Movelist
Impact
Command Normals
Special Moves
Super Moves
Close Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 5 | 5 | +1 | 0 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 4 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | 3 | 8 | 0 | -1 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
16 (6+10) | Mid | 8 | Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 1+(1)+4 | 15 | -3/0 | -6 | |
Oni's fastest heavy. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
18 (8+10) | Mid | 10 | Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 2+(2)+4 | 24 | -12/-9 | -15 | |
Extremely generous proximity window. |
Standing Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 2 | 11 | -2 | -3 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 5 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | 3 | 13 | -5 | -6 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
12 | 4 | 13 | -1/+2 | -4 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | Mid | 12 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
15 | 4 | 21 | -9/-6 | -12 | |
Moves Oni over halfscreen. The hitbox both reaches high and hits all crouchers, but it can be punished on standing hit by long-ranged sweeps. |
Crouching Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 4 | 5 | +2 | +1 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Low | 4 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 2 | 6 | +3 | +2 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
16 | Mid | 8 | Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 5 | 11 | +4 | -3 | |
Oni's ideal heavy to use for combos; being a single-hitter, it adds a little less to scaling. |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
20 | Low | 15 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
7 | 4 | 17 | KD | -4 |
Jumping Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | High/Air | 6 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
3 | 16 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | High/Air | 8 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 16 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 12 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
7 | 10 | - | - | - |
Command Normals
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
12 (6+6) | Mid | 14 (7+7) | Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
15 | 2+(2)+4 | 25 | -5/-1 | -12 | |
Spinning back fist. Hits twice and is a great tool for combos. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
10 | Mid | 5 | Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
10 | 10 | 45 | KD | -38 | |
High extended kick, decent anti-air but is best used to finish Impact moves with. Oni can link into this after he lands from Air Impact. |
Throws
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KD | - | |
Oni throws the opponent fullscreen. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KD | - | |
Oni kneedrops the opponent as he falls straight down. Great air-to-air option. |
System
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 0 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 (1-11 invuln) | 2 | 25 | KD | -10 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
13 (1-13 invuln) | 8 | 17 | KD | -8 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
5+5×5 | Mid | 0 | Hit: Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
15 | 4 | 29 | KD | -16 | |
The range is very good and it hits at an upward angle, which lets it catch approaches from midrange. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
30 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
3 | 60 | 29 | KD | -13 | |
Your partner must be alive and able to tag in. Oni is one of two characters who can cancel into his Duplex, the other being Pepe. | |||||
Damage | Guard | Stun | Cancel | ||
27 (27 with Cassandra) | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | KD | - | |
Follow up with another 236BC for more damage. Costs an extra bar. |
Special Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
35 | 7 | 27 | KD | - | |
A ranged command grab designed to synergise with rekka staggers, but the startup, though low key, is still quite long. It also only deals as much damage as a normal throw, so it's not the most rewarding move on hit. Still, it goes halfscreen and stays out for a decent amount of time, so it has its perks. Pat yourself on the back if this catches a tag-in. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
18 | Mid/Air | 4 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | ? | 42-? | KD | -2 | |
Can be airblocked and not a true reversal, but for an anti-air, it's huge and really safe. Keeping with his theme of staggers, Oni can let it rip again to catch a poke, but it can be punished after a dodge. This move doesn't have hitboxes or active frames yet because it's a projectile, which means it both destroys other fireballs and it sticks out and wins in trades against pokes. | |||||
Damage | Guard | Stun | Cancel | ||
20 (4+16) | Mid/Air | 6 (4+2) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
19 | 1+? | 42-? | KD | 0 | |
Slower as an anti-air, but stronger and more reliable in juggle combos. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
10 | Mid | 4 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
14 | 4 | 21 | -9/-6 | -12 | |
The light version of Oni's first rekka. Typically, its damage and corner carry is used to end combos on the ground, but Oni can delay each rekka for a trap. On their own, they can all be punished. | |||||
Damage | Guard | Stun | Cancel | ||
10 | Mid | 4 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
21 | 5 | 23 | -12/-9 | -15 | |
The heavy version travels further, but is slower and even less safe. Only the first rekka has differences between light and heavy. | |||||
Damage | Guard | Stun | Cancel | ||
5 | Mid | 4 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 4 | 16 | -4/-1 | -7 | |
Second rekka. | |||||
Damage | Guard | Stun | Cancel | ||
10 | Mid | 4 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
8 | 4 | 31 | KD | -18 | |
Third rekka. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
18 | Mid/Air | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
13 | ? | - | KD | - | |
Unpunishable on the ground. Use this to make your jump-ins safe. If you whiff this move, it's easy to punish. | |||||
Damage | Guard | Stun | Cancel | ||
- | Mid, Mid/Air | 10 (8+2) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
22 | 1+? | - | KD | - | |
Hits twice, second hit is air unblockable. Great option for an air-to-air if you cannot air throw. |
Super Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
40 | Mid | 4 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
10 (1-7 invuln) | 6 | 41 | KD | -5 | |
An anti-air and pseudo reversal, but mainly used in combos as with most supers. The flames don't have a hitbox. | |||||
Damage | Guard | Stun | Cancel | ||
65 (5+5+20+35) | Mid | 4×4 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
8 (1-7 invuln) | 6+(52+[113]+5)+16 | 17 | KD | -2 (Guard Crush) | |
This version has an extra part where Oni juggles with a forward stab, which can be delayed by holding D. This extra hit will always cause a guard crush, but you only get a combo at farther ranges. |