I think it’s possible to space certain characters out in the mid range and live off of zoning with normals as well as rushdown. You may not have noticed it but you were blowing up chris with mid range footsies getting him to try and punish your f+fp and whiff punishing sloppy focus attacks etc. Obviously that can only take you so far but it softens them up for over extending themselves. Clearly his strength is up close landing big damage off his combos during rushdown but using his normals in the mid range helps control space and and pushing themselves to the corner.
Actually you lived off that range and only went in off of a hard knockdown and went back to mid range and out of sakura’s comfort zone. You looked like a half screen dhalsim.
The problem with relying on ending all your strings with lk.slash (callin it slash I’m sure that’s not the name of it) is that although it’s not punishable the only option oni doesn’t get Jabbed out of is dp which obviously isn’t safe. All his stomps and throws can be jabbed out of by three frame normals. The only option that gets flat out beat by stomp follow up is late tech, but once people figure out your options are dp or block then they get to go on the offensive. If you watch your match the only times Chris got to get clean looks at you was when you ended your block strings with lk.slash.
Makoto - go.
i know all of her normals are safe except for cl. hp and fw. hp. but i also suck against her
ok i main oni and my best sparring partner is a makoto/rose main so here’s what I’ve learned over the last year:
st. HP is amazing when you smell an instant air axe kick, can easily smash it before it comes out+ puts out great stun and counterhit damage
up close i find myself using standing MK because at point blank it does 2 hits/ breaks her EX command grab armor/focus attacks as well as stuffs Instant air axe kicks, has a pretty good start up too
forward+ short is a great way to irritate makotos into jumping/stuff forward dashes from neutral, can also combo on counter hit
step kick and forward + hp are more risky than normal if makoto has meter due to the armored EX command grab, use with extreme caution
if you can manage to get a back throw (btw i haven’t seen this lying around in here but you can get a slight kara extention on the back throw plinking grab from back + mp) I do this mixup situation where I’ll whiff a step kick and do an immediate light ground pound 9/10 i catch him tryna crouch tech or wakeup whatever that overhead chop is. if i feel like he’s gonna try to stuff it with his uppercut I’ll use the medium or heavy and sail right over and recover in time to throw/reset the situation. can also sub grab and crossup slash for more mixup situations
makoto is one of the characters you can do target combo 2 to ex fireball fadc into level 2 focus mid-screen (no corner necessary)
cr.jab jab st. hk if you need space, on block or hit
alot of makotos try to rush back in with either a dash or that rush punch after being anti-aired, cancelling your anti air into HK ground pound or either light or ex slash will make them think twice about approaching directly after an anti-air
as much as i like jetpacking around with oni i generally stay out of the air as much as possible, makotos uppercut leads to big damage/combos so unless i can smell an opportunity to get airdash to raging demon i’m on the ground sticking out that forward+lk and standing mk waiting for a counterhit or a jump in attempt
good luck!
Can anybody out there help me with ibuki, I’ve hit a brick wall shaped like a little girl
Any advice on the chun li match up really struggle with this one
Any tips for the Seth Matchup?
Also I saw 1 unblockable set up, is there any other good set ups against SETH?
Thanks :]
For chun li, I agree she’s tough. I’ve found some success with the following strategy: first, you have to beat her with footsies. At least initially, just enough so that you can jump in on her without being able to easily predict it and her anti airing you. If youre able to jump in on her safely you can go into your mix up game and take her to town since she has very weak defenses once youre in close. But, her anti air normals seem to work really well against Oni, so thats not very easy against a good chun li. Again, thats where your footsies come in, to help prevent that.
For chun, I usually start with a couple f.HP pokes and MP electric fireballs and some QCF EX fireballs to break her ownfireball game. She uses those to gain an advantage in footsies and without them she struggles. If you can tag her with some of those moves, plus some st.HK, f.MK, or d.LK/MK, you can really annoy her. You’ll have to be careful she doesnt jump in over your slower pokes or fireballs though, so have your AA ready. She’s got that slow floaty jump so its not too hard to, but its big game changer if you miss your AA, so be careful. Other than that, she really only has her flip kick to mix you up. Her flip kick is usually only dangerous if she has her fireball game working so if you take that away you should be ok. You can always focus it or DP it if you get a good read on it too. Lastly, one good way to get in on her about once a round is to air tatsu over her fireball and kick her in the face. Then you can go right into your mix up set ups. Of course, if your footsie game is working you shouldnt have issues doing clean jump ins with normals either.
Once youve slowed down her footsie/fireball game, you should be able to easily AA her and then jump in safely. Then you go into your mix up game. The extra good news, once youre in, is that demon palm beats spinning bird kick, which gives you a huge advantage since other than that she doesnt have any wakeup options, so just do your thing and wear her down with mix ups, hit confirms, and combos.
In my experience, if she can AA me 3 or more times in a match, or get one or more clean jump ins on me, I usually lose. And if I overcome that, she actually can be pretty free.
Good luck and let me know if that helps at all.
Any help on the Blanka match? He owns me.
Some thoughts on the Ibuki match: Ibuki for a while was my worst match up, but a couple tricks have helped me out. First, when she tries to mix me up in the corner, ultra one with KKK (the upwards fireball) seems to tag her pretty easily. Huge game changer since it does about half her health when fully stocked. Second, I find I really have to keep her out of the air. I do a lot of air to airs, like jump back HK and HP, mixed with jump forward instant HP and HK. Once she’s out of the air even a top level ibuki is much less dangerous.
Need…help…with Elf…how the fuc-
I can’t do this guessing ish
I figured out Blanka.
It really starts with the mid range game. Blanka has two weapons he can use against you here, his roll and his slide. You have counters to both of these that you’ll need to use to bait them out. What I do is I first wait a beat to see if he immediately slides. If he does, I either lvl 2 focus or I block and hit him with lp hit confirm combo. Get the timing for these down as they are critical.
If he doesnt immediately slide, I go to work to try to make him slide. This involves throwing out one, and MAYBE two or three (but rarely), fireballs. If he doesnt have meter this is critical to bait out his slide (if he has meter, you also need to bait out his EX balls to burn out his meter). Use feints by tapping forward light punch, these look like a fireball too. He’ll either a) get through a feint with a blanka ball you can block and punish with f.HP, b) get hit by a fireball, or c) if you time it right, slide into a focus or into your block / punish.
Once you’ve taken that away, you just wait for the knock down and then go in on offense. Blanka doesnt have great options against HP Demon Palm, especially since it crushes electricity, so I usually start with that. If he’s getting happy with EX up balls etc, just switch to block and punish on wake up. The Blanka’s I face tend to panic when Oni knocks them down.
Beating blanka means baiting out his key moves and punishing them accordingly, which isn’t as hard as you might think because he doesn’t have that many options, so you only really need to worry about two maybe three at any given range, and also since most of his options are unsafe against Oni. When you’re likely to lose is when he is hitting you in the mid game with those balls and slides and going into his wakeup mix up game. That’s really his only option for winning against Oni.
The last thing to watch out for is ultra one, but if you’ve switched to blocking his wake up by the end of the round you can easily bait this out too.
Another note: I’ve forever switched to Ultra 1 for one main reason, it’s almost impossible for opponents to do a corner mix up on you if you have it. U1 + KKK works beautifully against corner mix ups, which is a huge weakness for Oni. The one downside is an opponent can bait it out if they want to and know about it, but once you get the timing down you can read this pretty easily so its not a big problem.
Plus, the input is easier than U2. It also can defend against mid screen mixups by floaty characters like Rose.
Alrighty peeps whats happening?
I can’t take it anymore… the Ken matchup is driving me fucking bonkers!
Since Ultra dropped I believe he has become even more dangerous than usual due to his increased walk speed and other bs.
I’m usually an aggressive Oni… always putting pressure on but I learnt the hard way that is so damn stupid against Ken.
How do you guys, the pros, take on this demonic match up?
Please any help will do!
Fuck Yun and Yang’s hitbox…
Just when you get that c.lk confirm into c.lp, b.mp to hp, Oni’s hand just misses him completely.
And I really hate being close to Yang in general(I’ve fought more Yangs than Yuns as of now). If I don’t spam f.lk, I’m gonna get outpoked every fucking time by his c.mk.
Stance animations to block and properly punish Jab Hands from Decapre at certain unsafe ranges with reversal special moves:
Oni:
Crouch block all string of hits from Jab Hands.
Jab/Strong/EX DP will work.
Punish examples:
Meterless
Jab DP
Strong DP
1 Bar
EX DP
2 Bars
Strong DP (on 2nd hit) xx FADC, (Forward Jiraiken)/(Ultra 1)/(Ultra 2)
3 Bars
Strong DP (on 2nd hit) xx FADC, EX Tatsu
EX DP (on 2nd hit) xx FADC, (Ultra 1)/(Ultra 2)
4 Bars
Super
Who does Oni lose to?