Street Fighter 3: 3rd Strike/Oro/Combos

From SuperCombo Wiki

Target Combos

Lk.pngcMk.png


Meterless Combos

all damage / meter / stun values tested against Ryu at full health

The Chicken Loop

The chicken loop is Oro's most important combo. It is: close MP xx MK chicken kick x N
Loopable for a maximum of 3 repetitions.
Depending on the situation, Oro my choose a variation optimized for damage, meter, stun, screen position, or okizeme. If he already has a full super bar, he may choose to activate super and start doing Yagyou unblockables or Tengu juggles.
The basic loop works from grounded hits on everyone except for Yun and Yang. It is possible on Hugo, but it requires an extremely difficult input timing, and most players don't go for it.
Twins and Hugo may be chicken looped normally if they are in the corner.
Twins may also be chicken looped from certain parries, if they are caught airborne at the proper height.
After Twins and Hugo, the loop is most difficult on shotos (Ryu, Ken, Gouki, Sean). It's pretty free on everyone else.

light starters

  • close LP x 5LK
    • 9 damage, 3 meter, 4 stun
    • link combo
  • close LK, 5MK
    • 12 damage, 6 meter, 6 stun
    • target combo
  • close LK xx uppercut
    • 24, 27, 30 damage; 21, 21, 22 meter; 16, 16, 21 stun
  • far LK xx HP uppercut
    • 30 damage, 22 meter, 21 stun
  • 2LK xx LP or MP uppercut
    • --, 24, 27 damage; -- , 21, 22 meter; --, 16, 21 stun

Notes: close LP and close LK are occasionally good mash options due to the very fast (2f) startup

MK starters

  • 5MK xx HPD
    • 34, 36, 39 damage; 21 meter, 27 stun
    • also works after jump-in starters
  • 2MK xx HPD
    • 29, 31, 34 damage; 21 meter, 19 stun

Notes: 5MK is a good punish option. 5MK is 4f startup, the combo does good damage and stun, and HPD causes an untechable knockdown. HPD is very unsafe (-15) so this is not a real mixup. Stop.

close MP (first hit) starters

  • close MP(1) xx MK chicken, MP uppercut
    • 34 damage, 48 meter, 18 stun
    • late chicken kick starter OK
  • close MP(1) xx MK chicken, HP uppercut
    • 35 damage, 49 meter, 23 stun
  • close MP(1) xx MK chicken, close MP(1) xx MK chicken, close MP(1) xx MK chicken
    • 32 damage, 79 meter, 15 stun
    • use this for meter build
  • close MP(1) xx MK chicken, close MP(1) xx MK chicken, HP uppercut
    • 38 damage, 72 meter, 24 stun
    • side switch
  • close MP(1) xx MK chicken, close MP(1) xx MK chicken, MP uppercut
    • 43 damage, 72 meter, 21 stun
    • max damage from this starter
    • late chicken kick starter OK

Notes: These are not confirms. Bad Oro players will YOLO these options because if they guess right, they get to chicken loop into Yagyou unblockables or Tengu combos. On block, the chicken kick is punishable. Ideally these should be used in parry or block punish situations only.

close MP (second hit) starters

  • close MP(2), 5HK
    • 25 damage, 29 meter, 23 stun
    • easy hit confirm
    • late chicken kick starter OK
  • close MP(2), sjc j.HK
    • 28 damage, 29 meter, 20 stun
  • close MP(2), walk forward, close MP(1), neutral sjc j.HK
    • 30 damage, 37 meter, 24 stun
    • corner oki setup
    • late chicken kick starter OK
  • close MP(2), xx HK chicken, 5HK
    • 31 damage, 46 meter, 24 stun
    • side switch if midscreen, keeps corner if opponent is cornered
  • close MP(2), xx HK chicken, MP uppercut
    • 36 damage, 47 meter, 21 stun
    • max meterless confirm
    • side switch if midscreen, keeps corner if opponent is cornered
    • doesn't work on twins
    • for Hugo, kara the uppercut with HK or MK

Notes: These can actually be confirmed. Close MP(2), walk up, close MP(1) is very powerful because it can also lead into Oro's big damage super options. All MP starters above work from jump LK, jump MK, or jump HK starters as well. LK is very hard. MK is a little more lenient. HK is the most reliable.

Meter Combos

get the loop started on twins (very finicky, not sure if it's a height or distance thing):
Alternate chicken loop starter for twins: cs.mp(1) xx EX chicken, cs.mp(1) xx mk chicken -> ender

Since EX chicken kicks will track, this still combos on twins. It also puts them in the air, which allows you to continue a normal chicken kick loop from there. Uses too much meter to be practical as a regular thing, but if you really need the extra damage to end a round, could be worth it. Will allow you to run relatively normal yagyou -> dash -> jump over unblockable setups, limited by the increased meter usage for the loop itself.

Super Combos

SA1, Kishin Riki

  • cl.MP(1) xx 236MK, cl.MP(1) xx 236MK, cl.MP(1) xx SA1 (236236 + P)
    • 45 damage
    • stun maxes out during the chicken loop at 15, opponent recovers with ~5
  • cl.MP(2) xx SA1 (236236 + P) (qcf qcf + P), jump P
    • 46 damage
    • the close MP does 8 stun, but the super itself does none, so by the time the opponent wakes up they are at 0 stun
    • This is the best way to combo into the normal super art, and your only confirm
  • 2HP xx EX Super Art I (236236 + PP)
    • 68 damage
    • 2HP does 11 stun on hit, but again the super does none, and takes long enough that the opponent recovers all of this
    • 2HP is the only way to combo the EX super art

SA2, Yagyou Dama

SA2 Unblockable Starters

The main reason to pick SA2 is for the unblockable loops. Generally, you have 3 consistent ways to get started:

Punish starter: cl.MP(1) xx MK chicken, cl.MP(1) xx MK chicken, cl.MP(1) xx yagyou -> unblockable
Hit confirm starter: cl.MP(2), walk forward, cl.MP(1) xx yagyou -> unblockable
Overhead starter: jump in, late chicken kick, land, cl.MP(2) xx yagyou -> unblockable

The "punish" and "hit confirm" starters can also begin from a normal jump-in, usually MK or HK.

From there, setups for the unblockable vary across the entire cast.

All of these setups work similarly. You'll do a starter, activate the appropriate version of the super, dash to position yourself or whiff normals to frame kill, then jump over the opponent. Then you'll cross them up with either j.MK or j.HK for the guard break.

The ball itself can always be parried down, so usually the easiest way to try to escape the unblockable is to parry the ball down, then parry toward Oro and go from there. If you're playing opponents who know how to parry out of your setup, you'll need to mix it up in order to hit them. The most basic version of this can be illustrated with the shoto setup:

Do the punish starter, activate MP yagyou, then dash twice. At this point you can either do neutral jump, forward double jump, falling j.MK; or you can do forward jump, neutral double jump (Oro will turn around), falling j.HK. The opponent can't parry both of these with the same timing, so you're putting them into a mixup situation where they must guess to escape. If the opponent is very good at parrying out of this mixup, you can add another layer by doing your choice of jumping over, then just landing and doing low short to break guard. Typically opponents will be going for a high parry here, so they'll get hit, and you can continue your loops.

At a minimum, against good opponents, you'll want one crossup setup, one jump-over setup to mess with timing, and the jump over low in case they're really good at parrying out.

I personally like to mixup the setups just so the opponent has to see different things happening on the screen. You have to parry yagyou while your character is off or just barely on the screen, so I find messing with the camera and screen drag makes this much more difficult.

Setup Summary

Chun, Makoto: Jab Yagyou, dash 3 times.
Shotos: Strong Yagyou, dash 2 times.
Dudley: Fierce Yagyou, dash 1 time.
Necro, Alex, Yun, Yang: Jab Yagyou, dash 2 times.
Ibuki/Remy: Fierce Yagyou, dash 1 time, walk up a few pixels.
Urien: Jab Yagyou, dash 2 times, walk up a few pixels.
from [1]

Setup Details

Akuma

  • LP ball, dash x3, nj, fj
  • MP ball, dash x2, nj, fj
  • MP ball, dash x2, fj, nj, j.HK
  • MP ball, dash x2, back dash, fj
    • (empty jump 2LK or whiff 5LK, j.MK)
  • HP ball, step back, whiff s.HP, sjf
    • (hard to get the ball to hit once)

Notes: These are not worth going for unless your opponent doesn't know what to do. Gouki has a lot of escape options: teleport, tatsu super, dp super, demon, kkz

Alex

  • mp ball, dash x2, nj, fj (let the ball hit twice)
  • mp ball, hk chicken, nj, fj
  • mp ball, fj, land, dash, nj, fj, j.mk
  • lp ball, dash x2, nj, fj
  • hp ball, f+mp, f+mp, step back, fj, j.mk
  • hp ball, f+mp, f+mp, fj, delay fj, j.hk
  • hp ball, whiff 5HK, sjf, nj, j.hk?
  • hp ball, jump forward, nj, djf, j.mk

Chun

Notes: After a neutral grab, throw LP ball and jump over.
Check the Urien section for something that might work on cornered Chun too, but which I have not had a chance to test

Dudley

  • lp ball, dash, dash, instant nj, fj, j.mk
  • hp ball, forward dash, back dash, walk forward, forward jump
  • hp ball, f+mp, slight delay, fj
  • hp ball, f+mp, fj, fj (fast)
  • hp ball, f+mp, sjf, jf, j.hk
  • hp ball, dash, nj, fj, j.mk
  • hp ball, dash, fj, nj, j.hk
  • hp ball, sjf, nj, j.hk
  • hp ball, dash, fj, land, UOH, cs.mp

Elena

  • lp ball, dash x2, nj, fj
  • mp ball, dash x2, nj, fj (fast)
  • hp ball, 5LK, 2HP, sj

Hugo
Normal chicken loop works, but you must late cancel into mk chicken. Not sure about unblockables, so I'm leaving this blank for now.

Ibuki

  • lp ball, dash x2, nj, fj
  • lp ball, dash x2, nj, fj
  • mp ball, dash x2, nj, fj
  • mp ball, dash x2, nj, fj
  • hp ball, walk back, st.LK, st.LK, sj

Ken

  • lp ball, dash x3, nj, fj
  • mp ball, dash x2, nj, fj
  • mp ball, dash x2, fj, nj, j.HK
  • mp ball, dash x2, back dash, fj
    • (empty jump c.lk or whiff st.lk, j.mk)
  • hp ball, step back, whiff s.HP, sjf
    • (hard to get the ball to hit once)
  • hp ball, step back, HP disc, sjf
    • (hard to get the ball to hit once)

Makoto

  • lp ball, dash x3, nj, fj
  • lp ball, dash x3, backdash, fj

Notes: After a neutral grab, throw LP ball and jump over.

Necro

  • lp ball, dash x2, nj, fj (jump has to be fast)
  • mp ball, back dash, walk forward, sjf
  • mp ball, whiff 2HP twice, sjf
  • hp ball, f+mp, slight walk forward, fj
  • hp ball, ex disc, sjf
  • hp ball, whiff st.hp, st.lk, sjf

Oro

  • lp ball, dash x2, nj, fj
  • lp ball, dash x2, fj, fj, j.hk
  • mp ball, dash x2, nj, fj
  • mp ball, dash x2, fj, fj, j.hk
  • hp ball, ex disc, sjf
  • hp ball, whiff st.hp, whiff cr.lk, sjf

Q

  • lp ball, dash x2, nj, fj
    • (hard)
  • mp ball, dash x2, nj, fj
    • (hard)
  • hp ball, whiff c.HP x2, sjf
  • hp ball, hk chicken, nj, fj
    • (double jump before the peak of your jump)
  • hp ball, whiff 5HP, sjf, fj, j.hk

Remy

  • mp ball, dash x2, nj, fj
  • mp ball, dash x2, fj, nj
  • hp ball, forward dash, back dash, walk forward, forward jump
  • hp ball, f+mp, st.lk, jf
  • hp ball, dash forward, fj, nj, j.hk
  • (close-ish to corner) lp ball, dash x3, pause, forward jump

Ryu

  • lp ball, dash x3, nj, fj
  • mp ball, dash x2, nj, fj
  • mp ball, dash x2, fj, nj, j.hk
  • mp ball, dash x2, back dash, fj
    • (empty jump c.lk or whiff st.lk, j.mk)
  • hp ball, step back, whiff s.HP, sjf
    • (hard to get this consistent)
  • hp ball, step back, hp disc, sjf
    • (hard to get this consistent)
  • HP ball, whiff 2HP, sjf, djf, j.MK

Sean

  • lp ball, dash x3, nj, fj
  • mp ball, dash x2, nj, fj
  • mp ball, dash x2, fj, nj, j.hk
  • mp ball, dash x2, back dash, fj
    • (empty jump c.lk or whiff st.lk, j.mk)
  • hp ball, step back, whiff s.HP, sjf
  • hp ball, step back, hp disc, sjf
    • (hard to get this consistent)

Twelve

  • lp ball, dash x2, nj, fj
  • mp ball, dash, wait, fj
  • mp ball, f+mp, slight walk, wait, fj
  • hp ball, wait for second hit, sjf, nj, j.hk

Urien

  • lp ball, dash x2, slight walk forward, nj, fj
    • (jump fast)
  • lp ball, dash x3, nj, fj
    • (jump fast)
  • lp ball, dash x3, fj, nj, j.HK
    • (jump fast)
  • mp ball, dash x2, nj, fj
    • (unreliable)
  • hp ball, dash x2, nj, fj
    • (try to hit as high as possible with cs.MP(1)?)
  • cs.mp(1), mk chicken, cs.mp(1), hk chicken, cs.mp(1), LP ball, dash, dash, nj, fj, j.MK, cs.MP(1), HP disc, dash, cs.MP(1), hk chicken, etc.
  • cs.mp(2), cs.mp(1), hp ball, hk(?) chicken, nj, fj, j.mk
  • mp, mk chicken, mp, hk chicken, mp uppercut, medium ball?

Yang, Yun
Both: Normal chicken loop works only from parried dive kick or jump-in.
Yun: You can also start the loop sometimes if you parry dash punch.
From the ground, use the alternate chicken loop: cs.mp xx ex chicken, cs.mp mk chicken, ender
If you parry a jump-in, you can do one rep of the regular loop, then all subsequent reps must use the alternate loop.

lp ball, dash x2, nj, fj, j.mk
mp ball, dash x2, nj, fj, j.mk

Instead of the j.mk, you can also do jump-over chicken kick. Since you crossed over but are still facing the same way, you must reverse the input.

mp ball, walk forward, jump over, late chicken kick

Depending on how you hit this may cause Yang to go left or right, but you can continue the combo. Needs some work.

Kuroda Setup

https://youtu.be/DLd1bwOqNeE?t=88

This setup became widely known when Kuroda was doing it during practice for Cooperation Cup (or maybe SBO? someone please find the footage).

Starter: cl.MP(1) xx 236MK (one or two reps), MP uppercut xx yagyou
The setup: Oro dashes in, then does does instant jump MK on the opponent's wakeup.

With good timing, the opponent will get hit, and Oro will land on the other side with enough time to transition into a normal unblockable loop. The opponent may deal with this by simply stand parrying Oro and then blocking, but this is also an unreactable mixup with dash in 2LK.

This setup is also good to have on deck in case you drop your usual loops. If you accidentally get a late cancel on the second hit of close MP, you can just dash in and go for the Kuroda setup anyway.

It is possible to convert this setup into a real unblockable if the opponent quickrises: https://www.youtube.com/watch?v=sMg0jZkDVx4
Against some characters it's possible to exploit the dash crossup glitch (Yun, Ibuki, Necro for sure work)
https://youtu.be/v4n7jvJjGUc
https://www.youtube.com/watch?v=PfUAFeH82GY
https://www.youtube.com/watch?v=EpzTKrquMQE

The Cross-under Setup

This works from any normal chicken loop you might be doing. You'll start a normal chicken loop, but only do one rep. Cancel the second cl.MP(1) into yagyou, dash or walk forward, then jump and air reset the opponent with j.LP. They'll be stuck in the air getting hit with the ball, and you can dash under to cross them up and break guard.

This setup only lets you do one chicken kick, so you'll need to watch meter usage.

cl.MP(1) xx 236MK, cl.MP(1), yagyou, [character specific setup]

Dashing late leaves you on the same side. Timing of the j.LP can also make you end up on the same side. Unblock them with 5MK or 2MK, combo into hit grab for the knockdown.

You can also do a delayed 5MP and loop them back the other way. Timing is funky, you'll need to lab it.

Pretty sure these can all be unblockable, but it seems unreliable. It depends on the timing of the ball and your normal hitting them, so stand vs. crouch block matters, as well as whether you use st.mk or cr.lk.

The setups:
Akuma

  • lp ball, walk forward, j.lp, dash
  • mp ball, walk forward, j.lp, dash

Alex

  • LP ball, walk forward, j.LP, dash
  • MP ball, walk forward, j.LP, dash

Chun

  • LP ball, walk forward, j.LP, dash
  • MP ball, walk forward, j.LP, dash

Dudley

  • LP ball, dash, j.LP, dash
  • MP ball, dash, j.LP, dash

Elena

  • LP ball, dash, j.LP, dash
  • MP ball, walk forward, j.LP, dash
    • (sometimes unblockable, go for low forward)

Hugo

  • loop too hard, couldn't confirm anything here

Ibuki

  • LP ball, dash, j.LP, dash
  • MP ball, dash, j.LP, dash

Ken

Makoto

  • lp ball, walk forward, j.lp, dash

(sometimes unblockable)

  • lp ball, dash, j.lp, dash

(sometimes unblockable)

  • mp ball, walk forward, j.lp, dash

Necro

  • lp ball, walk forward, j.lp, dash
  • mp ball, walk forward, j.lp, dash

Oro

  • lp ball, walk forward, j.lp, dash
    • (seems unblockable)
  • mp ball, dash, j.lp, dash
    • (low forward might makes this unblockable)

Q

  • lp ball, walk forward, j.lp, dash
  • mp ball, walk forward, j.lp, dash

Remy

  • lp ball, dash, j.lp, dash
  • mp ball, walk forward, j.lp, dash
    • (seems unblockable if they block low)

Ryu

  • lp ball, walk forward, j.lp, dash
    • (seems unblockable)
  • mp ball, walk forward, j.lp, dash
    • (seems unblockable)

Sean

  • lp ball, walk forward, j.lp, dash
  • mp ball, walk forward, j.lp, dash
    • (seems unblockable if they block low)

Twelve

  • lp ball, walk forward, j.lp, dash
  • mp ball, walk forward, j.lp, dash

Urien

  • lp ball, walk forward, j.lp, dash
  • mp ball, walk forward, j.lp, dash

Yang, Yun

  • Since you can't do chicken loops, start with cs.mp(1) xx mp ball

Inoue 100% Stun setups

Inoue started posting these on Twitter a few years ago. This section contains transcriptions of everything I could find, thanks to the Oro Discord.

I have also included similar ideas from others, the basic idea here is just "this combo causes 100% stun from a setup."

Not all of these have been 100% verified, because Inoue doesn't include input display in his clips. When I'm unsure of the exact input, I have notated that with (?). You may need to experiment a bit with the exact number of hits, or the strength of the super activation.

Many of these are risky in the same way that chicken loops usually are. They are not particularly hit confirmable, and if you do something like an EX uppercut xx Yagyou starter, the opponent can just block that, punish you for it, and you wasted 1.5 bars of meter. However, the reward is obviously that if successful, you 100% stun the opponent and more than likely take the round. As punishes, these setups are extremely powerful.

Another thing to note is that often the EX up disc setups are considerably easier to parry out of than a regular Yagyou unblockable, just because fewer hits are involved.

Alex

  • cl.MP(1) xx MK chicken, cl.MP(1) xx MP ball, forward jump (ball hits twice) late j.HK, EX up disc, step forward, crossup fj.MK, chicken loop xx LP ball, dash, dash, nj, fj (fast), crossup j.MK, cl.MK xx HP uppercut
  • j.HK, cl.MK xx EX uppercut(1) xx light ball, whiff fj.HK, 2HP xx MP ball, walk forward, crossup fj.MK, cl.MK xx HP uppercut

Chun

Dudley

  • forward jump HP(2), close MK, EX uppercut(2?), LP ball(2), forward jump HK, forward jump, double forward jump, crossup j.MK, close MK, HP uppercut
  • cl.MK, EX uppercut(2?), LP ball(1), jump forward HK, forward jump, double forward jump, crossup MK, cl.MP(1), MK chicken, cl.MK, LP(?) ball, forward dash, HK
  • EX DP(2?), LP ball(1), fj HK, fj, dfj, crossup j.MK, cl.MP(1), MK chicken, cl.MP(1), MK chicken, cl.MP(1), HP ball, sjf, dfj, crossup j.MK, cl.MK xx EX uppercut
  • (corner) nj.HK, cl.MP(1) xx HP disc, kara MP disc (?), 2HK xx HP(?) yagyou, EX disc, jump over j.MK, cl.MK xx hit grab
  • j.HK, EX uppercut(1), xx LP yagyou (2), empty jump 2HP xx MP yagyou, sjf, crossup j.MK, cl.MK xx HP uppercut

Elena

  • EX uppercut(1) xx LP(?) ball (3), jf late j.HK, EX up disc, slight step forward, crossup j.MK, cl.MK xx HP uppercut
  • EX uppercut(1) xx LP(?) ball (2), MP(?) disc, dash, dash, cl.MK xx EX up disc, step forward, crossup j.MK, cl.MK xx HP uppercut
  • j.HK, cl.MK xx EX uppercut(1) xx HP ball(2), dash HP disc xx MP ball, walk back, sjf, crossup j.MK, cl.MK xx HP uppercut

Gouki

  • lol yagyou

Hugo

  • cl.MP(1) xx HP disc, HK chicken, cl.MP(1) xx HP disc xx LP(?) ball, sjf j.HK, nj.HK, cl.MK xx HP uppercut(1?) xx LP ball, fj.j.HK,
  • nj.HP, cl.MP(1) xx HP disc, HK chicken, cl.MP(1) xx HP disc xx LP ball, empty sjf, nj.HK, cl.MP(1) xx HP disc, HK chicken, cl.MP(1) xx HP disc xx LP ball, dash, walk, fj, nj(?).HK, 2MK xx HP uppercut
  • nj.HK, cl.MP(1) xx EX horizontal disc xx HP ball, empty sjf, land, nj.HK, cl.MP(1) xx HP disc, HK chicken, cl.MP(1) xx HP disc xx LP ball, empty sjf, nj.HK, 2MK xx HP uppercut
  • cl.MP(2) xx LP ball, fj.HK, dash forward, nj, crossup fdj.MK, cl.MP(2) xx LP ball, fj.HK, dash, fj, crossup djf.MK, cl.MK xx HP uppercut
  • late chicken, cl.MP(1) xx LP ball, fj.HK, dash, nj, crossup fdj.MK, cl.MP(2) xx LP ball, fj.HK, dash forward, fj, crossup djf.MK, cl.MK xx HP uppercut
  • cl.MP(2), cl.MP(1) xx MP ball, fj.HK, EX up disc, fj.MK, cl.MK xx EX uppercut xx HP ball, empty fj, empty djf, UOH, cl.MK xx HP uppercut


Ibuki

  • cl.MP(1) xx MK chicken, EX uppercut(2?) xx MP ball(1), jump forward, ball hits (2), cl.MP (2nd hit only), xx EX up disc, step forward, crossup j.MK, cl.MK xx HP uppercut
  • EX uppercut(2) xx MP ball(1), dash up, cl.MP (2nd hit only) xx HP ball, tap forward, crossup j.MK, cl.MK xx HP uppercut

Ken

Makoto

  • close MP(2), LP ball(2), walk forward 5HK, EX disc, sj forward, j.MK crossup, closeMK, HP uppercut
  • close MP(1), MK chicken, close MP(1), LP ball(2), walk forward 5HK, EX disc, sj forward j.MK, close MK, HP uppercut
  • late chicken kick, close MP(1), LP ball(2), EX disc, sj forward j.MK, close MK, HP uppercut

Necro

  • chicken loop, MP ball(1), fj.HK, whiff cl.MK, walk back, crossup fj.MK x2, chicken loop again for the stun
  • (corner) cl.MP(1) xx MK chicken, cl.MP(1) xx MK chicken, 2HP xx HP(?) ball, EX up disc, crossup(!) j.HK, cl.MK xx HP uppercut
  • cl.MP(1) xx MK chicken, EX uppercut (1) xx HP(?) ball, EX up disc, step forward, crossup fj.MK, cl.MK xx HP uppercut
  • j.HK, cl.MP(1) xx HP disc, dash cl.MP(1) xx LP(?) ball, empty jump, land cl.MK (should juggle) xx EX up disc, step forward, crossup fj.MK, cl.MP(1) -> chicken loop (nj.HK ender)
  • chicken loop XX HP ball(1), fj.HK, nj, djf, crossup j.MK, chicken loop XX HP ball(1), fj.HK, walk back, crossup fj.MK, 5HK
  • j.HK, cl.MK xx EX uppercut(1?) xx LK ball, dash as the ball hits, walk forward, cl.MK xx MP ball, step forward, crossup fj.MK, cl.MK xx HP uppercut

Oro

  • ???

Q

  • j.HK, cl.MK xx EX uppercut(1) xx MP ball, HP disc xx MP ball, sjf, dnj.HK, cl.MK xx HP uppercut

Remy

  • cl.MP(1) xx MK chicken, cl.MP(1) xx MP(?) ball, empty jf, cl.MK xx EX up disc, tap forward, crossup jf.MK, cl.MK xx HP uppercut
  • EX uppercut xx HP ball, fj.HP(2), EX up disc, crossup fj.MK, cl.MK xx HP uppercut
  • cl.MP xx MK chicken, EX uppercut(1) xx HP(?) ball, empty jf, cl.MK xx EX up disc, empty jump over, 2MK(?), cl.MK xx HP uppercut
  • cl.MK xx EX uppercut xx LP ball, empty jf, 2HP xx MP ball, step back, sjf crossup j.MK, cl.MK xx HP uppercut
    • there's also some corner stuff on Remy because his stun is low

Ryu

  • Same as Ken / Sean?

Sean

  • Same as Ken / Ryu?

Twelve

  • cl.MK xx EX uppercut(1) xx LP ball, dash forward, cl.MK xx MP ball, dash forward x2, nj, crossup fdj.MK, cl.MK xx HP uppercut

Urien

  • ???

Yang/Yun

SA3, Tengu Stones

This is Oro's big damage combo super. Activating it summons either 3 or 5 random "stones," depending on if you activate the normal or EX version. Because the summoned stones are semi-random and have different properties, damage on Tengu combos will also vary a bit, depending on how the opponent gets hit with them.

For combo purposes, you will typically want to activate EX Tengu. There are three basic Tengu starters:

  1. cl.MP(1) xx MK chicken cl.MP(1) xx MK chicken, cl.MP(1)xx EX Tengu (builds 79 meter)
  2. cl.MP(2) xx EX Tengu (builds 12 meter)
  3. cl.MP(2), cl.MP(1) xx EX Tengu (builds 21 meter)

As usual for chicken loops, 1 is not particularly hit confirmable. It does good damage, builds a lot of meter for the activation, and carries very far to the corner.
2 ends up doing similar damage, builds less meter for the activation, and has less corner carry, but it is more hit confirmable.
3 Is very hit confirmable, builds a bit more meter than 2, and tends to do a bit more damage.

Once you activate, you have a few options, depending on screen position.

Corner

  1. HK x7 (yes, that's it)
  2. HK x6, cl.MP(2), cl.MP(1), sjc HP/HK
  3. HK x6, cl.MP(1), chicken loop, MP uppercut

The basic ender is fine. It's easy and reliable. You can omit the last HK, sacrificing a bit of damage for a hard knockdown.
The intermediate ender ends up doing similar damage, but gives you a little mixup as you land next to the opponent.
The advanced ender typically does the most damage, ends with a good knockdown, and builds a little bit more meter for your next activation.

Midscreen

  1. HK, 6MP, 6MP, HK, 6MP, 6MP, HK
  2. j.HK cl.MK j.HK cl.MK j.HK cl.MK 5HK

The first combo is the basic corner carry combo from OE trials. It does good damage and good corner carry. Previous writeup indicates: "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."
The second option does a bit more corner carry and a bit more damage. If the angle is weird and the opponent gets pushed too far away, you can try to catch them with 6MP. The extra corner carry is useful, because if either combo gets them close enough to the corner, you can omit the last HK and instead do a full chicken loop -> MP uppercut ender to build more meter.

100% Stun Reset If you are able to carry the opponent to the corner, you can reset them into rocks. They're forced to parry the reset, or take 100% stun.

The setup for this is: j.HK, cl.MP(1) xx MK chicken, cl.MP(1) xx MK chicken, 2HP xx EX Tengu, whiff low short OR stand short OR stand jab, (rocks hit) -> stun stuff

Generally the stun stuff will be something like these:

1. HP disc, HP disc, HK x2
https://www.youtube.com/watch?v=nerSpuF_z3Y
2. perfectly spaced HK x3
https://www.youtube.com/watch?v=5r-oIEjb_YQ

There are also other possibilities if you get the rocks to hit in certain ways: https://x.com/snooze2718/status/1631543881925038080?s=20

The setup is stable, but the stun stuff requires character specific height and spacing. You want as few rocks as possible to hit them, because too many will mess up the stun scaling. Once they're stunned, you can just do whatever stun juggle you want. Check out the videos for ideas.

info maintained from old wiki below

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, cl.MP(2), MP fireball, 5HK (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.

100% stun combos: https://www.youtube.com/watch?v=nerSpuF_z3Y
For Chun and Q (possibly mak, need testing), you can get a 100% stun reset in corner from a cl.mp starter with no jump in and SA3 with:

  • [starter with <6 jp] -> 2HP xx ex Tengu -> whiff 5LP -> walk back -> 5HK with only one 'stone' hitting.

3S Navigation

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Akuma
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Yun
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