Currently Onimaru has some problems in high level play, and I’d like to suggest a couple of buff ideas that I think would help him without making him too strong. My two ideas include the following for potential Onimaru buffs:
- gC hits all around Onimaru on the first strike, having a consistent hitbox above him and potentially increasing the startup of the move if hitting above him.
- jA on block interaction remains the same, but on hit interaction behaves like a normal jump in, plus enough to at the very least combo into nA, but I think comboing into fA is also appropriate.
I’ll discuss my reasoning. For buff 1, this would make his ability to antiair with gC consistent, which I think is one of his main struggles, and considering the move is armored, hitting opponents that are right above Oni’s head usually results in a 1 for 1 trade, as the second hit of gC usually whiffs. I think this would help him a lot in matchups where dive kick moves and really bully him into very awkward options, as jA is inconsistent and nA can also whiff if they’re too close. This buff would really just make gC more consistent as an antiair, and would still preserve its ability to out trade the opponent if spaced well, but let him take a 1 for 1 damage trade to reverse the momentum against jump happy characters.
For buff 2, I think having a heavy hitting character be able to combo a jump in into 3 damage isn’t unreasonable as the majority of the cast already can. jA in its current state has great utility as mobility and I think because of how integral it is for Oni’s movement that needs to remain the same. However, currently on block and on hit, it really is more of a liability than an advantage that every other character gets when their jA is blocked or hits. Because of the ability for Oni jA to make left right mixups, I think risk should remain intact, so keeping the same block interaction would make it very difficult to keep safe if blocked, but making the hit interaction a normal jump in interaction would reward him similar to the rest of the cast jump in damage with big damage as per his character theme. This would greatly improve the consistency of his command grab punishes, as jB and jC can become awkward, especially when cornered, and jA really puts you back in the same spot as you’re negative on hit and in their face. I think letting fA combo after this jA hits is reasonable as most of the cast get 3 damage off of a jA, as well, and Oni’s jA would still carry more risk of being punishable. Also, if jA is used for left right mixups, unless you know the mixup is going to hit, you shouldn’t have time to hit confirm into fA, so as a mixup tool you’re only really looking at 2 damage, whereas command grab punishes will be consistent at 3 damage.
If anyone else has any other suggestions I guess this is the thread for them, but I think these two buffs fit in line with the theme and style of Onimaru, buffing his gameplay, while also not making some of his tools too ridiculous. Feel free to let me know you’re thoughts.