Street Fighter 3: New Generation/Oro: Difference between revisions

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=The Basics=
=The Basics=
(1) Jump-in, Close MK, qcb+P - 5 Hits
==Combos==
(2) Crouch MK, qcb+P - 4 Hits
*(1) Jump-in, Close MK, qcb+P - 5 Hits
Jump-in, Close MP(2), Jumping Fierce - 5 Hits
*(2) Crouch MK, qcb+P - 4 Hits
Jump-in, Close MP(2), charge D, U+P - 4 Hits
*Jump-in, Close MP(2), Jumping Fierce - 5 Hits
Jump-in, Close MP(2), SA.I - ? Hits
*Jump-in, Close MP(2), charge D, U+P - 4 Hits
Jump-in, Close MP(2), SA.II, ? - Hits
*Jump-in, Close MP(2), SA.I - ? Hits
Jump-in, Crouch LK, charge D, U+P - 4 Hits
*Jump-in, Close MP(2), SA.II, ? - Hits
Close MP(2),SA.III,Jump HK – ? Hits
*Jump-in, Crouch LK, charge D, U+P - 4 Hits
*Close MP(2),SA.III,Jump HK – ? Hits


=Advanced Strategy=
=Advanced Strategy=

Revision as of 13:01, 6 December 2015

Introduction

Moves List

Normal Moves

Special Moves

Nichirin-Shou

  • Charge Back, Forward + Punch

Oniyanma

  • Charge Down, Up + Punch

Jinchuu Watari

  • Quarter Circle Forward + Kick
    • Can also be performed mid-air

Niouriki

  • (Close)Half Circle Back + Punch

Super Moves

Kishin-Riki

  • Double Quarter Circle Forward + Punch

Yagyou-Dama

  • Double Quarter Circle Forward + Punch

Tengu-Stone

  • Double Quarter Circle Forward + Punch

The Basics

Combos

  • (1) Jump-in, Close MK, qcb+P - 5 Hits
  • (2) Crouch MK, qcb+P - 4 Hits
  • Jump-in, Close MP(2), Jumping Fierce - 5 Hits
  • Jump-in, Close MP(2), charge D, U+P - 4 Hits
  • Jump-in, Close MP(2), SA.I - ? Hits
  • Jump-in, Close MP(2), SA.II, ? - Hits
  • Jump-in, Crouch LK, charge D, U+P - 4 Hits
  • Close MP(2),SA.III,Jump HK – ? Hits

Advanced Strategy

Match-Ups