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Oni Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:03 p.m. PDT


Oni Ultra Street Fighter 4 Character Guide


Character Overview
Oni is a tool-based character with a large amount of options at his disposal to engage fighters. He has a great mixup game (especially when he has EX) along with a very confusing reset game. Oni can really command the pace of a match with his Demon Palm and Air Hadou Dash while controlling space with his command normals. Both of his Ultras are very useful and powerful which add another component to his great utility game.

Oni has very poor reversal options though with a dragon punch that can't be FADC'd on block. His backdash is also poor, traveling little distance. Oni's long-range offense is weak with a sub-par fireball game that can be easily avoided or punished. Lastly, Oni really needs meter to do any sort of significant damage, making him very dependent on it.

Strengths
+ Very powerful combos.
+ Great frame trap moves.
+ Walk speed is very fast.
+ Good utility on both Ultras.
+ Variable reversal game, especially with meter.
+ Brutal offensive pressure with crossups and overheads.

Weaknesses
- Lower than average stamina and stun.
- Backdash is very bad in terms of distance.
- Fireballs are very tough to utilize.
- Focus Attack has below average range.
- Cancelable pokes don't have much range.

Special Moves
or
Fireball (Gohadouken)
Damage
Light
60
Medium
60
Hard
60
EX
100

Properties

Oni's fireball only travels roughly 80% of the visible screen before it fizzles out, regardless of the version used. The Light version travels the slowest, Hard the fastest. All of the fireballs can be charged, and when fully charged the fireballs do not fizzle out whatsoever. At full charge all fireballs also hit twice.

It's tough to utilize this move because the startup is slower on average compared to other good fireballs in the game. The charge time and recovery is fairly quick, but it can still be avoided or punished very easily. It's best to only use this move at a little less than full screen to build meter safely.

EX Version: This version hits twice and starts up a little faster than the regular fireballs. It also does not fizzle out at any time. This is good for comboing from long range or to punish the startup of Focus Attacks.

or
Electric Fireball (Gorai Hadouken)
Damage
Light
60
Medium
90
Hard
120
EX
150

Properties

Oni's electric fireball is almost exactly the same as Akuma and Evil Ryu's red fireballs. The Hard version hits three times and has the slowest recovery, where the Light version hits once and has the fastest recovery.

The startup and recovery on this move is atrocious regardless of the version used, so there isn't much use for it.

EX Version: The EX electric fireball has the Light version's recovery while hitting three times just like the Hard version. No real use for this either.

or
Hurricane Kick (Tatsumaki Zankuukyaku)
Damage
Light
110
Medium
130
Hard
160
EX
160

Properties

Oni's Hurricane Kick is great for knockdowns and damage. It's a primary combo ender off of most of his meterless combos since it gives you time to approach the opponent after a knockdown.

This move can cross the opponent up in the air, but the timing is a little weird. It is also possible to hit the opponent as they are falling from your Aerial Hurricane Kick knockdown, but this is very hard to do. EX Version: This has Oni spin in place for a multi-hitting attack. It's a great combo ender and can lead to both Ultra 1 and Ultra 2 in the corner.

In the air, this stops Oni's jumping momentum completely while he hovers in the air, and then he descends. You can use this off of a Air Hadou Dash.

or
Dragon Punch (Goshoryuken)
Damage
Light
140
Medium
150
Hard
160
EX
190

Properties

A great anti-air special move due to its startup invincibility. It also works well in juggles to tack on extra damage. All versions hit three times and the Hard version has the most invincibility.

You can only FADC this dragon punch on hit, and it can only be canceled after the second hit. Because of this, you cannot depend on this move to be a safe reversal even if you have two EX meters. the FADC property is great for combos though and allows you to combo into both of your Ultras or a Demon Palm.

EX Version: EX Goshoryuken has a bit more startup invincibility and does more damage than the regular Goshoryuken. Other than that, there are no unique properties to this EX move.

or
Demon Slash (Rakan Dantojin)
Damage
Light
120
Medium
120
Hard
100
EX
80

Properties

Oni's Demon Slash is a very important move for his offensive game. It has a lot of uses for both approaches, mixups and punishes. You can also FADC this move whenever it strikes the opponent since Oni is considered grounded during the slashing motion.

The Light Demon Slash is safe on block except against grapplers. You can use this to approach the opponent from mid range. If you land this move, you can FADC it, dash forward and continue a combo for big damage since it leaves the opponent standing.

Medium Demon Slash is a little slower than the Light version, but the middle portion of the move is invulnerable to projectiles. It's hard to punish projectile throwers with this move though, and it's very unsafe on block. It knocks down on hit though, setting up another mixup situation for you.

The Hard Demon Slash has the ability to cross up the opponent from mid range although it does it rather slowly. A great mixup tool, but it can be punished with a throw or a quick attack if the opponent blocks the crossup correctly. Try to incorporate this move into blockstrings so that you land a reset on the opponent. This version cannot be FADC'd if it crosses up the opponent.

EX Version: This version is completely invincible to projectiles during its forward movement and it has the ability to cross up. A great utility move. It also juggles the opponent much higher in the air than the regular Demon Slashes, so it's possible to follow up with a dragon punch, Ultra or Demon Palm(corner).

or
Demon Palm (Sekisei Jiraiken)
Damage
Light
130
Medium
100
Hard
140
EX
80+90

Properties

This move has Oni leap into the air and slam his fist down into the opponent. It comes out VERY FAST and is almost impossible to see coming. While it can be blocked high or low, it is very difficult to punish this move on block. The Light version travels the least amount of distance forward, Hard the most.

You can throw this move in the middle of your pressure strings to punish opponents trying to tech throws. You can also use it for chip damage since it is so hard to punish. It doesn't break armor, so be careful of those trying to intercept it with a Focus Attack. If opponents are backdashing this move in anticipation of it, use the Hard version to catch them.

You can combo into this move from a variety of juggles, one popular example being the EX Demon Slash. If it lands on an aerial or grounded opponent it places them in an untechable knockdown.

EX Version: EX Demon Palm is just as fast as the regular versions, but it has two important qualities that make it stand out. For starters, it is now a two-hit attack that will break through Focus Attacks. Secondly, the initial hit of EX Demon Palm is now an overhead attack. This gives Oni an incredibly fast and hard to avoid mixup option.

Some reports are saying that this EX move has lower-body invincibility on startup which gives it potential as a reversal. This has yet to be verified.


Air Hadou Dash (Zanku Hadosho)
Damage
Light
0
Medium
70
Hard
70

Properties

This move has Oni use a pulse of demonic power to move around in the air. This move resembles Akuma's teleport, but it doesn't have any invincibility. It also has no EX variant. Each version of the move has a small amount of ground recovery, enough to be punished easily if you don't space the move correctly.

The Light version travels forward and cannot hit the opponent. You'll want to avoid this one entirely unless you are trying to catch someone jumping backwards. You can follow this move up with a Hurricane Kick in the air to attack the opponent or to counter them in an air-to-air situation.

The Medium Hadou Dash travels in a slightly up-forwards direction and also can be followed up with a Hurricane Kick. If you use this move on the opponent's wakeup, it is possible to dodge some reversals and punish them.

The Hard version is the best one to use because you can bait anti-air attacks with it. It also has the ability to strike opponents jumping into the air to try and attack you. You can't follow this Dash up with a Hurricane Kick, but it's still a great tool.

Super and Ultra Moves

Super — Raging Demon
Damage
Super
350

Properties

The Super Raging Demon is actually called a zero-frame grab, meaning that if the opponent does not jump or perform an invincible move before the flash of the Super's activation they will always get grabbed as long as they are in range. The range on this Super is very good and it's not too hard to get into positions to land it.

Currently reports are saying that this Super has some startup invincibility, but this has yet to be verified. The real draw of this move is that you can use it in the air to grab opponents, and you can cancel into the Raging Demon from the Air Hadou Dash at any time.

Oni depends on meter heavily for offense so you won't get too many opportunities to use this Super. If you need to gain a significant life advantage to turn the tide of a match then you should definitely set up a way to land it.

or
Ultra 1 — Meido Gohadou
Damage
Ultra 1
350 or 450

Properties

A fireball Ultra that has a lot of great uses. It's also the only fireball Ultra in the game that can be used in the air! It's easy to combo into and if you set up the right circumstances you can fit it into any part of your gameplan. Combos to Ultra 1 are done through the list below.
  • Shoryuken FADC
  • EX Hurricane Kick (corner)
  • EX Demon Slash
If you perform this Ultra on a grounded opponent that is within a certain range, you will get an extra cinematic that deals a lot more damage as Oni throws a second fireball into the opponent. It's tough to land this though.

If you use the Kick inputs instead, then Meido Gohadou actually comes out at an anti-air angle. Oni has compete upper-body invincibility when he uses this version and it's great for punishing jumping players.

The aerial version of this Ultra doesn't have too many uses unless you need to perform a long distance punish while jumping or attack someone trying to interrupt your Air Hadou Dash.


Ultra 2 — Tenchi Sokaigen
Damage
Ultra 2
525

Properties

Oni reaches up and then slams the ground, and if it hits Oni will launch them into a long back-crushing cinematic for huge damage. If you land this move as a juggle, you won't get the full cinematic but it will still do a decent amount of damage.

All of the combos that work to land Ultra 1 also work to land Ultra 2 but it doesn't always deal more damage in those situations. Due to the nature of the spike of energy that Oni summons it's possible to use this move as an anti-air if you react quickly enough. Oni is also completely invincible during the fast startup of the move, making it good as a desperate counter.

Target Combos
   
Target Combo 1
While Oni has stronger combos from his links, this is a nice hit-confirm that works on crouching characters.
   
Target Combo 2
A very powerful target combo that is easy to link into. You're going to be comboing into this a lot since it opens up Oni's damage portals. Regrettably, the second hit whiffs on crouching opponents so you'll have to make sure the opponent is standing during your hit confirm.

Combos
NOTE: Not every potential combo has been listed, just the ones that are noteworthy.

Cancel into Hard Gohadouken
5 Hits
Damage 163
An easy combo string that starts from a crouch tech.


Cancel into EX Hurricane Kick
7 Hits
Damage 248
A basic combo that is good for corner combos due to the juggle the EX Hurricane Kick provides.


Light Demon Slash Focus Attack Dash Cancel
Cancel into Goshoryuken
6 Hits
Damage 356
A big damage combo that can work off of a safe approach attempt.


Cancel into Gohadouken
Cancel into Hard Hurricane Kick
8 Hits
Damage 333
A nice damaging FADC combo for Oni. Note that the crouching Hard Punch forces the opponent to stand up.


Goshoryuken Focus Attack Dash Cancel juggle Ultra 1 or 2
9 Hits
Damage 384
Either Ultra will work in this situation. Ultra 2 will do more damage, however.
Notable Normal Moves

Special Light Punch
This slightly different light punch is the leading move into Oni's Target Combo 1.

Overhead Chop (Zugai Hasatsu)
A standard two-hit overhead attack.

Special Hard Punch
Oni takes a huge step forward and throws out a wave of energy attached to his palm. This attack can negate projectiles (not EX though) and it is safe as a poke, making it a great move.

Special Light Kick
The use for this move is unknown.

Special Medium Kick
Oni does a pinwheel kick that moves him very far forward. This is great for approaches since this move is safe on block. You can also cancel it into your Super for a surprise attack.

Special Hard Kick
This is used as an anti-air attack and as a post-juggle move. If you trade with a Light Goshoryuken you can juggle afterwards with this move. It sends the opponent into a spinning knockdown and as a plus you can combo into both Ultras from it in the corner!
or
Crouching or Standing Hard Punch
Crouching Hard Punch is an incredibly good anti-air for Oni. Very fast and has a great hitbox. Standing Hard Punch works well for opponents that jump in front of you.
Oni Strategies
This section will be expanded on later in time. For now, Oni appears to be a very strong capable character with a lot of tools.

Raging Demon Shortcut
Taken from the Akuma section, this expounds upon the shortcut for the Raging Demon. Oni has the same Super Raging Demon, so this shortcut will work once more. Instead of inputting the commands to the Demon one-by-one like this:





You can shorten it to this!



You can input the last three inputs of the Raging Demon at the same time to get the same result. It makes canceling the Super from a normal move much easier and faster and also provides much less room for error when performing it in the air.
Other Resources and Credit
You can find more information about playing Evil Ryu on the Central Character Discussion Forum once he is released to consoles.
Contributions to this guide by Nyoronoru and the AE cabinet at University Pinball.


Comments

Super_Shoto_Fighter_4 said on May 8, 2011 at 6:50 a.m.

He seems like he might have a bad wake up game without meter.

#1
Nei said on May 8, 2011 at 6:52 a.m.

he seems weak...:(

#2
Lavama said on May 8, 2011 at 7:19 a.m.

If I EVER pull off Ultra 2 online, and regardless of if I have a mic or not, I'ma yell "RAGING STORM!"

#3
R4HU1 said on May 8, 2011 at 7:58 a.m.

Yusssssssssssssssssssssss.

#4
Runninonwater said on May 8, 2011 at 9:07 a.m.

@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.

#5
YangLee said on May 8, 2011 at 9:17 a.m.

hmm...Oni seems good so does E.Ryu but im gonna stick with Yun and Yang just seems they have more to offer i mean Oni does too but it feels like they are a whole lot weaker than they need to be

#6
GodNSatanInOne said on May 8, 2011 at 10:15 a.m.

Yes ~~~! Oni is such a unique character to learn though ~~~ ^_^

#7
hitmanr92 said on May 8, 2011 at 10:21 a.m.

There was absolutely no reason to create Oni. Capcom ran out of ideas and produced a stupid mix-bag of akuma and gauken. oni isn't even close to vanilla gauki or alpha 3 a-ism gauki. what a waste of a character slot.

#8
yuenyun said on May 8, 2011 at 10:51 a.m.

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.

#9
miyodarius said on May 8, 2011 at 12:25 p.m.

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.

#10
Scorpion said on May 8, 2011 at 1:23 p.m.

(This user was banned.)

#11
sfchun said on May 8, 2011 at 1:25 p.m.

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...

#12
darko_p86 said on May 8, 2011 at 1:57 p.m.

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?

#13
Doopliss said on May 8, 2011 at 2:07 p.m.

What's wrong with his FA? I doubt it's worse than C.Viper's, Balrog's or Rufus'.

#14
yuenyun said on May 8, 2011 at 6:55 p.m.

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.

#15
Deadds said on May 8, 2011 at 7:35 p.m.

"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.

#16
BlueHadou said on May 8, 2011 at 9:21 p.m.

@16 what if the opponent throw lp shoryuken? it'll be 50 : 50 chance to counter

anyway, is it possible to combo shoryuken into Demon Palm without FADC?

#17
yuenyun said on May 8, 2011 at 11:23 p.m.

#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.

#18
thepuscifer said on May 9, 2011 at 5:28 a.m.

@8
Who the hell is gauken/gauki? haha

#19
Vandal_Vortex said on May 9, 2011 at 5:51 a.m.

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.

#20
Vandal_Vortex said on May 9, 2011 at 5:53 a.m.

mixing up the fireball releases is very useful

#21
SnakeAes said on May 9, 2011 at 10:39 a.m.

@yuenyun

Demon Slash is DEFINITELY Half-Circle Forward, not Quarter-Circle. If you're very deliberate with your input, it's pretty clear that starting at down doesn't work - you have to start at least at down-back, which is the shortcut motion for HCF.

#22
yuenyun said on May 9, 2011 at 1:46 p.m.

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.

#23
Vandal_Vortex said on May 9, 2011 at 4:50 p.m.

@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

#24
yuenyun said on May 9, 2011 at 5:07 p.m.

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

#25
TheMoonFalls said on May 10, 2011 at 1:24 p.m.

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

#26
Doopliss said on May 12, 2011 at 7:10 a.m.

@15: Viper's has good reach, but it's SOOOOOO SLOOOOOOOOW. And I've seen the animation of Oni's FA, it definitely looks like it has better reach than at least Boxer, his horizontal reach is basically non-existant, it has more vertical reach.

#27
Ether said on June 1, 2011 at 6:14 p.m.

"I Shall Grind Beneath My Feet, All That Exists"

#28
Deadds said on June 1, 2011 at 6:50 p.m.

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.

#29
jinrou626 said on June 1, 2011 at 8:49 p.m.

I thought oni's walk speed and dashes are supposed to be crap.

#30
Hamish said on June 4, 2011 at 7:17 a.m.

i have been waiting for these moves to come up cheers event hubs the people at my local arcade some people are trying him out but some people don't like him or some think he's over powered can't think of which is which cheers

#31
cowboy_soultaker said on June 8, 2011 at 8:32 a.m.

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.

#32
cowboy_soultaker said on June 8, 2011 at 8:35 a.m.

cr. lp does link into st. mp but it's gotta be pretty close to a 1 frame.

#33
SAMURAI said on June 8, 2011 at 6:34 p.m.

When you lose the rival fight against Gouken, Gouken says "goodbye brother". Does this mean that Oni is Gouken's brother?

#34
Sirius said on June 8, 2011 at 9:31 p.m.

#34
Are you stupid? Oni=Akuma

#35
LibertySentinel said on June 9, 2011 at 1:29 a.m.

@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

#36
SAMURAI said on June 9, 2011 at 4:32 a.m.

@ Sirius

You're the one who's stupid. Oni is not Akuma.

#37
JohnJohnson said on June 9, 2011 at 3:26 p.m.

@ 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.

#38
yuenyun said on June 11, 2011 at 2:08 a.m.

@Samurai

Lol.

#39
kryptonkandor said on June 12, 2011 at 3:08 a.m.

@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?

#40
Aklekrdr said on June 12, 2011 at 2 p.m.

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.

#41
Aklekrdr said on June 12, 2011 at 2:20 p.m.

(To my last comment)
This combo is just to be a little flashy lol. No real point in using it unles you know your going to win. ^^

#42
amasokin said on June 12, 2011 at 7:40 p.m.

@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 ?

#43
jinkokamen said on June 16, 2011 at 2:34 a.m.

Sorry but Air Hadou Dash with light punch
hit the opponent only in cross up !! and damege 70 !!

#44
jhayze said on June 19, 2011 at 9:36 p.m.

*TRICKY SETUP!*

EX DEMON SLASH (HIT) -> b.MP ~ EX DEMON SLASH -> ULTRA 1

or

EX DEMON SLASH (HIT) -> b.MP ~ HK DEMON SLASH

...works 75-90% all the time!

#45
jhayze said on June 19, 2011 at 10:47 p.m.

kara throw and demon...

f.HP + throw / raging demon
f.MK + throw / raging demon

btw also u can... tkm (tiger knee motion) his air dash

#46
jhayze said on June 19, 2011 at 10:54 p.m.

kara demon input

f.lp+hp,lp,f.lk+hp
f.lp+mk,lp,f.lk+hp

#47
General_Awesomo said on June 26, 2011 at 9:22 a.m.

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.)

#48
ExclusiveOrGate said on June 26, 2011 at 2:29 p.m.

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...

#49
ExclusiveOrGate said on June 26, 2011 at 2:52 p.m.

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.

#50
jmastaflash1000 said on July 3, 2011 at 7:42 p.m.

the light air dash DOES do damage. 70 to be exact.

#51
spiralon said on August 21, 2011 at 6:47 a.m.

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)

#52
super_ike said on September 3, 2011 at 2:36 p.m.

^ the guy above me knows his stuff! helped alot!

#53
spiralon said on September 13, 2011 at 5:57 p.m.

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...)

#54
spiralon said on September 15, 2011 at 9:23 p.m.

1 last thing... ex electric fireball (forward to back punch) can combo to ultra (U1 at least) if i didnt mention it

#55
Anitec21 said on April 30, 2012 at 3:49 a.m.

Oni pretty good you can easily make your opponent dizzy

#56
NINTENDOGalaxy said on July 26, 2012 at 8:35 p.m.

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.

#57
OniDemon500 said on February 6, 2013 at 8:35 a.m.

some of you are not meant to play with the demon...

#58
TagAnarchy said on July 25, 2013 at 1:47 a.m.

Hah, I like #58 here. In all honesty though, Oni is just a really technical character. Playing Oni pretty much requires you to be able to read your opponent to a T (Don't know where that stupid saying comes from but it fits). He has everything from mixups, a devastating offensive game, and a fairly decent defensive game. Oni isn't one for the faint of heart, nor the casual gamer. Oni is a full on professional class type of character.

Personally though, I wish he were a bit easier to use so I could use him more proficiently as my main.

#59
SgtDart said on August 2, 2013 at 9:37 p.m.

Oni is actually a strong character; only problem is his wake up game sucks but if you can master his combos it's no real problem, other is priority if you try hitting someone else at the same time as they do your the one taking the hit, Oni has almost no priority.

#60
TagAnarchy said on August 5, 2013 at 10:04 p.m.

I've learned that as I've played with him the past few months. I hope they fix that in USF4

#61
Lavama said on August 26, 2013 at 5:46 a.m.

I think Oni will be nigh-top tier in Ultra if his priority is fixed.

#62
XXCoLdKillERXX said on March 28, 2014 at 2:28 p.m.

Love his high damaging combos and all of his moves. thats why i main him and i always guess right with his shoryuken ;)

#63
FADCTAUNT said on April 22, 2014 at 1:50 a.m.

I hate this stupid character, such braindead damage, specials and normals.

#64
Amerika said on June 4, 2014 at 7:52 p.m.

This guide needs a bit of updated with the changed to Oni's DP that now works like everyone else's DP. Also, forward + LK has uses as a poking/footsies tool and you can combo off of counter-hits.

#65


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