Street Fighter 3: New Generation/Oro/Introduction: Difference between revisions
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===Super Arts=== | ===Super Arts=== | ||
==== SA1: Kishin Riki ==== | ==== 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 | 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. | *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 ==== | ==== SA2: Yagyou Dama ==== | ||
Unblockable loops. This is Oro's only super with multiple stocks, so it gives him the most versatility | 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. | *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 ==== | ==== SA3: Tengu Stones ==== | ||
A very good install super that makes up for the lack of | 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. | *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. | ||
{{ ProConTable | {{ ProConTable |
Latest revision as of 08:08, 2 May 2022
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 |
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