Oni Q&A Thread: Ask simple questions here!

If you are punishing something like roses ex drill it’s a good idea to fadc dp into u1 if you’re using that. U1 will become even more viable when you can fadc on block in ultra.

Do you mean Ultra 1 specifically over Ultra 2, or just hitting Ultras will be more common in general?

I meant FADCing SRK in a combo or a punish. I don’t know that it’s worth the risk and meter to FADC a raw SRK unless it’s hit confirmed.

But while we’re on the topic of Ultras, that’s another question I had. I’ve used both Ultras and it seems to me like quite a few of the setups are similar yet Ultra 1 yields more damage when not full animation, yet most folks seem to favor Ultra 2. Is there something I don’t know? Thanks for the answers guys, I appreciate it!

IIRC Ultra 2 does more damage in every scenario except EX Slash. However, Ultra 1 can be cancelled into from airdash backwards, and if performed properly will never miss.

I’ll go back and double check but I’m pretty sure that unless you get a full animation Ultra 2, Ultra 1 does more damage. I’ll check it though.

What are some good safe jump set ups and option selects for Oni? I can’t seem to find much info in the forum and any help would be appreciated greatly.

With full Ultra gauge:

Fierce DP -> FADC -> U1 = 384 (394 for vertical version if opponent cornered)
Fierce DP -> FADC -> U2 = 347

cr.lk -> cr.lp -> b.mp -> fp -> Fierce DP -> FADC -> U1 = 357 (359 for vertical version if opponent cornered)
cr.lk -> cr.lp -> b.mp -> fp -> Fierce DP -> FADC -> U2 = 339

EX Slash -> U1 = 365
EX Slash -> U2 = 297

EX Tatsu -> U1 = 445
EX Tatsu -> U2 = 377

Level 3 Focus -> U1 = 456
Level 3 Focus -> U2 = 508

Ultra 1 does more damage in every situation except for full animation, like you said. I must’ve run the numbers wrong when I checked them a long time ago since my current results are different than what I expected.

Benefits to using U1:
-More damage in most situations
-Ability to OS combo it from backwards airdash anywhere on the screen (358)
-Easier motion
-Safe on block

Benefits to using U2:
-Great anti air
-Ability to combo it on reaction from airborne tatsu (277)

@RadicalFuzz

Can’t do that no more in Ultra. Crapcom F’d him up a bad!.

Can’t do what specifically? I haven’t been keeping up with the changes.

@RadicalFuzz‌

His Srk on 2nd hit, can’t do it no more. Only 3rd hit of EX srk. Dumbass crapcom!!!

I thought you could still FADC on the second hit if it hit but not on block? Could be worse

Anyone know if blocked mk.palm FADC backdash is remotely safe? I want to say its not terrible being at -6 on block.

You could test it yourself with reversals that reach far away and see.

Looking for any 50/50 or unblock set ups vs shotos after a fwd throw or stomp ender in the corner. Anybody got em?

What are Oni’s BnB’s and what’s his primary playstyle?

Also what are his OS’s?

Read the stickies, and also previous answers in this thread.

What frames is Oni on, when he does LK slash FADC forward on hit?

You can link cr.MP or cr.HP afterwards, so it must be at least +5.

Oni is +1 on hit for LK slash without FADC, so FADC forward gives him 4 extra frames of advantage?

+6. You can link s.mk.

Edit: Note that if your dash is late (meaning you hold the FADC too long) then that will remove frames for you to combo.

Is there any trick that makes doing H Air Diash --> Air Ultra 1 easier? I see people do it so fast I feel like there is some shortcut I don’t know about.

Do a QCF, QCB+FP, QCF+PPP to get the air dash into ultra. If it hits then ultra should come out if you executed correctly, and it won’t come out on whiff.