(→5MP (cl): updated description) |
(→63214P) |
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(21 intermediate revisions by 2 users not shown) | |||
Line 203: | Line 203: | ||
|description= | |description= | ||
* Close anti-air option | * Close anti-air option | ||
* Tick throw option | |||
* Cancelable into cl.MK as a target combo | * Cancelable into cl.MK as a target combo | ||
* Can be used to mash out of pressure due to its 2f startup. | * Can be used to mash out of pressure due to its 2f startup. | ||
Line 265: | Line 266: | ||
|description= | |description= | ||
* High parry option to combo into hit grab / human pill driver / hcb P. | * High parry option to combo into hit grab / human pill driver / hcb P. | ||
* Good proximity range, so this doesn't usually come out when Oro doesn't want it | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Close%20MK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Close%20MK}} | ||
}} | }} | ||
Line 325: | Line 327: | ||
|description= | |description= | ||
* Consistent kara throw option if you're not on it with far MK spacing. | * Consistent kara throw option if you're not on it with far MK spacing. | ||
* Good neutral poke due to hitbox, heavy button priority, and high stun, but it | * Good neutral poke due to hitbox, heavy button priority, and high stun, but it is fairly easy to whiff punish. | ||
* Minus on hit makes it dangerous in some matchups when the opponent has meter. | * Minus on hit makes it dangerous in some matchups when the opponent has meter. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Stand%20HK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Stand%20HK}} | ||
Line 511: | Line 513: | ||
|description= | |description= | ||
* A poke that isn't minus on hit! | * A poke that isn't minus on hit! | ||
* Good counter poke against other lows. | * Good counter poke against other lows and many tackle-type moves. | ||
* Low option that combos into hit-grab / human pillar driver / hcb P. | * Low option that combos into hit-grab / human pillar driver / hcb P. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Crouch%20MK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Crouch%20MK}} | ||
Line 541: | Line 543: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * Fast startup, good recovery, and fairly safe, for a sweep. | ||
* Useful as a situational poke and as a low option in short block strings. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Crouch%20HK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Crouch%20HK}} | ||
}} | }} | ||
Line 908: | Line 911: | ||
* 20 throw range | * 20 throw range | ||
* When the opponent won't stop air parrying you | * When the opponent won't stop air parrying you | ||
* Does a lot of damage for a throw | |||
* Can be used if the opponent is parrying out of 2HP xx yagyou corner reset | * Can be used if the opponent is parrying out of 2HP xx yagyou corner reset | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Kuuchuu%20Jigoku%20Guruma}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Kuuchuu%20Jigoku%20Guruma}} | ||
Line 990: | Line 994: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* Has some niche punish applications, notably against Urien's LK chariot tackle. | |||
* This is like a 12f "confirm" from cl.MK | |||
* Has some niche punish applications, notably against Urien's | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/LP%20Human%20Pillar%20Driver}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/LP%20Human%20Pillar%20Driver}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/MP%20Human%20Pillar%20Driver}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/MP%20Human%20Pillar%20Driver}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * This is the one to use in combos, since it does the most damage. | ||
This is Oro's hit-grab. Hit-grabs cannot be parried. All versions have 62 throw range, are -15 on block, and cause an untechable knockdown. It is also classified as a Special Throw ② (see [[Street Fighter 3: 3rd Strike/System#Priority|note]]). | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/HP%20Human%20Pillar%20Driver}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/HP%20Human%20Pillar%20Driver}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * 1-6f upper body and throw invulnerable | ||
* | * Sometimes useful as an anti-air, since it travels forward less than other versions. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/LP%20Oniyama}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/LP%20Oniyama}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * 1-6f upper body and throw invulnerable | ||
* Usually max damage ender for chicken loop combos | * Usually max damage ender for chicken loop combos | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/MP%20Oniyama}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/MP%20Oniyama}} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * 1-7f upper body and throw invulnerable | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/HP%20Oniyama}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/HP%20Oniyama}} | ||
}} | }} | ||
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|description= | |description= | ||
* Fully invincible 1-7f | * Fully invincible 1-7f | ||
* Used in Inoue 100% stun setups with yagyou | * Used in Inoue 100% stun setups with yagyou | ||
Different versions of oniyanma have a variety of uses in different combo routes. It has slow startup for an uppercut, but good invincibility frames and hitboxes. EX version is fully invincible through the first 2 active frames. If Oro holds down during landing recovery, he will be considered crouching on recovery. He will take crouching damage if the opponent punishes him. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/EX%20Oniyama}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/EX%20Oniyama}} | ||
}} | }} | ||
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|image3=(orosdph).gif | |image3=(orosdph).gif | ||
|caption3={{hp}} | |caption3={{hp}} | ||
|image4=(orosdp2ex).gif | |||
|caption4=(hold) {{b}}~{{f}}+{{p}}{{p}} (low) | |||
|caption5={{ex}} | |||
|image5=(orosdp1ex).gif | |||
|caption6=(hold) {{b}}~{{f}}+{{p}}{{p}} (high) | |||
|caption7={{ex}} | |||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
Single-hit fireball that travels horizontally across the entire screen. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/LP%20Sun%20Disk%20Palm}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/LP%20Sun%20Disk%20Palm}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
Single-hit fireball that travels upward at a 30 degree angle. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/MP%20Sun%20Disk%20Palm}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/MP%20Sun%20Disk%20Palm}} | ||
}} | }} | ||
Line 1,201: | Line 1,205: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
Single-hit fireball that travels upward at a 45 degree angle. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/HP%20Sun%20Disk%20Palm}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/HP%20Sun%20Disk%20Palm}} | ||
}} | }} | ||
{{AttackData-3S | {{AttackData-3S | ||
|version=EX | |version=EX (low) | ||
|startup=15 | |startup=15 | ||
|recovery=27 | |recovery=27 | ||
Line 1,229: | Line 1,224: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
Two-hit fireball that begins travel horizontally, then tracks the opponent's position. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/EX%20Sun%20Disk%20Palm%20(low)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/EX%20Sun%20Disk%20Palm%20(low)}} | ||
}} | }} | ||
{{AttackData-3S | {{AttackData-3S | ||
|version=EX | |version=EX (high) | ||
|startup=21 | |startup=21 | ||
|recovery=37 | |recovery=37 | ||
Line 1,256: | Line 1,242: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
Two-hit fireball that begins travel upwards at a 45-degree angle, then tracks the opponent's position. | |||
There's no way for Oro to choose the high or low EX version. It depends on the opponent's position, but is typically triggered at close range. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/EX%20Sun%20Disk%20Palm%20(high)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/EX%20Sun%20Disk%20Palm%20(high)}} | ||
}} | }} | ||
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|image2=(orojnex).gif | |image2=(orojnex).gif | ||
|caption4={{ex}} | |caption4={{ex}} | ||
|image3=(oroajn).gif | |||
|caption5={{qcf}}+{{k}} (air) | |||
|image4=(oroajnex).gif | |||
|caption6={{lk}}/{{mk}}/{{hk}} (air) | |||
|caption7={{ex}} | |||
|data= | |data= | ||
{{AttackData-3S | {{AttackData-3S | ||
Line 1,287: | Line 1,280: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * Useful in some character specific combos, such as LK chicken loop on Chun | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/LK%20Jinchu%20Nobori}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/LK%20Jinchu%20Nobori}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* MK is the version used for most chicken loops. | * MK is the version used for most chicken loops. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/MK%20Jinchu%20Nobori}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/MK%20Jinchu%20Nobori}} | ||
Line 1,326: | Line 1,318: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * Situational combo use, such as un-cornering Urien during chicken loop. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/HK%20Jinchu%20Nobori}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/HK%20Jinchu%20Nobori}} | ||
}} | }} | ||
Line 1,345: | Line 1,337: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* On-reaction punish to most fireballs. | * On-reaction punish to most fireballs. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/EX%20Jinchu%20Nobori}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/EX%20Jinchu%20Nobori}} | ||
}} | }} | ||
{{AttackData-3S | {{AttackData-3S | ||
|version= | |version=Air | ||
|startup=8 | |startup=8 | ||
|active=6 | |active=6 | ||
Line 1,377: | Line 1,356: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Air%20Jinchu%20Nobori}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Air%20Jinchu%20Nobori}} | ||
}} | }} | ||
{{AttackData-3S | {{AttackData-3S | ||
|version=EX | |version=EX (Air) | ||
|startup=8 | |startup=8 | ||
|active=7 | |active=7 | ||
Line 1,397: | Line 1,374: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | |||
* All grounded versions are airborne (air reset state), lower body invulnerable, and ground throw invulnerable from frame 1. | |||
* If this hits "above the waist," then Oro can mash for extra hits. The exact height seems to be character specific. | |||
Commonly referred to in English as "chicken kicks" or "chicken wing." Ground versions are used in the chicken loop. Air version can be TK'd for an unreactable, but dangerous, mixup with 2MK. A common okizeme tactic is extremely late meaty jump-in chicken kick versus empty jump throw. If the opponent blocks the chicken kick, Oro is still +4 if he hits the chicken kick as late as possible. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/EX%20Air%20Jinchu%20Nobori}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/EX%20Air%20Jinchu%20Nobori}} | ||
}} | }} | ||
}} | }} | ||
==== Super Arts ==== | ==== Super Arts ==== | ||
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|description= | |description= | ||
* 42 throw range | * 42 throw range | ||
* Oro can combo into this from a cl.MP launch | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Air%20Grab}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Air%20Grab}} | ||
}} | }} | ||
Line 1,514: | Line 1,493: | ||
}} | }} | ||
}} | }} | ||
{{Navbox-3S}} | {{Navbox-3S}} | ||
[[Category:Street Fighter III: 3rd Strike]] | [[Category:Street Fighter III: 3rd Strike]] |
Revision as of 18:31, 18 April 2025
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.
Pros and Cons
Strengths | Weaknesses |
---|---|
|
|
Super Arts
Each of Oro's supers has an EX version, activated by pushing two punch buttons when you activate the super.
SA1: Kishin Riki
Not Recommended
Kishin Riki is Oro's weakest super. It has limited combo potential, provides Oro with limited EX usage, and doesn't do enough to damage to warrant picking it over his other supers.
- Basic: An install super that replaces Oro's punches, including jumping attacks, with a command grab. 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.
- EX: A grounded command grab that the opponent can jump out of after the super flash. Oro can combo into this super with 2HP xx EX SA3. Does better damage than the basic version, but the long startup limits its effectiveness.
SA2: Yagyou Dama
This is the one with unblockable loops. It is Oro's only super with multiple stocks, so it gives him the most versatility with his rather good EX moves.
- Basic: Against most of the cast, Oro can confirm a close MP or chicken loop into this super, dash and/or jump to the other side of the opponent for an unblockable, and repeat. Setups vary across the entire cast.
- EX: Oro flies into the air and uses all three stocks to throw a huge energy ball at the opponent. This actually does a lot of damage if you somehow hit it raw. Generally the damage is not worth it compared to doing an unblockable or going for a corner reset, but you do get a cool win pose if it kills the opponent.
SA3: Tengu Stones
An install super that makes up for the lack of EX meter with the ability do extremely damaging combos, situational unblockables, and pressure the opponent with chip damage. The summoned items sometimes cause strange hit box interactions, but these 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 and chip damage.
- EX: Oro summons 5 rocks, and the timer counts down quickly. When the rocks hit, they reset the juggle counter. This version enables big, round-ending combos and 100% stun resets.
Oro | |
---|---|
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 |
3S 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.
|
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. Ex: a +6 normal can link into a 4f normal/special, or a 5f super. |
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. |
Character Colors
Frame Data
Standing Normals
5LP (cl)
5LP (far)
5MP (cl)
5MP (far)
5HP
5LK (cl)
5LK (far)
5MK (cl)
5MK (far)
5HK
Command Normals
6MP
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
8LP
j.LP
8MP
j.MP
8HP
j.HP
8LK
j.LK
8MK
j.MK
8HK
j.HK
Target Combos
Throws
LPLK (mash)
4LPLK
LPLK (air)
Universal Overhead
MPMK
Taunt
HPHK
Special Moves
63214P
LP | Startup | Active | Recovery | Block | Hit | Cr. Hit | Damage | Stun | Kara | Guard Level | Parry Level |
---|---|---|---|---|---|---|---|---|---|---|---|
9 | 2 | 29 | -15 | - | - | 24 | 19 | - | HL | - | |
Cancel Options | Self Meter Gain | Whiff | Hit | Block / Tech | Opponent Meter Gain | Hit | Block / Tech | ||||
- | 1 | 11 | 0 | 2 | 0 | ||||||
![]()
| |||||||||||
MP | Startup | Active | Recovery | Block | Hit | Cr. Hit | Damage | Stun | Kara | Guard Level | Parry Level |
10 | 2 | 29 | -15 | - | - | 27 | 19 | - | HL | - | |
Cancel Options | Self Meter Gain | Whiff | Hit | Block / Tech | Opponent Meter Gain | Hit | Block / Tech | ||||
- | 1 | 11 | 0 | 2 | 0 | ||||||
![]()
| |||||||||||
HP | Startup | Active | Recovery | Block | Hit | Cr. Hit | Damage | Stun | Kara | Guard Level | Parry Level |
11 | 2 | 29 | -15 | - | - | 31 | 19 | - | HL | - | |
Cancel Options | Self Meter Gain | Whiff | Hit | Block / Tech | Opponent Meter Gain | Hit | Block / Tech | ||||
- | 1 | 11 | 0 | 2 | 0 | ||||||
This is Oro's hit-grab. Hit-grabs cannot be parried. All versions have 62 throw range, are -15 on block, and cause an untechable knockdown. It is also classified as a Special Throw ② (see note). ![]() |