Super Street Fighter IV AE/Oni: Difference between revisions

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==Frame Data==
==Frame Data==
{| border="1em" cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"
|- 
!  |
! align="center"  | Block
! align="center"  |
! align="center"  |
! align="center"  | Super Meter
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  | Frames
! align="center"  |
!  |
|-
!  | Move Name
! align="center"  | HL
! align="center"  | Damage
! align="center"  | Stun
! align="center"  | Gain
! align="center"  | Cancel Ability
! align="center"  | Startup
! align="center"  | Active
! align="center"  | Recovery
! align="center"  | On Guard
! align="center"  | On Hit
! align="center"  | Notes
|- 
|  |Close LP
| align="center"  |HL
| align="center"  |30
| align="center"  |-
| align="center"  |20
| align="center"  |ch/sp/su
| align="center"  |3
| align="center"  |3
| align="center"  |5
| align="center"  |+3
| align="center"  |+7
| align="center"  |-
|  |
|-
|  |Close MP
| align="center"  |HL
| align="center"  |70
| align="center"  |-
| align="center"  |40
| align="center"  |sp/su
| align="center"  |6
| align="center"  |4
| align="center"  |11
| align="center"  |0
| align="center"  |+3
| align="center"  |-
|  |
|-
|  |Close HP
| align="center"  |HL
| align="center"  |100
| align="center"  |-
| align="center"  |60
| align="center"  |sp/su
| align="center"  |7
| align="center"  |4
| align="center"  |17
| align="center"  |-3
| align="center"  |+2
| align="center"  |[H] forces stand
|  |
|-
|  |Close LK
| align="center"  |HL
| align="center"  |30
| align="center"  |-
| align="center"  |20
| align="center"  |sp/su
| align="center"  |4
| align="center"  |5
| align="center"  |6
| align="center"  |0
| align="center"  |+3
| align="center"  |-
|  |
|-
|  |Close MK
| align="center"  |HL
| align="center"  |40*30
| align="center"  |-
| align="center"  |40*40
| align="center"  |sp/su
| align="center"  |6
| align="center"  |1*4
| align="center"  |14
| align="center"  |-2
| align="center"  |+1
| align="center"  |-
|  |
|-
|  |Close HK
| align="center"  |HL
| align="center"  |40*70
| align="center"  |-
| align="center"  |60*20
| align="center"  |-
| align="center"  |6
| align="center"  |2(8)4
| align="center"  |18
| align="center"  |-4
| align="center"  |+2
| align="center"  |[H] forces stand
|  |
|-
|  |F+LP
| align="center"  |HL
| align="center"  |30
| align="center"  |-
| align="center"  |20
| align="center"  |-
| align="center"  |4
| align="center"  |3
| align="center"  |6
| align="center"  |+2
| align="center"  |+5
| align="center"  |-
|  |
|-
|  |F+MP
| align="center"  |H
| align="center"  |30*50
| align="center"  |-
| align="center"  |40*20
| align="center"  |-
| align="center"  |15
| align="center"  |2(1)2
| align="center"  |17
| align="center"  |-5
| align="center"  |+2
| align="center"  |-
|  |
|-
|  |F+HP
| align="center"  |HL
| align="center"  |120
| align="center"  |-
| align="center"  |60
| align="center"  |-
| align="center"  |12
| align="center"  |6
| align="center"  |18
| align="center"  |-9
| align="center"  |0
| align="center"  |hitbox counts as projectile
|  |
|-
|  |F+LK
| align="center"  |HL
| align="center"  |50
| align="center"  |-
| align="center"  |20
| align="center"  |-
| align="center"  |5
| align="center"  |3
| align="center"  |10
| align="center"  |-2
| align="center"  |+1
| align="center"  |-
|  |
|-
|  |F+MK
| align="center"  |HL
| align="center"  |70
| align="center"  |-
| align="center"  |40
| align="center"  |-
| align="center"  |13
| align="center"  |2
| align="center"  |13
| align="center"  |-1
| align="center"  |+2
| align="center"  |-
|  |
|-
|  |F+HK
| align="center"  |HL
| align="center"  |100
| align="center"  |-
| align="center"  |60
| align="center"  |-
| align="center"  |10
| align="center"  |2
| align="center"  |22
| align="center"  |-6
| align="center"  |-2
| align="center"  |can juggle
|  |
|-
|  |crouch LP
| align="center"  |HL
| align="center"  |25
| align="center"  |-
| align="center"  |20
| align="center"  |-
| align="center"  |3
| align="center"  |3
| align="center"  |5
| align="center"  |+3
| align="center"  |+6
| align="center"  |-
|  |
|-
|  |crouch MP
| align="center"  |HL
| align="center"  |60
| align="center"  |-
| align="center"  |40
| align="center"  |-
| align="center"  |5
| align="center"  |4
| align="center"  |7
| align="center"  |+3
| align="center"  |+6
| align="center"  |-
|  |
|-
|  |crouch HP
| align="center"  |HL
| align="center"  |90
| align="center"  |-
| align="center"  |60
| align="center"  |-
| align="center"  |5
| align="center"  |8
| align="center"  |18
| align="center"  |-8
| align="center"  |-3
| align="center"  |[H] forces stand
|  |
|-
|  |crouch LK
| align="center"  |L
| align="center"  |20
| align="center"  |-
| align="center"  |20
| align="center"  |-
| align="center"  |4
| align="center"  |3
| align="center"  |9
| align="center"  |-1
| align="center"  |+2
| align="center"  |-
|  |
|-
|  |crouch MK
| align="center"  |L
| align="center"  |60
| align="center"  |-
| align="center"  |40
| align="center"  |-
| align="center"  |6
| align="center"  |2
| align="center"  |16
| align="center"  |-4
| align="center"  |-1
| align="center"  |-
|  |
|-
|  |crouch HK
| align="center"  |L
| align="center"  |100
| align="center"  |-
| align="center"  |60
| align="center"  |-
| align="center"  |9
| align="center"  |2
| align="center"  |24
| align="center"  |-8
| align="center"  |-
| align="center"  |[H] hard knockdown
|  |
|-
|  |Jump up LP
| align="center"  |H
| align="center"  |50
| align="center"  |-
| align="center"  |20
| align="center"  |-
| align="center"  |5
| align="center"  |10
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump up MP
| align="center"  |H
| align="center"  |80
| align="center"  |-
| align="center"  |40
| align="center"  |-
| align="center"  |7
| align="center"  |10
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |[air H] limited juggle
|  |
|-
|  |Jump up HP
| align="center"  |H
| align="center"  |110
| align="center"  |-
| align="center"  |60
| align="center"  |-
| align="center"  |8
| align="center"  |4
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump up LK
| align="center"  |H
| align="center"  |40
| align="center"  |-
| align="center"  |20
| align="center"  |-
| align="center"  |5
| align="center"  |9
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump up MK
| align="center"  |H
| align="center"  |80
| align="center"  |-
| align="center"  |40
| align="center"  |-
| align="center"  |5
| align="center"  |5
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump up HK
| align="center"  |H
| align="center"  |100
| align="center"  |-
| align="center"  |60
| align="center"  |-
| align="center"  |6
| align="center"  |3(6)2
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump forward LP
| align="center"  |H
| align="center"  |50
| align="center"  |-
| align="center"  |20
| align="center"  |-
| align="center"  |5
| align="center"  |10
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump forward MP
| align="center"  |H
| align="center"  |80
| align="center"  |-
| align="center"  |40
| align="center"  |-
| align="center"  |6
| align="center"  |7
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump forward HP
| align="center"  |H
| align="center"  |110
| align="center"  |-
| align="center"  |60
| align="center"  |-
| align="center"  |7
| align="center"  |4
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump forward LK
| align="center"  |H
| align="center"  |40
| align="center"  |-
| align="center"  |20
| align="center"  |-
| align="center"  |4
| align="center"  |10
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump forward MK
| align="center"  |H
| align="center"  |70
| align="center"  |-
| align="center"  |40
| align="center"  |-
| align="center"  |6
| align="center"  |7
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Jump forward HK
| align="center"  |H
| align="center"  |100
| align="center"  |-
| align="center"  |60
| align="center"  |-
| align="center"  |6
| align="center"  |4
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |B+MP
| align="center"  |HL
| align="center"  |60
| align="center"  |-
| align="center"  |40
| align="center"  |-
| align="center"  |5
| align="center"  |6
| align="center"  |12
| align="center"  |+2
| align="center"  |+6
| align="center"  |can juggle
|  |
|-
|  |Target Combo 1
| align="center"  |HL
| align="center"  |60
| align="center"  |-
| align="center"  |40
| align="center"  |-
| align="center"  |6
| align="center"  |4
| align="center"  |11
| align="center"  |0
| align="center"  |+3
| align="center"  |-
|  |
|-
|  |Target Combo 2
| align="center"  |HL
| align="center"  |80
| align="center"  |-
| align="center"  |60
| align="center"  |-
| align="center"  |7
| align="center"  |4
| align="center"  |17
| align="center"  |-3
| align="center"  |+2
| align="center"  |wont hit crouching opponent
|  |
|-
|  |Focus Attack LVL 1
| align="center"  |HL
| align="center"  |60
| align="center"  |-
| align="center"  |20
| align="center"  |-
| align="center"  |21
| align="center"  |2
| align="center"  |36
| align="center"  |-22
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Focus attack LVL 2
| align="center"  |HL
| align="center"  |80
| align="center"  |-
| align="center"  |40
| align="center"  |-
| align="center"  |17+12
| align="center"  |2
| align="center"  |36
| align="center"  |-16
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Focus attack LVL 3
| align="center"  |-
| align="center"  |140
| align="center"  |-
| align="center"  |60
| align="center"  |-
| align="center"  |64
| align="center"  |2
| align="center"  |35
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Forward Throw
| align="center"  |0.91
| align="center"  |130
| align="center"  |-
| align="center"  |40
| align="center"  |-
| align="center"  |3
| align="center"  |2
| align="center"  |20
| align="center"  |-
| align="center"  |-
| align="center"  |[H] hard knockdown
|  |
|-
|  |Back throw
| align="center"  |0.91
| align="center"  |130
| align="center"  |-
| align="center"  |40
| align="center"  |-
| align="center"  |3
| align="center"  |2
| align="center"  |20
| align="center"  |-
| align="center"  |-
| align="center"  |[H] hard knockdown
|  |
|-
|  |Hadouken LP
| align="center"  |HL
| align="center"  |60
| align="center"  |-
| align="center"  |10/20
| align="center"  |-
| align="center"  |13
| align="center"  |33
| align="center"  |total 47
| align="center"  |-8
| align="center"  |-4
| align="center"  |[air H] limited juggle / can cancel on the 18-19f
|  |
|-
|  |Hadouken MP
| align="center"  |HL
| align="center"  |60
| align="center"  |-
| align="center"  |10/20
| align="center"  |-
| align="center"  |13
| align="center"  |31
| align="center"  |total 47
| align="center"  |-8
| align="center"  |-4
| align="center"  |[air H] limited juggle / can cancel on the 18-19f
|  |
|-
|  |Hadouken HP
| align="center"  |HL
| align="center"  |60
| align="center"  |-
| align="center"  |10/20
| align="center"  |-
| align="center"  |13
| align="center"  |28
| align="center"  |total 47
| align="center"  |-8
| align="center"  |-4
| align="center"  |[air H] limited juggle / can cancel on the 18-19f
|  |
|-
|  |Hadouken charge
| align="center"  |HL
| align="center"  |40*40
| align="center"  |-
| align="center"  |10/10*10
| align="center"  |-
| align="center"  |45
| align="center"  |-
| align="center"  |total 77
| align="center"  |+2
| align="center"  |+6
| align="center"  |[air H] limited juggle / can cancel on the 62-63f
|  |
|-
|  |Hadoken EX
| align="center"  |HL
| align="center"  |50*50
| align="center"  |-
| align="center"  |-250/0
| align="center"  |-
| align="center"  |13
| align="center"  |-
| align="center"  |total 43
| align="center"  |+4
| align="center"  |+4
| align="center"  |[air H] limited juggle / can cancel on the 16-17f / can juggle
|  |
|-
|  |Denjin Hadouken LP
| align="center"  |HL
| align="center"  |60
| align="center"  |-
| align="center"  |10/20
| align="center"  |-
| align="center"  |28
| align="center"  |-
| align="center"  |total 54
| align="center"  |-5
| align="center"  |-
| align="center"  |[H] limited juggle / can cancel on the 30-31f / can juggle
|  |
|-
|  |Denjin Hadouken MP
| align="center"  |HL
| align="center"  |60*30
| align="center"  |-
| align="center"  |10/20
| align="center"  |-
| align="center"  |29
| align="center"  |-
| align="center"  |total 61
| align="center"  |-3
| align="center"  |-
| align="center"  |[H] limited juggle / can cancel on the 31-32f / can juggle
|  |
|-
|  |Denjin Hadouken HP
| align="center"  |HL
| align="center"  |50*50*20
| align="center"  |-
| align="center"  |10/20
| align="center"  |-
| align="center"  |31
| align="center"  |-
| align="center"  |total 69
| align="center"  |-1
| align="center"  |-
| align="center"  |[H] limited juggle / can cancel on the 33-34f / can juggle
|  |
|-
|  |Denjin Hadouken EX
| align="center"  |HL
| align="center"  |50x3
| align="center"  |-
| align="center"  |10/10*10
| align="center"  |-
| align="center"  |25
| align="center"  |-
| align="center"  |Total 50
| align="center"  |+12
| align="center"  |-
| align="center"  |[H] limited juggle / can cancel on the 27-28f / can juggle
|  |
|-
|  |Airdash LP
| align="center"  |HL
| align="center"  |70
| align="center"  |-
| align="center"  |5/40
| align="center"  |-
| align="center"  |5
| align="center"  |4
| align="center"  |post landing 11
| align="center"  |-
| align="center"  |-
| align="center"  |[air H] limited juggle / projectile hitbox / from the 15f to 7 frame before landing, can cancel into tatsumaki or super
|  |
|-
|  |Airdash MP
| align="center"  |HL
| align="center"  |70
| align="center"  |-
| align="center"  |5/40
| align="center"  |-
| align="center"  |5
| align="center"  |4
| align="center"  |post landing 11
| align="center"  |-
| align="center"  |-
| align="center"  |[air H] limited juggle / projectile hitbox / from the 15f to 7 frame before landing, can cancel into tatsumaki or super
|  |
|-
|  |Airdash HP
| align="center"  |HL
| align="center"  |70
| align="center"  |-
| align="center"  |5/40
| align="center"  |-
| align="center"  |5
| align="center"  |4
| align="center"  |post landing 16
| align="center"  |-
| align="center"  |-
| align="center"  |[air H] limited juggle / projectile hitbox
|  |
|-
|  |Shoryuken LP
| align="center"  |HL
| align="center"  |80*40[80*30*30]
| align="center"  |-
| align="center"  |30/40*20[40*10*10]
| align="center"  |-
| align="center"  |3
| align="center"  |2*12
| align="center"  |14+10
| align="center"  |-15
| align="center"  |-
| align="center"  |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
| align="center"  |HL
| align="center"  |70*40[70*50*30]
| align="center"  |-
| align="center"  |20/40*20[40*10*10]
| align="center"  |-
| align="center"  |3
| align="center"  |2*12
| align="center"  |25+10
| align="center"  |-26
| align="center"  |-
| align="center"  |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
| align="center"  |HL
| align="center"  |80*40[80*50*30]
| align="center"  |-
| align="center"  |20/40*20[40*10*10]
| align="center"  |-
| align="center"  |3
| align="center"  |4*12
| align="center"  |28+10
| align="center"  |-29
| align="center"  |-
| align="center"  |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
| align="center"  |HL
| align="center"  |100*70*80[100*50*40]
| align="center"  |-
| align="center"  |-250/0
| align="center"  |-
| align="center"  |3
| align="center"  |4*2*10
| align="center"  |28+10
| align="center"  |-27
| align="center"  |-
| align="center"  |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
| align="center"  |HL
| align="center"  |110
| align="center"  |-
| align="center"  |30/20
| align="center"  |-
| align="center"  |11
| align="center"  |2(6)2
| align="center"  |12+10
| align="center"  |-9
| align="center"  |-
| align="center"  |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
| align="center"  |HL
| align="center"  |80*50
| align="center"  |-
| align="center"  |30/20*10
| align="center"  |-
| align="center"  |5
| align="center"  |2(5)2(5)2(5)1
| align="center"  |16+10
| align="center"  |-22[-8]
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Hurricane Kick HK
| align="center"  |HL
| align="center"  |80*40*40
| align="center"  |-
| align="center"  |30/20*10*10
| align="center"  |-
| align="center"  |5
| align="center"  |2(4)[2(5)1](5)[1(5)1](5)1
| align="center"  |13+10
| align="center"  |-13[-1]
| align="center"  |-
| align="center"  |-
|  |
|-
|  |Hurricane Kick EX
| align="center"  |HL
| align="center"  |30x4*40
| align="center"  |-
| align="center"  |-250/0
| align="center"  |-
| align="center"  |11
| align="center"  |1(3)1(3)1(3)1(3)1
| align="center"  |18+10
| align="center"  |-1
| align="center"  |-
| align="center"  |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)
| align="center"  |HL
| align="center"  |70
| align="center"  |-
| align="center"  |10/30
| align="center"  |-
| align="center"  |9
| align="center"  |2(6)2(6)2
| align="center"  |post landing 10
| align="center"  |-
| align="center"  |-
| align="center"  |[H] limited juggle / will only do 1 hit / 2nd kick has rear hitbox
|  |
|-
|  |Hurricane Kick MK (air)
| align="center"  |HL
| align="center"  |60*60
| align="center"  |-
| align="center"  |10/30*30
| align="center"  |-
| align="center"  |7
| align="center"  |2(6)2(6)2
| align="center"  |post landing 10
| align="center"  |-
| align="center"  |-
| align="center"  |[H] limited juggle / the [ ] in active frames only hit once, the 2nd kick hits behind / 3rd hit can juggle
|  |
|-
|  |Hurricane Kick HK (air)
| align="center"  |HL
| align="center"  |80*80
| align="center"  |-
| align="center"  |10/30*30
| align="center"  |-
| align="center"  |7
| align="center"  |2(6)2(6)2
| align="center"  |post landing 10
| align="center"  |-
| align="center"  |-
| align="center"  |[H] limited juggle / the [ ] in active frames only hit once, the 2nd kick hits behind / 3rd hit can juggle
|  |
|-
|  |Hurricane Kick EX (air)
| align="center"  |HL
| align="center"  |40x5
| align="center"  |-
| align="center"  |-250/0
| align="center"  |-
| align="center"  |7
| align="center"  |1(3)1(3)1(3)1(3)1
| align="center"  |post landing 4
| align="center"  |-
| align="center"  |-
| align="center"  |[H] limited juggle / can juggle
|  |
|-
|  |Ground Slam LP
| align="center"  |HL
| align="center"  |130
| align="center"  |-
| align="center"  |30/30
| align="center"  |-
| align="center"  |18
| align="center"  |7
| align="center"  |21
| align="center"  |-7
| align="center"  |-
| align="center"  |2-21 airborne / [H] hard knockdown / can juggle
|  |
|-
|  |Ground Slam MP
| align="center"  |HL
| align="center"  |100
| align="center"  |-
| align="center"  |30/30
| align="center"  |-
| align="center"  |18
| align="center"  |7
| align="center"  |20
| align="center"  |-6
| align="center"  |-
| align="center"  |1 full invi / 2-21 airborne / [H] hard knockdown / can juggle
|  |
|-
|  |Ground Slam HP
| align="center"  |HL
| align="center"  |140[90]
| align="center"  |-
| align="center"  |30/30
| align="center"  |-
| align="center"  |30
| align="center"  |11
| align="center"  |15
| align="center"  |-1
| align="center"  |-
| align="center"  |4-33 airborne / [H] hard knockdown / [ ] value represents if hit from a distance
|  |
|-
|  |Ground Slam EX
| align="center"  |H*HL
| align="center"  |80*90
| align="center"  |-
| align="center"  |-250/0
| align="center"  |-
| align="center"  |23
| align="center"  |4*3
| align="center"  |29
| align="center"  |-9
| align="center"  |-
| align="center"  |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
| align="center"  |HL
| align="center"  |120
| align="center"  |-
| align="center"  |20/60
| align="center"  |-
| align="center"  |17
| align="center"  |2
| align="center"  |25
| align="center"  |-2
| align="center"  |+1
| align="center"  |[air H] free juggle
|  |
|-
|  |Slash MK
| align="center"  |HL
| align="center"  |120
| align="center"  |-
| align="center"  |20/60
| align="center"  |-
| align="center"  |30
| align="center"  |2
| align="center"  |25
| align="center"  |-4
| align="center"  |-
| align="center"  |[H] limited juggle (cant juggle)
|  |
|-
|  |Slash HK
| align="center"  |HL
| align="center"  |120[100]
| align="center"  |-
| align="center"  |20/60
| align="center"  |-
| align="center"  |28*34
| align="center"  |2
| align="center"  |25
| align="center"  |-8
| align="center"  |-
| align="center"  |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
| align="center"  |HL
| align="center"  |100[80]
| align="center"  |-
| align="center"  |-250/0
| align="center"  |-
| align="center"  |29*34
| align="center"  |2
| align="center"  |31
| align="center"  |-10
| align="center"  |-
| align="center"  |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
| align="center"  |1.0
| align="center"  |350
| align="center"  |-
| align="center"  |-1000/0
| align="center"  |-
| align="center"  |1+0
| align="center"  |36
| align="center"  |13
| align="center"  |-
| align="center"  |-
| align="center"  |1~post freeze 2, full invi / [H] hard knockdown / can be cancelled from any normal moves
|  |
|-
|  |Super Combo (air)
| align="center"  |1.0
| align="center"  |350
| align="center"  |-
| align="center"  |-1000/0
| align="center"  |-
| align="center"  |1+0
| align="center"  |40
| align="center"  |32
| align="center"  |-
| align="center"  |-
| align="center"  |1~post freeze 6, full invi / [H] hard knockdown / can be cancelled from jump normal moves
|  |
|-
|  |Ultra Combo 1 PPP
| align="center"  |HL
| align="center"  |38x7*84[450]
| align="center"  |-
| align="center"  |0/0
| align="center"  |-
| align="center"  |0+11
| align="center"  |1(1) until edge of screen
| align="center"  |Total 101
| align="center"  |-3
| align="center"  |-
| align="center"  |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
| align="center"  |-
| align="center"  |45x7*60
| align="center"  |-
| align="center"  |0/0
| align="center"  |-
| align="center"  |0+10
| align="center"  |-
| align="center"  |Total 94
| align="center"  |-
| align="center"  |-
| align="center"  |1~post freeze 9, full invi / [H] hard knockdown / wont hit opponent on ground
|  |
|-
|  |Ultra Combo 1 (air)
| align="center"  |HL
| align="center"  |45x8
| align="center"  |-
| align="center"  |0/0
| align="center"  |-
| align="center"  |0+14
| align="center"  |-
| align="center"  |post landing 51
| align="center"  |-
| align="center"  |-
| align="center"  |1~post freeze 5, full invi / [H] hard knockdown
|  |
|-
|  |Ultra Combo 2
| align="center"  |HL
| align="center"  |225*38x7[525]
| align="center"  |-
| align="center"  |0/0
| align="center"  |-
| align="center"  |0+8
| align="center"  |2*3x7
| align="center"  |48
| align="center"  |-30
| align="center"  |-
| align="center"  |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
|  |
|-
!  |
! align="center"  | Block
! align="center"  |
! align="center"  |
! align="center"  | Super Meter
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  | Frames
! align="center"  |
!  |
|-
!  | Move Name
! align="center"  | HL
! align="center"  | Damage
! align="center"  | Stun
! align="center"  | Gain
! align="center"  | Cancel Ability
! align="center"  | Startup
! align="center"  | Active
! align="center"  | Recovery
! align="center"  | On Guard
! align="center"  | On Hit
! align="center"  | Notes
|-
|}

Revision as of 23:23, 1 July 2011

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Oni

SSFIV-Oni Face.jpg

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

Name
Command
Notes
Ganka Uchi
b + mp
Special Forward
f + hp
eats fireballs
Zugai Hasatsu
f + mp
Overhead
Target Combo 1
f + lp , mp
Target Combo 2
b + mp , hp
whiffs crouchers

Throws

Name
Command
Notes
f or n + lp + lk
throw
b + lp + lk
throw
Kara Throw
f + mk , 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
air dash forward or back, can do Super or Tatsu after
Goshoryuken
dp + p
ex
Tatsumaki
qcb + k
ex , Can be done in air armorbreak
Sekisei Jiraiken
dp + k
ex version overheads 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, only hits airborne opponent

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


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 - 29 - total 61 -3 - [H] limited juggle / can cancel on the 31-32f / can juggle
Denjin Hadouken HP HL 50*50*20 - 10/20 - 31 - total 69 -1 - [H] limited juggle / can cancel on the 33-34f / can juggle
Denjin Hadouken EX HL 50x3 - 10/10*10 - 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 40 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