Oni Buff Suggestion Video and Combo Timers

oni

#1

http://www.youtube.com/watch?feature=player_embedded&v=2sAjq7ECVq8#!

Gotta watch this video and upload it on youtube. Gonna show you the buffs and edits of Oni.

Mid Screen air Demon combo at: 1:11:11


#2

Does boss mode walk speed improve his ability to maneuver, get in, and pressure, or adjusting his walk speed to Balrog speed more beneficial?

Could you extend his Kara range?

Did you adjust startup and recovery on air Ultra 1? If you can you should.

FADC from 3 hit is not necessary, because you can score untechable knockdown with DP>FADC>mk.Stomp. Being able to link b+mp or f+hk would be better.

Is st.fp super cancelable like f+fp?

The New animation after the raging demon in Errors video is sick, but comboing afterwards is not needed.

All stomps should be overheads like Chun-Li’s Hosanchu.

I prefer the downward motion on EX Tatsu after an air dash rather than buff

The juggle state from b+mp and being able to hit airborne w/TC2 into sweep might be OP. The link cr.lk>cr.jab>st.jab>sweep and b+mpx2>sweep is BEAST. I see it similar to Ryu options and strong, strong, sweep.

EX. DP should not be untechable knockdown on 3rd hit. Adding that plus FADC on block would be broken. It has untechable knockdown properties if you just hit first hit of EX. DP

Instead of the pushback on f+fp on air opponents, you can incorporate wall bounce better follow up than zoning with his crappy fireball game

st.lk to fireball or tatsu should be an easier link


#3

#4

With changing his sweep from 9f to 7f is it now possible for Oni to crouching, strong strong sweep? What about off of counter hit crouching strong to sweep?

All of the options he would then have with TC2 hitting airborne opponents he would be broken.

Analyzing his wake up/vortex game he might be broken with those buffs. To easy and too many options too score a knockdown. If not broken, definitely Top Tier and viable.


#5

**Gimme a Critical Analysis and Suggestions So I may complete a newer Video**

Normal:
Cr.Forward(Old):
Had short range and was not a great poking tool and was poked out of very easily.
Cr.Forward(New):
Increased Hit-box width to match Visually to Ankle length.
**
St.Fierce(New):**
Hit-box Slightly Higher to match Hurt box Size Can now be Super Cancelled.

St.RH :
New version 2nd hit causes an Untechable Knockdown (UTKD)

**Cr.RH : **
9F changed to 7 frames;
Able to now link from st.lp> Sweep / B+MPx2>Sweep;
Can now be combo’d after DP>FADC> Sweep;
Corner EX Tatsu to Sweep now possible

Command Normal:
F+Forward:
Faster Start up and Lower Hit-box to hit crouching opponents.

**F+Strong: **
(Suggestion) Can only be cancelled to EX. Hadoken for good reads.

F+ Fierce:
Causes a Techable Knockdown (Like F+RH) leading to newer combos.
Height of Hit-box increased by .10-.15 units.
(Suggestion) Causes a Wall bounce on OTG Opponents.
F+RH:
Now able to Jump Cancellable and Focus Attack Dash Cancel (FADC)

Target Combo:

No Suggestions All Target Combos are fine.

Specials:

**Gohadoken: **
Recovery 2 Frames Faster
Faster Charge time

Gorai Hadoken:
Faster Startup (Matching Akuma’s) Slowest HCB motion fireball in game.

Tatsumaki Zankuukyaku:
LK Tatsu (Akuma Tatsu Properties)
Ex Version in Corner can hit 2x (Like Ryu)

]Air Tatsumaki Zankuukyaku:
Cross Up to Sweep now Possible
Can cross up after Zanku Hadosho ( Not sure if it was possible right now)

Goshoryuken:
Now Able to FADC on Block.

Jab Version: Increase invincibility to 3f since it has 0f invincibility and can be jabbed out of animation.

Ex Version is know an UTKD. Must be Animation DP.
–Current Version Makes it that if only 1st hit of EX hits it causes an TKD if hit by the other (Needs a fix)

Rakan Dantojin (Demon Slash): All version have Projectile invincibility equal to Gouken.

Short Version:
Change from -2 to -1 on block.

Forward Version:
Change from -4 to -3 on block.
Change Juggle state from 99 to 1.
On Hit Can be reset by B+MP
Can be followed up by Air Demon if hit by last active frame.

Roundhouse Version:
Changed from -8 to -6 on Block.
Can Be FADC Cancelled on Back hit or Block.
Cross up hit

EX Rakan Dantojin (Demon Slash):

Can be FADC Cancelled on Back hit or Block.
Changed from -10 on block to -4? (We are using an EX Bar…)

LK+MK= LK Version
LK+MK= MK Version
MK+HK= HK Version

Sekisei Jiraiken (Demon Palm):]
Can adjust ranged with direction like El Fuerte
LK Version: -7 to -5 on Block.
MK Version: -4 to -4 on Block
HK Version: -1 to 0 or +1 on Block.
(Suggestion) Make it simillar Ogre’s Owl Hunt (SFxT)

EX Sekisei Jiraiken (Demon Palm):
Like Errors video is target locked (Homing) (Similar to Ogre in SFxT)
Change from -10 to -4 on block.

Zanku Hadosho (Air Dash):

HK Version: Can Be cancelled into Tatsu

EX Zanku Hadosho (Air Dash):
LK+MK= LK Version (Jump Forward or Back Normals)
LK+MK= MK Version (Vertical Fireball)(Neutral Jump Normals)
MK+HK= HK Version (Gives an Air Fireball in a horizontal direction)(Jump Forward or Back Normals)

All versions can be Tatsu cancellable and can be Normal Cancelled respectively.

Super Combo:
Shun Goku Satsu:
Change to 1 or 2 Frame invincibility from 0 Frames. (Suggestion)

Shin no oni yōshi (Google Translated: True Demon Form)(Suggestion:)
Motion: QCBx2+HP+HK (Taunts) Goes into Boss mode equal to Makoto Super.

Ultra:

Ultra 1 — Meido Gohadou
– Air Start up faster to make it viable.

Ultra 2 — Tenchi Sokaigen
– Change motion from HCFx2+KKK
—to: QCFx2 + KKK


#6

To DarkestHadou: My Suggestions to Everything you have done so brilliantly. I placed my thoughts in parenthesis under your changes and suggestions for moves under your original post.

Normal: Cr.Forward(Old): Had short range and was not a great poking tool and was poked out of very easily.
Cr.Forward(New): Increased Hit-box width to match Visually to Ankle length.
(GREAT)

          St.Fierce(New): Hit-box Slightly Higher to match Hurt box Size Can now be Super Cancelled.
          (Cool, don't change startup or recovery to F+FP only properties as St. Fierce substitutes that move.)

St.RH : New version 2nd hit causes an Untechable Knockdown (UTKD)
(This is not needed and would make him broken. It already combos, is a good frame trap, and can armor break. I think you have too many options for UTKD. I.    believe you have too many UTKD situations.)

Cr.RH : 9F changed to 7 frames; Able to now link from st.lp> Sweep / B+MPx2>Sweep; Can now be combo’d after DP>FADC> Sweep; Corner EX Tatsu to Sweep now possible.
(I like the two proposed links to sweep, but I’m not sure of scoring such an easy knockdown in corner would broaden his corner mix up game. Why go for resets or risks if you. can reset with knockdown? I’d have to fool with it, but I’m not in favor of sweep in corner after Ex. Tatsu.)

Command Normal: F+Forward: Faster Start up and Lower Hit-box to hit crouching opponents.
(This is the Step Kick correct? With all the other changes I don’t think his step kick should be buffed. Keep it challenging to get in, besides you’ve given him so many m. ore options to get in.)

F+Strong: (Suggestion) Can only be cancelled to EX. Hadoken for good reads.
(This is his overhead right? Would being able to cancel act as a Target Combo? I don’t think the cancel is necessary, but if the stomps aren’t made overheads I’d like to see F+Strong reduced by 2 frames to add to his mix up game.)

F+ Fierce: Causes a Techable Knockdown (Like F+RH) leading to newer combos. Height of Hit-box increased by .10-.15 units. (Suggestion) Causes a Wall bounce on OTG Opponents. F+RH: Now able to Jump Cancellable and Focus Attack Dash Cancel (FADC)
(F+Fierce would be more viable with a greater advantage/stun on hit to follow up with FADC & wall bounce on OTG opponents. Don’t change it’s startup being that the new st. fierce has same properties. F+RH is fine. If it were to be adjusted, I would make a slight adjustment in startup making it a better AA move. Making F+RH jump cancellable and FADC would be horrible since it already resets by knocking opponent full screen.)

Target Combo:

No Suggestions All Target Combos are fine.

Specials:

Gohadoken: Recovery 2 Frames Faster Faster Charge time

Gorai Hadoken: Faster Startup (Matching Akuma’s) Slowest HCB motion fireball in game.

Tatsumaki Zankuukyaku: LK Tatsu (Akuma Tatsu Properties) Ex Version in Corner can hit 2x (Like Ryu)

]Air Tatsumaki Zankuukyaku: Cross Up to Sweep now Possible Can cross up after Zanku Hadosho ( Not sure if it was possible right now)

Goshoryuken: Now Able to FADC on Block.

Jab Version: Increase invincibility to 3f since it has 0f invincibility and can be jabbed out of animation.

Ex Version is know an UTKD. Must be Animation DP. --Current Version Makes it that if only 1st hit of EX hits it causes an TKD if hit by the other (Needs a fix)
(This cannot be! Especially if you are to make safe on block + his chip kill properties. THIS WOULD LEAD TO CRAZY RANDOM DP’s )

Rakan Dantojin (Demon Slash): All version have Projectile invincibility equal to Gouken.

Short Version: Change from -2 to -1 on block.

Forward Version: Change from -4 to -3 on block. Change Juggle state from 99 to 1. On Hit Can be reset by B+MP Can be followed up by Air Demon if hit by last active frame.

Roundhouse Version: Changed from -8 to -6 on Block. Can Be FADC Cancelled on Back hit or Block. Cross up hit

(I don’t believe they should adjust frames on slashes IF they give all slash versions Goukens projectile invincibility and can FADC them. Roundhouse version should be able to be followed up by b+mp, ex. DP, and instant air Demon if counter hit)

EX Rakan Dantojin (Demon Slash):

Can be FADC Cancelled on Back hit or Block. Changed from -10 on block to -4? (We are using an EX Bar…)
(I think a 7 frame window is cool. You have so many options for all these particular specials. If they are implemented with your data you couldn’t be severely punished for throwing out a Random EX Slash, DP, Stomp, etc We are trying to keep it fair with our suggestions. )
LK+MK= LK Version LK+MK= MK Version LK+HK= HK Version

Sekisei Jiraiken (Demon Palm):] Can adjust ranged with direction like El Fuerte LK Version: -7 to -5 on Block. MK Version: -4 to -4 on Block HK Version: -1 to 0 or +1 on Block. (Suggestion) Make it simillar Ogre’s Owl Hunt (SFxT)

EX Sekisei Jiraiken (Demon Palm): Like Errors video is target locked (Homing) (Similar to Ogre in SFxT) Change from -10 to -4 on block.
(I think only the Ex version should home like Ogre SFxT/Sakura and others remain same. NO directional changes, especially if you are gonna make changes to startup and recovery frames of LK & MK version of stomps.)

Zanku Hadosho (Air Dash):

HK Version: Can Be cancelled into Tatsu

EX Zanku Hadosho (Air Dash): LK+MK= LK Version (Jump Forward or Back Normals)
LK+MK= MK Version (Vertical Fireball)(Neutral Jump Normals) MK+HK= HK Version (Gives an Air Fireball in a hodirection)(Jump Forward or Back Normals)
(Don’t add a fireball to it. Keep it as is, but trim hurt box or add area of hitbox on pulse. The notation on Ex Dashes didn’t sense to me, but it could be simplified because I done see the need for HP ex. version…aren’t air dashes done with Punch?)

All versions can be Tatsu cancellable and can be Normal Cancelled respectively.

Super Combo: Shun Goku Satsu: Change to 1 or 2 Frame invincibility from 0 Frames. (Suggestion)
(No change needed on super. It would be cool to have ending animation like in Errors video with no combo afterward on grounded opponents and it say, “SUCCESS” after an Air Super.)
Shin no oni yōshi (Google Translated: True Demon Form)(Suggestion:) Motion: QCBx2+HP+HK (Taunts) Goes into Boss mode equal to Makoto Super.
(No need for boss mode)

Ultra:

Ultra 1 — Meido Gohadou – Air Start up faster to make it viable.

Ultra 2 — Tenchi Sokaigen – Change motion from HCFx2+KKK —to: QCFx2 + KKK

(Ultra Suggestions are GREAT)