Okay, so with quite a bit of online play, and theory, I have this as my first impression for Oni: Strategy.
Oni is a fundamentals character, with high damage, unsafe moves, and great mobility and zoning to trick your opponent to fall into big damage.
Ive been playing fundamentals style Gen, for 2 years. He has low health, and a swiss army knife of normals, his combos are gimmicky, and his good combos are really difficult to execute. So Ive always played defensive, and I mean, I know all of Gens matchups, and what normals he has that beat theirs, MOST of the time.
Its not a execution heavy strategy, but it does require constant focus and mixup to hit your opponent back effectively, and as Gen has weak combos, low health, and really gimmicky tricks, in comparison to Oni… Oni seems to have small but STRONG combos, medium health, and really ambiguous mobility, with mixup mobility in the air.
Oni has the tools for all kinds of defensive tactics in his normals and special normals for movement, such as F+HP swipes, stomp, and especially air dash, which by the way, not only hits opponents where his hand flashes, but can cancel a projectile on hit*
He has excellent and hard hitting anti airs, aside from shoryuken, fierce and cr.fierce, all too easy to use to poke people out, even F+HP at the start of a fight will stop a projectile and punch them in the face (not juri, but think it worked on ryu/ken so far)
Ive been zoning people out quite a bit with electric balls, and waiting for empty jumpins for ex swipe into F-HK which knocks the opponent into the other corner behind you for more zoning. But this is dependent on timing and weather or not they are landing with a hitbox extended to be hit by.
Anyway, all these things are pretty common knowledge, but recently ive been using air dash to poke quite a bit, and fake people out of where I will land. The cool thing is, if you play the zoning game, keep an opponent out, and air dash to change your positioning enough, people will begin to predict your airdash and not anti air…
Because of this Ive actually been using really deep jumpins with medium air dash to either float over them or do a DEEP jumpin with hp into a big combo. I believe this is how oni is supposed to be played. A zoning character that forces the opponent into a position where if they approach wrong or guess wrong they get a gigantic punish.
Zoning with oni requires an incredible amount of spacing, but even when you might get poked, his FA and dash are fast enough to absorb a hit and get out quick.
One knock down and you can swipe quite a bit with more spacing, now depending on how meaty your swipe is, and your positioning you can land it in front or back of the opponent and always send them flying. It seems that if you Counterhit the opponent, or they try to jump, they fly HIGH into the air out of F+HK range, but I think if you can recognize this you can apply a full punish of much larger proportions (U2… jump EX tatsu… EX Shoryu… not in that order or even together…)
With the spacing of his dash, his fireballs and electric balls, with his mobile normals and slashes, his air dash mixup, his fake out airdash into deep jump ins, his ryu style low forward fireball defensive spacing up close, his shoto blockstring (cr.jab-jab-strong-forward-fb)
He just has all the tools to zone to death, or if your more technically inclined, PUNISH WITH THE FIST OF AN ANGRY GOD.
Also that overhead stomp seems risky… more on that later…
Anyone else wanna post strategies? I saw this one guy use cr.jab>jab>strong>lk.swipe>cr.jab>jab>strong>hk swipe as a mixup, seemed pretty ambiguous… but im guessing Nj will beat it.