Ultra Street Fighter IV/Oni/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Oni

SSFIV-Oni Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

  • General/Movement Changes:
    • Forward Dash: 3f faster (18f > 15f), longer distance
    • Back Dash: slightly longer distance
    • HP: 50 more (950 > 1000)
    • Throw: slightly shorter range


  • Normal Move Changes:


  • Command Normal Changes:


  • Special Move Changes:


  • Super/Ultra Changes:


  • Moves with ending Input Buffer:
    • 5LP, 5MP, 5LK; 2LP, 2MP; 6LP, 4MP, 4HP; Target Combo 1 (6LK~MP), Target Combo 3 (6HP~HP), Focus Attack + Forward Dash
    • EX Gohadoken (236PP), Fukuma Gohado (236LP+HP), LK/MK Slash (41236LK/MK), Air EX Tatsu (j.214KK), Demon Jump + Divekick (623K~K)

Character Specific Data

Oni

VITALS
Health: 1000 Stun: 950
WALKING
Forward Walk Speed: 0.040 Back Walk Speed: 0.040
JUMPING
Jump Total Frames: 4+37+4 Jump Distance: 1.98 Forward, 1.80 Back
DASHING
Forward Dash Frames: 15 Forward Dash Distance: 1.30
Back Dash Frames: 27 Back Dash Distance: 0.94
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 23
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-19 FA + Back Dash Airborne: 7-15
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): -8
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): -2

Frame Data

Note: Since nearly all grounded moves are cancellable into Super (Raging Demon), cancels into FA (Focus Attack) are listed instead.

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP st. Lp.png s a r B H 30 50 M Ch Sp FA -
5MP st. Mp.png s a r B H 70 100 M Sp FA -
5HP st. Hp.png s a r B H 100 200 M Sp FA -
5LK st. Lk.png s a r B H 30 50 L Sp FA -
5MK st. Mk.png s a r B H 40*30 50x2 M Sp FA / - 2 hits, only 1st is cancellable
5HK st. Hk.png s a r B H 40*70 125*75 M FA / - 2 hits, only 1st is cancellable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png s a r B H 25 50 M Ch Sp FA -
2MP Down.gifMp.png s a r B H 60 100 M Sp FA -
2HP Down.gifHp.png s a r B H 90 200 M Sp FA -
2LK Down.gifLk.png s a r B H 20 50 L Ch Sp FA -
2MK Down.gifMk.png s a r B H 60 100 L Sp FA -
2HK Down.gifHk.png s a r B KD 100 200 L Su Cancelling blocked 2HK into delayed Super can beat some punish attempts
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
6LP Right.gifLp.png s a r B H 30 50 M TC Sp FA -
Zugai Hasatsu
(6MP Overhead)
Right.gifMp.png s a r B H 30*50 50x2 H*H Su -
6HP Right.gifHp.png s a r B H 100 200 M TC Su -
6LK Right.gifLk.png s a r B H 50 50 M Su -
6MK Right.gifMk.png s a r B H 70 100 M Su -
6HK Right.gifHk.png s a r B H 100 200 M Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Gankauchi Left.gifMp.png s a r B H 60 50 M TC Sp FA -
Mizo Ochi Ugachi Left.gifHp.png s a r B H 60*30 50x2 M Su -
Target Combo 1 Right.gifLp.png>Mp.png s a r B H 30*60 50*100 M Sp FA -
Target Combo 2 Left.gifMp.png>Hp.png s a r B KD 60x2 50*160 M Sp FA -
Target Combo 3 Right.gifHp.png>Hp.png s a r B KD 100*60 200*100 M EX FA -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png s a - - - 50 50 H Sp -
j.MP (angled) Upright.gifMp.png s a - - - 80 100 H Sp -
j.HP (angled) Upright.gifHp.png s a - - - 110 200 H Sp -
j.LK (angled) Upright.gifLk.png s a - - - 40 50 H Sp Crossup
j.MK (angled) Upright.gifMk.png s a - - - 70 100 H - Crossup
j.HK (angled) Upright.gifHk.png s a - - - 100 200 H - -
j.LP (neutral) Up.gifLp.png s a - - - 50 50 H Sp -
j.MP (neutral) Up.gifMp.png s a - - - 80 100 H Sp KD vs. airborne opponents
j.HP (neutral) Up.gifHp.png s a - - - 110 200 H Sp -
j.LK (neutral) Up.gifLk.png s a - - - 40 50 H Sp -
j.MK (neutral) Up.gifMk.png s a - - - 80 100 H - -
j.HK (neutral) Up.gifHk.png s a - - - 100 200 H - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 36 -22 KD 100 150 M Dash KD Adv: +x; +x after Forward Dash, +x after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 36 -16 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 64 2 36 crumple crumple 140 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Ragou Souha
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +x
Shuretto
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Gohadoken
(Fireball)
Qcf.pngLp.png
236+LP
s a r B H 60 100 M FA -
+ LP Charged version + Hold Lp.png s a r B H 40x2 50x2 M FA -
MP Gohadoken
(Fireball)
Qcf.pngMp.png
236+MP
s a r B H 60 100 M FA -
+ MP Charged version + Hold Mp.png s a r B H 40x2 50x2 M FA -
HP Gohadoken
(Fireball)
Qcf.pngHp.png
236+HP
s a r B H 60 100 M FA -
+ HP Charged version + Hold Hp.png s a r B H 40x2 50x2 M FA -
Ex.png Gohadoken
(Fireball)
Qcf.png2p.png
236+PP
s a r B H 50x2 50x2 M FA -
Ex.png Fukuma Gohado
()
Qcf.pngLp.pngHp.png
236+LP+HP
s a r B KD 130 150 M FA Only 1st hit is cancellable
LP Gorai Hadoken
(Electric Fireball)
Hcb.pngLp.png
63214+LP
s a r B KD 60 150 M FA -
MP Gorai Hadoken
(Electric Fireball)
Hcb.pngMp.png
63214+MP
s a r B KD 60*30 100x2 M FA 2 hits
HP Gorai Hadoken
(Electric Fireball)
Hcb.pngHp.png
63214+HP
s a r B KD 50x2*20 100x2*50 M FA 3 hits
Ex.png Gorai Hadoken
(Electric Fireball)
Hcb.png2p.png
63214+PP
s a r B KD 50x2*80 100x2*50 M FA 3 hits
LP Goshoryuken
(Uppercut)
Dp.pngLp.png
623+LP
s a r B KD 140 200 M FA* Cancellable on hit only; in the corner, can followup with instant Air Super (LP~LP while landing, Upright.gifLK+HP)
MP Goshoryuken
(Uppercut)
Dp.pngMp.png
623+MP
s a r B KD 100*50 150*50 M FA* Su Cancellable on hit only; late cancel into Air Super combos
HP Goshoryuken
(Uppercut)
Dp.pngHp.png
623+HP
s a r B KD 80*50*30 100*50x2 M FA* Cancellable on hit only; can late cancel into Air Super, but no juggle
Ex.pngEx.png Mu
(Uppercut)
Dp.png2p.png
623+PP
s a r B KD 50*270 0*300 M FA* Costs 2 bars; 1st hit FA cancel on block only, goes into cinematic on hit
LK Rakan Dantojin
(Demon Slash)
Hcf.pngLk.png
41236+LK
s a r B KD 100 150 M FA -
MK Rakan Dantojin
(Demon Slash)
Hcf.pngMk.png
41236+MK
s a r B KD 60*50 100*50 M FA 1st hit doesn't knock down, allowing for FADC extensions
HK Rakan Dantojin
(Demon Slash)
Hcf.pngHk.png
41236+HK
s a r B KD 100 150 M - Crossup; no followup juggle is possible
Ex.png Rakan Dantojin
(Demon Slash)
Hcf.png2k.png
41236+KK
s a r B KD 80 100 M - Crossup; puts opponent into limited juggle state
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Tatsumaku Zankukyaku
(Hurricane Kick)
Qcb.pngLk.png
214+LK
s a r B KD 30*50 50x2 M - Puts opponent into limited juggle state
MK Tatsumaku Zankukyaku
(Hurricane Kick)
Qcb.pngMk.png
214+MK
s a r B KD 60*40 100*50 M FA Only 1st hit is cancellable (close range)
HK Tatsumaku Zankukyaku
(Hurricane Kick)
Qcb.pngHk.png
214+HK
s a r B KD 80*30x2 100*50x2 M FA* Su* 1st hit is FA cancellable, 2nd/3rd hits cancel into Air Super juggle
Ex.png Tatsumaku Zankukyaku
(Hurricane Kick)
Qcb.png2k.png
214+KK
s a r B KD 30x4*40 40x5 M - Puts opponent into limited juggle state
LK Air Tatsumaku Zankukyaku
(Air Hurricane Kick)
Air Qcb.pngLk.png
Air 214+LK
s a r B KD 80 50 M - -
MK Air Tatsumaku Zankukyaku
(Air Hurricane Kick)
Air Qcb.pngMk.png
Air 214+MK
s a r B KD 60x2 50x2 M - 2nd hit depends on character height
HK Air Tatsumaku Zankukyaku
(Air Hurricane Kick)
Air Qcb.pngHk.png
Air 214+HK
s a r B KD 80x2 50x2 M - 2nd hit depends on character height
Ex.png Air Tatsumaku Zankukyaku
(Air Hurricane Kick)
Air Qcb.png2k.png
Air 214+KK
s a r B KD 40x5
[140]
50x5
[200]
M - Puts opponent into limited juggle state; [when cancelled into from Zanku Hadosho, becomes 1 hit, has downward trajectory]
Kyoseijin
(Demon Jump)
Dp.pngK.png
623+K
- - r - - - - - Sp K strength determines trajectory; cancel into followups or air special moves
+ Sekisei Jiraiken
(Palm)
+ P.png s a r B KD 50*80 50*100 H*M - / FA -
+ Tenmarakuseikyaku
(Divekick)
+ K.png s a r B H 70 100 M - Advantage depends on character height
Ex.png Kyoseijin
(Demon Jump)
Dp.png2k.png
623+KK
- - r - - - - - Sp Cancel into followups or air special moves
+ Sekisei Jiraiken
(Palm)
+ P.png s a r B KD 80*100 50*10 H*M - / FA -
+ Tenmarakuseikyaku
(Divekick)
+ K.png s a r B H 80 100 M - Advantage depends on character height
Zanku Hadosho
(Air Dash Palm)
Air Qcb.pngP.png
Air 214+P
s a r - - 70 100 M Sp Su U1 Hitbox is behind Oni, nearly impossible to actually connect; can follow up with air versions of normals, specials, and Ultra 1; gives a unique version of EX Air Tatsu; P strength determines dash distance
Ex.png Zanku Hadosho
(Air Dash Palm)
Air Qcb.png2p.png
Air 214+PP
s a r - - 80 [70] 100 M Sp U1 LP+MP forward, MP+HP up, LP+HP backward, PPP downward slam that can crossup; can follow up with air versions of normals, specials, or Ultra 1; [Dmg if hitbox behind Oni connects]
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Raging Demon
(Super)
Lp.pngLp.pngRight.gifLk.pngHp.png
LP~LP~6LK+HP
s a r - KD 450 - T - -
Air Raging Demon
(Super)
Lp.pngLp.pngRight.gifLk.pngHp.png
LP~LP~6LK+HP
s a r - KD 420 - T - Can be juggled into
Meido Gohado
(Ultra 1 Straight)
Qcf.pngQcf.png3p.png
236236+PPP
s a r B KD 450
[350]
- M - [Non-cinematic damage, not factoring in scaling]
Messatsu Gotenha
(Ultra 1 Upward)
Qcf.pngQcf.png3k.png
236236+KKK
s a r B KD 326 - M - Fires straight up
Messatsu Gozanku
(Ultra 1 Air)
Air Qcf.pngQcf.png3p.png
Air 236236+PPP
s a r B KD 360 - M - Fires diagonally downward
Tenchi Sokaigen
(Ultra 2)
Qcb.pngQcb.png3p.png
214214+PPP
s a r B KD 525
[38x7]
- M - [Dmg for non-cinematic juggle version, not factoring in scaling]
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • Dmg/St --

Punishes:

  • Dmg/St --

Counterhit Confirms:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


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