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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Ganka Uchi | b + mp | }} | {{SSFIVMoveListRow | Ganka Uchi | {{b}} + {{mp}} | }} | ||
{{SSFIVMoveListRow | Special Forward | f + hp | Cancels out fireballs }} | {{SSFIVMoveListRow | Special Forward | {{f}} + {{hp}} | Cancels out fireballs }} | ||
{{SSFIVMoveListRow | Zugai Hasatsu | f + mp | high }} | {{SSFIVMoveListRow | Zugai Hasatsu | {{f}} + {{mp}} | {{high}} }} | ||
{{SSFIVMoveListRow | Target Combo 1 | f + lp , mp | }} | {{SSFIVMoveListRow | Target Combo 1 | {{f}} + {{lp}} , {{mp}} | }} | ||
{{SSFIVMoveListRow | Target Combo 2 | b + mp , hp | Whiffs on crouching opponents }} | {{SSFIVMoveListRow | Target Combo 2 | {{b}} + {{mp}} , {{hp}} | Whiffs on crouching opponents }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | | b + lp + lk | throw }} | {{SSFIVMoveListRow | | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Gouhadoken | qcf + p | Hold p to charge, ex }} | {{SSFIVMoveListRow | Gouhadoken | {{qcf}} + {{p}} | Hold {{p}} to charge, {{ex}} }} | ||
{{SSFIVMoveListRow | Gorai Hadoken | hcb + p | ex }} | {{SSFIVMoveListRow | Gorai Hadoken | {{hcb}} + {{p}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Zanku Hadosho | in air, qcb + p | lp version air dashes forward, mp version dashes upward, hp version dash backwards }} | {{SSFIVMoveListRow | Zanku Hadosho | in air, {{qcb}} + {{p}} | {{lp}} version air dashes forward, {{mp}} version dashes upward, {{hp}} version dash backwards }} | ||
{{SSFIVMoveListRow | Goshoryuken | dp + p | ex }} | {{SSFIVMoveListRow | Goshoryuken | {{dp}} + {{p}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Tatsumaki | qcb + k | ex , Can be done in air armorbreak }} | {{SSFIVMoveListRow | Tatsumaki | {{qcb}} + {{k}} | {{ex}} , Can be done in air {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Sekisei Jiraiken | dp + k | ex version hits high on the first hit }} | {{SSFIVMoveListRow | Sekisei Jiraiken | {{dp}} + {{k}} | {{ex}} version hits {{high}} on the first hit }} | ||
{{SSFIVMoveListRow | Rakan Dantojin | hcf + k | ex version is projectile-invincible. mk has projectile-invincibility only during the forward movement at start-up. armorbreak }} | {{SSFIVMoveListRow | Rakan Dantojin | {{hcf}} + {{k}} | {{ex}} version is projectile-invincible. {{mk}} has projectile-invincibility only during the forward movement at start-up. {{armorbreak}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Raging Demon | lp lp f lk hp | throw, can be done in air (during which it hits only airborne opponents) }} | {{SSFIVMoveListRow | Raging Demon | {{lp}} lp {{f}} {{lk}} {{hp}} | throw, can be done in air (during which it hits only airborne opponents) }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Meido Gohado | qcf qcf + 3p | Can be done in air, upward variation on the ground armorbreak }} | {{SSFIVMoveListRow | Meido Gohado | {{qcf}} qcf + {{3p}} | Can be done in air, upward variation on the ground {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Tenchi Sokaigen | hcf hcf + 3p | armorbreak }} | {{SSFIVMoveListRow | Tenchi Sokaigen | {{hcf}} hcf + {{3p}} | {{armorbreak}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
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| align="center" |su | | align="center" |su | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" | | | align="center" |6 | ||
| align="center" |18 | | align="center" |18 | ||
| align="center" |-9 | | align="center" |-9 | ||
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| align="center" |100 | | align="center" |100 | ||
| align="center" |5/40 | | align="center" |5/40 | ||
| align="center" | | | align="center" |See notes | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |4 | | align="center" |4 | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" |[air H] limited juggle / projectile hitbox / | | align="left" |[air H] limited juggle / projectile hitbox / 13f~ cancellable by Tatsumaki or Super (while airborne) / [block/hit] 6f~ cancellable by Ultra 1 (while airborne) | ||
| | | | | | ||
|- | |- | ||
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| align="center" |100 | | align="center" |100 | ||
| align="center" |5/40 | | align="center" |5/40 | ||
| align="center" | | | align="center" |See notes | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |4 | | align="center" |4 | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" |[air H] limited juggle / projectile hitbox / | | align="left" |[air H] limited juggle / projectile hitbox / 14f~ cancellable by Tatsumaki or Super (while airborne) / [block/hit] 6f~ cancellable by Ultra 1 (while airborne) | ||
| | | | | | ||
|- | |- | ||
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| align="center" |100 | | align="center" |100 | ||
| align="center" |5/40 | | align="center" |5/40 | ||
| align="center" | | | align="center" |See notes | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" |4 | | align="center" |4 | ||
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| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="left" |[air H] limited juggle / projectile hitbox | | align="left" |[air H] limited juggle / projectile hitbox / 13f~ cancellable by Super (while airborne) / [block/hit] 6f~ cancellable by Ultra 1 (while airborne) | ||
| | | | | | ||
|- | |- | ||
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| | | | | | ||
|- | |- | ||
| |Ultra Combo 1 | | |Ultra Combo 1<br />[[File:Punch.gif]][[File:Punch.gif]][[File:Punch.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |38x7*84[450] | | align="center" |38x7*84[450] | ||
Line 1,215: | Line 1,215: | ||
| align="center" |1(1) until edge of screen | | align="center" |1(1) until edge of screen | ||
| align="center" |Total 101 | | align="center" |Total 101 | ||
| align="center" |- | | align="center" |-4 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1~post freeze 12, full invi / [H] hard knockdown / armor break / 1st hit land will lock into full animation / value in [ ] for full animation / 1st hit count as physical hit(not projectile) | | align="left" |1~post freeze 12, full invi / [H] hard knockdown / armor break / 1st hit land will lock into full animation / value in [ ] for full animation / 1st hit count as physical hit(not projectile) | ||
| | | | | | ||
|- | |- | ||
| |Ultra Combo 1 | | |Ultra Combo 1<br />[[File:Kick.gif]][[File:Kick.gif]][[File:Kick.gif]] | ||
| align="center" |- | | align="center" |- | ||
| align="center" |45x7*60 | | align="center" |45x7*60 | ||
Line 1,240: | Line 1,240: | ||
| align="center" |0/0 | | align="center" |0/0 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |0+14[4] | | align="center" |0+14 [0+4] | ||
| align="center" |- | | align="center" |- | ||
| align="center" |post landing 51 | | align="center" |post landing 51 | ||
| align="center" |- | | align="center" |- | ||
| align="left" |1~post freeze 5, full invi / [H] hard knockdown | | align="center" |- | ||
| align="left" |1~post freeze 5, full invi / [H] hard knockdown / [] refers to when done as a cancel from Zanku Hadosho | |||
| | | | | | ||
|- | |- | ||
Line 1,254: | Line 1,254: | ||
| align="center" |0/0 | | align="center" |0/0 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |0+ | | align="center" |0+8 | ||
| align="center" |2*3x7 | | align="center" |2*3x7 | ||
| align="center" |48 | | align="center" |48 | ||
Line 1,290: | Line 1,290: | ||
|} | |} | ||
=====Notes | =====Notes===== | ||
[[Category: Super Street Fighter IV AE]] | [[Category:Super Street Fighter IV AE]] |
Latest revision as of 02:25, 9 December 2020


Oni
By finally mastering the Satsui no Hado, the man has become consumed by it. Both his mind and soul are gone, and his body has been transformed into something that is incapable of being called human. What was once an honorable code of fighting only the strong is now a crazed desire to destroy everyone and everything in the universe. The Supreme Master of the Fist, Akuma, is dead. Now, there is only Oni, a demon in the truest sense of the word.
In a nutshell
Oni's playstyle can be considered a combination of Akuma and Gouken's. He has the chargeable fireballs and excellent normals of Gouken, with the mindgame and lengthy combo potential of Akuma. Unlike both of them, he has his own set of tools which he is very reliant upon, in the form of his Demon Slashes, Demon Palms, and Air Dashes. However, he has also inherited the one main problem both Akuma and Gouken share - his defense is very weak. His only reliable option for a reversal is the Shoryuken, and despite him having higher health than Akuma, he is also bulkier, having sub-par walk speed and a horrible backdash to boot. His Focus Attack is also tied with Balrog's for the worst in the game. Both your execution skills and your ability to read the opponent must be spot-on if you wish to ensure victory for Oni.
Players to Watch
Chris Hu, Wao
Moves
Unique Attacks













Throws









Special Moves




























Super Combo




Ultra Combos






AE ver. 2012 Changes
Health
Adjusted from 950 to 1000.
Goshoryuken
Slightly increased forward knockdown distance on final hit to fix the character facing the wrong way on EX Focus→Dash. Made quick-stand impossible following the first hit of the EX version.
Messatsu-Gotenha
Changed active period from 10F to 9F, and made the attack totally invincible until after the first active frame.
Messatsu-Gozanku
Made Messatsu-Gozanku cancelable on a Zanku Hadosho hit.
Tenchi Sokaigen
Reduced damaged party’s horizontal knockdown distance in order to increase ease of subsequent hitbox connection following a successful first hit.
Raging Demon
Changed damage from 350 to 370 when executed on the ground. Changed from a throw hitbox to a strike hitbox that can only hit airborne opponents when the move is carried out in the air.
EX Tatsumaki Zankukyaku
Made additional adjustments to allow the move to fully hit.
Airborne Tatsumaki Zankukyaku
Changed EX version to make a sudden, vertical dive, only when canceled into from a Zanku Hadosho. Made EX version a 1-hit move, with damage of 140 and stun of 200 that does tailspin knockdown damage, only when canceled into from a Zanku Hadosho. Changed EX version landing stun to 22F, only when canceled into from a Zanku Hadosho.
Gankauchi (Stick Back + Medium Punch)
Changed damage motion when hitting crouching opponents, making it easier to land a hit when canceling a special or other move from a Gankauchi.
Angled Jumping Heavy Punch
Changed active period from 4F to 5F.
Zanku Hadosho
Expanded hitbox for light and heavy versions.
Rakan Dantojin
Added hitbox for deep hit to light version. Extended projectile-invincible frames by 3F for medium version.
The Basics
Combos
1. Crouching LP x2, Crouching MP, Gohadoken
2. Crouching MP x2, Gohadoken (In corner: EX Tatsu, HK Tatsu)
3. LK Slash (Rakan Dantojin) xx FADC, Target Combo 2, Goshoryuken
4. Crouching LP, Crouching HP, Gohadoken xx FADC, Target Combo 2, Ender
5. Jump in HP or HK, Crouching LP, Standing LP, Target Combo 2, Goshoryuken
6. (Corner) - Target Combo 2, EX Tatsu, HK Tatsu
7. EX Slash , Tatsu or Gohadoken or any Ultra
8. (Corner Anti-air) - F + HK, Ultra 1 or 2
9. (Corner) - EX Tatsu , Ultra 1 or 2
10. Shoryuken xx FADC, Ultra 1 or 2
11. c.LK, c.LP, c.HP, HK Tatsu
12. Crouching MP, Target Combo 2, LK Sekisei Jiraiken