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Submitted by System on 09/03/2006, 09:50. Print file.
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I wrote this for those who have trouble with ONI (hope it helps). So, in
respect to my small work, please e-mail me if you want to make money with it,
or putt on sites or whatever illegally you want to do with it.

My e-mail address is Selesque@yahoo.com , so feel free to
flame me. I currently play Cultures, therefore questions about it would be
answered (no FAQ for Cultures would come from me, since the training levels
tell you all you need to know).

SPECIAL THANKS t o Reid Wason (freckles800@hotmail.com) for helping me to
finish ONI (you should also read his guide for ONI).

Last thing, this FAQ contains MY OPPINIONS about the characters in the game,
and some of them might still be subjective, although I have tried to keep it as
much as possible objective. Also, my computer is not intended for playing ONI,
so more mistakes could come from this, regarding the speed of the kicks or
speed in general.



SO HERE STARTS THE HELP (If you are interested in a particular character, use
the number to get there).

0. Konoko
1. Engineers (the guys usually dressed in blue shirts and brown trousers that
roam in the first level)
2. Common trooper (henchman as referred to in the game, you'll meet first guy
in the first level, at savepoint 2)
3. Bomb trooper
4. Brown Striker
5. Blue Striker
6. Red Striker
7. Brown Elite
8. Blue Elite
9. Red Elite
10. Brown Fury
11. Blue Fury
12. Red Fury (absolute ruler of unarmed combat. Fast, dangerous, good life,
very good attacks, nobody could survive them. Just Barrabas if he uses his
Earth Quake special before she gets to work on him.)
13. Brown Ninja
14. Blue Ninja
15. Red Ninja
16. Brown Tanker
17. Blue Tanker
18. Red Tanker
19. Cop
20. TCTF Agent, guard
21. TCTF Elite Agent
22. TCTF Trooper
23. TCTF Elite Trooper (TCTF Black Ops Trooper as referred in the game)
24. Last minute tips

My favorite characters in game are as follows: first place by far the FURY
class (they are incredibly fast attackers, have cool moves and deal decent
damage, and look dashing), then the TANKER class (since they are easy to master
and they look cool flying through the air). Third the ELITE (a pleasure to play
with if you are looking for short fights or brutality). The last is the STRIKER
class.

Concepts:
* Counter = counterattack
* Twin punch = crouch + punch (at the same time)
* Sweep kick = crouch + kick (at the same time)
* Low kick = kick while crouch
* Low punch = punch while crouch
* Head kick = while crouch, press forward then kick
* Hook = while crouch, press forward then punch
* Push = press forward then kick (careful not to make steps)
* Slap = forward and punch (careful not to make steps)
* Jump = jump and crouch in midair (can be done forwards, backwards or
sideways)
* Spin kick = Striker class uses this, although TCTF trooper and TCTF elite
trooper have this. Careful, since is considered a special attack (if you
crouch, you block and you are not staggered, while if you only block, you will
stagger but not take damage)
* Knee kick = a useless kick aimed at your knee. Is a low attack for little
damage
* Ram = Elite class specific (sometimes Striker class perform this). They run
towards you and throw themselves into you, inflicting some damage unless you
defend by crouching
* Staggering Ram = is a ram specific to elite class. This one is not a low
attack, but it will stagger you if you block it
* Step on (Konoko) = what the name is saying. They use this a lot, and is
considered a low attack
* Whip kick = is also a specific kick to the elite class and is very brutal (I
named it whip kick because of the sound it makes when it stars). This is
probably the best single kick in the game, since it does much damage for a
single kick, but if is blocked, it will stager
* Flight = specific to Tanker class. It is a ram from sideways (left or right).
Actually it looks pretty cool, and it is a tanker flying through the air
* Jump punch = used by TCTF trooper and TCTF elite trooper, also strikers and
elite can use this




0. Konoko is in my opinion somewhere between strikers and tankers; actually
she's weak for a leading character, and only the fact that she has the back
breaker, triple punch and lariat makes her superior to strikers. Bear in mind
that she is not a very fast attacker (low speed attacks), but that makes the
game more challenging and ruins it at the same time (to many attacks that are
useless). Back breaker is the most powerful attack in the game (does the most
damage, and in overpower mode it will kill anything else but a boss), and
sledgehammer heel is Konoko's second most powerful attack. Triple punch is
quite fast, so use it plenty.

Triple kick is (in my opinion) very difficult to use, and I still don't master
it. To close to the opponent and he throws you; to far and third kick won't
hit. I also think that is almost useless; is faster then a striker triple kick,
but not fast enough nor staggering effect on it ... it's a great move to get
yourself killed, so be careful with it (use it on tankers and brown strikers
only). It seems that Crescent Moon Kick is slightly slower then Triple Kick and
the third kick it's impossible to block (I believe), since it starts low. But
the big difference is that after the triple kick your opponent is still on his
feet, and staggering, witch allows you to throw or lariat him and this does not
apply for the crescent moon kick, since the opponent would be floored.
Sledgehammer heel should be used from behind or sideways, where it cannot be
counter (and preferably when you are overpowered). Also, Konoko is hit and run
type of character, so plan accordingly: hit the guy, then do a cartwheel or
move away and attack again. If you are the kind of player that "hangs in
there", then get used to throw, use throws to counter attacks, get used to move
the camera around so you can see what the others do and get used to Devil Spin
Kick a lot.

Combos (I'll define here combinations of attacks that work for good damage):
1. Double kick plus hook then jump (quite difficult to get, but almost deadly)
2. Push twice is great for pushing opponents from high places, or to jump on
them
3. Push and running throw or lariat + jump or rising fury
4. Triple punch and slide or jump
5. Triple punch and slide or jump and devil spin kick
6. Triple kick + running throw + slide + devil spin
7. Triple kick + lariat + rising fury
8. Slide + devil spin kick
9. Lariat + rising fury

Don't bother to learn the WILLOW KICK; this kick shouldn't even be in Konoko's
arsenal. It's THE MOST USELESS KICK IN THE WHOLE GAME. Why? It's slow, 95% of
the kicks are blocked by opponents, and is difficult to do at the right moment
(I swear I used this twice on a syndicate henchman and even thought I hit him,
it had no staggering effect as it should). Probable could be used as a counter
to the striker running punch, but I can't see any real use for this (when you
finish the game, play with a fury and press crouch and kick at the same time; I
wish Konoko could do that).

Also, for those who played Rooftops, Konoko learns there the twister kick (if
you got there why are you still reading this????!? ). For those who didn't, the
kick is obtained by pressing left (or right) and forward + kick at the same
time. But, without doing the twister kick you could do standing running throws
or standing lariats. At any time in game this work, so test 'till you get this
right (press left or right and forward and kick or punch when you have the
Lariat move. The idea is to start moving to one side, while you are still close
to your opponent, and then throw him with a sudden change in your direction of
movement).

The Rising Fury Punch is a punch that starts low and ends low, witch means that
it can be used to counter on running punch (simply duck under their punch and
let them have it) or on floored adversaries. But careful with it: they can kick
or punch you while you perform it and when you land for a short period of time
you can't do anything.

Try to out maneuver your opponent, try to get behind him and try to stay there
(is the safest place). If you are floored, don't simply get up; Konoko can kick
it's opponent as she gets up if you press kick or punch for forward attack or
back key and kick or punch for backward attack. Also use the side attacks when
opponents are close to your left or right to get that little extra time to get
into a more favorable position.

Finally, DON'T USE THE SAME ATTACH MORE THEN TWICE IN A ROW. THE COMPUTER WILL
BLOCK YOU THIRD TIME OR COUNTER!

1. Engineers are the slowest guys in the game and they don't pack a punch even
if you let them. They are not common through the game, but are plenty of them
in first level of the game (Syndicate warehouse). I strongly recommend playing
this level a few times to get used with sideroll-backbreaker, witch will become
very useful later. Use this tactic when the engineer is using his double kick.
Roll to one side and get behind him and press forward and kick at the same
time; if done correctly and fast, the guy is gone. This will be useful later,
when fighting tankers or the blue striker.
On this guys works anything you have, and sledgehammer heel doesn't kills them
only on the hardest level.

2. Common trooper: not particularly strong, but watch out for their triple
punch. If the first hits you, the other two will too. They're attack starts
with a running kick, easily blocked, then use a sledgehammer heel and slide in
them. That should be enough. Bear in mind that this guys tend to hit and run
and hit again, so mobility is the name of the game here.

3. Bomb trooper. They appear during the game even less then the engineers do,
and are a little faster then engineer. To make the maters more interesting,
they EXPLODE IN 3 SECONDS after being killed, so don't stick around to see it
(it kills you). Best tactic with them is the triple punch or kick, but feel
free to experiment.

4. Brown striker. The basic syndicate trooper (actually they have great
movements, but the computer doesn't use them: never seen a lariat move from
them, or a jump punch, or a ram), slow and not very powerful, but watch out for
the triple punch.
Best tactic: run towards them, and stop at a longer distance then his foot can
reach. They will use a kick that has a long reach, followed by either triple
punch or another attack. Just before the finish that attack, start sprinting
toward them and use the running throw, followed by the low kick, then get to
one of their sides and use the twin punch, or the slap. All this must be done
rapidly and right one after each other. If they try to use triple kick, then
use the backbreaker.
A second tactic is to wait for them to attack you, witch is predictable a
running punch, then press forward and kick and do a backward jump flip. Repeat
till they do not move any more.
Their favorite tactic when fighting close is to hit your knee, grab and throw
you, witch is more annoying then powerful. So do not engage in close fighting
with them. It's not rewarding.
Very useful here are the twin punch, low kick, sledgehammer heel, triple punch,
triple kick and the throws.

5. Blue striker. The most predictable and less damaging from the Striker
Class. And they are opportunistic: if you fight two units, and one is a blue
striker, kill him first. Otherwise, he will try to get behind you and throw
you.
Usually they jump kick you, and then try either the triple kick, witch by
chance is slow enough to allow you to roll to your right (ALLWAYS TO YOUR RIGHT
on the striker class triple kick) and use the backbreaker. Other preferred
attack is the knee kick, followed by a pushing kick. The first attack is
blocked if you crouch and the second by standing up again. Then use a forward
kick throw, a low kick and triple punch. I don't remember them to perform the
forward throw, but if they get behind you, they would use the throw, and that
hurts. By the way, they can use the Striker Slam, and you cannot counter it,
but can be blocked, or use the time to reposition for a new attack. Also, the
triple kick can be countered after the second kick. One more thing; they enjoy
to counter on your triple kick, so better use Crescent Moon Kick, and even
better, don't use any.

6. Red striker. They are not at all predictable and get up faster after being
floored then the other striker classes. They have the Striker Slam, and a
headfirst dash that does damage whatever you block it or not (does more damage
if you don't block). I always block, since I can throw him after, or triple
punch, or devil spin him. He might also run towards you, that meaning that he
is going to throw you so start running backwards and hit kick until he stops
(probably twice). I have no good tactic for them, except to attack
continuously. They also do the most damage, since they prefer to throw you as
much as possible (sometimes they start a triple kick and stop after the second,
get close and throw you).

7. Brown elite. The elite is practically evolved from striker. But don't be
mislead to believe that they are just as weak (he moves a lot slower then a
striker, but is considerably harder to kill). They have incredible amount of
live, they are strong, and they hit like sledgehammers. Very powerful hits (two
triple punch combos or a triple kick and a punch are enough to finish a brown
striker), they start with the Hand Grenade roll (a roll forward that cannot be
blocked and does little damage) and they use extensively, almost every time
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