Super Street Fighter IV AE/Oni
By finally mastering the Satsui no Hado, the man has become consumed by it. Both his mind and soul are gone, and his body has been transformed into something that is incapable of being called human. What was once an honorable code of fighting only the strong is now a crazed desire to destroy everyone and everything in the universe. The Supreme Master of the Fist, Akuma, is dead. Now, there is only Oni, a demon in the truest sense of the word.
In a nutshell
Oni's playstyle can be considered a combination of Akuma and Gouken's. He has the chargeable fireballs and excellent normals of Gouken, with the mindgame and lengthy combo potential of Akuma. Unlike both of them, he has his own set of tools which he is very reliant upon, in the form of his Demon Slashes, Demon Palms, and Air Dashes. However, he has also inherited the one main problem both Akuma and Gouken share - his defense is very weak. His only reliable option for a reversal is the Shoryuken, and despite him having higher health than Akuma, he is also bulkier, having sub-par walk speed and a horrible backdash to boot. His Focus Attack is also tied with Balrog's for the worst in the game. Both your execution skills and your ability to read the opponent must be spot-on if you wish to ensure victory for Oni.
AE ver. 2012 Changes
Adjusted from 950 to 1000.
Slightly increased forward knockdown distance on final hit to fix the character facing the wrong way on EX Focus→Dash. Made quick-stand impossible following the first hit of the EX version.
Changed active period from 10F to 9F, and made the attack totally invincible until after the first active frame.
Made Messatsu-Gozanku cancelable on a Zanku Hadosho hit.
Reduced damaged party’s horizontal knockdown distance in order to increase ease of subsequent hitbox connection following a successful first hit.
Changed damage from 350 to 370 when executed on the ground. Changed from a throw hitbox to a strike hitbox that can only hit airborne opponents when the move is carried out in the air.
EX Tatsumaki Zankukyaku
Made additional adjustments to allow the move to fully hit.
Airborne Tatsumaki Zankukyaku
Changed EX version to make a sudden, vertical dive, only when canceled into from a Zanku Hadosho. Made EX version a 1-hit move, with damage of 140 and stun of 200 that does tailspin knockdown damage, only when canceled into from a Zanku Hadosho. Changed EX version landing stun to 22F, only when canceled into from a Zanku Hadosho.
Gankauchi (Stick Back + Medium Punch)
Changed damage motion when hitting crouching opponents, making it easier to land a hit when canceling a special or other move from a Gankauchi.
Angled Jumping Heavy Punch
Changed active period from 4F to 5F.
Expanded hitbox for light and heavy versions.
Added hitbox for deep hit to light version. Extended projectile-invincible frames by 3F for medium version.
1. Crouching LP x2, Crouching MP, Gohadoken
2. Crouching MP x2, Gohadoken (In corner: EX Tatsu, HK Tatsu)
3. LK Slash (Rakan Dantojin) xx FADC, Target Combo 2, Goshoryuken
4. Crouching LP, Crouching HP, Gohadoken xx FADC, Target Combo 2, Ender
5. Jump in HP or HK, Crouching LP, Standing LP, Target Combo 2, Goshoryuken
6. (Corner) - Target Combo 2, EX Tatsu, HK Tatsu
7. EX Slash , Tatsu or Gohadoken or any Ultra
8. (Corner Anti-air) - F + HK, Ultra 1 or 2
9. (Corner) - EX Tatsu , Ultra 1 or 2
10. Shoryuken xx FADC, Ultra 1 or 2
11. c.LK, c.LP, c.HP, HK Tatsu
12. Crouching MP, Target Combo 2, LK Sekisei Jiraiken