Ultra Street Fighter IV/Oni

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< Ultra Street Fighter IV
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Ultra Street Fighter IVUSFIV-Header.png

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.


Ultra SFIV Changes

TBW


Moves

Unique Attacks

  Name Nickname Command Notes
File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Cancels out fireballs {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png high {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Whiffs on crouching opponents {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Throws

  Name Nickname Command Notes
File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Special Moves

  Name Nickname Command Notes
File:No image.png Hold p to charge, ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png lp version air dashes forward, mp version dashes upward, hp version dash backwards {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex , Can be done in air armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex version hits high on the first hit {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex version is projectile-invincible. mk has projectile-invincibility only during the forward movement at start-up. armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Super Combo

  Name Nickname Command Notes
File:No image.png throw, can be done in air (during which it hits only airborne opponents) {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Ultra Combos

  Name Nickname Command Notes
File:No image.png Can be done in air,  upward variation on the ground armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


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

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Stand Jab.gif HL 30 50 20 ch/sp/su 3 3 5 +3 +7
Stand Strong.gif HL 70 100 40 sp/su 6 4 11 0 +3
Stand Fierce.gif HL 100 200 60 sp/su 7 4 17 -3 2 [H] forces stand
Stand Short.gif HL 30 50 20 sp/su 4 5 6 0 +3
Stand Forward.gif HL 40*30 50*50 40*40 sp/su*- 6 1*4 14 -2 +1
Stand Roundhouse.gif HL 40*70 125*75 60*20 su*- 6 2(8)4 18 -4 +2 [H] forces stand
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 3 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
Crouch Jab.gif HL 25 50 20 ch/sp/su 3 3 5 +3 +6
Crouch Strong.gif HL 60 100 40 sp/su 5 4 7 +3 +6
Crouch Fierce.gif HL 90 200 60 sp/su 5 8 18 -8 -3 [H] forces stand
Crouch Short.gif L 20 50 20 ch/sp/su 4 3 9 -1 +2
Crouch Forward.gif L 60 100 40 sp/su 6 2 16 -4 -1
Crouch Roundhouse.gif L 100 150 60 - 9 2 24 -8 - [H] hard knockdown
Jump Up Jab.gif H 50 50 20 - 5 10 - - -
Jump Up Strong.gif H 80 100 40 - 7 10 - - - [air H] limited juggle, pursuit property
Jump Up Fierce.gif H 110 200 60 - 8 4 - - -
Jump Up Short.gif H 40 50 20 - 5 9 - - -
Jump Up Forward.gif H 80 100 40 - 5 5 - - -
Jump Up Roundhouse.gif H 100 200 60 - 6 3(6)2 - - -
Jump Forward Jab.gif H 50 50 20 - 5 10 - - -
Jump Forward Strong.gif H 80 100 40 - 6 7 - - -
Jump Forward Fierce.gif H 110 200 60 - 7 5 - - -
Jump Forward Short.gif H 40 50 20 - 4 10 - - -
Jump Forward Forward.gif H 70 100 40 - 6 7 - - -
Jump Forward Roundhouse.gif H 100 200 60 - 6 4 - - -
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 wont hit crouching opponent
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 36 -22 -
Focus Attack LVL 2 HL 80 150 40 - 18+11 2 36 -16 -
Focus Attack LVL 3 - 140 200 60 - 64 2 35 - -
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
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 +12 - [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
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
Zanku Hadosho Fierce.gif HL 70 100 5/40 - 5 4 post landing 16 - - [air H] limited juggle / projectile hitbox
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 and 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 (air)Short.gif 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 (air) Forward.gif 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 (air) Roundhouse.gif 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 (air) EX.gif HL 40x5 50x5 -250/0 - 7 1(3)1(3)1(3)1(3)1 post landing 4 - - [H] limited juggle / can juggle
Tatsumaki (air, following Zanku Hadosho) EX.gif 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
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 (air) 1.0 350 0 -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 - 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 / wont hit opponent on ground
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
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
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: