(→Throws) |
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=== V-Trigger 1 === | === V-Trigger 1 === | ||
=====<font style="visibility:hidden; float:right">HPHK</font>===== | |||
{{MoveData | |||
|image=SFV_Oro_HPHK.png | |||
|name=Manrikitan | |||
|input=HPHK | |||
|data= | |||
{{AttackData-SFV | |||
|startup=<nowiki>1</nowiki> | |||
|active=<nowiki>-</nowiki> | |||
|recovery=<nowiki>7</nowiki> | |||
|hit=<nowiki>-</nowiki> | |||
|damage=<nowiki>-</nowiki> | |||
|stun=<nowiki>-</nowiki> | |||
|attack=<nowiki>-</nowiki> | |||
|description= | |||
:2 bar V-Trigger | |||
:Duration of 3000 frames (50 seconds) | |||
:Gives access to Kishinriki and Kishin Kuchu Jigoku Guruma command grabs | |||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Oro/normal/Kishinriki}} | |||
}} | |||
}} | |||
=====<font style="visibility:hidden; float:right">5HPHK</font>===== | =====<font style="visibility:hidden; float:right">5HPHK</font>===== | ||
Line 1,512: | Line 1,534: | ||
:Spends 1500 V-Timer (50% V-Timer) | :Spends 1500 V-Timer (50% V-Timer) | ||
:Hard knockdown | :Hard knockdown | ||
:This command grab can be canceled into from DP | :This command grab can be canceled into from Oni Yanma (DP) | ||
:Does less damage (160) and stun (200) when canceled into | :Does less damage (160) and stun (200) when canceled into | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Oro/vtOne/Kishin%20Kuchu%20Jigoku%20Guruma}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Oro/vtOne/Kishin%20Kuchu%20Jigoku%20Guruma}} |
Revision as of 02:40, 17 August 2022
Introduction
About Oro
Oro is an old hermit who makes his first appearance in Street Fighter III: New Generation. He returns in Street Fighter V with a set of abilities heavily referencing his iconic gameplay from 3rd Strike including his Tengu Stones and "chicken" combos.
Final Patch
Players to Watch
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Oro | |
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Vitals | |
Life Points | 950 |
Stun Points | 1050 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 3 Bars |
Ground Movement | |
Forward Walk Speed | 0.0401 |
Backward Walk Speed | 0.02788 |
Forward Dash Speed | 17 |
Backward Dash Speed | 24 |
Forward Dash Distance | 1.4875 |
Backward Dash Distance | 1.21 |
Backdash CH Frames | 3-10 |
Jumping | |
Back Jump Speed | 4+39+4 (47) |
Neutral Jump Speed | 4+38+4 (46) |
Forward Jump Speed | 3+39+4 (46) |
Forward Jump Distance | 1.934 |
Backward Jump Distance | 2.122 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.8 |
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Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
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.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. 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. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
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 have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
7, 8, or 9 > 7, 8, or 9
Command Normals
6MP
6MK
4MK
Target Combos
5MK > 5MP
5MK > 5MP > MPMK (VS1)
5MK > 5MP > MPMK (VS2)
5MK > 5MP > MPMK (VS2) > P
5MK > 5MP > MPMK (VS2) > K
Throws
LPLK
4LPLK
LPLK (air)
Special Moves
46LP
46MP
46HP
46PP
28LP
28MP
28HP
28PP
63214LP
63214MP
63214HP
63214PP
236K
236KK
236K(air)
236KK(air)
214LK
214MK
214HK
214KK
Critical Art
236236P
Taunts
5PPPKKK
V-System
V-Skill 1
4, 5, or 6+MPMK (VS1)
V-Skill 2
MPMK (VS2)
MPMK (VS2) > P
MPMK (VS2) > K
V-Trigger 1
HPHK
5HPHK
5HPHK (air)
V-Trigger 2
5HPHK
5HPHK
5HPHK
5HPHK
5HPHK
5HPHK
V-Shift
5MKHP
V-Shift Break
5MKHP
V-Reversal
6PPP