air dash because Oni will jump back or jump neutral when using this motion. Does anyone has the motion for forward MP Air Dash ?