Who is ssf4 oni




















The EX version hits twice and travels full-screen just like the fully charged up normal version, but starts up a little bit faster. This move can be useful for punishing an opponent's focus attack start-up or for breaking through an opponent's one-hit projectile.

Oni's Red Fireball is only useful in isolated situations as the recovery on this move is pretty long. The Light Punch version starts up and recovers the fastest and does one hit. The Medium Punch version does two hits and starts up and recovers slightly slower.

The Heavy Punch version does three hits, doing the most damage and stun among normal versions, but also starts up and recovers the slowest. The EX version has the fastest startup and recovery of all versions. It hits three times just like the Heavy Punch version, although it does slightly more damage. Once again, despite this move being the fastest version it still starts and recovers slowly which reduces its usefulness. Unless you are in a situation where landing this move can make a real difference, such as ending the match with a win, it is better to save the meter for something more useful.

The Zanku Hadosho gives Oni some aerial maneuverability which is pretty unique to the character. Each of the three Punch button variants perform three unique air maneuvers. The Light Punch version dashes Oni forward a good distance which can be useful for avoiding projectiles or other ground-level attacks as well as potentially getting in on a distant opponent. Use carefully if you try to use this to get in his face, as there is recovery to this move and you can get punished.

If you are using this against an opponent who is trying to jump away you can follow up in the air with a Hurricane Kick. The Medium Punch version keeps Oni stationary in the air for a brief time, allowing him to dodge ground-level attacks while still maintaining the same screen position if used when neutral jumping or jumping trajectory if used while diagonal jumping.

It also can be followed up with a Hurricane Kick liike the Light Punch version. It can also be useful as an overhead attack. Using the Heavy Punch version gives Oni an air back-dash. Use it to avoid some ground level attacks and as a quick way to retreat to full-screen. Oni's Dragon Punch seems to be a mixture of Akuma's and Ryu's versions. It has an incredibly short start-up for every version identical across all versions , which of course makes it great for punishes.

Like Akuma's version it does multiple hits, with every version hitting three times. It is interesting to note that Oni's Dragon punch has significantly faster recovery time compared to Ryu's, making this move far safer overall and harder to punish.

Like any good Dragon Punch this move has frames of invincibility at the beginning of the move, making it a great anti-air as well. It depends upon personal taste, but the Heavy Punch version works best among the normal versions as an anti-air as it has the most frames of invincibility.

The fast recovery time of the move makes it even better in this regard. The Light Punch version has the least frames of invincibility, does the least amount of damage, has the shortest vertical height for the attack and thus has the shortest recovery time.

The Heavy Punch version does the most damage of the normal versions, has the most invincibility, has the most vertical height on the attack and recovers the slowest. The EX version of this move does more damage than the other versions and has more frames of invincibility. There is no other difference, so save the meter unless you are in dire need of either of these properties.

You cannot FADC out of the move dashing backward if it is blocked like you can with other moves of this type, making it not as safe regardless of how much meter you have available. In addition, you can only perform the FADC after the second hit of the move.

You can combo into a Demon Palm or either of Oni's Ultras. Oni's Hurricane Kick is most useful for getting knockdowns and as a combo-ender. It is great as a combo-ender not just because of the damage it adds, but also because it gives you time to get back into position near the opponent after the knockdown.

Unlike Akuma's Hurricane Kick, you cannot follow up with a Dragon Punch if you hit in a practical way. The only way is if you use the Hurricane Kick from its max distance, hit your opponent with just the last hit of the move, and if the opponent is in the corner.

Toward Heavy Kick. Target Combo 1. Toward Medium Kick. Toward Light Punch. Diagonal Jump Medium Kick. Crouching Heavy Punch.

Red Focus Attack. Back Throw. Diagonal Jump Heavy Kick. Diagonal Jump Light Kick. Neutral Jump Heavy Kick. Neutral Jump Light Kick. Crouching Medium Punch. Focus Attack. Neutral Jump Medium Punch. Standing Medium Kick.

Back Dash. Crouching Light Punch. Neutral Jump Medium Kick. Crouching Medium Kick. Neutral Jump Heavy Punch. Crouching Light Kick. Neutral Jump Light Punch. Standing Medium Punch. Standing Light Kick. He also possesses an EX version of the Zanku Hadosho which is unavailable to the playable version. His regular and air Shun Goku Satsu also travels much faster and farther, are completely immune to any attacks, and have greater priority than most Ultra Combos.

The only possible methods to dodge evasions are jumping, Shoryukens and any moves that have startup invincibility; it is impossible to counter boss Oni's Shun Goku Satsu. As an added difficulty spike, the frames needed to activate boss Oni's Tenchi Sokaigen are half that of the regular playable version.

The Angriest , given the epithet of "Destroyer of Heaven". After being slammed into a wall, the Mantra impowers Akuma immediately as the Satsui no Hado take over his body and transform showing that he has some semblance of control , which prompts Asura to go into his strongest form possible and the second strongest form , Mantra Asura.

Oni goes toe-to-toe with the wrath-embodied god and starts the battle off with a Misogi. Much like the Evil Ryu battle, the fight with Oni uses the traditional battle system featured in Asura's Wrath and Oni's attacks are significantly modified for the style of the game which allows for a seemingly more accurate portrayal of his powers, which include: gigantic Gorai Hadokens, a spread version of Gohadoken that fires off five shots, a much larger Tatsumaki Zankukyaku, and the ability to warp when using Focus Attacks.

He retains his Ultra Combos, but it is possible to avoid them; Asura also has the ability to redirect the Meido Gohado, and counter the Shun Goku Satsu in a manner similar to his earlier defeat of Evil Ryu, but if Asura does not counter it in time, Oni will be shown attacking Asura with a swinging punch to the side of the head, a punch below the chin, a punch to the face, a punch to the chest, and finally sends Asura flying with the final blow, which deals a lot of damage.

Finally, Asura can counter the Tenchi Sokaigen with a similar-looking move before countering the final punch, forming the familiar kanji. The battle continues until Oni thrusts towards Asura and punches him into the Moon so hard it splits apart, despite Asura blocking the attack. The battle is then taken inside its core and in space. The battle ends when both combatants wrestle each other while blasting through the Earth's atmosphere and crash-land, still struggling; the struggle lasts years, still not ending as they are reduced to their normal forms, and they are now almost statues covered in moss.

Both suddenly start to move, as then both fighters throw a punch to each other's faces, ending the episode in a cliffhanger. An alternate form of Oni, made out of the power of Pandora , appears in Akuma's ending.

During the major fights against the Secret Society , Akuma emerges and throws a Hadoken at Ryu who had absorbed the Satsui no Hado from Sakura earlier , causing the latter's evil form to emerge, while the former unleashes all his power to transform into Oni; the two powerful forces clash at each other in a epic fight. Soon, Gill arrives and demands that both Oni and Evil Ryu calm down, Oni responds by throwing a Meido Gohado at Gill, who easily counters the projectile with a more powerful ice sphere that freezes Oni, but he breaks free from the ice and attempts to attack the Secret Society's leader again.

Gill then throws one fireball at Oni and one ice-sphere at Evil Ryu, and knocks them both down. This defeat causes Oni and Evil Ryu to revert to their respective normal forms. Oni makes a return in the final two issues of Street Fighter Unlimited. Akuma assumes his Oni form in his ultimate battle with Ryu.

Oni chastises Ryu on following Gouken's and Oro's words on not fully giving into the Satsui no Hado, but Ryu overpowers him with his new found strength. With his power, Ryu overwhelms and defeats Oni forcing him to revert back to Akuma. Continuing from his previous encounter with Gill, Oni loses his power as a result and reverts back to being Akuma.

He desperately seeks a way to restore his demon form. Just then, Donovan appears and seeks to end his existence due to wielding powers comparable to a Darkstalker, but when he sends Dhylec to finish him, Akuma intercepts the great sword and restores his power, becoming Oni again.

Before Oni could finish Donovan off, Anita intervenes and threatened Oni. Impressed by the duo's power, Oni tells Donovan to heal himself and seek him out again when he is ready. Street Fighter Wiki Explore. Street Fighter. Bison Sagat Ibuki More Crossover Games. Marvel Super Heroes vs. Street Fighter Marvel vs. Capcom 2: New Age of Heroes Marvel vs. Capcom 3: Fate of Two Worlds Marvel vs.

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