Street Fighter 3: New Generation/Oro

From SuperCombo Wiki

Introduction

Oro is an ancient old man who has spent so much time mastering martial arts that it has made him immortal, or something. He fights with one arm bound to make his fights more fair for his opponents.

Oro is a highly mobile character with unique movement options and strong grounded pokes. He wants to use his pokes and mobility to maintain distance and frustrate the opponent while building meter. With meter, Oro looks for opportunities to land close MP and activate super to end the round.

While Oro is generally not a very high execution character, his most important combo (the chicken loop) requires different timings against many characters.

Super Arts

SA1: Kishin Riki

Kishin Riki is Oro's weakest super. It has limited combo potential, and doesn't deal enough damage given the amount of bar.

  • Basic: An install super that replaces Oro's punches (including jumping attacks) with a command grab. While that is very funny, it doesn't do enough damage, Oro can't combo into it without a launch, and because it replaces all punches, combo potential is severely limited once it has been activated. The meter counts down during the attack animation, limiting Oro to at most 3 successful attacks.

SA2: Yagyou Dama

Unblockable loops. This is Oro's only super with multiple stocks, so it gives him the most versatility.

  • Basic: You'll use this the most. Against most of the cast, Oro can confirm a close MP or chicken loop into this super, then dash/jump to the other side of the opponent for an unblockable, and repeat. Setups vary across the entire cast.

SA3: Tengu Stones

A very good install super that makes up for the lack of meter with the ability do extremely damaging combos, situational unblockables, or pressure the opponent with chip damage, depending on the situation. The rocks have strange hit/hurt box interactions, which can cause awkward situations that will usually be in Oro's favor.

  • Basic: Oro summons 3 rocks. The timer counts down slowly and the basic version has limited juggle potential, so this is typically preferred for pressure situations.
Strengths Weaknesses
  • Example 1
  • Example 2
  • Example 3
  • Example 4
  • Example 1
  • Example 2
  • Example 3
  • Example 4
Oro
NG Oro Portrait Art.png
Vitals
Life Points 1120
Stun Points 72
Super Art Stock/Size
SA1 1/104
SA2 3/88
SA3 1/112
Ground Movement
Forward Dash duration/distance 17 (122px)
Back Dash duration/distance 13 (87px)
Jumping
Back Jump duration 43 (5+37+1)
Neutral Jump duration 43 (5+37+1)
Forward Jump duration 43 (5+37+1)
Back Super Jump duration 53 (6+46+1)
Neutral Super Jump duration 53 (6+46+1)
Forward Super Jump duration 53 (6+46+1)
Wake up
Wake up duration 71
Quick rise duration 52
New Generation Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2)

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
Damage

Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit.

"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.

Kara Range

Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.

Link

A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link.

Parry

This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.

Stun

Amount of stun added to the opponent's stun bar on hit.

Throw range

Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.

Frame Data

Standing Normals

5LP (cl)
Close LP
Lp.png (cl)
(orocloselp).gif
Startup Active Recovery Hit Cr. Hit
2 1 5 5 5
Damage Stun Attack Parry Block
6 3 - A 5
  • Cancel options: sp su
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
5LP (far)
Far LP
Lp.png (far)
(orolp).gif
Startup Active Recovery Hit Cr. Hit
4 1 10 0 0
Damage Stun Attack Parry Block
5 3 - A 0
  • Cancel options: sp su
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
5MP (cl)
Close MP
Mp.png (cl)
(oroclosemp).gif
Startup Active Recovery Hit Cr. Hit
5 4 16 D D
Damage Stun Attack Parry Block
12 9 - H -2
  • Cancel options: sp su sj
  • Self meter gain: Whiff: 1, Hit: 12, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
5MP (far)
Far MP
Mp.png (far)
(oromp).gif
Startup Active Recovery Hit Cr. Hit
8 4 12 -1 0
Damage Stun Attack Parry Block
14 11 - H -2
  • 10 kara range
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
5HP
Stand HP
Hp.png
(orohp).gif
Startup Active Recovery Hit Cr. Hit
17 3 19 -3 -1
Damage Stun Attack Parry Block
22 13 - H -5
  • Self meter gain: Whiff: 2, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
5LK (cl)
Close LK
Lk.png (cl)
(orocloselk).gif
Startup Active Recovery Hit Cr. Hit
2 2 4 4 4
Damage Stun Attack Parry Block
7 3 - A 4
  • Cancel options: sp su
5LK (far)
Far LK
Lk.png (far)
(orolk).gif
Startup Active Recovery Hit Cr. Hit
3 1 8 2 2
Damage Stun Attack Parry Block
6 3 - A 2
  • Cancel options: self sp su
5MK (cl)
Close MK
Mk.png (cl)
(oroclosemk).gif
Startup Active Recovery Hit Cr. Hit
4 3 15 -4 -3
Damage Stun Attack Parry Block
19 11 - H -5
  • Cancel options: sp su
  • 10 kara range
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
5MK (far)
Far MK
Mk.png (far)
(oromk).gif
Startup Active Recovery Hit Cr. Hit
8 6 12 -4 -3
Damage Stun Attack Parry Block
17 13 - H -5
  • 28 kara range
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
5HK
Stand HK
Hk.png
(orohk).gif
Startup Active Recovery Hit Cr. Hit
7 4 17 -3 -1
Damage Stun Attack Parry Block
21 19 - H -5
  • 14 kara range
  • Self meter gain: Whiff: 2, Hit: 20, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.




Command Normals

6MP
Mawashihiji
F.png+Mp.png
(orofmp).gif
Startup Active Recovery Hit Cr. Hit
8 2 18 -4 -3
Damage Stun Attack Parry Block
16 13 - H -5
  • 12 kara range
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.




Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(oroclp).gif
Startup Active Recovery Hit Cr. Hit
4 2 9 1 1
Damage Stun Attack Parry Block
5 3 - A 1
  • Cancel options: self sp su
2MP
Crouch MP
D.png+Mp.png
(orocmp).gif
Startup Active Recovery Hit Cr. Hit
7 6 12 -4 -3
Damage Stun Attack Parry Block
11 3 - A -5
  • Cancel options: sp su
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
2HP
Crouch HP
D.png+Hp.png
(orochp).gif
Startup Active Recovery Hit Cr. Hit
6 4 18 - -
Damage Stun Attack Parry Block
21 11 - A -2
  • Cancel options: su
  • 6 kara range
  • Self meter gain: Whiff: 2, Hit: 20, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
2LK
Crouch LK
D.png+Lk.png
(oroclk).gif
Startup Active Recovery Hit Cr. Hit
4 2 9 1 1
Damage Stun Attack Parry Block
3 3 - L 1
  • Cancel options: self sp su
2MK
Crouch MK
D.png+Mk.png
(orocmk).gif
Startup Active Recovery Hit Cr. Hit
6 4 11 1 2
Damage Stun Attack Parry Block
14 3 - L -
  • Cancel options: sp su
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
2HK
Crouch HK
D.png+Hk.png
(orochk).gif
Startup Active Recovery Hit Cr. Hit
10 2 20 D D
Damage Stun Attack Parry Block
17 3 - L -6
  • Self meter gain: Whiff: 2, Hit: 20, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.




Jumping Normals

8LP
Jump LP (Neutral)
U.png+Lp.png
(oronjlp).gif
Startup Active Recovery Hit Cr. Hit
3 12 - - -
Damage Stun Attack Parry Block
10 5 - H -
j.LP
Jump LP
Uf.png+Lp.png
(orojlp).gif
Startup Active Recovery Hit Cr. Hit
7 17 - - -
Damage Stun Attack Parry Block
10 7 - H -
8MP
Jump MP (Neutral)
U.png+Mp.png
(oronjmp).gif
Startup Active Recovery Hit Cr. Hit
5 6 - - -
Damage Stun Attack Parry Block
19 9 - H -
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
j.MP
Jump MP
Uf.png+Mp.png
(orojmp).gif
Startup Active Recovery Hit Cr. Hit
10 8 - - -
Damage Stun Attack Parry Block
17 11 - H -
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
8HP
Jump HP (Neutral)
U.png+Hp.png
(oronjhp).gif
Startup Active Recovery Hit Cr. Hit
7 4 - - -
Damage Stun Attack Parry Block
24 13 - H -
  • Self meter gain: Whiff: 2, Hit: 20, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
j.HP
Jump HP
Uf.png+Hp.png
(orojhp).gif
Startup Active Recovery Hit Cr. Hit
9 4 - - -
Damage Stun Attack Parry Block
23 17 - H -
  • Self meter gain: Whiff: 2, Hit: 21, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
8LK
Jump LK (Neutral)
U.png+Lk.png
(orojlk).gif
Startup Active Recovery Hit Cr. Hit
2 10 - - -
Damage Stun Attack Parry Block
10 7 - H -
j.LK
Jump LK
Uf.png+Lk.png
(oronjlk).gif
Startup Active Recovery Hit Cr. Hit
3 13 - - -
Damage Stun Attack Parry Block
10 5 - H -
8MK
Jump MK (Neutral)
U.png+Mk.png
(oronjmk).gif
Startup Active Recovery Hit Cr. Hit
4 8 - - -
Damage Stun Attack Parry Block
19 11 - H -
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
j.MK
Jump MK
Uf.png+Mk.png
(orojmk).gif
Startup Active Recovery Hit Cr. Hit
3 6 - - -
Damage Stun Attack Parry Block
17 9 - H -
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
8HK
Jump HK (Neutral)
U.png+Hk.png
(oronjhk).gif
Startup Active Recovery Hit Cr. Hit
5 5 - - -
Damage Stun Attack Parry Block
24 15 - H -
  • Self meter gain: Whiff: 2, Hit: 20, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
j.HK
Jump HK
Uf.png+Hk.png
(orojhk).gif
Startup Active Recovery Hit Cr. Hit
5 3 - - -
Damage Stun Attack Parry Block
21 13 - H -
  • Self meter gain: Whiff: 2, Hit: 20, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.




Target Combos




Throws

LPLK (mash)
Kubishime Kataguruma
Lp.png+Lk.png (mash)
(orokjk).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Attack Parry Block
19 22 - - -
  • 24 throw range
  • 1 kara range
4LPLK
Tomoe Nage
B.png+Lp.png+Lk.png
(orotn).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Attack Parry Block
21 14 - - -
  • 24 throw range
  • 1 kara range
LPLK (air)
Kuuchuu Jigoku Guruma
Lp.png+Lk.png (air)
(orokjg).gif
Startup Active Recovery Hit Cr. Hit
6 1 - D D
Damage Stun Attack Parry Block
32 14 - - -1
  • 20 throw range




Universal Overhead

MPMK
Tobihiza
Mp.png+Mk.png
(orouoh).gif
Startup Active Recovery Hit Cr. Hit
15 10 5 - -
Damage Stun Attack Parry Block
7 3 - H -




Special Moves

63214P
Human Pillar Driver
Hcb.png+P.png
(orohpd).gif
Lp.png/Mp.png/Hp.png
LP Startup Active Recovery Hit Cr. Hit
9 2 29 - -
Damage Stun Attack Parry Block
24 19 - - -15
  • 62 throw range
  • Self meter gain: Whiff: 1, Hit: 11, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: ---.
MP Startup Active Recovery Hit Cr. Hit
10 2 29 - -
Damage Stun Attack Parry Block
27 19 - - -15
  • 62 throw range
  • Self meter gain: Whiff: 1, Hit: 11, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: ---.
HP Startup Active Recovery Hit Cr. Hit
11 2 29 - -
Damage Stun Attack Parry Block
31 19 - - -15
  • 62 throw range
  • Self meter gain: Whiff: 1, Hit: 11, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: ---.
28P
Oniyama
(hold) D.png~U.png+P.png
(orooniyama).gif
Lp.png/Mp.png/Hp.png
LP Startup Active Recovery Hit Cr. Hit
6 10 -29 - -
Damage Stun Attack Parry Block
24 15 - A -34
  • Cancel options: su
  • 1f airborne, 1-6f upper body invuln
  • If Oro holds down during landing recovery, he will be hit crouching during the punish
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
MP Startup Active Recovery Hit Cr. Hit
6 17 -30 - -
Damage Stun Attack Parry Block
28 15 - A -42
  • Cancel options: su
  • 1f airborne, 1-6f upper body invuln
  • If Oro holds down during landing recovery, he will be hit crouching during the punish
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
HP Startup Active Recovery Hit Cr. Hit
7 23 -33 - -
Damage Stun Attack Parry Block
31 21 - A -50
  • Cancel options: su
  • 1f airborne, 1-7f upper body invuln
  • If Oro holds down during landing recovery, he will be hit crouching during the punish
  • Self meter gain: Whiff: 3, Hit: 22, Block: 17.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
46P
Sun Disk Palm
(hold) B.png~F.png+P.png
(orosdp).gif
Lp.png
(orosdpm).gif
Mp.png
(orosdph).gif
Hp.png
LP Startup Active Recovery Hit Cr. Hit
15 - 27 - -
Damage Stun Attack Parry Block
8 7 - H -6
  • Cancel options: su
MP Startup Active Recovery Hit Cr. Hit
15 - 25 - -
Damage Stun Attack Parry Block
8 7 - H -4
  • Cancel options: su
HP Startup Active Recovery Hit Cr. Hit
13 - 23 - -
Damage Stun Attack Parry Block
10 11 - H -2
  • Cancel options: su
236K
Jinchu Nobori
Qcf.png+K.png
(orojn).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
27 6 19 - -
Damage Stun Attack Parry Block
16 9 - H 16
  • Self meter gain: Whiff: 3, Hit: 22, Block: 16.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
MK Startup Active Recovery Hit Cr. Hit
31 6 17 - -
Damage Stun Attack Parry Block
20 9 - H 16
  • Self meter gain: Whiff: 3, Hit: 22, Block: 16.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
HK Startup Active Recovery Hit Cr. Hit
34 6 16 - -
Damage Stun Attack Parry Block
22 9 - H 16
  • Self meter gain: Whiff: 3, Hit: 22, Block: 16.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
236K (air)
Air Jinchu Nobori
Qcf.png+K.png (air)
(oroajn).gif
Lk.png/Mk.png/Hk.png (air)
Normal Startup Active Recovery Hit Cr. Hit
8 6 29 - -
Damage Stun Attack Parry Block
19 9 - H -19
  • Self meter gain: Whiff: 6, Hit: 27, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.




Super Arts

236236P (SA1)
Kishin Riki
Qcf.pngQcf.png+P.png (SA1)
(orosa1).gif
236236P (SA1)
(oroairsa1).gif
air
Normal Startup Active Recovery Hit Cr. Hit
- - - - -
Damage Stun Attack Parry Block
- - - - -
SA1 > P (ground)
Ground Grab
SA1 > P.png (ground)
(orosa1).gif
Startup Active Recovery Hit Cr. Hit
4 1 18 - -
Damage Stun Attack Parry Block
58 - - - -
  • 28 throw range
SA1 > P (air)
Air Grab
SA1 > P.png (air)
(oroairsa1).gif
Startup Active Recovery Hit Cr. Hit
5 4 - - -
Damage Stun Attack Parry Block
52 - - - -
  • 42 throw range
236236P (SA2)
Yagyou Dama
Qcf.pngQcf.png+P.png (SA2)
(orosa2).gif
236236P (SA2)
Normal Startup Active Recovery Hit Cr. Hit
28 21 - - -
Damage Stun Attack Parry Block
33 9 - A -
236236P (SA3)
Tengu Stones
Qcf.pngQcf.png+P.png (SA3)
(orosa3).gif
236236P (SA3)
Normal Startup Active Recovery Hit Cr. Hit
17 - - - -
Damage Stun Attack Parry Block
- - - - -

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