What does Oni excel in his gameplan?
lFakel
2
I feel that he is perfect example of mediocrity. He has above average rushdown game with high low mixups and pretty decent frametraps, he has fireball and zoning game to some extent, but most of his options lose to specific type of characters. In my opinion gameplan should be trying to play slow until knockdown and make them guess on wakeup thats very generic asnwer, but ofcourse there is tons of way to play any type of character
Well, I am gonna try to make things a little bit more optimistic, since IFakel gave his own opinion on the character. I would not talk about mediocrity concerning Oni, since his gameplay is so extended. I think you could talk about mediocrity when you take each of his options separately, but together, they create a solid set of tools that can beat any situation. You just have to twist your way of thinking when you use Oni, you cannot rely on “that” specific option against “that” specific character, you have to make him doubt. Every okizeme game is based on that of course, but things take a different dimension with Oni, because he can attack from front, back, and upside. You will have an average of 3-4 different options in an okizeme game with any character, and you will be closer to 7-8 options with Oni: overhead, throw, light meaty, lp shoryu, hk slash, stomp, jump-in (with or without cross-up), neutral jump dash ex tatsu, etc…
You have everything you need to create confusion in your opponent’s mind. And you cannot just think in terms of “his shoryu can’t fadc on block, weak” or “his fireball game has slow startup and don’t cover screen, weak”. you have to find thoses options strenghts, and they do exist. His lp Shoryu is the fastest to recover in the game, perfect to create some tension in the match. and speaking in damage, his mp and hp shoryu do tons of it. His fireball game is indeed slow in startup, but it never was intended to hit the opponent on the other side of the screen. If Oni has got so many different fireballs, it is to change the pace of the match, to create traps, and finally, make your opponent doubt. Furthermore, the fact that the standard gohadoken doesn’t cover the entire screen serves you, because you will be able to throw another one faster that a character that will have to wait for his projectile to cross the whole screen.
When you play Oni, think in terms of making the opponent doubt. He is a very psychological warfare-oriented character.
Komatik
4
I’d still say that Oni has an uphill battle ahead of him. All the necessary tools, but a bit awkward so you don’t really win matchups on paper. But in contrast no glaring weaknesses anywhere either, which is the most important part. You have game against anyone. Which is where the psychological warfare comes in. It’s a bit similar to how Ryu has to compensate for the sheer fairness of his (otherwise pretty great) tools by having excellent rhythm and yomi. Oni’s just a bit more exaggerated with his capability of going batshit insane on the opponent and the plethora of tools and tricks.
A brilliant observation on the fireball. I hadn’t even thought of that previously. Also, at least if the wiki frame data is correct, Oni’s fireball starts up in 13 frames, recovers in 34, for 47 total. Ryu in contrast has 13 startup, 32 recovery. So it is actually slow to recover, not to start. So presumably good at close and outside jumpin ranges, very weak at jumpin range. Speaking of which, jab Gorai recovers in 26 frames.
unfortunetaly Hakan is much more solid with his gameplan compare to Oni right now