SBX/Oichi

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Overview

Overview
Oichi is the character with the highest damage potential in the game. Oichi starts the round off as a subpar character with slow normals and the second lowest health in the game behind  Hambe. But if she enters shadow hand stance she becomes terrifying with fantastic neutral, debuffs that persist if Oichi is hit and can stack on top of each other, and high damage that can end the opponent in seconds. But Oichi can struggle to get into shadow hand mode on account of her normal mode not being that good. And she has very limited infinites that require precise positioning and only work on certain characters meaning that she has to win more interactions with the opponent than most characters.
SBX Oichi Nameplate.png
SBX Oichi Portrait.png
Damage Taken
%
Prejump
F
Backdash
F

 Oichi is the character with the highest damage potential in the game along with debilitating debuffs.

Pros
Cons
  • Shadow Hand Mode: With shadow hand mode she has incredible screen control along with insane damage.
  • Debuffs: Oichi has several moves that inflict debuffs that last even if Oichi gets hit, including disabling the opponent's reinforcements.
  • Anti-Zoning: Oichi has 236B which is one of the few real counters in the game against zoning.
  • Getting Into Shadow Hand Mode: Oichi starts the round as a subpar character with slow normals and the second lowest health in the game. Still not as bad as  Masamune.
  • Lacking Combo And Infinite Ability: Oichi's combo game is very limited. And her infinites are very character and position dependent.


Shadow Hand Gauge
At the start of the round the Shadow Hand Gauge goes up to full in 3 seconds. When the Shadow Hand Gauge is full Oichi is able to go into Shadow Hand Stance via 623A. In Shadow Hand Stance the gauge slowly depletes. It also depletes whenever Oichi whiffs an attack. When an attack hits the opponent Shadow Hand Gauge is restored slightly but not enough to make up for the loss. When the Shadow Hand Gauge runs out, Oichi leaves Shadow Hand stance and returns to her normal moveset. When she leaves Shadow Hand Stance either by the Shadow Hand Gauge draining completely or getting hit by the opponent it takes 31 seconds for the Shadow Hand Gauge to return to full. The Shadow Hand Gauge gets substantially filled when landing Oichi's unique parry. And when you do 214214C the Shadow Hand Gauge is prevented from filling for 4 seconds.


Debuffs
Oichi is able to inflict various status debuffs on the opponent via certain moves. What debuff will be applied is random and the debuffs can all stack on each other. And they last for 5~ seconds and persist even if the opponent hits Oichi. Described from left to right:
  • Stun resist halved
  • Opponent's guard gauge decrease doubled
  • Normal attacks chip
  • Life steal
  • Opponent's Basara gauge increase halved
  • Opponent's health slowly decreases
  • Half attack power
  • Half defense
  • Can't use reinforcements/engun

Normal Moves

5A

Guard Startup Active Recovery On-Block Damage Level
Low 5 2 10 -3 16 1
A fast quick jab that's a good poke in normal mode. Can go into 623A if close enough. Notable for being the only 5A that hits low.

5B

Guard Startup Active Recovery On-Block Damage Level
Mid 15 1 16 -1 30 4
Your main anti-air in normal mode.

5C

Guard Startup Active Recovery On-Block Damage Level
Mid 21 4 20 -8 54 4
While it does have good range it's too slow to be useful.

6B

Guard Startup Active Recovery On-Block Damage Level
High 27 4 21 -9 32 4
Unlike most 6B this can go into your main combo, making it one of the better ones.


2A

Guard Startup Active Recovery On-Block Damage Level
Low 7 2 12 -5 14 1
Only used in combos with reinforcements.

2B

Guard Startup Active Recovery On-Block Damage Level
Mid 12 3 15 -5 34 3
Your main combo starter.

2C

Guard Startup Active Recovery On-Block Damage Level
Low 14 6 21 -11 55 4
A good poke that can go into 214B for a basic combo.

j.A

Guard Startup Active Recovery On-Block Damage Level
High 7 2 10 24 2
Used in some air combos.

j.B

Guard Startup Active Recovery On-Block Damage Level
High 10 3 14 28 3
Also used in some air combos.

j.C

Guard Startup Active Recovery On-Block Damage Level
High 14 3 16 47 5
On counter hit it can go into j.214214C.

Universal Mechanics

Ground Throw

6C or 4C

Guard Startup Active Recovery On-Block Damage Level
Throw 7 1 16 50, 50 3,4
One of the slower throws in the game meaning that Oichi has a harder time teching throws.
Oichi does not have an air throw.

Blowback Attack

5B+C (Hold OK)

Guard Startup Active Recovery On-Block Damage Level
Mid 17~ 3 20 -7 60 4
Used in some reinforcement combos.

Aerial Attack

2B+C

Guard Startup Active Recovery On-Block Damage Level
Mid 15 3 22 -16 40
Can go into j.214214C if you tiger knee it.

Aerial Spike

j.2C after Aerial Attack

Guard Startup Active Recovery On-Block Damage Level
13 3 25 17
Standard Aerial Spike.

Guard Cancel

6B+C while blocking

Guard Startup Active Recovery On-Block Damage Level
Mid 14 3 17 -1
Standard Guard Cancel.

Reinforcements

5E

Version Guard Startup Active Recovery On-Block Damage Level
5E Lv1 Mid 24 105~146 48 3
5E Lv2 Mid 24 105~146 48x2 3
5E Lv3 Mid 24 105~146 48x3 3
Throws a disc that goes fullscreen. Can be used to help you go into shadow hand mode safely.

4E

Version Guard Startup Active Recovery On-Block Damage Level
4E Lv1 Mid 24 27 44 48 3
4E Lv2 Mid 24 27 44 48x2 3
4E Lv3 Mid 24 27 44 48x3 3
Goes back and forth like a boomerang. Used in some infinites.

6E

Version Guard Startup Active Recovery On-Block Damage Level
6E Lv1 Mid 24 79 44 48 3
6E Lv2 Mid 24 79 44 48x2 3
6E Lv3 Mid 24 79 44 48x3 3
Throws a disc that stays in place for a while. Used in some infinites.

2E

Guard Startup Active Recovery On-Block Damage Level
Mid 17 26 88 48~69 3
Standard 2E. Used in some infinites and combos. The reinforcement move you will use the most.

Special Moves

Kobame Hi no Uzu

214B/236B (Hold OK)

Guard Startup Active Recovery On-Block Damage Level
Mid 15 24~60 25 -18 20x4-6 3
If you hold the button, the opponent will be blown away by wind. What direction the wind goes depends in the input with 236B blowing the opponent away and 214B moving the opponent towards you. Can also reflect projectiles and due to its size and duration it's the best anti-zoning tool in the game. Also used as your main combo ender.

Madoe Hi no You

j.214B/236B

Guard Startup Active Recovery On-Block Damage Level
Mid 13 39 29 20x5
j.214B moves you backwards and j.236B moves you forwards. While not bad it doesn't see much use.

Mamore Ne no Nushi

6 before enemy mid/high attack or 2 before enemy low attack

Guard Startup Active Recovery On-Block Damage Level
38,8x9,21
Oichi's unique 3rd strike parry that debuffs the opponent. You have to press 6/2 at least 8 frames before the attack hits. After the initial hit you can hold A, B, or C to charge an attack with it doing more hits the longer you hold the button with it doing more hits (with each hit inflicting a debuff) then ending in a finisher that sends the opponent away. If no button is held, it will do the finisher by itself. This is Oichi's best defensive option. Works on normals and specials.

Hirake Ne no Koku

623A

Guard Startup Active Recovery On-Block Damage Level
Mid 7 24 21 -26 88
Oichi's invincible DP that makes Oichi go into shadow hand stance. Can only be done if the shadow hand gauge is full. On hit sends the opponent in a fully charged Blowback Attack state which can't be followed with 6. During shadow hand stance you can input 623A to exit shadow hand stance which also has invincibility and the cancel taks 62 frames total to recover. Against  Nobunaga,  Hideyoshi and  Kenshin it can go into an infinite if she is cornered and has level 51 reinforcements.

Shadow Hand Stance

All of Oichi's moves in shadow hand stance give debuffs.

Utsuro

5A during shadow hand stance

Guard Startup Active Recovery On-Block Damage Level
Mid 7 9 15 -9 45 4
Ineradicable anti-air. Used in corner TOD's

Umi

5B during shadow hand stance

Guard Startup Active Recovery On-Block Damage Level
Mid 20 Total 35 -14 30 4
Good projectile.

Shoku

5C during shadow hand stance

Guard Startup Active Recovery On-Block Damage Level
Low 17 5 18 -8 57 4
Your fastest low in shadow hand stance. 5A into 5C is an almost gapless blockstring in the corner.

Kon

6B during shadow hand stance

Guard Startup Active Recovery On-Block Damage Level
High 21 8 17 -10 60 4
Your only overhead in shadow hand stance.

Nageki

2C during shadow hand stance

Guard Startup Active Recovery On-Block Damage Level
High,Low 29 2,4 25 -14 57x2 4
The first hit is a mid and the second hit is a fullscreen low.

Oku

214A/B/C during shadow hand stance

Version Guard Startup Active Recovery On-Block Damage Level
214A sh Mid 16 27 8 +5 43x3 4
214B sh Mid 35 8 6 +2 40 4
214C sh Mid 32 39 15 -10 42x3
The A version spawns in front of Oichi and hits thrice, the B version hits behind the opponent on the ground and hits once, and the C version homes in and hits in front of the opponent and hits thrice. Can be special canceled into other versions of itself. This is the best move in shadow hand stance. Used heavily in neutral and combos. The A version into the C version is an inescapable blockstring against  Masamune,  Nobunaga,  Tadakatsu,  Hideyoshi, and  Kenshin which is known as "Fun Fun Defense".

Sen

66 or 44 during shadow hand stance

Guard Startup Active Recovery On-Block Damage Level
Total 31
In shadow hand stance your run is replaced by a step dash which can go through the opponent. Your best form of mobility.

Rise

7/8/9 during shadow hand stance (Hold OK)

Guard Startup Active Recovery On-Block Damage Level
11 7 40 26 4
During shadow hand stance your jump is replaced by your hands rising you and moving your hurtbox upwards. The rise itself has an hitbox. You can hold 7 or 9 to move left and right and when you let go of any upwards direction you are returns to the ground. Can't hit crouchers.

Oku (air)

A/B/C while holding 7/8/9 during shadow hand stance

Guard Startup Active Recovery On-Block Damage Level
Mid 15 16 6 +3 36x2 3
Mostly used in combos.

Basara Attacks

Itareshi no Fuchi

214214C (Air OK)

Guard Startup Active Recovery On-Block Damage Level
Mid 7+4 135 13 -15 4x34 4
Gives all 9 debuffs on hit. Used in Combos with reinforcements.

Kimarehi no Ame

236236C (~E)

Version Guard Startup Active Recovery On-Block Damage Level
236236C Mid 5+0 4,2(10)4,2(26)6,6,6,1 30+Until landing 31 30x8
236236C+E Lv1 17+13 2(12)2(77) 36 4
236236C+E Lv2 17×3 2(12)2(77) 43 5
236236C+E Lv3 17×3 2(12)2(77) 48x3 4
Your invincible reversal super. If you delay the level 100 reinforcement super you can combo after it.

Basara K.O

Itareshi no Fuchi

2141236C

Guard Startup Active Recovery On-Block Damage Level
Mid 10+7 3(52)4 91 -67 Fatal
An easy to combo into Basara K.O.



Colors

  • This color is only available in the mirror match. It can only be selected by the second player if they select the same character with the same button that the first player did.


Navigation

 Oichi
To edit frame data, edit values in SBX/Oichi/Data.
SBX Hideyoshi Icon.png
Hideyoshi
SBX Kenshin Icon.png
Kenshin
SBX Maeda Icon.png
Maeda
SBX Masamune Icon.png
Masamune
SBX Motochika Icon.png
Motochika
SBX Motonari Icon.png
Motonari
SBX Nobunaga Icon.png
Nobunaga
SBX Oichi Icon.png
Oichi
SBX Tadakatsu Icon.png
Tadakatsu
SBX Yukimura Icon.png
Yukimura
PS2 Exclusive Characters
System Links