Street Fighter 3: 3rd Strike/Oro/Archive: Difference between revisions

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=== Special Moves ===
=== Special Moves ===


[[Image:(orosdp).gif|none]]
[[Image:(orosdp).gif|none]][[Image:(orosdpm).gif|none]][[Image:(orosdph).gif|none]]
[[Image:(orosdpm).gif|none]]
[[Image:(orosdph).gif|none]]
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellspacing="0" width="65%" style="border: 1px solid #999; background: #F2F2F2;"
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| align="center" | Oniyama (Strong) || align="center" | Charge D,U+MP || align="center" | 160(100(40)) || align="center" | 10 || align="center" | 15 || align="center" | Yes
| align="center" | Oniyama (Strong) || align="center" | Charge D,U+MP || align="center" | 160(100(40)) || align="center" | 10 || align="center" | 15 || align="center" | Yes
|-
|-
| align="center" | Oniyama (Fierce) || align="center" | Charge D,U+HP || align="center" | 180(2 hits)(120+60+60+40) || align="center" | 11(5+2+2) || align="center" | 20
| align="center" | Oniyama (Fierce) || align="center" | Charge D,U+HP || align="center" | 180(2 hits)(120+60+60+40) || align="center" | 11(5+2+2) || align="center" | 20(19+3+3+3) || align="center" | Yes/Yes
(19+3+3+3) || align="center" | Yes/Yes
|}
|}
'''Frame Data'''
'''Frame Data'''

Revision as of 23:12, 4 July 2017

Oro's Character Select Portrait
Oro's Neutral Stance

Introduction

Specific Character Information

  • Stamina: 1120
  • Stun Bar Length (in pixels): 72 (Long)
  • Stun Bar Recovery (frames it takes to recover 1 pixel): 24
  • Taunt: Recovers stun by 600-800% as the taunt is held longer.
  • Best Kara-Throw: Far S. MK

Character Colors

(ocolor).gif

Moves List

Basic Moves

Move Convention
Forward F
Back B
Crouch C / D
Up U
Jump J
Jump Forward JF
Jump Backwards JB
Super Jump D-U
Super Jump Forward D-UF
Super Jump Backwards D-UB
Dash Forward FF
Dash Backwards BB
Quarter Circle Forward QCF
Half Circle Backwards HCB
Charge Back, then Forward (B)F
Charge Down, then Up (D)U
Guard (High) B when enemy is attacking
Guard (Low) DB when enemy is attacking
Parry (High) Tap F when about to take a hit
Parry (Low) Tap D when about to take a hit
Parry (Air) Tap F in air when about to take a hit
Red Parry Execute parry after blocking a hit in a combo
Punch (Any) P
Kick (Any) K
2 Punches PP
2 Kicks KK
3 Punches PPP
3 Kicks KKK
Jab LP
Strong MP
Fierce HP
Short LK
Forward MK
Roundhouse HK
Universal Overhead UOH

Normal Moves

Move Motion
Jab LP
Strong MP
Fierce HP
Close Jab (Close to opponent) LP
Close Strong (Close to opponent) MP
Short LK
Forward MK
Roundhouse HK
Close Short (Close to opponent) LK
Close Forward (Close to opponent) MK
Jumping Jab (Air) LP
Jumping Strong (Air) MP
Jumping Fierce (Air) HP
Neutral Jumping Jab (Air) LP
Neutral Jumping Strong (Air) MP
Neutral Jumping Fierce (Air) HP
Jumping Short (Air) LK
Jumping Forward (Air) MK
Jumping Roundhouse (Air) HK
Neutral Jumping Short (Air) LK
Neutral Jumping Forward (Air) MK
Neutral Jumping Roundhouse (Air) HK
Overhead MP+MK
Taunt HP+HK

Throws

Move Name Motion
Kubi-jime Kataguruma LP+LK or F+LP+LK
Tomoe Nage B+LP+LK
Kuuchuu Jigoku Guruma (Air) LP+LK

Command Normals

Move Name Motion
Mawashi Hiji F+MP
Crouching Jab D+LP
Crouching Strong D+MP
Crouching Fierce D+HP
Crouching Short D+LK
Crouching Forward D+MK
Crouching Roundhouse D+HK
2 Dan Tobi Up Up / Up Up-Forward / Up Up-Backwards

Target Combos

  • close LK -> MK

Special Moves

Move Name Motion
Nichiirin Shyou (B)F+P
Oni Yanma (D)U+P
Niou Riki HCB+P
Jinchuu Watari QCF+K
Hitobashira Nobiri (Air) QCF+K (Tap K rapidly)

EX Moves

Move Name Motion
Nichiirin Shyou (B)F+PP
Oni Yanma (D)U+PP
Jinchuu Watari QCF+KK
Hitobashira Nobiri (Air) QCF+KK (Tap K rapidly)

Super Arts

Num. Super Art Name Motion Super Bars
I Kishin-Riki QCF QCF+P (Aproach opponent, then P) 1 stock
I Kishin-Tsui QCF QCF+PP 1 stock
II Yagyou-Dama QCF QCF+P 3 stocks
II Yagyou-Oodama QCF QCF+PP MAX required
III Tengu-Stone QCF QCF+P 1 stock
III Tengu-Midareishi QCF QCF+PP 1 stock

Move Analysis

  • All sprites are taken from this site: http://www.zweifuss.ca/
  • All Framedata in the "Move Analysis" section is taken from Game Restaurant, this means the Framedata is from the Arcade version, unlike Karathrow, which uses the Dreamcast port.

General

  • Move: Move name
  • Motion: What you must do to execute the move
  • Damage: Damage it does (in pixels)
  • Stun Damage: Stun Damage it does (in pixels)
  • Chains into itself: If you can combo into the same movement
  • Special Cancel: If you can cancel the move into a Special Move
  • Super Cancel: If you can cancel the move into a Super Art
  • Throw Range: Range of the throw (in pixels)
  • Num.: Super Art number
  • Super Art: Super Art name
  • Super Art Stock: Number of Gauge Bars the Super Art have, also the length of each bar (in pixels)

Frame Data

  • Startup: Number of frames it takes to start the move
  • Hit: Number of frames that can hit the opponent
  • Recovery: Number of frames it takes to recover from the move
  • Blocked Advantage: Number of frames you are in advantage/disadvantage after opponent blocks the hit
  • Hit Advantage: Number of frames you are in advantage/disadvantage after opponent takes the hit
  • Crouching Hit Advantage: Number of frames you are in advantage/disadvantage after opponent takes the hit while crouching
  • + # : You have # frames of advantage
  • - # : You have # frames of disadvantage
  • # ~ # : Advantage/disvantage can vary from # to #
  • Down: Enemy gets knocked down
  • Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
  • Parry: How opponent must parry the move, High (H), Low (L) or both (HL)

Gauge Increase

  • Miss: Gauge you gain if you miss the move (in pixels)
  • Blocked: Gauge you gain if the move gets blocked (in pixels)
  • Hit: Gauge you gain if you hit the opponent with the move (in pixels)
  • Parry: Gauge opponent gains when he parry the move (in pixels)

Basic Moves

(orodf).gif
Move Total frames
Dash Forward 17

Comments here

(orodb).gif
Move Total frames
Dash Backwards 11

Comments here

(orobjump).gif
(orojump).gif
(orofjump).gif
Move Motion Startup Frames
Jump BU or U or FU 4

Comments here

Move Motion Startup Frames
Super Jump DBU or DU or DFU 5

Comments here

(orow).gif
Move Motion Frames
Normal Wakeup - 71

Comments here

(orotw).gif
Move Motion Frames
Quick Stand Tap D when hitting the ground 52

Comments here

(orot).gif
Move Motion Frames Gauge Increase
Taunt HP+HK ?? ?

Comments here

(orohparry).gif
(orolparry).gif
Move Motion
Parry (High) Tap F when about taking a hit
Parry (Low) Tap D when about taking a hit
Parry (Air) Tap F in air when about taking a hit

Frame Data

Move Frames you're frozen Frames opponent is frozen Frame Advantage when parry is successful Frames before you can try another parry
Parry (High) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Low) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Air) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 21(19 when attack comes from the air)*,**
* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately)
** (If another attack connects within 2 frames of your parry, it will automatically be parried)

Gauge Increase

Move Gauge Increase
Parry (High) 4***
Parry (Low) 4***
Parry (Air) 4***
*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multi-hit attack)

You can buffer any motion during High or Low parry, but NOT during Air parry, also parry resets the juggle count (and thus resets all scaling).

  • Parry information is taken from Shoryuken Forums, specifically from user JinraiPVC. Thanks for this information dude

Normal Moves

Standing Normals

Please note that the images shown in this section are for the first frame it hits, so this means the opponent is taking the hit in the image shown on the move. The first frame of every move (except 2nd throw image sprites) is used to illustrate the maximum range of every attack. Note also that those images are ACCURATE, they are exactly the first frame it hits, so the opponent takes damage but doesn't enter the "pain" frame until a frame later.

(orolp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Jab LP 30 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 1 10 0 0 0 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(oromp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Strong MP 80 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 4 12 -2 -1 0 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

(orohp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Fierce HP 140(60+80) 14(7+7) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
17 1 19 -5 -3 -1 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6(1+4+1) 17 8(4+4)

Comments here

(orocloselp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Jab (Close to opponent) LP 35 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 5 +5 +5 +5 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(oroclosemp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Strong (Close to opponent) MP 70(40+30) 8(4+4) Yes Yes/Yes Yes/Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 2 16 -4 0 0 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 6(5+1) 11 8(4+4)

Comments here

(orolk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Short LK 35 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 1 8 +2 +2 +2 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(oromk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Forward MK 100 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 6 12 -5 -4 -3 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

(orohk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Roundhouse HK 120 19 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 4 17 -5 -3 -1 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 7 15 4

Comments here

(orocloselk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Short (Close to opponent) LK 40 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 2 4 +4 +4 +4 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(oroclosemk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Forward (Close to opponent) MK 110 11 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 3 15 -5 -4 -3 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

Jumping Normals

(orojlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Jab (Air) LP 60 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 17 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(oronjlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Jab (Air) LP 60 5 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 12 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(orojmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Strong (Air) MP 100 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
10 8 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

(oronjmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Strong (Air) MP 110 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 6 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

(orojhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Fierce (Air) HP 140(100+40) 18(9+9) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9 2 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 8 17 8(4+4)

Comments here

(oronjhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Fierce (Air) HP 140 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 4 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 7 15 4

Comments here

(orojlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Short (Air) LK 60 5 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 13 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(oronjlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Short (Air) LK 60 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 10 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(orojmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Forward (Air) MK 100 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 6 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

(oronjmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Forward (Air) MK 110 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 8 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

(orojhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Roundhouse (Air) HK 120 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 3 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 7 15 4

Comments here

(oronjhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Roundhouse (Air) HK 140 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 5 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 7 15 4

Comments here

(orouoh).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Tobi Hiza MP+MK 40 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
15 10 5 -5~+7 0~+8 +1~+9 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

Throws

(orokjk).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Kubi-jime Kataguruma LP+LK or F+LP+LK 115(6x30) 20(6x5) 25 Far S.MK/S.HK/Close S.MP/Close S.MK 53/39/35/35

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 12

Comments here

(orotn).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Tomoe Nage B+LP+LK 120 15 25 Far S.MK/S.HK/Close S.MP/Close S.MK 53/39/35/35

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 7

Comments here


(orokjg).gif
Move Motion Damage Stun Damage Throw Range (Front) Throw Range (Up & Down)
Kuuchuu Jigoku Guruma (Air) LP+LK 180 15 19 62~91

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 1 - - - - LP+LK -

Gauge Increase

Miss Blocked Hit
0 - 7

Comments here

Command Normals

(orofmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Mawashi Hiji F+MP 90 13 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 2 18 -5 -4 -3 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

Crouching Normals

(oroclp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Jab D+LP 30 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 2 9 +1 +1 +1 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(orocmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Strong D+MP 65 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 6 12 -5 -4 -3 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

(orochp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Fierce D+HP 120 11 No No Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 4 18 -2 0 0 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 7 15 4

Comments here

(oroclk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Short D+LK 20 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 2 9 +1 +1 +1 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(orocmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Forward D+MK 80 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 4 11 0 +1 +2 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

(orochk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Roundhouse D+HK 100 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
10 2 20 -6 Down Down L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 7 15 4

Comments here

Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
2 Dan Tobi UU/U-UF/U-UB - - No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
- - - - - - - -

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
- - - -

Comments here

Target Combo

Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Target Combo Close LK -> MK 40+50 3+5 No/No Yes/No Yes/No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 - - -5 -4 -3 HL HL/H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0+? 1+1 2+1 8(4+4)

Comments here

Special Moves

(orosdp).gif
(orosdpm).gif
(orosdph).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Sun Disk Palm (Jab) Charge B,F+LP 50 3 7 Yes
Sun Disk Palm (Strong) Charge B,F+MP 50 3 7 Yes
Sun Disk Palm (Fierce) Charge B,F+HP 60 4 11 Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Sun Disk Palm (Jab) 14 1 27 -6 -5 -4 HL H
Sun Disk Palm (Strong) 12 1 25 -4 -3 -2 HL H
Sun Disk Palm (Fierce) 14 1 23 -2 -1 0 HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Sun Disk Palm (Jab) 0 1 2 4
Sun Disk Palm (Strong) 0 1 2 4
Sun Disk Palm (Fierce) 0 1 2 4

Comments here


(orooniyama).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Oniyama (Jab) Charge D,U+LP 140(80(40)) 9 15 Yes
Oniyama (Strong) Charge D,U+MP 160(100(40)) 10 15 Yes
Oniyama (Fierce) Charge D,U+HP 180(2 hits)(120+60+60+40) 11(5+2+2) 20(19+3+3+3) Yes/Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Oniyama (Jab) 6 10 29 -22 Down Down HL HL
Oniyama (Strong) 6 17 30 -30 Down Down HL/HL HL/HL
Oniyama (Fierce) 1 1・1・1・20 33 -38 Down Down HL/HL/HL HL/HL/HL

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Oniyama (Jab) 3 15 21 4
Oniyama (Strong) 3 15 21 4
Oniyama (Fierce) 3 17 22 16(4x4)

Comments here


(orojn).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Jinchu Nobori (Short) QCF+LK 100(50+50) 6(3+3) 10(5+5) No/No
Jinchu Nobori (Forward) QCF+MK 115(60+60) 8(4+4) 10(5+5) No/No
Jinchu Nobori (Roundhouse) QCF+HK 130(70+60) 9(5+4) 10(5+5) No/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Jinchu Nobori (Short) 27・35 3・3 13 -40~-35 Down Down H/H H/H
Jinchu Nobori (Forward) 31・39 3・3 13 -40~-35 Down Down H/H H/H
Jinchu Nobori (Roundhouse) 34・42 3・3 13 -40~-35 Down Down H/H H/H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Jinchu Nobori (Short) 3 16(15+1) 22(21+1) 8(4+4)
Jinchu Nobori (Forward) 3 16(15+1) 22(21+1) 8(4+4)
Jinchu Nobori (Roundhouse) 3 16(15+1) 22(21+1) 8(4+4)

Comments here


(oroajn).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Air Jinchu Nobori (Short) (Air) QCF+LK 160(8 hits)(40+40+20×6) 6 10(8 hits)(5+5+0×6) No/No
Air Jinchu Nobori (Forward) (Air) QCF+MK 160(8 hits)(40+40+20×6) 6 10(8 hits)(5+5+0×6) No/No
Air Jinchu Nobori (Roundhouse) (Air) QCF+HK 160(8 hits)(40+40+20×6) 6 10(8 hits)(5+5+0×6) No/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Air Jinchu Nobori (Short) 8 3 13 -40~+5 Down Down H/H H/H
Air Jinchu Nobori (Forward) 8 3 13 -40~+5 Down Down H/H H/H
Air Jinchu Nobori (Roundhouse) 8 3 13 -40~+5 Down Down H/H H/H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Air Jinchu Nobori (Short) 6(3+3) 10(5+5) 31(13+12+[1×6]) 32(4x8)
Air Jinchu Nobori (Forward) 6(3+3) 10(5+5) 31(13+12+[1×6]) 32(4x8)
Air Jinchu Nobori (Roundhouse) 6(3+3) 10(5+5) 31(13+12+[1×6]) 32(4x8)

Comments here


(orohpd).gif
Move Motion Damage Blocked Damage Stun Damage Throw Range Super Cancel
Human Pillar Driver (Jab) HCB+LP 150 - 11 79 No
Human Pillar Driver (Strong) HCB+MP 170 - 11 79 No
Human Pillar Driver (Fierce) HCB+HP 190 - 11 79 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Human Pillar Driver (Jab) 9 2 29 - Down Down HL Impossible
Human Pillar Driver (Strong) 10 2 29 - Down Down HL Impossible
Human Pillar Driver (Fierce) 11 2 29 - Down Down HL Impossible

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Human Pillar Driver (Jab) 1 7 11 -
Human Pillar Driver (Strong) 1 7 11 -
Human Pillar Driver (Fierce) 1 7 11 -

EX Moves

Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel
Sun Disk Palm (EX) QCF+PP 40 120(60+60) 8(4+4) 6(3+3) Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Sun Disk Palm (EX) 10 1 38 -6 Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Sun Disk Palm (EX) - - - 8(4+4)

Comments here


(orooyex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel
Oniyama (EX) F, D, DF+PP 40 210(80+50+40+40) 24(10+6+5+3) 20(11+3(x3)) Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Oniyama (EX) 1 2/2/2/14 38 -36 Down Down HL HL

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Sun Disk Palm (EX) - - - 16(4+4+4+4)

Comments here


(orojnex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel
Jinchu Nobori (EX) QCB+KK 40 200(60+35(x4)+30) 19(8+2(x5)) 20(7+3(x5)) Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Jinchu Nobori (EX) 4 2 13 -3 -1 -1 HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Jinchu Nobori (EX) - - - 24(4+4+4+4+4+4)

Comments here


(oroajnex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel
Air Jinchu Nobori (EX) (Air) QCB+KK 40 240(80(x10)) 5(5(x10)) 15(5(x10)) No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Air Jinchu Nobori (EX) 6 1 12 - Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Air Jinchu Nobori (EX) - - - 20(4+4+4+4+4)

Comments here

Super Arts

(orosa1).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Throw Range Damage/Gauge
I Kishin Riki (Activation) 1 bar (104) QCF QCF+P - - - - -
- Kishin Riki (Ground) - (After activation) P 345 44 25 - 3,12
- Kishin Riki (Air Grab) - (After activation) Air P 310 - 18 56 4,19

Frame Data

Move Startup Hit Recovery Throw Range Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Kishin Riki (Activation) 17 - - - - - - - -
Kishin Riki (Jab Ground) 4 1 18 40 - Down Down - -
Kishin Riki (Strong Ground) 7 1 22 52 - Down Down - -
Kishin Riki (Fierce Ground) 10 1 25 66 - Down Down - -
Kishin Riki (Air Grab) 5 4 - 42 Horizontal x 72~94 Vertical - Down Down Impossible Impossible

Comments here

(orosa1pp).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
I Kishin Tisui 1 bar (104) QCF QCF+PP 430* - - 3,57(x2)

Frame Data

Startup Hit Recovery Throw Range Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
12 1 25 66 - Down Down - -

Comments here


(orosa2).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
II Yagyou Dama 3 bar (88 each bar) QCF QCF+P 210* 32** 10 4,75
* 55x4 Damage is when all hits connect.
** 8x4 Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
28 144 19 +27 +28 Down HLx1~4 HLx1~4
28 141 19 +27 +28 Down HLx1~4 HLx1~4
28 134 19 +27 +28 Down HLx1~4 HLx1~4

Comments here

(orosa2pp).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
II Oodama 3 bar (88 each bar) QCF QCF+PP 600* 132** 15 4,75
* 70x12~13 Damage is when all hits connect.
** 11x12~13 Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
26 1 3 +73 +74 +75 HLx1~13 HLx1~13

Comments here


(orosa3).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
III Tengu Stone 1 bar (120) QCF QCF+P or PP * ** - -
* 40 Damage if Rock or Wall hits,20 for others
** 8 Damage if Rock or Wall hits,4 for others

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
17 - - - - - HLx1~6 HLx1~6

564 frames for P version,283 for EX Version

Combos

Basics

Weird 2-in-1

cr. MK or cr.LK xxx uppercut

Can be a nice wake up reversal

(cl. MP (1 hit) xxx Chicken Dance [qcf+MK])- will be referred to as a "Chicken Rep[etition]" throughout the rest of my post.

Meterless: Oro's basic bnb used for punishing. I call it "The Chicken Dance Combo," which I will henceforth refer to as CD or CD combo (including variants of CD).

1) Chicken rep, land, juggle with chicken rep, land, juggle with LP Oni Yanma.

This combo does decent damage and builds a lot of meter. It drops vs Yang, Yun, and Hugo, but it works if you drop a chicken rep. Different characters have varying levels of difficulty to juggle and varied timing when doing this combo. Alex and Dudley are the easiest, then everyone with a wide hit-box, then shotos are the most difficult. This combo tends to be easier in the corner.

The CD combo can not be hit- confirmed, so it is for punishes and guessing games ONLY. You will be very vulnerable if it does not connect.

close MP combos

Here are some safer, un-metered combos.

1) cl. MP (2 hit), juggle w/ stand HK

This does good stun damage and is extremely easy to confirm. Hits the opponent somewhat far away.

2) cl. MP (2 hit), jump, j. HK

The HK resets the opponent in the air and there is a mix-up situation when the two of you land, which I will talk more about in the SETUPS section of this guide.

There are two ways of combo-ing into Oro's command grab, which scores an un-techable knockdown, and allows raw super activations and gimmicks.

3) Either cl MK or cr MK cancelled into command grab [hcb+P].

SA I

cl. MP (2 hits) xx Super Art I activation,jump P

This is the best and only way to active Normal Super Art and comboing

cr. HP xxx EX Super Art I

This is the only way to combo the Super Art

SA II Unblockable Setups

Oro can combo his Super Art II and also made setups with it

(cl. MP (2 hit) xxx MK Chicken Wing) x 2 ,cl.MP (1 hit) xx Super Art II

Each character can be trapped with an specific version of the Super Art and also

Chun, Makoto: Jab Yagyou, dash 3 times.

Shotos: Strong Yagyou, dash 2 times.

Dudley: Fierce Yagyou, dash 1 time.

Necro: Jab Yagyou, dash 2 times.

Ibuki/Remy: Fierce Yagyou, dash 1 time, walk up a few pixels.

Alex, Yun, and Yang are the same as Necro: Jab Yagyou, dash twice.

Based on [1]

EX SAIII Combo

This is Oro's big, easy way to deal damage; the EX Tengu Stones. Here's the biggest mid screen combo:

1) 1 hit cl MPxxx MK Chicken dance, land, juggle with 1 hit cl MPxxx MK chicken dance, land, juggle with 1 hit cl. MP xxx EX Tengu stones

NOTE: You can combo into EX Tengu after only one repetition of mpxxx chicken dance, or simply 2 hit MPxxx EX Tengu. I only go for the entire combo if I don't have a full meter, or I know it's going to kill them. It's much easier to just 2 hit mpxxx EX Tengu.

If the opponent is cornered and you want to activate EX Tengu, there's a reset opporotunity that is necessary for Oro's 100% combos:

1) 1 hit cl MPxxx MK Chicken dance, land, juggle with 1 hit cl MPxxx MK chicken dance, land, juggle with cr. HP xxx EX Tengu stones. (after this activation, hold towards and hit them with a jab as fast as possible. HK comes out slow and does not always connect vs small characters who fall quickly, then the combo is just HK HK HK HK.....)

After the EX Tengu activation in a combo (without the cr. HP reset), juggle with either;

1) jump HK, land, juggle w/ cl MK, repeat. (During this combo, you need to do toward + MP every once in a while if they get too far away. Go in training mode and you'll get a feel for this.)

2) juggle w/ st. HK, toward MP, toward MP, repeat. I use this one mainly vs shotos, twins, Hugo, and Chun Li, since it seems like they randomly go in the wrong direction during the other juggle.

IF YOU HAVE THEM IN THE CORNER WITH EX TENGU STONES ACTIVATED:

1) HK (repeat).

Yup! That's it! If you are performing a juggle and it takes the opponent all the way to the corner, just start pressing roundhouse instead of the other stuff. Keep in mind that you wanna hit with Oro's leg for max damage output.

Combo Enders after a super runs out: Pretty much any of the previously mentioned combos lead out of supers. If you are using SAII, the only combo ender you should really do is the full chicken dance combo to build back your meter for another unblockable.

The only combo I tend to use only as an ender was presented to me by Cali Oro player Red Venom:

1) EX SAIII ends, 2 hit MP, MP fireball, st. HK (or cl. LP for a reset)

It tends to work well vs shotos, since the full chicken dance combo can be hard to do on them, but this only really works in the corner, which is where many Tengu combos end up.

Frame Data

     Normal Moves, Command Normals, Other
Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Frame Adv. Hit Crouching
Light Punch HL 35 3 Sp*Su 2 1 5 5 5 5
Medium Punch H 40+40 5+5 Sp*Su 5 1*1 16 -4 Down Down
Hard Punch H 60+80 7+7 - 17 1*1 19 -5 -3 -1
Light Kick HL 40 3 Sp*Su 2 1 4 4 4 4
Medium Kick H 110 11 Sp*Su 4 2 15 -5 -4 -3
Hard Kick H 120 19 - 7 3 17 -5 -4 -3
Far Light Punch HL 30 3 - 4 1 10 0 0 0
Far Medium Punch H 80 11 - 8 3 12 -2 -1 0
Far Light Kick HL 35 3 Sp*Su 3 1 8 2 2 2
Far Medium Kick H 100 13 - 8 5 12 -5 -4 -3
Crouching Light Punch HL 30 3 C*Sp*Su 4 1 9 1 1 1
Crouching Medium Punch HL 65 3 Sp*Su 7 5 12 -5 -4 -3
Crouching Hard Punch HL 120 11 Su 6 3 18 -2 0 0
Crouching Light Kick L 20 3 Sp*Su 4 1 9 1 1 1
Crouching Medium Kick L 80 3 Sp*Su 6 3 11 0 1 2
Crouching Hard Kick L 100 3 - 10 1 20 -6 Down Down
Jump Up Light Punch H 60 5 - 3 11 - - - -
Jump Up Medium Punch H 110 9 - 5 5 - - - -
Jump Up Hard Punch H 140 13 - 7 3 - - - -
Jump Up Light Kick H 60 7 - 2 9 - - - -
Jump Up Medium Kick H 110 11 - 4 7 - - - -
Jump Up Hard Kick H 140 15 - 5 4 - - - -
Jump Toward Light Punch H 60 7 - 7 16 - - - -
Jump Toward Medium Punch H 100 11 - 10 7 - - - -
Jump Toward Hard Punch H 100+40 9+9 - 9*5 1*1 - - - -
Jump Toward Light Kick H 60 5 - 3 12 - - - -
Jump Toward Medium Kick H 100 9 - 3 5 - - - -
Jump Toward Hard Kick H 120 13 - 5 2 - - - -
Toward + Medium Punch H 90 13 - 8 1 - -5 - -
Throw - 30x6 5x6 - 2 1 21 - - -
Back Throw - 120 15 - 2 1 21 - - -
Air Throw - 180 15 - 6 1 - - - -
Universal Overhead H 40 3 - 16 ~ 25 9 5 -5 ~ +7 0 ~ +8 +1 ~ +9
Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Frame Adv. Hit Crouching
     Special Moves and Super Arts
Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block
Body Slam Light Punch (Niou Riki) - 40+40+70 7+7+9 - 9 1 29 -15
Body Slam Medium Punch (Niou Riki) - 50+50+70 7+7+9 - 10 1 29 -15
Body Slam Hard Punch (Niou Riki) - 60+60+70 7+7+9 - 11 1 29 -15
Uppercut Light Punch (Oni Yama) HL 140(80(40)) 15(3) Su 6 9 29 -22
Uppercut Medium Punch (Oni Yama) HL 160(100(40)) 15(3) Su 6 16 30 -30
Uppercut Hard Punch (Oni Yama) HL 120+60 19+3 Su 7 1*1 - -
3rd hit HL -60 3 - - 1 - -
4th hit HL 40 3 - - 19 33 -38
Uppercut EX (Oni Yama) HL 70+60 15+3 Su 5 2*1 - -
3rd hit HL 60 3 - - 1 - -
4th hit HL 30 3 - - 19 43 -48
Fireball Light Punch (Nichirin Shou) H 50 7 Su 15 1 27 -6
Fireball Medium Punch (Nichirin Shou) H 50 7 Su 15 1 25 -4
Fireball Hard Punch (Nichirin Shou) H 60 11 Su 13 1 23 -2
Fireball EX Low (Nichirin Shou) H 50+50 7+7 Su 15 1 27 1
Fireball EX High (Nichirin Shou) H 50+50 7+7 Su 20 1 37 1
Stomp Light Kick (Jinchuu Watari) H 50+50 5+5 - 27*4 2*2 13 -
Stomp Medium Kick (Jinchuu Watari) H 60+60 5+5 - 31*4 2*2 13 -
Stomp Hard Kick (Jinchuu Watari) H 70+60 5+5 - 35*4 2*2 13 -
Stomp EX (Jinchuu Watari) H 65+65+75 5+5+5 - 31*3*2 5*2*2 13 -
Air Stomp (Hitobashira Nobori) H 40+40 5+5 - 8*3 2*2 - -
3 ~ 4 H 20+20 0 - 3*9 1*1 - -
5 ~ 8 H 20 0 - 9 1 13 -
Air Stomp EX (Hitobashira Nobori) H 45+45 5+5 - 8*3 2*2 - -
3 ~ 4 H 25+25 0 - 3*9 1*1 - -
5 ~ 9 H 25 0 - 9 1 13 -
SA1 — Kishin Riki - - - - 17 - - -
Ground Grab - 40x8 0 - 5/8/11 1 18/22/25 -
- - 180 0 - - - - -
Air Grab - 60x3 0 - 5 3 - -
- - 170 0 - - - - -
SA1 — Kishin Tsui - 400 0 - 12 1 25 -
SA2 — Yagyou Dama HL 55x4 3x4 - 30 1 19 27
SA2 — Oodama HL 70x12~13 3x12~13 - 26 1 37 -
SA3 — Tengu Stone - - - - 17 - - -
Move Parry Damage Stun Cancel Ability Startup Active Recover Frame Adv. Block

Frame data submitted by Trajanus.

       

Strategies

Choosing which Tengu to use: This is highly based on player preference, and I see EX and regular stones activated in all sorts of ways. In general, I’d recommend using EX stones during a combo, or if you have full meter and Oro is punishing, simply 2 hit MP xxx Stones (then juggle appropriately). I opt to use non-ex stones out of combo a lot of the time unless it’s a situation where the enemy has a lot of life, the timer is going to run out, and I’m almost dead. I really just like having the option to juggle more. The EX stones don’t last very long, so they are the worse choice if Oro is trying to chip the opponent to death.

Regular SAIII (3 stones): This is good for chipping opponents and keeping presence on the fight for a while. The stones last a really long time. Usually you want to activated non-EX stones after a backthrow or sweep that leaves the opponent cornered. Try to activated just before they land to mess up their meaty timing. You can also cancel into stones after throwing a fireball to make them safe to use, since there is recovery. Don't just randomly use them. Stones make meaties very easy; all Oro needs to do is whiff a move and let the stones hit as the opponent gets up, and he can block. Make sure that when applying pressure, you don't just mash light kick and walk forwards. The stones don't hit as often as Genei Jin shadows, most of them attack every other move that Oro does. So you kind of stutter like... lk (walk forwards with stones), lk (walk forwards with stones), cr lk..... If Oro pushes himself out of block range, he can whiff a st. LK, then UOH while the stones are out to hop back into attacking range.

With non EX stones out, there is a way to deal decent damage that isn't from chip, and really keeps the opponent on the edge (which I covered in the video linked above); UOH, cr MKxxx command grab. This really makes your opponent not want to just block low the whole time because this easy combo causes a lot of damage and an untechable knockdown.

Usually for pressure, Oro uses far LK, close LK, cr LK, and UOH during Tengu since they are fast.

Another little note about regular Tengu is that I prefer it as a raw activation over EX very much in the Urien and Chun-Li match up. Urien doesn't really have fast reversals he can sneak in between attacks in case you mess up your timing, or the set of stones messes you up, so Oro can often times get max damage off of non-EX Tengu here. Against Chun, EX stones out of combo tend to be bad because most sets of stones do not allow Oro to activate, then UOH linked to MP for juggles, so I just go for chip and try to get her to burn meter for EX legs to make Oro go weeeeeeeeeee across the screen.

EX SAIII (5 stones): EX stones is the one that grants Oro his big combos. In the corner, all Oro has to do is continually roundhouse until the timer runs out, then combo into his bnb chicken dance to build back some meter. Mid screen there are a couple combos most Oro players use:

(Assuming the opponent is in air either from jumping or after being launched) jump HK, land, juggle w/ cl MK, repeat. If the opponent seems like the next jump HK is going to get hit too far away, use toward MP in place of jump HK. Just try it a few times in trianing mode to get the ranges down. It's kind of hard to describe because his combos are all stone specific and there are 3125 combinations of stones.

The other mid screen juggle is roundhouse, toward MP, roundhouse, toward MP.... Same thing where if the next roundhouse is going to miss, use a toward MP instead like the other mid screen juggle. I recommend this one for shotos, since sometimes the land, cl MK causes them to start being juggled in the wrong direction based on how close to them Oro is. But really, just use whichever combo you are comfortable with. Both of these combos work on the whole case.

If you do choose to or are forced to use EX Tengu Stones you of combo, you CAN lead to a big Oro juggle. Use UOH linked to cl MP to put the opponent in a juggle state, or use Oro's cr HK to start a juggle, then usually do one jab before the roundhouse for timing purposes; the start up of jab is much faster, so characters that fall quickly will not drop to the ground very often if the first attack is a jab. Again, this timing may be odd at first, so you gotta spend two quarters when no one else is at the arcade to get dat training in.... Or are you playing on 3so? What!!!!

Tics: Close LK is a great move for tic throws since it has a 2 frame start up, frame advantage, and is only parrable high. Close LP has better frame advantage, but it is parryable either high or low.

Overview

Basics

Super Art Selection

Kara-Techniques

Zoning

Mixups

Additional Notes

  • Personal Action: Recovers stun meter.