yes, that is what i am saying. just try to connect a standing fierce and you will see.
but cr fierce starts up in 5 frames, close fierce in 7. I’m convinced that lk slash fadc is +6, so it’s a 2 frame link
you are perfectly right, also i actually was talking about standing mp. just now i went into training mode and you can very well connect st mp after fadc slash so it has to be 6. thanks for making me check that. so now there is no reason at all to go for hadoken fadc.
In punishes it doesn’t make sense but cr.mk is still a decent poke to use as a mixup to tick throw / tick walk back cr.mk xx hp.fb fadc sweep then safe jump or fadc cr.fp xx hk.tatsu.
She was doing empty jump cr.lk to you for days and mixing that up with tatsu pressure. Your job in this match up is to keep her out. In your matches your opponent basically just out-played you in terms of space control and did empty jump cr.lk. If you get in the situation where she’s pressuring you with frame traps you basically have to make a read on when she’s frame trapping and dragon punch that bitch. With the Sakura you were playing you have to use your electric fireball to negate her’s so she doesn’t have a way to make you jump at her or back you into the corner. She either has to absorb the fireballs which you can take the time to throw out f+fp to essentially double shot her focus or She has to jump or block. If she jumps then move in and aa or just regain some of the stage space back and look for an opening. Basically when another opponent has a fireball and is zoning you out make use of your double fireball to gain screen. You can also mp slash through her fireballs too.
tl;dr Block or DP. Don’t let her use fbs to control space.
Can I get input on these matchups:
Blanka
Deejay
Ken
Gen
Thanks y’all
Guile feels at least 6-4 maybe 7-3 guile
Sent from my SGH-T679 using Tapatalk 2
Hoping this thread is still awake…
BLANKA:
Punish slide with cr.MK xx HK Tatsu.(Focus attacking also works.)
Cr.LP to check Blanka Balls.
Cr.LK/MK hits Electricity. Cr.LK works well if they’re mashing it on wakeup. But be careful.
All Blanka Balls are safe except for HP version.
Hovering EX Balls can be cr.HP’d fairly easily.
Try not to press buttons when Blanka is putting on pressure. He has lots of good frame traps. But he eventually has to do something unsafe. Tech the throws and don’t fall prety to hop shenanigans and this is a pretty even matchup.
DEEJAY:
Cr.HP/HP SRK Knee Shots and jump ins.
Cr.MK will avoid wakeup Upkicks and give you a free punish.
Don’t try to MK Slash through Air Shots.
Focus the slide.
Don’t allow DeeJay to begin his pressure. Without meter he’s pretty bad so put the pressure on in round 1 if you can. Also don’t test the Upkick. Cr.HP/St.HP are very good in the matchup. Be careful how you apply fireballs when DeeJay has meter.
KEN:
St.HK punishes whiffed step kicks at mid range. Use this.
Tech the throw.
Keep him out.
MK Slash through projectiles.
This is a fairly even matchup as well. Just play it smart and keep him out. Punish him for whiffing step kicks. Also MK Slash is very effective when reading Ken’s fireball. Learn to react to it. It knocks them very close to the corner when it connects and that’s very beneficial for Oni’s pressure/counterhit game. As usual, don’t fall for post EX Tatsu and crossup EX Tatsu mixups.
GEN:
Anti-air the jump ins.
Don’t test the upkicks.
Stay out of focus range.
Don’t jump in. At all.
Gen gets alot of mileage from anti airing. Even more so when he has meter. Oni wins this fight on the ground. Make sure your anti airing is on point and keep him out similarly to Ken. Gen’s normals are also extremly good and he tends to score lots of counter hits if you’re playing footsies too closely. His dash game only amplifies this. Try to slowly press Gen to the corner when possible. The match gets really bad for Gen with his back to the wall.
Thanks for the cr.MK on DeeJay’s wakeup. Didn’t know about that. Makes sense, though.
Here’s a little compilation of Oni super Combos…
[media=youtube]1tsQXSrksQE[/media]
I hate the Honda matchup. He seems to have funky hurtboxes, AND the fact that you can’t b+mp target combo him is a huge annoyance.
when will the first post be updated with the tips written here?<br>
I’m not sure if it’s already been mentioned but f+fp is punishable on block by fei longs rekkas. Cr.lp xx rekka x3 punishes everything oni does besides lk.slash. Basially if you have to fight a good fei long and you only play oni then you have to zone him out with fireballs at a stupid safe range then aa him and hope for safe jump setups to apply pressure. He’s a beast.
I ran into an Oni player in ranked, played two matches (I won both, I’m a Claw player by the way), then proceeded to play around 16 matches in endless. I won roughly 12.
He had a pretty solid Oni. I feel though that this matchup is grossly in Claw’s favor: Claw’s footsies are just too good for Oni, and Claw can keep Oni away nicely (b.mp should be a good normal to throw out against Claw’s normals, though I’m not sure how much good it will do at the range of Claw’s normals. I’m not sure if it will combo into light Demon Slash at that range.) Air-to-air favors Claw (aj.mp, aj.mk, nj.hp, nj.hk, air grab.) Once Claw scores a knockdown, he can just sit there and wait for Oni to do a number of things:
A.) Oni DPs (in an effort to catch a normal or Cosmic Heel, etc.) Depending on the strength of the DP, Claw can punish with Cosmic Heel into U2 (I’m not sure which of Claw’s ultras is preferable, both seem applicable to this MU.) Or simply a Scarlet Terror after the CH if one is unsure if Oni was high up enough to combo the ultra.
B.) Oni tatsus (not sure why he’d do that, but whatever.) Claw responds with c.hp.
C.) Oni sticks out a normal; if it whiffs, Claw can punish with c.mp x EX FBA - Izuna (which then can be followed up by wakeup Izuna traps, it seems only EX DP beats it, I should test this out) ; depending on the normal, on block, same result as if a move whiffed.
D.) (Assuming Oni is cornered,) back jumps. EX Scarlet Terror (or ultra if reactions are sharp.) If not cornered, EX FBA (if this trades with an air normal, Claw can combo into either ultra.)
E.) Oni sits there not sure what to do. Gets kara-thrown.
It seems Claw has an answer for anything Oni can do in the neutral game and on Oni’s wakeup.
Now, generally, Claw’s defense on wakeup is booty. On wakeup he’s absolutely free. BUT… it seems Oni’s oki game is too weak to capitalize on this (assuming the Claw player is aware of all the options Oni can throw at him.) Oni ground-pounds, simply block and back up. Demon Slashes are easy to block, and you can punish with a grab (not sure how safe the light version is though.) Tick throwing isn’t all that threatening. Air dash generally means a tatsu is coming (it’s hard to block though if you aren’t ready for it.)
This isn’t to say that Oni can’t put up a fight, he certainly can, but this MU–to me–feels eminently in Claw’s favor. Perhaps if I was fighting wao, I’d be saying otherwise. I don’t know.
I suggested to my friend that he look here on SRK for info on the Oni vs. Claw matchup–whether he’ll do that or not, I don’t know. What does this matchup feel like as an Oni player?
There are times to use fireball FADC combos as it is not feasible or possible to lk slash during situations such as: near max range st.lk to fireball FADC or cr.mk to fireball FADC during footsies.
I wouldn’t touch them in standard or punish combos.
Ibuki can be footsied into some serious punishes. My personal favorite being that of a F+Fierce, FADC (cross-up) if she chooses to whiff something that leaves her standing. I’d say hit training for a little bit and practice. When you FADC the F+Fierce (assuming you just hold forward, engage FADC, tap forward once more and hold it again) you can TC2 into whatever ending special move you see fit. I go for the Short version demon palm into some follow-up slash setups.
Depending on where you approach, as he’s a pain to deal with. He eats 3 b. Strongs if you can link them. Outside of that, TC1 xx Fireball seems to be a fair inside to space punish and kind of poke him to death. Force his jump ins and st. Forward from far and cr. Fierce seem to do well in his AA situations.
The floor game is a different story. The footsies are a bit of a pain. If I pick up anything major in the MU, I’ll be sure to make note of it.
I am here everyone i am stepping it up with Oni…
The King…
or you could call him the Mad King now…
I wrote this in the other thread and I wanted to give my input on the character oni and my hands on experience with the character vs high level top players.
Oni has trouble against characters with fast long range focuses like Cody/Fei Long/Vega/ among others. Against the greats the only way you can really open them up is if you 2 in 1 a jab or short into the overhead move(dp with mk or short but mk is better because its minus 6 as opposed to minus 7 being the short one). If they have good keep away and great normals Oni can’t win in high level play unless you take crazy risks against solid defensive players that punish him correctly. The over head move doesn’t do enough damage to make someone that afraid of his rushdown and his kara throw gets teched free when they get used to seeing all the ranges he can perform them at. Imo i have the best RUSHDOWN oni period just like i have the best RUSHDOWN Sagat. People who have played Bonchan/Ryan Hart(2 of the best Sagats right now including me) have told me my rushdown was better. Oni is a rushdown character because all if his fireball strings are unsafe if you focus dash punish or block then punish if you do it to close. So now your forced to do strings with short slash(fireball with short which is minus 2 on block forcing you to risk the overhead pound move i discussed. He jumps to high giving characters a huge chance to aa him forcing you to fake them out all day because they are going to keep doing the aa JUST IN CASE. Against the focus all you can really do if they are at sweep range is stand short rh tatsu to really stop it. The good players will RANDOMLY focus ANY other limb even the standing short fireball because it doesn’t come out fast enough thus crumpling you for a combo if you don’t KEEP doing standing short rh tatsu on reaction which is close to impossible because your not psychic. When you are down on life you are going to try to get knockdowns and damage with forward fierce forward mks and other focusable limbs. Characters with 3 frame normals can hit those long range limbs and 2 in 1 into a move thus either knocking you back down for a safe jump you can’t dp out of or just chipping you away. Oni gets mauled by people who are safe and smart about their rushdown and he gets lamed out(zoned) by patient players with good footsies. All Oni has is damage from his risk taking. Good character…but not great once you KNOW
Been playing him since AE and still do. I can beat some of the best with him but those weaknesses are very bad once exploited…