
He seems like he might have a bad wake up game without meter.
@3 ME to i will yell out something everythime i land it, but i dunno what to yell out :/ i got time to think about it though ^^
@2 GOOD, so there wont be to many onis.
Yes ~~~! Oni is such a unique character to learn though ~~~ ^_^
Input for demon slash is just QCF+K. On ex-demon slash sometimes what I prefer to do is a toward+HK, it'll send them full screen. I guess because I play a ranged/keepaway Oni for the most part. But after you slap them across the screen you can throw a charged fireball or electric fireball and it'll basically catch them right as they wake up for free chip.
While kick version of ultra 1 sounds like a good idea, there are a few problems that make it VERY situational. It goes straight up into the air (Which is why I call it a spirit bomb haha) and startup is slow. In most cases if you try to AA a jump in, it will not be at the right angle, and you'll get hit before the fireball even comes out. If you try to use it as a wake up option while your opponent crosses you up, most of the time they will have jumped safely to the other side by the time your fireball comes out.
Main easily confirmable combos for me are:
(c.lk > s.lp or c.mp) target combo 2 xx hk hurricane. If the target combo is blocked, as with many characters, end with fireball instead for some free chip.
c.mp > target combo 2 > fireball > fadc dash forward > c.mp > target combo 2 > hk hurricane
the basic fadc combo i do. Besides looking flashy, itll do some good stun.
On a side note, you'll come to realize that after standing jab, you have FOREVER to combo. Frame advantage on hit is amazing haha. With practice you can use it in confirms pretty easily, though Oni does have better pokes. c.mp for one, which links into itself with ease.
Just be careful to vary your combos if the opponent is crouching. hk hurricane should catch crouchers if close enough, but the s.hp in the target combo 2 totally whiffs crouchers. But like I was saying, if you confirm from lp or c.mp you have a while to do the next part, so if theyre crouching you can try the first target combo, or just link into another c.mp or c.mk into fireball if you cant catch with a hurricane.
I'm sure it's been mentioned but no juggle on lk hurricane like normal akuma or e.ryu.
Hmmm, IDK. He seem kinda cool, and I do want to play as a boss character... but I think I might just stick with Seth.
Everyone doubting Oni, lemme guess are you the same people who said Dudley was going to be god?
Come on now.
It's laughable at best, to read these worse that youtube comments.
Anyway...
I want to know the damage on the super, it did a lot to Evil Ryu.
and "Low stun and Stamina" Yeah, uhm, didn't everyone say he had normal Stun and Stamina, I am pretty sure all the SRK threads, and "pros" who played as him said his S/s were normal. So, edit this crap.
i also think it's just a waste of character slot...
Ryu / E.Ryu , Gouki and now Oni ...
I'm , not against ado caracters ... but why not evil Chun-Li ? Evil Blanka , Evil Zangief ? ^^;
Seriously, i would have prefer a completly new caracter diferent from others...
instead of giving him an ultra that resembles Ryu's U1, they should have given him the one where he rains destruction down with multiple fireballs. it could have started up similar as the akumacopter. a big knee kick in the face and then into Ultra cinematic. that or you could choose to use it staright out from the air without a startup kick, which would work just as Oni's Ultra1 air fireball.
THAT wuold have been cool. THAT is exactly what Akuma should have had instead of that sh!tty tasmanian copter whirl
what do you guys think?
Doopliss - Viper's? I thought her's was pretty good lol
But yes, it's basically the same usage as Boxer's and Rufus's FA. If you have to imagine what it looks like, basically it's Gouken's standing HP where he sticks his hand out and pokes with his fingertips lol, really bad range.
Just wanted to add, I don't think his fireball game is as bad as it's made out to be in this guide. I've been using his fireballs pretty effectively to bait jumps with little consequence.
Jab goshoryu has what I call "ken recovery" because of how quickly it recovers. Most good players will punish it as with Ken's shoryus, but if their timing is even slightly off, you can many times throw out a second and it'll catch them, especially if they havent caught the timing yet.
"The Medium Hadou Dash travels straight up and also can be followed up with a Hurricane Kick. There's not much use for this move, but it can knock the opponent down if they get too close to it."
Not much use? it has its uses.
One way is to late forward jump in front of a downed SRK-character. When it's obvious that you won't land in time to block an SRK-move, the Oni user can medium-airdash and hop right over an opponents's SRK and land behind them safely.
An Oni user did this in the stream during a recent japanese tournament.
#17 I don't believe so, but I haven't tested that yet. Typically even if you LP shoryuken as an anti air, the angle they fall back at will be too far for a demon palm to reach.
For late jumps on downed SRK characters, I actually use a forward dash. If you time it correctly you can slap them with a crossup tatsu as well. The problem I have with using MP hadoudash for that purpose is that you end up floating quite a bit even with a tatsu after, so it doesn't put you in the best position either sometimes if they use quicker recovering versions of srks.
suprised at how this guide missed out his karas, I could of swore his stamina and stun were average -_- and his back dash had good recovery. I felt like his fireball was quite good especially in the corner, its even better when combined with cr.fp as an anti air i mean you can anti air with cr.fp and since the fireball can be charged you can then cancel from the cr.fp into fireball to keep opponent grounded.
Lol really? I'm guilty of mashing out repeated demon slashes and I've only been inputting QCF. Maybe it's the way i hold the stick, who knows. Unless I subconsciously start at down back each time. I was just playing a few minutes ago and was being gimmicky with slash fadc crossup slash (slow as hell easy to read, but thats the funny part) but yeah, I'm pretty sure it's qcf+k. I play Oni every day, which isn't much to brag about, but in all the time since I started using him before his "official" release I've been using qcf.
@yuenyun
demon slash is HCF + k lool you must be doing a shortcut by accident or your execution is not on point, also there is no QCF + k in his offical move list
Ah I see, I just looked up the official move list. It's just really strange to me because I go from stand jab to c.MK > demon slash. It's just odd that in all the times I've done qcf I've never "failed" a demon slash, unless they changed the move input since. Which I doubt. Ill go be extra careful with inputs and figure it out tomorrow lol
Evil Ryu and Oni.... Hmmmm prbly will try ONI I main adon so it wool be nice to mix it up a little. Might Try yang played him in 3s. But they might as well add Diabolical Dudley to the mix for a change of pace lamo. Any ways gamer tag is TheMoonFalls Adon Bp-6256
Who is writing these guides?
Don't use the forward air-dash? WTF?
They should at least be honest and say something like "We don't know how to use this special move effectively at the moment".
These are written as complete guides but with incomplete information.
Still working some stuff out. cr. LP doesn't seem to link into st. mp. so I found a decent hit confirm for day 1 (i got my AE late)
cr. Lk, st. LP, st. MP heavy tatsu (218 dmg)
still working on it so i'll post more later.
cr. lp does link into st. mp but it's gotta be pretty close to a 1 frame.
@33
cr. lp into bk.st. mp links easy as can be dude, and that mp can go into target combo 2 or just cancel into a special on its own
@ Sirius and Samurai
Oni is Akuma, technically. He's a what if, as in what if Akuma lost control of his own power and went more insane.
Speaking of Oni. I like him, but I have issues with him and it's the same ones with Gouken. He doesn't feel Boss like. He's damage output seems pretty good and his moves are cool, but there's nothing about him that seems broken or just really good. Him not being able to FADC out of a DP on block is really were I think it comes from. What does Oni do that Capcom needed to do that? Same thing with Evil Ryu and Gouken, if you're going to call these guys boss characters, make them feel like they're boss characters. At least with Seth, he had so many options to work with you understood why he has low HP.
@JohnJohnson That puzzles me as well about the inability to FADC out of a blocked shoryu, what makes him so godlike that he cant do that?
I found an Oni combo that does 538 damage, but it has to be done in the corner. And its a pretty easy combo:
Jump in HK, s.HP, EX Gouhadoken, Focus Attack (LV 2),Tenchi Sokaigen (Ultra 2).
Combo Damage: 538
Stun: 570
The EX Gouhadoken to Focus Attack is like Seth's Sonic Boom to Focus Attack.
@42 : Well there's an even easier combo for 540 damage, in corner only : J.HK, S.HP, EX Tatsu, Ultra 1.
I think the U1 is overall a bit better than the U2. Sure it's less flashy but it's way more useful and does more damage when used in a combo without the whole cinematic (after an EX Slash, FADC Shoryu, corner combos like the one I mentionned...).
Also, in air U1 while jumping back can catch some people jumping at you. The problem is that without the cinematic U2 does really poor damage compared to U1.
Is there any frame data or hitbox list for Oni yet ?
Sorry but Air Hadou Dash with light punch
hit the opponent only in cross up !! and damege 70 !!
I like to think Akuma sacrifices some of his more technical skills (Demon Flip, Teleport) for pure power.
Meido Gohado (Ultra 1) is pretty much the strongest Hadoken in the Street Fighter universe. Well, at least on the evil side of the Hado. Denjin Hadoken I think is a pure good Hadoken. But I think it goes Meido Gohado > Messatsu Go Hado > Metsu Hadoken.
Oni also acts as a precursor for the later, more powerful Akuma we see in SF3. Tenchi Sokaigen (Ultra 2) has him using that Kongou Kokuretsu Zan from SF3 in the beginning, although it's not as powerful as it is in SF3.
Oni's Demon Palm (the Ground Slam move) is the precursor for Misogi in the crossover games. I know that's the first thing I thought when I saw that move lol. Demon Slash is the only new move.
Oni is kinda like Gouken in a way. Gouken reserves his Shoryuken for his Super and Ultra 1. Oni reserves his Tenma Go Zanku (Air Hadoken) for his Ultra 1.
So yeah. I like to think Akuma improves on the techniques he uses as Oni and uses them again in SF3 (KKZ, Misogi.)
Hi, Hopefully somebody could answer me something, maybe I missed it somewhere, but why on earth is the medium demon palm weaker than the light?
On a separate note, a helpful shortcut for the air version of raging demon is to input the first two light punches on the ground, jump forward, then press light kick and strong punch in the air, that way you only have to press two buttons in the air for it to come out, it's much faster, situational, but still.
Maybe I was just stating the obvious though, but could somebody answer my first question? At first I thought it was a bug or glitch...
Oh, nevermind about my last question, I just found out you can FADC out of dragon punch into medium demon palm, but not light demon palm. Probably some other magical properties as well.
the light air dash DOES do damage. 70 to be exact.
oni's charged fireball can be linked out of at close range. his light demon slash should be used for almost all FADCs if you are serious about him. his command fwd+lk is used as yet another (advanced) zoning tool. his back+mp can be done twice. his fwd+hp is extreeemely important for him as a character, and if u havent done this in the first 6 seconds of discovering youre against a defensive player, you have much more training with oni. it can also be FADCd (tho not into a combo), and is worth the two stocks to get in on an overly defensive opponent. back+mp links after cross-up aerial tatsus. his upward U1 links in the corner (after FADCd srk for example). his fwd+lp target combo does not stand opponents. stand hp stands crouching opponents when not used in its target combo. his stand lk is special cancellable, and his fireball links after almost every light normal. the first hit of standing mk is special cancellable. his stand mp, along with back+mp, cr. hp, and stand hp (and his fwd+lp target combo) are all vital pokes for beginning his mixup game with LIGHT DEMON SLASH. combo into it as often as possible for oni's true mixup game. end bnb's with hard hurricane kick (if not his demon palm or light demon slash for knockdowns/mixups) for good positioning, almost never with srk unless u want to FADC or they are too far away and crouching. medium hurricane kick can be FADC'd on first hit into a crumple, as can ex fireball. fwd+hp kara'd into throw is an amazing utility. stand lp, cr. lp, st. mp, and cr. mp can all be cancelled into the powerful st. hk. space with it often instead of ending combos with fbs. also kara cancelling into his FA with fwd+hp is vital to make up for its subpar range. combo often into light demon palm for untechable knockdowns when you need more control of space (medium works too but does less damage--but it does add a very small amount of range if you know exactly what youre doing). demon palms can also be FADCd on hit or block, tho not with much utility. only use crossup slashes very very sparingly, ensuring you do not get punished hard, that they will indeed connect, and that they will do helpful damage as resets after multi-hit combos. these are just some of the things this guide failed to include, and also very important in using oni legitimately. i almost didn't send this, hoping to get oni some buffs ;) my psn and future XBL handle are the same (spiralon) for games or insight. and no, i won't play long if youre terrible, but maybe i can still help you out. hate mail welcome. here's a guide that got me started (lacks a small amount and has a few inaccuracies, but is wonderfully done and even has videos) http://forums.eventhubs.com/viewtopic... (why is this not a link on this page? get organized eventhubs; most useful info i find, i find on this site, but almost never on purpose or ever again)
other useful things not in this guide:
ex fireball in corner can link, if close enough, into jab and thus everything else. back+mp links after corner ex tatsu. fwd+hp on counterhit can be FADCd into jab as combo (tough). so can light demon slash on counterhit (tough). crouching medium punch on counterhit can link into light demon slash (easy). fwd+mk on counterhit links into back+mp (easy), very important. if u start the air tatsu when ur jump arc gets above ur opponents head, it will usually connect. practice it some, its quite useful. if u do this in the corner u can go right into ultra. fwd+hk is probably his best ground zoning tool when all other options can be predicted. regular st. hk is also great, and better overall as an interrupt, but is more punishable/predictable. u can OS fwd+lp target combo>light demon slash setup with fwd+mp overhead to confuse your opponent.
thanks super_ike, glad i can help. the ex fireball setup in the corner can lead to tons of damage and saves ex stocks. st. mk gets you closer to your opponent so if u need to make sure youre close enough to link after ex fireball use this. 2nd best to use before ex fb is back+mp, though the target combo into st. hp works most of the time if youre close. ex demon palm when you know theyre guessin, and your cr. mk will suddenly be useful with them afraid of overheads (his cr. mk needs BUFFS BAD... PLEASE CAPCOM MAKE HIM USEFUL... u can also make the srk cancellable on block if u have hearts at all... why must oni be an embarrassment? try zoning with his low forward or fireballs and youll get spanked (seriously, when he does cr. mk, his leg literally shrinks into him... why did they neuter him like this?), and his srk which if u use the light one--the only one whose recovery will keep u safe--constantly gets stuffed [jabs often stuff it] is way too risky... his air dashes are next to useless, his air tatsu escape removed before it was born, his slashes too slow/predictable, and his backdash too sh*tty to justify not being able to cancel srk on block. whats oni to do in the corner at all? not one safe poke/move/escape. just a risky as f*ck fierce/ex srk. seriously, name one option capcom...)
Hey eventhubs, I found something interesting about Oni's Ultra 1. Ultra 1 with triple kicks does 375 damage, aerial Ultra 1 does 360, far away grounded Ultra 1 does 350, and cinematic Ultra 1 does 450. Also if you do EX tatsumaki after Zanku Hadosho M or H, Oni will fall while doing EX tatsumaki instead of staying in place and if it hits it puts the opponent into a spinning state. If you're fast enough, in the corner you can connect with Ultra 1, (haven't tried Ultra 2 but I bet it will work too!) Another thing is my gamertag is NINTENDO Galaxy, send a message if you want to play me. (I enjoy a good match). I main Sakura currently and I play UMVC3 with Phoenix Wright.
some of you are not meant to play with the demon...
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