(→5MK (cl): updated move description) |
(→5HK: brevity) |
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|description= | |description= | ||
* overhead option | * overhead option | ||
Stand HP is slow enough that it will get blocked | 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}} | ||
}} | }} | ||
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* cl.LK > cl.MK target combo | * cl.LK > cl.MK target combo | ||
* mash option | * 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 okizeme. | 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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|description= | |description= | ||
* 10 px kara option | * 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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|description= | |description= | ||
* 28 px kara option | * 28 px kara option | ||
* Oro's farthest kara option | |||
* Oro's second longest poke | * Oro's second longest poke | ||
* minus on hit | * 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. | 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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* negative on hit | * negative on hit | ||
* very whiff punishable | * very whiff punishable | ||
Stand HK is | * 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}} | ||
}} | }} | ||
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|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}} | ||
}} | }} | ||
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|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)}} | ||
}} | }} | ||
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|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}} | ||
}} | }} | ||
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|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}} | ||
}} | }} | ||
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|stun=7 | |stun=7 | ||
|description= | |description= | ||
Can be used as a preemptive anti-air dueto 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)}} | ||
}} | }} | ||
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|stun=5 | |stun=5 | ||
|description= | |description= | ||
Has some use 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}} | ||
}} | }} |
Latest revision as of 15:40, 11 May 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 | |
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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). ![]() |