Oni Q&A Thread: Ask simple questions here!

The issue with tk airdash is the height restriction. I personally have less consistency doing it on the 1p side but that’s w/e. A nice way to get around the timing problems is to use this motion (the opponent is on the right. 1p side.) :df::d::db::b::ub::db::jab: I had to practice it quite a bit because it was a new motion for me and as I haven’t really had time to play or practice I find it’s still harder for me to pull off on 1p. I think if you could pull this off consistently mid pressure string it would lead to some new and interesting ways to open your opponent up.

That was my thinking Raiden, i often like to throw in stomp after the f.mk or other moves that imply a throw following it. Would be nice to have that third option.
I will practice the inputs you suggest. Thing is, I don’t really ‘understand’ the height restriction. Since, if I do the input normally(jump, dash, tatsu), no matter how fast I am, the air dash simply will not execute prior to a certain height in the jump, then using a differing input I have managed to get it plenty low enough to be a real threat to represent.
Do you find the same thing to be true?

It’s hard to explain, and this may sound like bs but basically you are pressing the punch too early or too late. holding :db: and then pressing :lp: after the initial tk motion helps with the timing of the :lp: so it comes out when it’s supposed to. You could also do :df::d::db::b::ub::u::uf: :lp: and you would get the same result. It’s almost like whiffing a normal to get safe jump timing.

So I actually took some time the last days to figure out how to play against Oni and I played him quite a bit and I think hes fun and I really want to give him a try now. Im wondering if he has any Setups after techable/untechable knockdowns for fake crossups / crossups and if there is any cool looking or useful tech.
Also are there any safejumps ?

Check out this thread

Which tatsu button do you use, and what is the difference? I find when I am doing crossup tatsus on wakeup against people I feel will shoryu that the light one gives me the b.mp juggle into slash mixup, where the others dont seem to. Am I imagining it? If not, what are the reasons for using hk/lk/mk air tatsus?
Thanks

Oni’s HK tatsu that does the late juggle on the last hit for example against balrog in the corner. Who else does this work on? Whats the properties?

hello, i’m collecting kara throw data for all of AE 2012’s characters, i don’t know how much of the information here is outdated, so i wanted to ask: what’s oni’s best kara throw?
all of the data will be compiled into a list including normal throw ranges, added ranges and kara throw ranges.

In terms of distance it would be:
f+fp > f+hk > f+mk > f+mp
In terms of start up speed I don’t think that’s ever really been flushed out on these threads. I personally find that it’s much easier to kara throw with f+mk on stick because of the button placements but I imagine that would be a different story for pad players.

thanks :slight_smile:
added to the list.

F+HP or F+HK is usually easier for pad players (assuming they’re using an xbox or ps2/3 pad). I honestly have no idea which is better for sure, but I’ve often heard and thought that F+HP is farther while F+HK is faster… just random conjecture there mostly, though.

what about crouching normals? does he have a better kara throw from them in terms of distance?

So here is the video for the easier hard knockdown tatsu set up to beat 3-4 frame reversals, the dash makes it so much easier on the timing.

Definitely gonna test that out-- does crouching just make it whiff, though? I find that to be the cast most of the time :\

When I was testing it, alot of people couldnt crouch it. I posted some testing here before, let me find it.

Ryu
Duck: Tatsu still hits
DP: All dp’s wiff opposite direction (you will land behind them)
Super: Super Wiffs
Ultra: Ultra 1 wiffs (didnt try 2 yet) (You will land behind them)

Ken
Duck: Tatsu still hits
DP: All dp’s wiff opposite direction (you will land behind them)
Super: Super wiffs (You will land behind them)
Ultra: Ultra 1 wiffs (didnt try 2 yet) (You will land behind them)

Dudley
Duck: Wont hit, you will land infront of him
DP: LP/MP dp’s will wiff opposite direction (you will be behind them), Tatsu hits HP dp
Super: Super wiffs (You will land behind them)
Ultra: Ultra 1 wiffs (You will land behind them)

Seth
Duck: Wont hit, you will land infront of him.
DP: All dp’s WILL BEAT the tatsu
Super: Super wiffs (you will land in front of him)
Ultra: Ultra 1 hits (you will land in front of him)

Akuma
Duck: Tatsu still hits
DP: All dp’s wiff opposite direction (you will land behind them)
Super: Tatsu hits/beats super (you will land behind them)
Ultra: Ultra 1 wiffs (you will land behind them)
Teleports: All teleports dodge tatsu

Sagat
Duck: Tatsu still hits
DP: All dp’s will wiff opposite direction (you will land behind them)
Super: Super hits (you will land infront of them) (not whole super hits)
Ultra: Super hits ( you will land infront of them)

Cammy
Duck: Tatsu still hits
DP: All dp’s wiff (her dp’s go crazy lol, dont know how to expain. il record it and show yall)
Super: Super wiffs (same as dp)
Ultra: Ultra 1 wiffs (same as dp)
(Decided to see if she could dash out and she can, forwards and backwards. To lazy to go back and try on everyone else)

Adon
Duck: Wont hit, you will land behind him (also wiffs if hes standing up lol, you will land behind him)
DP: All dp’s wiff opposite direction ( you will land behind them)
Super: Super hits (you will land infront of them)
Ultra: Ultra 1 wiffs (he jumps right over you, you land infront of him)

Fei Long
Duck: Tatsu still hits
DP: All dp’s wiff opposite direction (you will land behind them)
Super: Super wiffs (you will land behind them)
Ultra: Ultra 1 wiffs (you will land behind them)
Ex Wing: Wiffs, goes right over

Rufus
Duck: Wont hit ( you will land infront of him) (also wiffs standing, you will land infront of him)
Messiah Kick: LK/MK/HK wiffs, LK will land infront of you, MK/HK will jump right over you (EX will hit you)
Super: Super wiffs (you will land behid them)
Ultra: Tatsu hits

Oh, right-- I saw that when you first posted it. Sorry for the brain fart!

Not sure if I’m timing it wrong or what, but I’m not getting it to hit on crouchers and also most characters seem to be able to just hold up-back and do a fierce to beat it (or just wakeup stand fierce).

Wake up fierce shouldnt be able to beat it. I never tested jumping back and fiercing so its probably possible. I never thought the tatsu setup would beat everything, that would be to broken lol. From what I tested if I did it right (the setup and execution) then all they could really do is block if they just stood there. I let my friend borrow my streetfighter so i wont have it back till friday, but when I get it back il record everything, crouching, jumping back and some other setups I have been messing with. Keep us updated on what else you find MMM

Also, not sure if every one is noticing when im doing the Instant air dash, im jumping backwards and not straight up.