Super Street Fighter IV AE/Oni

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< Super Street Fighter IV AE
Revision as of 21:17, 22 November 2012 by Situasian (talk | contribs) (→‎Frame Data: Updated to 2012 and notes)
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Oni

SSFIV-Oni Face.jpg

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.


Moves

Unique Attacks

Name
Command
Notes
Ganka Uchi
b + mp
Special Forward
f + hp
Cancels out fireballs
Zugai Hasatsu
f + mp
high
Target Combo 1
f + lp , mp
Target Combo 2
b + mp , hp
Whiffs on crouching opponents

Throws

Name
Command
Notes
f or n + lp + lk
throw
b + lp + lk
throw

Special Moves

Name
Command
Notes
Gouhadoken
qcf + p
Hold p to charge, ex
Gorai Hadoken
hcb + p
ex
Zanku Hadosho
in air, qcb + p
lp version air dashes forward, mp version dashes upward, hp version dash backwards
Goshoryuken
dp + p
ex
Tatsumaki
qcb + k
ex , Can be done in air armorbreak
Sekisei Jiraiken
dp + k
ex version hits high on the first hit
Rakan Dantojin
hcf + k
ex version is projectile-invincible. mk has projectile-invincibility only during the forward movement at start-up. armorbreak

Super Combo

Name
Command
Notes
Raging Demon
lp lp f lk hp
throw, can be done in air (during which it hits only airborne opponents)

Ultra Combos

Name
Command
Notes
Meido Gohado
qcf qcf + 3p
Can be done in air,  upward variation on the ground armorbreak
Tenchi Sokaigen
hcf hcf + 3p
armorbreak


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


Strategy

Matchups

Frame Data

Move Values Frame Count Frame Advantage
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Standing Attacks
Jab.gif HL 30 50 20 ch/sp/su 3 3 5 +3 +7 - - -
Strong.gif HL 70 100 40 sp/su 6 4 11 0 +3 - - -
Fierce.gif HL 100 200 60 sp/su 7 4 17 -3 +2 - - [H] forces stand
Short.gif HL 30 50 20 sp/su 4 5 6 0 +3 - - -
Forward.gif HL 40*30 50*50 40*40 sp/su*- 6 1*4 14 -2 +1 - - -
Roundhouse.gif HL 40*70 125*75 60*20 su*- 6 2(8)4 18 -4 +2 - - [H] forces stand
Crouching Attacks
Jab.gif HL 25 50 20 ch/sp/su 3 3 5 +3 +6 - - -
Strong.gif HL 60 100 40 sp/su 5 4 7 +3 +6 - - -
Fierce.gif HL 90 200 60 sp/su 5 8 18 -8 -3 - - [H] forces stand
Short.gif L 20 50 20 ch/sp/su 4 3 9 -1 +2 - - -
Forward.gif L 60 100 40 sp/su 6 2 16 -4 -1 - -
Roundhouse.gif L 100 150 60 - 9 2 24 -8 - - - [H] hard knockdown
Straight Up Jump Attacks
Jab.gif H 50 50 20 - 5 10 - - - - - -
Strong.gif H 80 100 40 - 7 10 - - - - - [air H] limited juggle, pursuit property
Fierce.gif H 110 200 60 - 8 4 - - - - - -
Short.gif H 40 50 20 - 5 9 - - - - - -
Forward.gif H 80 100 40 - 5 5 - - - - - -
Roundhouse.gif H 100 200 60 - 6 3(6)2 - - - - - -
Angled Jump Attacks
Jab.gif H 50 50 20 - 5 10 - - - - - -
Strong.gif H 80 100 40 - 6 7 - - - - - -
Fierce.gif H 110 200 60 - 7 5 - - - - - -
Short.gif H 40 50 20 - 4 10 - - - - - -
Forward.gif H 70 100 40 - 6 7 - - - - - -
Roundhouse.gif H 100 200 60 - 6 4 - - - - - -
Unique Attacks
Left.gif + Strong.gif HL 60 50 40 sp/su 5 6 12 +2 +6 - - -
Target Combo 1 HL 60 150 40 sp/su 6 4 11 0 +3 - - -
Target Combo 2 HL 80 160 60 sp/su 7 4 17 -3 +2 - - won't hit crouching opponent
Right.gif + Jab.gif HL 30 50 20 sp/su 4 3 6 +2 +5 - - -
Right.gif + Strong.gif H 30*50 50*50 40*20 - 15 2(1)2 17 -5 +2 - - -
Right.gif + Fierce.gif HL 120 200 60 su 12 6 18 -9 0 - - hitbox counts as projectile
Right.gif + Short.gif HL 50 50 20 - 5 3 10 -2 +1 - - -
Right.gif + Forward.gif HL 70 100 40 - 13 2 13 -1 +2 - - -
Right.gif + Roundhouse.gif HL 100 200 60 - 10 2 22 -6 -2 - - can juggle
Focus Attacks
Focus Attack LVL 1 HL 60 100 20 - 21 2 36 -22 - - - -
Focus attack LVL 2 HL 80 150 40 - 17+12 2 36 -16 - - - -
Focus attack LVL 3 - 140 200 60 - 64 2 35 - - - - -
Throws
Forward Throw 0.91 130 150 40 - 3 2 20 - - - - [H] hard knockdown
Back throw 0.91 130 120 40 - 3 2 20 - - - - [H] hard knockdown
Special Moves
Gohadoken Jab.gif HL 60 100 10/20 su 13 33 total 47 -8 -4 - - [air H] limited juggle / can cancel on the 18-19f
Gohadoken Strong.gif HL 60 100 10/20 su 13 31 total 47 -8 -4 - - [air H] limited juggle / can cancel on the 18-19f
Gohadoken Fierce.gif HL 60 100 10/20 su 13 28 total 47 -8 -4 - - [air H] limited juggle / can cancel on the 18-19f
Gohadoken Charge HL 40*40 50*50 10/10*10 su 45 - total 77 +2 +6 - - [air H] limited juggle / can cancel on the 62-63f
Gohadoken EX.gif HL 50*50 50*50 -250/0 su 13 - total 43 +4 +4 - - [air H] limited juggle / can cancel on the 16-17f / can juggle
Gorai Hadoken Jab.gif HL 60 150 10/20 su 28 - total 54 -5 - - - [H] limited juggle / can cancel on the 30-31f / can juggle
Gorai Hadoken Strong.gif HL 60*30 100*100 10/20*20 su 29 - total 61 -3 - - - [H] limited juggle / can cancel on the 31-32f / can juggle
Gorai Hadoken Fierce.gif HL 50*50*20 100*100*50 10/20*20*20 su 31 - total 69 -1 - - - [H] limited juggle / can cancel on the 33-34f / can juggle
Gorai Hadoken EX.gif HL 50x3 100*100*50 -250/0 su 25 - total 50 +12 - - - [H] limited juggle / can cancel on the 27-28f / can juggle
Zanku Hadosho Jab.gif HL 70 100 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 / on hit can cancel into ultra / can juggle
Zanku Hadosho Strong.gif HL 70 100 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 / on hit can cancel into ultra / can juggle
Zanku Hadosho Fierce.gif HL 70 100 5/40 - 5 4 post landing 16 - - - - [air H] limited juggle / projectile hitbox / on hit can cancel into ultra / can juggle
Goshoryuken Jab.gif HL 80*40[80*30*30] 80*60[80*60*60] 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
Goshoryuken Strong.gif HL 70*40[70*50*30] 80*60[80*60*60] 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
Goshoryuken Fierce.gif HL 80*40[80*50*30] 80*60[80*60*60] 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
Goshoryuken EX.gif HL 100*70*80[100*50*40] 80*60*60[80*60*60] -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-3rd hit can juggle / only 2nd hit of the full hit can be cancelled / [ ] represents full hit property
Tatsumaki Short.gif HL 110 150 30/20 - 11 2(6)2 12+8 -9 - - - 7-20 lower half projectile invi / 7 onwards airborne / [H] limited juggle / armor break / doesnt hit crouching opponent / 2nd kick has rear hitbox
Tatsumaki Forward.gif HL 80*50 100*50 30/20*10 su*-*- 5 2(5)[2(5)2](5)1 16+12 -22[-8] - - - 5~6f feet invincible / 7~26f lower body projectile invincible / 7f~ airborne / 1st hit [ground hit] forces stand / [hit] limited juggle (1st airborne hit) / armor break / 2nd hit onwards pursuit property and whiffs on crouching opponents / 2nd hit on hit or block cause 3rd-4th hit to disappear / active frames in [] can hit once at most and 2nd half is aimed backwards / block advantage in [] assumes 4th hit
Tatsumaki Roundhouse.gif HL 80*40*40 100*50*50 30/20*10*10 su*-(x3) 5 2(4)[2(5)1](5)[1(5)1](5)1 13+8 -13[-1] - - - 5~6f feet invincible / 7~36f lower body projectile invincible / 7f~ airborne / 1st hit [ground hit] forces stand / [hit] limited juggle (1st airborne hit) / armor break / 2nd hit onwards pursuit property and whiffs on crouching opponents / 4nd hit on hit or block cause 5th-6th hit to disappear / active frames in [] can hit once at most and 2nd half is aimed backwards / block advantage in [] assumes 6th hit
Tatsumaki EX.gif HL 30x4*40 40x5 -250/0 - 11 1(3)1(3)1(3)1(3)1 18+3 -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
Tatsumaki Short.gif (air) HL 70 50 10/30 - 9 2(6)2(6)2 post landing 10 - - - - [H] limited juggle / will only do 1 hit / 2nd kick has rear hitbox
Tatsumaki Forward.gif (air) HL 60*60 -50*50 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
Tatsumaki Roundhouse.gif (air) HL 80*80 50*50 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
Tatsumaki EX.gif (air) HL 40x5 50x5 -250/0 - 7 1(3)1(3)1(3)1(3)1 post landing 4 - - - - [H] limited juggle / can juggle
Tatsumaki EX.gif (air, following Zanku Hadosho) HL 140 200 -250/0 - 7 2(2)2(2)2(2)2(2)2 post landing 22 - - - - [H] limited juggle / can juggle / hitboxes disappear after hit
Sekisei Jiraiken Short.gif HL 130 150 30/30 su 18 7 21 -7 - - - 2-21 airborne / [H] hard knockdown / can juggle
Sekisei Jiraiken Forward.gif HL 100 150 30/30 su 18 7 20 -6 - - - 1 full invi / 2-21 airborne / [H] hard knockdown / can juggle
Sekisei Jiraiken Roundhouse.gif HL 140[90] 150 30/30 su 30 11 15 -1 - - - 4-33 airborne / [H] hard knockdown / [ ] value represents if hit from a distance
Sekisei Jiraiken EX.gif H*HL 80*90 100*100 -250/0 -*su 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
Rakan Dantojin Short.gif HL 120 150 20/60 su 17 2 25 -2 +1 - - [air H] free juggle
Rakan Dantojin Forward.gif HL 120 200 20/60 su 30 2 25 -4 - - - 10-28 projectile invincible / [H] limited juggle (cant juggle)
Rakan Dantojin Roundhouse.gif HL 120[100] 150 20/60 su 28~34 2 25 -8 - - - [H] limited juggle (cant juggle) / hitbox active on contact with opponent, can hit cross up / value in [ ] is if hit as cross up / cancellable only from a front hit
Rakan Dantojin EX.gif HL 100[80] 100 -250/0 su 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 / cancellable only from a front hit
Super Combo
Super Combo 1.0 370 0 -1000/0 - 1+0 36 13 - - - - 1~post freeze 2, full invi / [H] hard knockdown / can be cancelled from any normal moves
Super Combo - 350 0 -1000/0 - 1+0 30 post landing 32 - - - - 1~post freeze 6, full invi / [H] hard knockdown / can be cancelled from jump normal moves / strikes airborne opponents
Ultra Combos
Ultra Combo 1 PPP HL 38x7*84[450] 0 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 - 0+9 - Total 93 - - - - 1~ post freeze 10, full invi / [H] hard knockdown / cannot hit grounded opponents
Ultra Combo 1 (air) HL 45x8 0 0/0 - 0+14[4] - post landing 51 -25 - - - 1~post freeze 5, full invi / [H] hard knockdown / [] refers to cancelled version
Ultra Combo 2 HL 38x7[525] 0 0/0 - 0+9 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
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Move Values Frame Count Frame Advantage