If you want a universal bnb then do something like c.lk > c.lp > b+mp xx whatever.
- Is there an agreed upon bnb?
cr.lp > cr.lp > cr.fp xx lk.slash. It is range depended which is a bummer but forces stand on crouching apponents which is necessary to extend his combos so that tc2 doesn’t whiff. As Kep was saying use cr.lp > cr.lp > b+ mp xx lk.slash when it seems as if your out of range. That’s the accepted bnb afaik. One new hit confirm combo I’ve been working on is cr.lp > cr.lp > st.lp > cr.mk xx hk.tatsu. - Best frame traps? Or catch for crouch techers?
Do people still get caught crouch teching? I get mashed revearsals more than anything else these days. There was a video with Oni’s frame traps that pretty much summed it up. - Best wakeup options?
Oni is very hard to safe jump imo. I use his hp.dp for blatent jumpins and for crossups I use auto correct hp.dp. I’m not going to recommend this because I haven’t seen anyone use this and I don’t use this myself but you can mk/ex. demon palm on wake up and it’s got start up invinsibility (ex. more so than mk iirc). In theory if you go with ex make sure to facd it to make it safe. Other than that just block and keep track of what they are doing during a match. Even when players think they are mixing you up on wake up they are still following a pattern.
Hey I don’t know if this was answered anywhere already, but I was wondering about EX slash counterhit. This thing sends the opponent flying and always screws up my timing cause I don’t expect it. Now I know you can follow up with the EX stomp and get two hits (tight timing and wastes meter). Is there anything else that is useful off of counterhit EX slash?
If you want to land the U1 you gotta learn to counterhit confirm. The timing for the U1 after ex.slash is very lax (offline / good connections) so you have time to figure out if it’s counterhit. If it is counterhit and you confirm that you should have time to do the 3 x kick version of U1 which does more damage in juggle state. Other than that I don’t know if there is anything you can land outside of what you already mentioned that works off of counterhit ex.slash.
Anyone know if Oni has any meterless untechable knockdowns that setup the jump-in / crossup tatsu mixup?
Go for a combo that goes into lk ground pound, that should setup your mixup game. A combo I use for this is c.lk c.lp TC2 lk. ground pound. If I realize they are crouching (where TC2 will whiff) I go into ground pound off the first part of the TC2 (back medium punch) and that combos still.
From my experience comboing into ground pound leaves Oni too close for any sort of tatsu mixup, unless you hit them with the very tip of the attack. So you just end up next to the opponent and a forward jump will obviously be a cross up as well.
There’s not really a point to performing a cross up tatsu if there’s no threat of a fake cross up either. I wish there was a practical way to combo a sweep, like Akuma.
Yea that’s my problem with Oni. All his untechable knockdowns doesn’t give him options to mixup. Everything crosses up. Only time is off a forward throw to the corner, in which case you don’t want to cross up and end up in the corner. Really wished his back throw was better.
Can Oni do instant air dash from the ground ?
Not in the same sense that Cammy could do TKCS; no.
does Oni have any simple frame traps? like comparable to Guy’s cr.lp to cr.hp?
take your pick
cr.lp is +3 on guard
cr.hp(5f) b.mp(5f) st.mp(6f) tc1(4f) all go into LK slash naturally and can be fadcd for damage
st.lk > st.lk xx ex fb is decent
Trying to pick up Oni 'cause he’s a fun character =) Where can I find the hitbox pictures that were on EventHubs not too long ago?
On EH. Type “Oni Hitbox” into the search bar.
Potential Oni player here. Couple simple questions I don’t see easily outlined anywhere.
- What’s Oni’s meterless BnB? With meter BnB? Ultra combo? Punish (if not already mentioned)?
- how is the best way to utilize that air dash? Baiting AA’s?
- do any of his outfits have a white variant?
- combo section
- jump in during a fireball or random jumps against dp characters?
- good question I don’t know :eek:
Plenty of combos in the combos thread, but not sure which are THE combos to use at first,
cr. lp x(1)2 >> TC1 or TC2 >> HK Tatsu or (LK Ground pound if use TC2), LK demon slash for FADC combo.
to be honest i think cr.lp>cr.lp>cr.hp>Hk tatsu/lp slash/shoryu/(ex)fireball is accepted as bnb, since it works on crouchers and forces stand for possible FADC combos involving TC2. its a 2 frame link.
an alternative that works on crouching opponents too is: cr.lp>cr.lp>b.mp>ender
as for fadc combos:
anything>lp slash>fadc>cr.mp>TC2>ender or another fadc with the same attacks and ender.(cr.mp can be left out for the combo beeing easier)
shoryuken can be fadced into U1(both grounded versions) or U2 without animation. ex fireball can be fadced to U2 on grounded opponent for full animation(and maybe U1 too, gotta test).
another good way to combo into ultras is the ex slash, but just online, since it always* works there.(*actually just most of the time)
best punish is cr.mp>TC2>ender i think.
airdash: dp baiting, mp airdash can also be used for some weird crossups on wakeup.
also: back throw>crossover airdash>tatsu>mk.tatsu or b.mp>slash reset.
i think the one costume that has him in buddhist-god-like looking dress has a white version.
the thing with cr.lp>cr.lp>cr.hp>lk demon slash, is that it will whiff on some of the cast and your cross up mk cannot be too deep against all characters or it will be a whiff on slash part. I’ve dropped that combo muscle memory until 2012ae fix for now since its character specific. On a side note not only ex fireball can be fadced to U2 but normal fireball can be fadc to U2 aswell but character specific for full animation.
U1 wont get animation after ex fireball because they are slightly non meaty unless some character specific thing I am not aware off. After a cross-up Ex slash you can do a HK Tatsu to U2 for like 340+ (10hits) damage around the same damage as U1 offers and also gain some meter and pushes your opponent into the corner.