

Oni
By mastering the Satsui no Hado, the man has become consumed by it. His mind is gone, and his body has been transformed into something that is incapable of being called human. What was once his code of fighting only the strong has become a mad desire to destroy everything in his path. The Supreme Master of the Fist, Akuma, is no more. There is only Oni, a demon in the truest sense of the word.
In a nutshell
Oni is similar to Gouken in that his playstyle is unique from other Shoto characters. That, however, is where the similarities end. While Gouken is more suited to zoning other characters, Oni, being Akuma, is more flexible and has many rushdown and mixup tools at his disposal. He has no Ashura Warp or vortex to speak of, but his excellent normals and Demon Palm/Slash mixup more than make up for that. His ability to airdash also makes for some interesting setups, due to the fire portion of the dash being able to hit opponents, and with his Raging Demon now able to be performed midair, his airdashes can lead to some surprising and tricky setups. The key to success with Oni is learning which of his tools are best for certain situations.
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
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
Strategy
Matchups
Frame Data
Block | Super Meter | Frames | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | HL | Damage | Stun | Gain | Cancel Ability | Startup | Active | Recovery | On Guard | On Hit | Notes | |
Close LP | HL | 30 | - | 20 | ch/sp/su | 3 | 3 | 5 | +3 | +7 | - | |
Close MP | HL | 70 | - | 40 | sp/su | 6 | 4 | 11 | 0 | +3 | - | |
Close HP | HL | 100 | - | 60 | sp/su | 7 | 4 | 17 | -3 | +2 | [H] forces stand | |
Close LK | HL | 30 | - | 20 | sp/su | 4 | 5 | 6 | 0 | +3 | - | |
Close MK | HL | 40*30 | - | 40*40 | sp/su | 6 | 1*4 | 14 | -2 | +1 | - | |
Close HK | HL | 40*70 | - | 60*20 | - | 6 | 2(8)4 | 18 | -4 | +2 | [H] forces stand | |
F+LP | HL | 30 | - | 20 | - | 4 | 3 | 6 | +2 | +5 | - | |
F+MP | H | 30*50 | - | 40*20 | - | 15 | 2(1)2 | 17 | -5 | +2 | - | |
F+HP | HL | 120 | - | 60 | - | 12 | 6 | 18 | -9 | 0 | hitbox counts as projectile | |
F+LK | HL | 50 | - | 20 | - | 5 | 3 | 10 | -2 | +1 | - | |
F+MK | HL | 70 | - | 40 | - | 13 | 2 | 13 | -1 | +2 | - | |
F+HK | HL | 100 | - | 60 | - | 10 | 2 | 22 | -6 | -2 | can juggle | |
crouch LP | HL | 25 | - | 20 | - | 3 | 3 | 5 | +3 | +6 | - | |
crouch MP | HL | 60 | - | 40 | - | 5 | 4 | 7 | +3 | +6 | - | |
crouch HP | HL | 90 | - | 60 | - | 5 | 8 | 18 | -8 | -3 | [H] forces stand | |
crouch LK | L | 20 | - | 20 | - | 4 | 3 | 9 | -1 | +2 | - | |
crouch MK | L | 60 | - | 40 | - | 6 | 2 | 16 | -4 | -1 | - | |
crouch HK | L | 100 | - | 60 | - | 9 | 2 | 24 | -8 | - | [H] hard knockdown | |
Jump up LP | H | 50 | - | 20 | - | 5 | 10 | - | - | - | - | |
Jump up MP | H | 80 | - | 40 | - | 7 | 10 | - | - | - | [air H] limited juggle | |
Jump up HP | H | 110 | - | 60 | - | 8 | 4 | - | - | - | - | |
Jump up LK | H | 40 | - | 20 | - | 5 | 9 | - | - | - | - | |
Jump up MK | H | 80 | - | 40 | - | 5 | 5 | - | - | - | - | |
Jump up HK | H | 100 | - | 60 | - | 6 | 3(6)2 | - | - | - | - | |
Jump forward LP | H | 50 | - | 20 | - | 5 | 10 | - | - | - | - | |
Jump forward MP | H | 80 | - | 40 | - | 6 | 7 | - | - | - | - | |
Jump forward HP | H | 110 | - | 60 | - | 7 | 4 | - | - | - | - | |
Jump forward LK | H | 40 | - | 20 | - | 4 | 10 | - | - | - | - | |
Jump forward MK | H | 70 | - | 40 | - | 6 | 7 | - | - | - | - | |
Jump forward HK | H | 100 | - | 60 | - | 6 | 4 | - | - | - | - | |
B+MP | HL | 60 | - | 40 | - | 5 | 6 | 12 | +2 | +6 | can juggle | |
Target Combo 1 | HL | 60 | - | 40 | - | 6 | 4 | 11 | 0 | +3 | - | |
Target Combo 2 | HL | 80 | - | 60 | - | 7 | 4 | 17 | -3 | +2 | wont hit crouching opponent | |
Focus Attack LVL 1 | HL | 60 | - | 20 | - | 21 | 2 | 36 | -22 | - | - | |
Focus attack LVL 2 | HL | 80 | - | 40 | - | 17+12 | 2 | 36 | -16 | - | - | |
Focus attack LVL 3 | - | 140 | - | 60 | - | 64 | 2 | 35 | - | - | - | |
Forward Throw | 0.91 | 130 | - | 40 | - | 3 | 2 | 20 | - | - | [H] hard knockdown | |
Back throw | 0.91 | 130 | - | 40 | - | 3 | 2 | 20 | - | - | [H] hard knockdown | |
Hadouken LP | HL | 60 | - | 10/20 | - | 13 | 33 | total 47 | -8 | -4 | [air H] limited juggle / can cancel on the 18-19f | |
Hadouken MP | HL | 60 | - | 10/20 | - | 13 | 31 | total 47 | -8 | -4 | [air H] limited juggle / can cancel on the 18-19f | |
Hadouken HP | HL | 60 | - | 10/20 | - | 13 | 28 | total 47 | -8 | -4 | [air H] limited juggle / can cancel on the 18-19f | |
Hadouken charge | HL | 40*40 | - | 10/10*10 | - | 45 | - | total 77 | +2 | +6 | [air H] limited juggle / can cancel on the 62-63f | |
Hadoken EX | HL | 50*50 | - | -250/0 | - | 13 | - | total 43 | +4 | +4 | [air H] limited juggle / can cancel on the 16-17f / can juggle | |
Denjin Hadouken LP | HL | 60 | - | 10/20 | - | 28 | - | total 54 | -5 | - | [H] limited juggle / can cancel on the 30-31f / can juggle | |
Denjin Hadouken MP | HL | 60*30 | - | 10/20*20 | - | 29 | - | total 61 | -3 | - | [H] limited juggle / can cancel on the 31-32f / can juggle | |
Denjin Hadouken HP | HL | 50*50*20 | - | 10/20*20*20 | - | 31 | - | total 69 | -1 | - | [H] limited juggle / can cancel on the 33-34f / can juggle | |
Denjin Hadouken EX | HL | 50x3 | - | -250/0 | - | 25 | - | Total 50 | +12 | - | [H] limited juggle / can cancel on the 27-28f / can juggle | |
Airdash LP | HL | 70 | - | 5/40 | - | 5 | 4 | post landing 11 | - | - | [air H] limited juggle / projectile hitbox / from the 15f to 7 frame before landing, can cancel into tatsumaki or super | |
Airdash MP | HL | 70 | - | 5/40 | - | 5 | 4 | post landing 11 | - | - | [air H] limited juggle / projectile hitbox / from the 15f to 7 frame before landing, can cancel into tatsumaki or super | |
Airdash HP | HL | 70 | - | 5/40 | - | 5 | 4 | post landing 16 | - | - | [air H] limited juggle / projectile hitbox | |
Shoryuken LP | HL | 80*40[80*30*30] | - | 30/40*20[40*10*10] | - | 3 | 2*12 | 14+10 | -15 | - | 1-16 lower half full invi / 1-4 throw invi / 5 onwards airborne / if the 1st hit lands, will get full hit(3 hit) / [H] limited juggle / 2nd hit can juggle / only 2nd hit of the full hit can be cancelled / [ ] represents full hit property | |
Shoryuken MP | HL | 70*40[70*50*30] | - | 20/40*20[40*10*10] | - | 3 | 2*12 | 25+10 | -26 | - | 1-4 full invi / 5-16 lower half full invi / 5 onwards airborne / if the 1st hit lands, will get full hit(3 hit) / [H] limited juggle / 2nd hit can juggle / only 2nd hit of the full hit can be cancelled / [ ] represents full hit property | |
Shoryuken HP | HL | 80*40[80*50*30] | - | 20/40*20[40*10*10] | - | 3 | 4*12 | 28+10 | -29 | - | 1-8 full invi / 9-10 hit invi / 11-18 lower half full invi / 8 onwards airborne / if the 1st hit lands, will get full hit(3 hit) / [H] limited juggle / 2nd hit can juggle / only 2nd hit of the full hit can be cancelled / [ ] represents full hit property | |
Shoryuken EX | HL | 100*70*80[100*50*40] | - | -250/0 | - | 3 | 4*2*10 | 28+10 | -27 | - | 1-18 full invi / 5 onwards airborne / if the 1st hit lands, will get full hit(3 hit) / [H] limited juggle / 2nd and 3rd hit can juggle / only 2nd hit of the full hit can be cancelled / [ ] represents full hit property | |
Hurricane Kick LK | HL | 110 | - | 30/20 | - | 11 | 2(6)2 | 12+10 | -9 | - | 7-20 lower half projectile invi / 7 onwards airborne / [H] limited juggle / armor break / doesnt hit crouching opponent / 2nd kick has rear hitbox | |
Hurricane Kick MK | HL | 80*50 | - | 30/20*10 | - | 5 | 2(5)2(5)2(5)1 | 16+10 | -22[-8] | - | - | |
Hurricane Kick HK | HL | 80*40*40 | - | 30/20*10*10 | - | 5 | 2(4)[2(5)1](5)[1(5)1](5)1 | 13+10 | -13[-1] | - | - | |
Hurricane Kick EX | HL | 30x4*40 | - | -250/0 | - | 11 | 1(3)1(3)1(3)1(3)1 | 18+10 | -1 | - | 6-27 lower half projectile invi / 5 onwards airborne / 1st~4th hit [ground H] forces stand / 1st~4th hit [air H] or 5th hit [ground H] limited juggle / can juggle | |
Hurricane Kick LK (air) | HL | 70 | - | 10/30 | - | 9 | 2(6)2(6)2 | post landing 10 | - | - | [H] limited juggle / will only do 1 hit / 2nd kick has rear hitbox | |
Hurricane Kick MK (air) | HL | 60*60 | - | 10/30*30 | - | 7 | 2(6)2(6)2 | post landing 10 | - | - | [H] limited juggle / the [ ] in active frames only hit once, the 2nd kick hits behind / 3rd hit can juggle | |
Hurricane Kick HK (air) | HL | 80*80 | - | 10/30*30 | - | 7 | 2(6)2(6)2 | post landing 10 | - | - | [H] limited juggle / the [ ] in active frames only hit once, the 2nd kick hits behind / 3rd hit can juggle | |
Hurricane Kick EX (air) | HL | 40x5 | - | -250/0 | - | 7 | 1(3)1(3)1(3)1(3)1 | post landing 4 | - | - | [H] limited juggle / can juggle | |
Ground Slam LP | HL | 130 | - | 30/30 | - | 18 | 7 | 21 | -7 | - | 2-21 airborne / [H] hard knockdown / can juggle | |
Ground Slam MP | HL | 100 | - | 30/30 | - | 18 | 7 | 20 | -6 | - | 1 full invi / 2-21 airborne / [H] hard knockdown / can juggle | |
Ground Slam HP | HL | 140[90] | - | 30/30 | - | 30 | 11 | 15 | -1 | - | 4-33 airborne / [H] hard knockdown / [ ] value represents if hit from a distance | |
Ground Slam EX | H*HL | 80*90 | - | -250/0 | - | 23 | 4*3 | 29 | -9 | - | 1 full invi / 2-8 lower half full invi / 2-26 airborne / 1st hit [air hit] limited juggle / 2nd hit [ground H] hard knockdown, [air H] limited juggle / can juggle | |
Slash LK | HL | 120 | - | 20/60 | - | 17 | 2 | 25 | -2 | +1 | [air H] free juggle | |
Slash MK | HL | 120 | - | 20/60 | - | 30 | 2 | 25 | -4 | - | [H] limited juggle (cant juggle) | |
Slash HK | HL | 120[100] | - | 20/60 | - | 28*34 | 2 | 25 | -8 | - | 10-25 projectile invi / [H] limited juggle (cant juggle) / hitbox active on contact with opponent, can hit cross up / value in [ ] is if hit as cross up | |
Slash EX | HL | 100[80] | - | -250/0 | - | 29*34 | 2 | 31 | -10 | - | 1f till 3rd recovery frame, projectile invi / [H] limited juggle / hitbox active on contact with opponent, can hit cross up / value in [ ] is if hit as cross up | |
Super Combo | 1.0 | 350 | - | -1000/0 | - | 1+0 | 36 | 13 | - | - | 1~post freeze 2, full invi / [H] hard knockdown / can be cancelled from any normal moves | |
Super Combo (air) | 1.0 | 350 | - | -1000/0 | - | 1+0 | 30 | 32 | - | - | 1~post freeze 6, full invi / [H] hard knockdown / can be cancelled from jump normal moves | |
Ultra Combo 1 PPP | HL | 38x7*84[450] | - | 0/0 | - | 0+11 | 1(1) until edge of screen | Total 101 | -3 | - | 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 KKK | - | 45x7*60 | - | 0/0 | - | 0+10 | - | Total 94 | - | - | 1~post freeze 9, full invi / [H] hard knockdown / wont hit opponent on ground | |
Ultra Combo 1 (air) | HL | 45x8 | - | 0/0 | - | 0+14 | - | post landing 51 | - | - | 1~post freeze 5, full invi / [H] hard knockdown | |
Ultra Combo 2 | HL | 225*38x7[525] | - | 0/0 | - | 0+8 | 2*3x7 | 48 | -30 | - | 1~post freeze 12, full invi / [H] hard knockdown / armor break / 1st hit land will lock / values in [ ] for full animation / 1st hit does 0 chip damage | |
Block | Super Meter | Frames | ||||||||||
Move Name | HL | Damage | Stun | Gain | Cancel Ability | Startup | Active | Recovery | On Guard | On Hit | Notes |