(→63214P) |
(→236236P (SA2): added note about EX) |
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(59 intermediate revisions by 2 users not shown) | |||
Line 54: | Line 54: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * layered anti-air | ||
* tick throw / frame trap option | |||
Oro's close jab is one of the fastest normals in the game with only 2f startup. Despite lacking a self-cancel or chain, it is still fast enough to function as a jab-jab-jab type layered anti-air. Since it's +5 on block, it can also serve to set up a tick throw vs. frame trap situation. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Close%20LP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Close%20LP}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
Sometimes used as visual filler during neutral. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Far%20LP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Far%20LP}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * situational anti-air option | ||
* | * primary combo starter | ||
* if the opponent only blocks the second hit, it becomes -4 | |||
This is the button Oro wants to hit the opponent with. It starts the chicken loop, and it is his primary way of setting up both Yagyou unblockables and Tengu Stone combos. It's a little slow for a close button. Fortunately, it is also generally safe on block. As an anti-air, it isn't as godly as it looks like it should be, but it still has a lot of nice properties. It will hit very high up; against lower jumps it will hit twice; both hits will juggle; both hits are super-jump, special, and super cancelable. Oro can setup a lot of wacky anti-air situations with Close MP. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Close%20MP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Close%20MP}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * hits low crouching opponents | ||
* standing poke that's actually safe on block | |||
* 10 px kara option | |||
Far MP is a pretty good neutral poke with much better frame advantage than far MK or HK. It is also much less whiff punishable than HK. In exchange, it does considerably less damage and stun than those buttons. Because its active hitbox extends down closer to the ground than Oro's other standing pokes, it is particularly useful against characters with low crouching hitboxes like Chun, Elena, and Twins. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Far%20MP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Far%20MP}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * overhead option | ||
Stand HP is slow enough that it will get blocked if Oro hasn't been applying mental stack to the opponent. The second hit will connect from surprisingly far away though. When Oro lifts his foot up at the beginning of the animation, he can sometimes dodge low attacks. If it hits anti-air, it does a cool slam animation. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Stand%20HP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Stand%20HP}} | ||
}} | }} | ||
Line 188: | Line 193: | ||
|active=2 | |active=2 | ||
|recovery=4 | |recovery=4 | ||
|onBlock=4 | |onBlock=+4 | ||
|onHit=4 | |onHit=+4 | ||
|onHitCrouch=4 | |onHitCrouch=+4 | ||
|damage=7 | |damage=7 | ||
|stun=3 | |stun=3 | ||
Line 202: | Line 207: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * close anti-air option | ||
* | * tick throw option | ||
* | * cl.LK > cl.MK target combo | ||
* | * mash option | ||
Close LK is an extremely good light normal. At +4 on block it's a good tick throw / frame trap setup. It has a pretty good anti-air hitbox, and it's fast enough to mash like a jab-jab-jab type anti-air despite not having any self-cancel frames. At 2f startup it's one of the fastest normals in the game, and it even has a target combo attached, so Oro can eke out a little extra damage if he uses it to mash through pressure or on okizeme. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Close%20LK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Close%20LK}} | ||
}} | }} | ||
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|active=1 | |active=1 | ||
|recovery=8 | |recovery=8 | ||
|onBlock=2 | |onBlock=+2 | ||
|onHit=2 | |onHit=+2 | ||
|onHitCrouch=2 | |onHitCrouch=+2 | ||
|damage=6 | |damage=6 | ||
|stun=3 | |stun=3 | ||
Line 234: | Line 240: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * good range for a 3f button | ||
* | * can dodge lows | ||
Since far LK is really fast, has good range, and gives Oro minor frame advantage, it is often used to setup frame-trappy block strings. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Far%20LK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Far%20LK}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * 10 px kara option | ||
* high-parry option that combos into hit-grab | |||
Oro has 12f to cancel this into LP hit-grab, so this is generally not considered a hit-confirm. Close MK is also commonly used in Inoue-type 100% stun combos with Yagyou. It has 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}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* Oro's second longest poke | * 28 px kara option | ||
* | * Oro's farthest kara option | ||
* Oro's second longest poke | |||
* minus on hit | |||
Far MK is Oro's longest range kara option. Unfortunately his close MK proximity normal creates a large dead zone where he's too close for '''far MK''' to activate, but too far for a '''close MK''' kara throw to hit the opponent. Far Mk is a good poke in general, and it is particularly good for out-poking certain lows, like shoto 2MK. Like many of Oro's standing poikes, it is prone to being whiff punished, and it is pretty negative. Notably, Ken's SA3 can punish Oro's far MK, even on hit. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Far%20MK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Far%20MK}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * 14 px kara option | ||
* Oro's second farthest kara option | |||
* negative on hit | |||
* very whiff punishable | |||
* high stun damage | |||
* far anti-air option | |||
Stand HK is very good in neutral, with fast startup, good damage, and enough stun that even long stun bar characters have to be wary. It is also Oro's farthest kara option that does not suffer from a deadzone issue. Like most of Oro's standing pokes, many characters can crouch under it, it is prone to being whiff punished, and is pretty negative. Notably, Ken's SA3 can punish Oro for using this button, even on hit. | |||
{{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 361: | Line 376: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* Oro's farthest grounded poke | * Oro's farthest grounded poke | ||
* niche whiff punish applications | |||
* negative on hit | |||
While 6MP hits very far away, it has the same weaknesses that most of Oro's standing pokes have -- it whiffs on many crouching characters, it has a lot of recovery, and it's pretty negative, even on hit. It does see use as a whiff punish due to its excellent range, notably when Hugo whiffs a clap. It also has some uses in combo routing, most commonly as part of Tengu Stone corner carry, or to end a stun juggle in the corner. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Mawashihiji}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Mawashihiji}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
Sometimes used as visual filler. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Crouch%20LP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Crouch%20LP}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
This has situational uses, but is generally not preferred due to being minus on hit. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Crouch%20MP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Crouch%20MP}} | ||
}} | }} | ||
Line 452: | Line 471: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * anti-air option | ||
* whiff punish option | |||
* 6 px kara option | |||
2HP is a solid anti-air, mostly only lacking due to a lack of cancels for layered anti-airs. It's a good whiff punish in general, but it is notably good against Hugo 5MP and Makoto 2MK. While it technically is a kara option, Oro has better buttons for that. 2HP is super cancelable, and this property is used to create super resets in the corner. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Crouch%20HP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Crouch%20HP}} | ||
}} | }} | ||
Line 483: | Line 504: | ||
|description= | |description= | ||
* Low poke with plus frames on block! | * Low poke with plus frames on block! | ||
* | * low guard break option for Yagyou unblockables | ||
Crouch LK can be used as visual filler or as an option to check dashes and tick throws. Even though it's slower and has less frame advantage than Oro's other light button options, it has the advantage being low-parry only. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Crouch%20LK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Crouch%20LK}} | ||
}} | }} | ||
Line 516: | Line 538: | ||
* 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}} | ||
Oro will be pushing this button a lot. The only real shortcoming is that Oro isn't really a low forward -> super type of character. | |||
}} | }} | ||
}} | }} | ||
Line 544: | Line 567: | ||
|description= | |description= | ||
* Fast startup, good recovery, and fairly safe, for a sweep. | * Fast startup, good recovery, and fairly safe, for a sweep. | ||
* Useful as a situational poke | * Useful as a situational poke. | ||
* Block string option | |||
{{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}} | ||
Oro should feel free to use this liberally in block strings before the opponent has meter to punish it, as it is pretty safe at only -6. | |||
}} | }} | ||
}} | }} | ||
Line 568: | Line 593: | ||
|stun=5 | |stun=5 | ||
|description= | |description= | ||
Neutral jump LP could be used as a preemptive anti-air, or as a weird tick throw setup, due to its typically long light-button active frames. For most purposes though, Oro would usually use neutral jump MP instead of this. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20LP%20(Neutral)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20LP%20(Neutral)}} | ||
}} | }} | ||
Line 586: | Line 612: | ||
|stun=7 | |stun=7 | ||
|description= | |description= | ||
Since it has a lot of active frames, it can be used as a preemptive anti-air. It is also used to setup dash-under Yagyou unblockable setups. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20LP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20LP}} | ||
}} | }} | ||
Line 609: | Line 636: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
Neutral jump MP is useful as a neutral poke. It has a slightly disjointed active hitbox, so it tends to beat a lot of grounded moves if Oro can get above them. It also has some use as an air-to-air for the same reason. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20MP%20(Neutral)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20MP%20(Neutral)}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
Not typically used. Has a lot of startup for this type of move. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20MP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20MP}} | ||
}} | }} | ||
Line 660: | Line 687: | ||
* Same damage as neutral jump HK, but less stun | * Same damage as neutral jump HK, but less stun | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20HP%20(Neutral)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20HP%20(Neutral)}} | ||
Good air to air coverage for this type of move. Hits a little higher and further horizontally than other neutral jump options. Tied for Oro's highest damage neutral jump button. | |||
}} | }} | ||
}} | }} | ||
Line 682: | Line 710: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* Has some use as an air-to-air and jump-in since it has two hits | * Has some use as an air-to-air and jump-in since it has two hits. | ||
* Technically his highest stun jump-in, if you can connect with both hits. | * Technically his highest stun jump-in, if you can connect with both hits. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20HP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20HP}} | ||
Jump HP is godly when it works, but it can be finicky getting both hits to connect. | |||
}} | }} | ||
}} | }} | ||
Line 702: | Line 731: | ||
|stun=7 | |stun=7 | ||
|description= | |description= | ||
Can be used as a preemptive anti-air due to long active frames, or occasionally as a weird tick throw setup. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20LK%20(Neutral)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20LK%20(Neutral)}} | ||
}} | }} | ||
Line 720: | Line 750: | ||
|stun=5 | |stun=5 | ||
|description= | |description= | ||
Has some use as a preemptive anti-air or as a weird tick-throw setup. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20LK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20LK}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
Has some use as an air-to-air due to having a pretty good hit box. It will not hit crossup if the opponent dashes under, though. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20MK%20(Neutral)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20MK%20(Neutral)}} | ||
}} | }} | ||
Line 767: | Line 798: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* This is | * crossup option | ||
* difficult to start a combo from a jump-in | |||
* instant overhead | |||
This is Oro's crossup button. It is usually used in combination with Yagyou Dama activation to guard break and hit the opponent with unblockables. Without some kind of fireball coverage, it's very difficult to actually combo from this as a jump-in, so it often results in a tick throw vs frame trap situation. It is also used to setup some instant overheads, such as the Kuroda setups listed on the combo page. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20MK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20MK}} | ||
}} | }} | ||
Line 793: | Line 825: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * air-to-air option | ||
* | * highest damage and second-highest stun jump-in | ||
Due to high damage and stun, but without the wonkiness of jump HP's two hits, this is usually the ideal jump-in combo starter. It's also good at goalkeeping as an air-to-air. It doesn't have as much horizontal range as neutral jump HP, but it hits lower. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20HK%20(Neutral)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20HK%20(Neutral)}} | ||
}} | }} | ||
Line 820: | Line 852: | ||
|description= | |description= | ||
* Good air-to-air in general, very useful as a jump-back air-to-air in some matchups. | * Good air-to-air in general, very useful as a jump-back air-to-air in some matchups. | ||
Basically used the same way as Oro's neutral jump HK. Unfortunately this one does less stun and damage. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20HK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Jump%20HK}} | ||
}} | }} | ||
Line 856: | Line 889: | ||
|description= | |description= | ||
* 24 throw range | * 24 throw range | ||
* Has some niche uses in unblockable setups, notably against Chun and Makoto. | * Has some niche uses in unblockable setups, notably against Chun and Makoto. | ||
For some reason this throw is the easiest mash in the game. If they mash hard enough, the opponent is always able to mash out after one hit. It can still be useful because it usually leaves Oro much closer to the opponent than a back throw would. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Kubishime%20Kataguruma}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Kubishime%20Kataguruma}} | ||
}} | }} | ||
Line 884: | Line 917: | ||
|description= | |description= | ||
* 24 throw range | * 24 throw range | ||
* | * corner carry | ||
One of the best back throws in the game. Oro throws the opponent across most of the stage, and still has time to close the distance with 2 or 3 dashes to maintain some pressure. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Tomoe%20Nage}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Tomoe%20Nage}} | ||
}} | }} | ||
Line 913: | Line 947: | ||
* Does a lot of damage for a throw | * 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 | ||
Slow startup and a poor active hitbox make this pretty hard to land. It's still pretty good though, as well-placed air throws will discourage jump-in parries, and it actually does pretty good damage. | |||
{{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 943: | Line 978: | ||
* Oro gets limited use out of this compared to characters that can hit confirm directly into their supers. | * Oro gets limited use out of this compared to characters that can hit confirm directly into their supers. | ||
* If it hits meaty enough, Oro can combo into cl.MK or cl.MP for respectable damage. | * If it hits meaty enough, Oro can combo into cl.MK or cl.MP for respectable damage. | ||
* Has some niche uses in | * Has some niche uses in unblockable mixups. | ||
* Commonly used for high/low mixups in the corner while EX sun disk locks the opponent down. | * Commonly used for high/low mixups in the corner while EX sun disk locks the opponent down. | ||
* Can be up to +8 if it hits on the last active frame. | * Can be up to +8 if it hits on the last active frame. | ||
There's nothing special about Oro's universal overhead. It's hard for him to get big value out of it compared to characters with fast, hit-confirm type supers. Since he has to combo into relatively slow normal moves, he has to hit UOH quite meaty, which gives the opponent more time to block. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Tobihiza}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Tobihiza}} | ||
}} | }} | ||
Line 963: | Line 999: | ||
|description= | |description= | ||
*Recovers stun by 600-800% faster as the taunt is held longer. | *Recovers stun by 600-800% faster as the taunt is held longer. | ||
Oro needs his beauty sleep. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Sleep}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/Sleep}} | ||
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* This is the one to use in combos, since it does the most damage. | * 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 ( | 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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* 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. | 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. This can cause some punishes to whiff, but if he does get hit, he will take crouching damage for doing this. | |||
{{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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* 37 throw range | * 37 throw range | ||
{{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}} | ||
This is one of those supers that looks really cool, but is strictly inferior to other options. | |||
Oro can combo into the normal version, but it doesn't do that much damage, and there are no guaranteed followups. If Oro wants to maximize the damage from normal activation, he just has to correctly guess, immediately, 2 or 3 times in a row. | |||
EX does better damage, but the only combo into it is 2HP xx EX kishin-riki, which is not really hit-confirmable. It has startup after the flash, so outside of combos, the opponent can just hold up during the flash to escape, as long as they aren't stuck in recovery or parry stun. | |||
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* Costs too much meter, and is not particularly useful compared to the standard version. | * Costs too much meter, and is not particularly useful compared to the standard version. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/EX%20Yagyou%20Dama}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Oro/normal/EX%20Yagyou%20Dama}} | ||
Normal version is the unblockable super. There are tons of different character-specific setups, but to generalize, Oro wants to hit the opponent with an uppercut or a chicken loop, cancel into normal yagyou dama, then jump over them with j.MK or j.HK to guard break. | |||
The EX version is only really useful as a kill combo, since it blows all 3 of Oro's bars, and does far less damage then loops. It's also extremely easy to parry; the opponent can just mash forward. | |||
Since it has 3 bars, Oro can more freely use his EX moves than with the other two supers. Depending on play style, this can be a big draw, because Oro's EX moves are pretty good. | |||
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Latest revision as of 01:59, 18 June 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 |
---|---|
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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 | ||||||
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| |||||||||||
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). ![]() |