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Gameplay: Difference between revisions

I wish this was true, but the AI does not learn your moves; distributed some of the advice in this tip to other tips and made some other tweaks to those tips
(how did we not have a powerup section before? Plenty more tips can be added here)
(I wish this was true, but the AI does not learn your moves; distributed some of the advice in this tip to other tips and made some other tweaks to those tips)
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'''Block before attacking.''' Oni does not reward button-mashing when fighting advanced opponents. In fact, any enemy can surprise you with a quick jab between your own attacks if you do not pay attention to defense. Wait for an opening before punching or kicking, such as when an enemy is not facing you or when they have just finished an attack. Learn enemy combos, so you don't try to counterattack in the middle of a combo and let the next attack through your defense. However, this doesn't mean you should just turtle while waiting for the perfect opportunity to counter your opponent; not only can some attacks do chipping damage even if you block them, but some enemies will just throw you.
'''Block before attacking.''' Oni does not reward button-mashing when fighting advanced opponents. In fact, any enemy can surprise you with a quick jab between your own attacks if you do not pay attention to defense. Wait for an opening before punching or kicking, such as when an enemy is not facing you or when they have just finished an attack. Learn enemy combos, so you don't try to counterattack in the middle of a combo and let the next attack through your defense. However, this doesn't mean you should just turtle while waiting for the perfect opportunity to counter your opponent; not only can some attacks do chipping damage even if you block them, but some enemies will just throw you.


'''Look at the problem from many angles.''' Don't let yourself fall into the lazy habit of only fighting straight-on, as if the level is 2D. Circling works for fighters in real matches and it works in Oni too. If you strafe around your opponent in a circle, they'll often take the time to face you again before they launch another attack. You can also close in on them by running diagonally, leading to an opportunity for a Lariat. Similarly, the enemy can be thrown off by having to navigate obstacles while chasing you, so use furniture and corners to your advantage.
'''Look at the problem from many angles.''' Don't let yourself fall into the lazy habit of only fighting straight-on, as if the level is 2D. Circling works for fighters in real matches and it works in Oni too. If you strafe around your opponent in a circle, they'll often take the time to face you again before they launch another attack. (Remember that you can roll in a circular path as well by using the side-roll while turning the mouse.) You can close in on the enemy by running diagonally, leading to an opportunity for a Lariat. Similarly, the enemy can be thrown off by having to navigate obstacles while chasing you, so use furniture and corners to your advantage. Some moves are difficult to learn but can pay off with their high success rate, such as Twister Kick. Remember to also use crouching attacks, which allow you to drop under some enemy attacks while counterattacking with a move they can't block at the moment.


'''[[Quotes/Objectives#{{C5}}|"Both the high road and the low road have hidden rewards."]]''' Get the high ground by keeping your opponent knocked down at all times. Useful methods to do this include the crouch+punch move, the crouching sweep kick, an attack in any direction but forward, or any jump attack. A prone opponent is a predictable opponent, as there are only so many ways he can get to his feet. If they try to get up with an attack, it'll usually be in the direction of their feet, so stay near the head of a fallen foe if you want to wait for him to get up before beating him to the ground again. When fighting on stairs, on the other hand, the low ground is preferable: you can block low attacks while standing, high attacks will generally miss you, all your attacks must be blocked low (allowing you to hit with an overhead like a jump attack) and a prone opponent can be hit by a full Triple Hit Haymaker combo without any possibility of retaliation.
'''[[Quotes/Objectives#{{C5}}|"Both the high road and the low road have hidden rewards."]]''' Get the high ground by keeping your opponent knocked down at all times. Useful methods to do this include the crouch+punch move, the crouching sweep kick, an attack in any direction but forward, or any jump attack. A prone opponent is a predictable opponent, as there are only so many ways he can get to his feet. If they try to get up with an attack, it'll usually be in the direction of their feet, so stay near the head of a fallen foe if you want to wait for him to get up before beating him to the ground again. When fighting on stairs, on the other hand, the low ground is preferable: you can block low attacks while standing, high attacks will generally miss you, all your attacks must be blocked low (allowing you to hit with an overhead like a jump attack) and a fallen opponent can be hit by moves that would pass over top of them normally.
 
'''Keep it fresh.''' Enemies adapt to your moves quickly. Don't expect to pull off the same move twice in a row. Keep asking yourself, "What haven't I tried yet?" Also, alternate between high and low attacks. In fact, several such attacks chain well into others, such as a high punch --> low punch/crouch+punch combo, or a forward kick --> slide combo. Of course, there are some moves which are always effective simply due to their unblockability; a properly aimed Twister Kick, for example, should hit your opponent at an angle from which even the most skilled enemies cannot defend themselves.


'''Be stealthy.''' Enemies cannot hear Konoko when she is crouch-walking or crouch-running. This allows you to sneak up behind them to get in a couple pre-emptive hits. You can also go for a Backbreaker (forward-kick while standing closely behind enemy), which may end the fight before it begins.
'''Be stealthy.''' Enemies cannot hear Konoko when she is crouch-walking or crouch-running. This allows you to sneak up behind them to get in a couple pre-emptive hits. You can also go for a Backbreaker (forward-kick while standing closely behind enemy), which may end the fight before it begins.
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'''Know thyself, know thine enemy.''' Sun Tzu's wisdom applies to small-scale battles as well. As important as knowing every move in Konoko's repertoire is knowing the details of your opponents' movesets as well. Get a feel for the ranges of different enemies' attacks versus your own; the best way to deal with an opponent's attack is not to be there. For example, several throws in Oni have a surprisingly long reach, such as the Striker's standard throw and the Tanker's forward+kick "throw" (the your-face-meets-my-knee move), so make sure you don't let an enemy get within his throw range unless one or both of you is attacking at the time. Remember that escape moves sometimes block attacks but never evade throws.
'''Know thyself, know thine enemy.''' Sun Tzu's wisdom applies to small-scale battles as well. As important as knowing every move in Konoko's repertoire is knowing the details of your opponents' movesets as well. Get a feel for the ranges of different enemies' attacks versus your own; the best way to deal with an opponent's attack is not to be there. For example, several throws in Oni have a surprisingly long reach, such as the Striker's standard throw and the Tanker's forward+kick "throw" (the your-face-meets-my-knee move), so make sure you don't let an enemy get within his throw range unless one or both of you is attacking at the time. Remember that escape moves sometimes block attacks but never evade throws.


'''Do your own stunts.''' The default combos are quite useful, but learn which attacks chain well into others so that you can make up some of your own combos as well. Think about what you want to set up (probably a Backbreaker), think about how best to set it up (have your opponent prone so that, as he gets up, you can hit him with a jab --> Backbreaker combo), and think about how to get to that setup (a forward+punch throw, a slide, or a crouch+forward+punch trip). Now experiment with what moves will combo into that one. Voila, you've got yourself a punch --> crouching punch --> crouch+forward+punch --> dash --> slide combo that will end up with your opponent flat on the ground and you behind him, ready to crush him the moment he gets to his feet.
'''Do your own stunts.''' The default combos are quite useful, but learn which attacks chain well into others so that you can make up some of your own combos as well. Simple examples would be a high punch --> crouching punch combo, or a forward kick --> sliding kick combo. Think about what you want to set up (probably a Backbreaker), think about how best to set it up (have your opponent lying prone so that you can get behind him as he gets up, then hit him with a jab --> Backbreaker combo), and think about how to get to that setup (a forward+punch throw, a slide, or a crouch+forward+punch leg sweep). Now experiment with what moves will combo into that one. ''Voilà'', you've got yourself a punch --> crouching punch --> crouch+forward+punch --> crouch+kick --> side-roll combo that will end up with your opponent flat on the ground and you behind him, ready to crush him the moment he gets to his feet.


==Powerup tips==
==Powerup tips==