Oni Q&A Thread: Ask simple questions here!

I’m still shocked no one has mentioned the god tier speed of his f+mk. That shit goes far and if you space it right puts you just into cr mk range. Plus if you want to style in the final round and you have a full bar of super you can kara demon with f+mk. The timing is strict but you can do it before the hit comes out and it’s a 0 frame like Akuma’s super so you’ll grab them if spaced for a free 350 damage. Like I said best saved for the final round just to finish the fight with style.

its also safe on block

Some questions.

whats normal slash for combos leave you at framewise? what’s the difference between close/far, how big is it? to certain character models/bigger-smaller make difference?

  • Setups after backthrow? Or any Oki After backthrow?

  • Meaty slash of any type leave you at any significant frame advantage when used as Oki after you B+throw? For example, meaty as possible lk, mk and hk? If you’re even at +1 or +0 you get automatic shave damage, and can go for a throw.
    [[[Will this combos work after meaty slash to keep up vortex? Just thought of it]]]
    c.lp, c.lk, c.lp, c.mp xx stomp

  • ex overhead palm crossup on wakeup? or how about vs air-juggles/safe pressure/+frames done meaty as they recovery from air
    [[[What are setups you can use for this after you air-reset the opponent or perhaps on wakeup? Idk what to do for Oni’s Oki game and this is an idea to get shave/pressure started]]]

  • Good meter building combos? Especially ones after focus attack level 2-3

  • What Frame Advantage after level 2 focus atttack dash in on block?

  • what is the frames of all srks and their properties
    properties of stomp and slashes?

- is jumping light kick instant overhead? when/how? All characters?

EDIT:

  • light punch srk no invuln frames? is it throw invincible from the start?

  • uses for MK tatsu FADC forward/crumble? worth meter for full ultra? how about crouching light punch, link crouching light punch xx mk tatsu vs zangief/thawk to avoid throw, then if hit’s let it be, if not fadc back?

  • does air to ground stomp have invuln frames?

If we talked about every good Oni normal this thread would be 20 pages long.

This is just based on some very minor testing, but normal light slashes really feel to me like they’re -2 on block, +0 on hit, +3 on counter-hit. Could be off, but they’re 99% safe on block.

I would be surprised if meaty slash gets you anything, I don’t think the attack has many active frames at all despite how it looks. It just has a long-ass start up. I played around with meaty slash a bunch to see if I could increase the frame advantage on counter-hit light slash and I never was able to link a 4-frame move.

I don’t believe ground pound will combo off a c.mp, and generally ground pound only combos off shorter strings since there’s too much pushback.

I have never seen ground pound cross-up hit. I have seen ground pound cross up and whiff when done as a wake-up attack, depending on the timing and how the opponent reacts.

Looks like the same as Akuma’s, +4.

MP is the anti-air one, figure out the rest.

Almost 100% sure it doesn’t, it just has a really, really good hitbox. It’s very easy to stuff or trade with weak reversals, and it will often trade with DP’s if you time it right.

Has anyone messed around with using the ground pound (SRK+K) on wake-up? Since we can’t FADC any SRK, I’m wondering if it might be a less punishable reversal when you’re pretty sure they’re gonna meaty you, but not positive. If so, do some seem to work better than others? I’m guessing LK probably has no/minimal invincibility but probably isn’t super easy to punish if they block it. EX probably has some/more invincibility? But I’m guessing you’ll get punished hard if they block. I would guess HK is worthless. MK…I have no idea.

So far, as far as I can tell, wake-up ground pound is a pretty terrible idea in pretty much every situation :\

from what ive experience Oni’s wakeup game is near to non-existant! wakeup lp.srk can catch some people out as it recovers pretty fast even on block, but thats it! I could be wrong though…

personally im finding Oni to be strange, I like using him and he has some neat stuff, but some of it really puzzles me. Anyway here is my question…

At what range do you guys use fireballs? Personally I find the recovery on them to be appalling! the charge seems pretty slow as well?
I find myself only wanting to use them at the end of block strings for that chip/push back…

Pretty much this. I actually think his fireballs compliment his anti-air / footsie game pretty well. Oni doesn’t really wanna stay full screen, he wants to stay medium-far to close range.

really? I could swear they take forever to recover! I need to look at this again then! maybe he has a fairly slow start up? or a combination makes it seem slow to me?
@Metal, I actually felt the opposite, but im having trouble finding a way to play him successfully.

What I’ve found is that Oni wants to get a few good Oki reads/mixups on wake (his untechable knockdown pressure is pretty good via backthrow and ground pound), then play footsies and zone. He can, of course, footsie and zone without going for wakeup pressure/offense too, but I find it better to build up a lead first. I like knockdown pressure though so I’m also kind of biased towards that.

Yes you are right. However, if we didn’t talk about any good thing about any character, SRK wouldn’t exist.

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CH only gives +2 frames to special moves.

For those having trouble with slash xx FADC, make sure you’re waiting until the slash actually makes contact before focusing. You don’t have to rush it like with most other moves.

nope. wake-up stomp is useful against aggressive grapples

lk for throw attempts and to possible avoid SRK chip damage(needs testing)
rh for catching backdashes (srk bait)
Ex.stomp is the risky one. good for grabs and maybe some low pokes, but it tends to land on and get hit by SRK’s.

i’ve done wakeup lk.stomp and ex.stomp at least once in almost all of my zangief matches. Once they start looking for it, i start my stomp/slash/throw mixup

The gief match up feels even, but the more i play it the easier it is. f.hp is ur best friend against gief

LK stomp: 130 dam, 150 stun
HK Tatsu: 160 dam, 200 stun (3 hits)

Id hit training mode for stuff like this

don’t think that setup hits high unfortunately. Desk just showed it cuz it happened to combo on sagat after a jump in hp.

Hey when I get a knockdown from fullscreen possibly from a fireball. Which electric fireball is best for wakeup chip damage or which will catch them better for wakeup?

Take a wild guess

Hey guys! What would you guys suggest to use as 2 main BnB combos?

BTW, what about frame traps? anybody has some tips for me?

Thanks in advanced!