Oni Q&A Thread: Ask simple questions here!

  1. (meterless bnb) cr.lp, cr.lp, cr.hp xx HK Tatsu. (with meter bnb) cr.lp, cr.lp, cr.hp xx LK Slash xx FADC xx cr.hp xx HK Tatsu. U1 is the best when first starting out. More versatility. (punish) TC2 xx HK Tatsu/HP SRK.

  2. To get away or create some space. You won’t bait many reversals with it. Maybe if you do it fast enough when their quick-standing you may fish out a reversal.

  3. Alt 1 (color #10)

it is? still, i found it importand to note that full TC2 doesnt work for crouching characters.
i have yet to see cr.lpx2>b.mp>slash miss one someone though(except for very weird spacing issues). you can still continue pressure though if it drops.
that fadc info was nice though, thanks.

Yep, TC2 doesn’t work you just have to hit confirm before that, if they crouch just do b+mp if they got hit by cross / jab whatever first while standing just confirm it into a TC2. To create the miss situation is simple, just do a deep cross-up after landing a combo especially shoto mainly after HK tatsu you are set to jump again for cross-up with jumping mk kicking their chest lvl.

The answer for why wanna kick their chest lvl?,simple if you know about block stun after a cross and if you kick too early giving the opponent a gap or should I put it not enough block stun to keep them blocking they can dp you out of your strings. However the best professional solution is, you just have to kick it deeper then? so creating enough blockstun so that they are still locked at blocking while you do your string therefore they will get hit by your followup cr lk- cr lp into whatever you want since the motion for dp includes pushing the joystick forward.

Now as you confirmed a hit with a deep cross-up mk, however if you are use your usual bnb “cr.lp(lk), cr.lp, cr.hp” they will be pushed back too far for it. I always fought with my friend Akuma all these tiny bit of things are what’s keeping them alive sometimes. Obviously not everyone can do that dp motion fast enough, but whom I play with is fast on execution and accurate not to mention teleporting.

Practicing around with cr.lp, cr.lp, cr.hp xx hk.tatsu. I feel like I’m starting from square one, since I’m so used to using T. Hawk, where his combos are stupid easy, and aren’t vital to his style. >_>

why not cr. lp cr. hp…the second cr. lp pushes you too far back…especially after the cross-up mk, you can go straight into cr. lp > cr. hp.

Okay, after a cross-up MK. But what about other times? I’d assume I’d be using a simple punish more often than otherwise, if I’m playing defensively, so a hit confirm is less necessary, but wouldnt two cr.lp’s be useful as a hit confirm?

I think cr.lpx2>b.mp>slash misses on Chun Li when she’s crouching, the slash whiffs iirc.

Any reliable way to instant air dash? I’m doing the normal tiger knee motion and I can only get it half the time. It feels a lot like juri’s instant dive kick.

^ I have the same problem with instant air demon. It feels like I do the same inputs each time but it doesn’t always work.

Yes, it does that’s why many has opted to go st.mp or st.mk, so far is only crouching Chun Li. At least Capcom got this issue fixed by 2012.

Why does anyone use the first hit of st.mk in a block string? It does jab damage and is a frame slower than b+mp. Does it have better block stun? Does it have less push back that enables certain combos?

No but It moves you forward closer to the opponent so that your Tatsu gets the first this which forces stand, it is actually a good practice since Oni isn’t consistent on bnb due to hitbox / hurtbox problems. Practicing to end with st mk xxx tatsu isn’t a bad idea and we’ve all seen Youhei doing those every time.

There are two factors at work here. One problem is that it can’t be done right off the ground like akumas air fb for example, so you can’t just bust it out you have to delay it so the jump portion clears a certain distance. The other issue is that it can’t be done too slow otherwise the input leniency will run out and you will just whiff air normals. There is a shortcut that helps but you still have to focus on not getting it out too fast. It will come out more consitantly though.
:d::db::b::ub::b::db::lp:xx:hk:tatsu

Cool, I’ll have to try that one out. You guys have any input sequences that help with instant air demon?

My issue is seems it’s hard for me to input HK Tatsu after instant demon air dash. I can do HK Tatsu normally with the normal demon air dash but seems the time for HK Tatsu in instant demon air dash is strick

I love st.MK’s first hit because of it’s ‘kara’ property on startup. Oni moves forward a lot during it. Have you tried using st.MK cancelled into MK.groundpound (HK.groundpound for pushback strings) for some blockstring mixup? It scores an untechable knockdown if it works and can really catch people offguard. It seems to cancel way faster too (e.g. HK.slash) than other normals and I think that’s because of it’s 1 active frame on the first hit. I’ve been looking into using it more in my game as it tends to put you back into Oni’s strongest zone, which is in breathing range.

For airdash tatsus, I seem to have to delay the tatsu startup for it to even connect with most characters. From the hitbox data I think it’s because the tatsu’s hitbox in air is tiny compared to on the ground (which actually kicks up crouching opponents on first hit).

Also, does anyone know the frame data on Oni’s dash? I can’t seem to figure it out and for some online matches timing a 5+ frame normal after FADC’ing an LK.slash just seems ridiculous at times. From some number crunching it seems to be a pretty long (frame-wise) dash of perhaps 20+ frames. – Maybe :X

Oni’s B+mp / St MP and LK Slash does incredibly long stun time be it block/hit IF cancel into something, just that the recovery of the slash is slow.

What part of my post were you replying to?
If it was the first part; what I’m pretty much inquiring is whether or not active frames get cancelled for specials. Cause if not, it feels that cancelling on the first hit of st.MK seems to come out way faster than cancelling off b+/st.MP for any special (slash, groundpound, tatsu, etc.). If active frames do get cancelled then I’m just el pollo loco when it comes to visual cues, I guess.

Thanks, I’ll try that out.

Just did. Worked out quite nicely. Now to see how many safe jump cross up tatsu I can do with it.

I think for that st mk kick alone active frames does get cancelled since it meant to be 2hits. I was referring to FADC dashes after lk slash from your previous post.