Aight, Karsticles:
On you:
- Is there a reason why you often wouldn't Quick Rise/ Tech?
- You jump way too much in the mid range.
- Related note: pay close attention to your tendencies. Every time you stuffed one of my buttons on the ground with cr. MK - you jumped at me every time. You don't have sufficient frame advantage to do this. I anti-aired you every time in that reoccurring circumstance.
- If you're playing the long set with someone - commit to not doing things like Wakeup Ultra during Oki. At least, not very often. You learn little about my Oki mixups if you're using the blanket option of a high damage attack with invincible startup.
- Study the art of teching throws.
- Study the art of beating throw tech.
On Oni: I'm curious as to your motivation for playing Oni, specifically. I'm not sure he's the right character for you. You seem to desire playing a calculated zoning game, but I believe Oni excels at rushdown, with a need to take risks for big damage once he's in - similar to Viper. Viper has to take more risks in the neutral game, though, since she doesn't have the luxury of the kind of buttons Oni has.
His FBs don't reach across screen, have relatively large recovery, and are mostly negative on bock, with the exception of his EX variations. His FB game is similar to Evil Ryu, where they shine mostly at footsie range and can confirm into FADC combos.
Oni's not as risky as Viper in terms of getting in, because he has buttons like f. forward, f. Fierce, cr. MK etc. etc. He can play footsies and has an above average ground game typical of Shotos. Maybe once you become more familiar with the game and match ups, that will change how you approach the character. For now, your dedication to staying on the opposite side of the screen with FBs isn't ideal, imo.
- Learn better combos. Get your b. strong, b. fierce target combo variations down.
b. strong, b. fierce, xx LK Rakan Dantojin, FADC, b. strong, b. fierce, rh. Tatsu is a solid foundation for a punish combo with meter. Omit the 2nd half when the meter isn't present. Once you get that down, you can adjust it for a variety of circumstances with different options afterwards. Corner = EX Tatsu ender > DP or F. Roundhouse > Wakeup/corner pressure. Midscreen ender = LK Sekisei Jiraiken for prime wakeup position with your opponent right at your feet (think DP/throw bait for the average player). EX Rakan Dantojin > Ultra/other followups is a nice reset shenanigan for now, since most are still unfamiliar with Oni. This target combo can also be confirmed into from a low - cr. lk, st. lp > Target Combo.
- After Neutral Throw, mk Rakan Dantojin puts Oni in prime position for safe jump/ ambiguous crossup setups. You don't have to waste energy executing dashes.
- Remember you have a cross up. You never used it. Ambiguous j. MK on wakeup is much more consistent that trying to have me guess between Throw/No Throw!
- Remember that because this version of Oni can't FADC his DP > Oni gets jacked with meter at the end of the first round or second round. This opens up his EX burn tremendously, and makes him very interesting relative to the other Shotos.
On Oni vs. Viper:
- You don't want to charge a Fireball vs. Viper. I can get over them easily, in a variety of ways that lead to big damage and stun on Oni, and you can't cancel the charge.
- Obviously, learn to block crossup Burn Kick. If you can't block the CU, Viper never has to vary her setups, and can run a mindless train on you. A successfully blocked CU BK, is negative on block, unless meaty. It also has the psychological benefit of causing a Dear in the Headlights effect, since 95% of players still don't know how to block the move well despite the character being around since Vanilla (think of Powershielding a laser from Falco in Melee). Mind that, because it's a great way to regain momentum.
Some tips on blocking CU BK: If you see flashing lights in a block string: be ready to block a CU BK. If she's whiffing normals close to your corpse on oki like st. lk, or simply walking into it - get ready to block CU BK (you were getting better at blocking it towards the end for sure). But don't be so stressed about the CU that you forget about her other, more fundamental options like throw/CH setup.
Most characters can get under BK with a low profile crouching move. For Shotos this is cr. mk. This helps a lot and, again, can cause that Dear in the Headlights effect I mentioned earlier. Viper's counter to this will be a non-crossup BK that will descend on the attack. Be ready for that adjustment next time we play.
- Regular Seismo > EX Seismo is a true block string. You cannot jump out of this. Be mindful of blocking a Seismo when Viper has meter.
That's all I got for now. If you want I can edit more in assuming it comes to me.