Street Fighter 3: 3rd Strike/Oro/Archive: Difference between revisions

From SuperCombo Wiki
m (A little grammar here, a little formatting there... props to User:Jordi Olivares for some nice work so far.)
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*Best Kara-Throw: Far S. MK
*Best Kara-Throw: Far S. MK


=== Character Colors ===
===Character Colors===


[[Image:(ocolor).gif|center]]
[[Image:(ocolor).gif|center]]


== Moves List ==
==Moves List==
 
=== Basic Moves ===


===Basic Moves===
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|-
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| Universal Overhead || UOH
| Universal Overhead || UOH
|}
|}
 
===Normal Moves===
=== Normal Moves ===


{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
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| Taunt || HP+HK
| Taunt || HP+HK
|}
|}
 
====Throws====
==== Throws ====
 
{| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|-
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| Kuuchuu Jigoku Guruma || '''(Air)''' LP+LK
| Kuuchuu Jigoku Guruma || '''(Air)''' LP+LK
|}
|}
 
====Command Normals====
==== Command Normals ====
 
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|-
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| 2 Dan Tobi || Up Up / Up Up-Forward / Up Up-Backwards
| 2 Dan Tobi || Up Up / Up Up-Forward / Up Up-Backwards
|}
|}
 
====Target Combos====
==== Target Combos ====
 
* close LK -> MK
* close LK -> MK


=== Special Moves ===
===Special Moves===
 
{| border="1em" cellspacing="0" width="55%" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellspacing="0" width="55%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|-
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| Hitobashira Nobiri || '''(Air)''' QCF+K (Tap K rapidly)
| Hitobashira Nobiri || '''(Air)''' QCF+K (Tap K rapidly)
|}
|}
 
===EX Moves===
=== EX Moves ===
 
{| border="1em" cellspacing="0" width="55%" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellspacing="0" width="55%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|-
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| Hitobashira Nobiri || '''(Air)''' QCF+KK (Tap K rapidly)
| Hitobashira Nobiri || '''(Air)''' QCF+KK (Tap K rapidly)
|}
|}
 
===Super Arts===
=== Super Arts ===
 
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|-
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| III || Tengu-Midareishi || QCF QCF+PP || 1 stock
| III || Tengu-Midareishi || QCF QCF+PP || 1 stock
|}
|}
 
==Move Analysis==
== Move Analisys ==
*All sprites are taken from this site: http://www.zweifuss.com/index.htm
 
*All Framedata in the "Move Analysis" section is taken from [http://home.att.ne.jp/star/GR/3rd/ Game Restaurant], this means the Framedata is from the Arcade version, unlike Karathrow, which uses the Dreamcast port.  
*All those sprites are taken from the site http://www.zweifuss.com/index.htm
*All Framedatas in "Move Analisys" section are taken from [http://home.att.ne.jp/star/GR/3rd/ Game Restaurant] , this means the Framedata isn't from the Dreamcast version like Karathrow site, it's from Arcade version.  


General
General
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*'''Num.''': Super Art number
*'''Num.''': Super Art number
*'''Super Art''': Super Art name
*'''Super Art''': Super Art name
*'''Super Art Stock''': Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)
*'''Super Art Stock''': Number of Gauge Bars the Super Art have, also the length of each bar (in pixels)
Frame Data
Frame Data
*'''Startup''': Number of frames it takes to start the move
*'''Startup''': Number of frames it takes to start the move
*'''Hit''': Number of frames that can hit the opponent
*'''Hit''': Number of frames that can hit the opponent
*'''Recovery''': Number of frames it takes to recover from the move
*'''Recovery''': Number of frames it takes to recover from the move
*'''Blocked Advantage''': Number of frames you are in advantage/disvantage after opponent have been blocked the hit
*'''Blocked Advantage''': Number of frames you are in advantage/disadvantage after opponent blocks the hit
*'''Hit Advantage''': Number of frames you are in advantage/disvantage after opponent have been take the hit
*'''Hit Advantage''': Number of frames you are in advantage/disadvantage after opponent takes the hit
*'''Crouching Hit Advantage''': Number of frames you are in advantage/disvantage after opponent have been take the hit while he's crouching
*'''Crouching Hit Advantage''': Number of frames you are in advantage/disadvantage after opponent takes the hit while crouching
* + # : You have # frames of advantage
* + # : You have # frames of advantage
* - # : You have # frames of disvantage
* - # : You have # frames of disadvantage
* # ~ # : Advantage/disvantage can vary from # to #
* # ~ # : Advantage/disvantage can vary from # to #
*Down: Enemy gets knocked down
*Down: Enemy gets knocked down
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*'''Hit''': Gauge you gain if you hit the opponent with the move (in pixels)
*'''Hit''': Gauge you gain if you hit the opponent with the move (in pixels)
*'''Parry''': Gauge opponent gains when he parry the move (in pixels)
*'''Parry''': Gauge opponent gains when he parry the move (in pixels)
 
===Basic Moves===
=== Basic Moves ===
 
[[Image:(orodf).gif|none]]
[[Image:(orodf).gif|none]]
{| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellspacing="0" width="25%" style="border: 1px solid #999; background: #F2F2F2;"
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|}
|}
''Comments here''
''Comments here''


[[Image:(orodb).gif|none]]
[[Image:(orodb).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orojump).gif|none]]
[[Image:(orojump).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orojump).gif|none]]
[[Image:(orojump).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orow).gif|none]]
[[Image:(orow).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orotw).gif|none]]
[[Image:(orotw).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orot).gif|none]]
[[Image:(orot).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(oroparry).gif|none]]
[[Image:(oroparry).gif|none]]
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{| border="1em" cellspacing="0" width="57%" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellspacing="0" width="57%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|-
|*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack)
|*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multi-hit attack)
|}
|}
You can buffer any motion during High or Low parry, but NOT during Air parry, also parry resets the juggle count (and thus resets all scaling).
You can buffer any motion during High or Low parry, but NOT during Air parry, also parry resets the juggle count (and thus resets all scaling).
*'''Parry information is taken from Shoryuken Forums, more exactly, from user JinraiPVC. Thanks for this information dude'''
*'''Parry information is taken from Shoryuken Forums, specifically from user JinraiPVC. Thanks for this information dude'''


=== Normal Moves ===
=== Normal Moves ===
Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. I use the 1st frame of every move (except 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Note also that those images are ACCURATE, they are exactly the first frame it hits, so enemy takes damage but they still dont make the "pain" frame.
Please note that the images shown in this section are for the first frame it hits, so this means the opponent is taking the hit in the image shown on the move. The first frame of every move (except 2nd throw image sprites) is used to illustrate the maximum range of every attack. Note also that those images are ACCURATE, they are exactly the first frame it hits, so the opponent takes damage but doesn't enter the "pain" frame until a frame later.


[[Image:(orolp).gif|none]]
[[Image:(orolp).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(oromp).gif|none]]
[[Image:(oromp).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orohp).gif|none]]
[[Image:(orohp).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orocloselp).gif|none]]
[[Image:(orocloselp).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(oroclosemp).gif|none]]
[[Image:(oroclosemp).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orolk).gif|none]]
[[Image:(orolk).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(oromk).gif|none]]
[[Image:(oromk).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orohk).gif|none]]
[[Image:(orohk).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orocloselk).gif|none]]
[[Image:(orocloselk).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(oroclosemk).gif|none]]
[[Image:(oroclosemk).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orojlp).gif|none]]
[[Image:(orojlp).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(oronjlp).gif|none]]
[[Image:(oronjlp).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orojlp).gif|none]]
[[Image:(orojlp).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(oronjlp).gif|none]]
[[Image:(oronjlp).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orojhp).gif|none]]
[[Image:(orojhp).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(oronjhp).gif|none]]
[[Image:(oronjhp).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orojlk).gif|none]]
[[Image:(orojlk).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(oronjlk).gif|none]]
[[Image:(oronjlk).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orojlk).gif|none]]
[[Image:(orojlk).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(oronjlk).gif|none]]
[[Image:(oronjlk).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orojhk).gif|none]]
[[Image:(orojhk).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(oronjhk).gif|none]]
[[Image:(oronjhk).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(oronjlk).gif|none]]
[[Image:(oronjlk).gif|none]]
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''Comments here''
''Comments here''


 
====Throws====
==== Throws ====
 
[[Image:(orokjk).gif|none]]
[[Image:(orokjk).gif|none]]
{| border="1em" cellspacing="0" width="85%" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellspacing="0" width="85%" style="border: 1px solid #999; background: #F2F2F2;"
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|}
|}
''Comments here''
''Comments here''


[[Image:(orotn).gif|none]]
[[Image:(orotn).gif|none]]
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''Comments here''
''Comments here''


==== Command Normals ====
====Command Normals====
 
[[Image:(orofmp).gif|none]]
[[Image:(orofmp).gif|none]]
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
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|}
|}
''Comments here''
''Comments here''


[[Image:(oroclp).gif|none]]
[[Image:(oroclp).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orocmp).gif|none]]
[[Image:(orocmp).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orochp).gif|none]]
[[Image:(orochp).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(oroclk).gif|none]]
[[Image:(oroclk).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orocmk).gif|none]]
[[Image:(orocmk).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orochk).gif|none]]
[[Image:(orochk).gif|none]]
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|}
|}
''Comments here''
''Comments here''


[[Image:(orocjj).gif|none]]
[[Image:(orocjj).gif|none]]
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''Comments here''
''Comments here''


=== Target Combo ===
===Target Combo===


==Combos==
==Combos==
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*Personal Action: Recovers stun meter.
*Personal Action: Recovers stun meter.


{{Template:3rd Strike}}
{{Template:3rd Strike}}

Revision as of 14:35, 29 October 2008

Oro's Character Select Portrait
Oro's Neutral Stance

Introduction

Specific Character Information

  • Stamina: 1120
  • Stun Bar Length (in pixels): 72 (Long)
  • Stun Bar Recovery (frames it takes to recover 1 pixel): 24
  • Taunt: Recovers stun by 600-800% as the taunt is held longer.
  • Best Kara-Throw: Far S. MK

Character Colors

(ocolor).gif

Moves List

Basic Moves

Move Convention
Forward F
Back B
Crouch C / D
Up U
Jump J
Jump Forward JF
Jump Backwards JB
Super Jump D-U
Super Jump Forward D-UF
Super Jump Backwards D-UB
Dash Forward FF
Dash Backwards BB
Quarter Circle Forward QCF
Half Circle Backwards HCB
Charge Back, then Forward (B)F
Charge Down, then Up (D)U
Guard (High) B when enemy is attacking
Guard (Low) DB when enemy is attacking
Parry (High) Tap F when about to take a hit
Parry (Low) Tap D when about to take a hit
Parry (Air) Tap F in air when about to take a hit
Red Parry Execute parry after blocking a hit in a combo
Punch (Any) P
Kick (Any) K
2 Punches PP
2 Kicks KK
3 Punches PPP
3 Kicks KKK
Jab LP
Strong MP
Fierce HP
Short LK
Forward MK
Roundhouse HK
Universal Overhead UOH

Normal Moves

Move Motion
Jab LP
Strong MP
Fierce HP
Close Jab (Close to opponent) LP
Close Strong (Close to opponent) MP
Short LK
Forward MK
Roundhouse HK
Close Short (Close to opponent) LK
Close Forward (Close to opponent) MK
Jumping Jab (Air) LP
Jumping Strong (Air) MP
Jumping Fierce (Air) HP
Neutral Jumping Jab (Air) LP
Neutral Jumping Strong (Air) MP
Neutral Jumping Fierce (Air) HP
Jumping Short (Air) LK
Jumping Forward (Air) MK
Jumping Roundhouse (Air) HK
Neutral Jumping Short (Air) LK
Neutral Jumping Forward (Air) MK
Neutral Jumping Roundhouse (Air) HK
Overhead MP+MK
Taunt HP+HK

Throws

Move Name Motion
Kubi-jime Kataguruma LP+LK or F+LP+LK
Tomoe Nage B+LP+LK
Kuuchuu Jigoku Guruma (Air) LP+LK

Command Normals

Move Name Motion
Mawashi Hiji F+MP
Crouching Jab D+LP
Crouching Strong D+MP
Crouching Fierce D+HP
Crouching Short D+LK
Crouching Forward D+MK
Crouching Roundhouse D+HK
2 Dan Tobi Up Up / Up Up-Forward / Up Up-Backwards

Target Combos

  • close LK -> MK

Special Moves

Move Name Motion
Nichiirin Shyou (B)F+P
Oni Yanma (D)U+P
Niou Riki HCB+P
Jinchuu Watari QCF+K
Hitobashira Nobiri (Air) QCF+K (Tap K rapidly)

EX Moves

Move Name Motion
Nichiirin Shyou (B)F+PP
Oni Yanma (D)U+PP
Jinchuu Watari QCF+KK
Hitobashira Nobiri (Air) QCF+KK (Tap K rapidly)

Super Arts

Num. Super Art Name Motion Super Bars
I Kishin-Riki QCF QCF+P (Aproach opponent, then P) 1 stock
I Kishin-Tsui QCF QCF+PP 1 stock
II Yagyou-Dama QCF QCF+P 3 stocks
II Yagyou-Oodama QCF QCF+PP MAX required
III Tengu-Stone QCF QCF+P 1 stock
III Tengu-Midareishi QCF QCF+PP 1 stock

Move Analysis

  • All sprites are taken from this site: http://www.zweifuss.com/index.htm
  • All Framedata in the "Move Analysis" section is taken from Game Restaurant, this means the Framedata is from the Arcade version, unlike Karathrow, which uses the Dreamcast port.

General

  • Move: Move name
  • Motion: What you must do to execute the move
  • Damage: Damage it does (in pixels)
  • Stun Damage: Stun Damage it does (in pixels)
  • Chains into itself: If you can combo into the same movement
  • Special Cancel: If you can cancel the move into a Special Move
  • Super Cancel: If you can cancel the move into a Super Art
  • Throw Range: Range of the throw (in pixels)
  • Num.: Super Art number
  • Super Art: Super Art name
  • Super Art Stock: Number of Gauge Bars the Super Art have, also the length of each bar (in pixels)

Frame Data

  • Startup: Number of frames it takes to start the move
  • Hit: Number of frames that can hit the opponent
  • Recovery: Number of frames it takes to recover from the move
  • Blocked Advantage: Number of frames you are in advantage/disadvantage after opponent blocks the hit
  • Hit Advantage: Number of frames you are in advantage/disadvantage after opponent takes the hit
  • Crouching Hit Advantage: Number of frames you are in advantage/disadvantage after opponent takes the hit while crouching
  • + # : You have # frames of advantage
  • - # : You have # frames of disadvantage
  • # ~ # : Advantage/disvantage can vary from # to #
  • Down: Enemy gets knocked down
  • Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
  • Parry: How opponent must parry the move, High (H), Low (L) or both (HL)

Gauge Increase

  • Miss: Gauge you gain if you miss the move (in pixels)
  • Blocked: Gauge you gain if the move gets blocked (in pixels)
  • Hit: Gauge you gain if you hit the opponent with the move (in pixels)
  • Parry: Gauge opponent gains when he parry the move (in pixels)

Basic Moves

(orodf).gif
Move Total frames
Dash Forward 17

Comments here

(orodb).gif
Move Total frames
Dash Backwards 11

Comments here

(orojump).gif
Move Motion Startup Frames
Jump BU or U or FU 4

Comments here

(orojump).gif
Move Motion Startup Frames
Super Jump DBU or DU or DFU 5

Comments here

(orow).gif
Move Motion Frames
Normal Wakeup - 71

Comments here

(orotw).gif
Move Motion Frames
Quick Stand Tap D when hitting the ground 52

Comments here

(orot).gif
Move Motion Frames Gauge Increase
Taunt HP+HK ?? ?

Comments here

Move Motion
Parry (High) Tap F when about taking a hit
Parry (Low) Tap D when about taking a hit
Parry (Air) Tap F in air when about taking a hit

Frame Data

Move Frames you're frozen Frames opponent is frozen Frame Advantage when parry is successful Frames before you can try another parry
Parry (High) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Low) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Air) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 21(19 when attack comes from the air)*,**
* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately)
** (If another attack connects within 2 frames of your parry, it will automatically be parried)

Gauge Increase

Move Gauge Increase
Parry (High) 4***
Parry (Low) 4***
Parry (Air) 4***
*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multi-hit attack)

You can buffer any motion during High or Low parry, but NOT during Air parry, also parry resets the juggle count (and thus resets all scaling).

  • Parry information is taken from Shoryuken Forums, specifically from user JinraiPVC. Thanks for this information dude

Normal Moves

Please note that the images shown in this section are for the first frame it hits, so this means the opponent is taking the hit in the image shown on the move. The first frame of every move (except 2nd throw image sprites) is used to illustrate the maximum range of every attack. Note also that those images are ACCURATE, they are exactly the first frame it hits, so the opponent takes damage but doesn't enter the "pain" frame until a frame later.

(orolp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Jab LP 30 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 1 10 0 0 0 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(oromp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Strong MP 80 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 4 12 -2 -1 0 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

(orohp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Fierce HP 140(60+80) 14(7+7) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
17 1 19 -5 -3 -1 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6(1+4+1) 17 8(4+4)

Comments here

(orocloselp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Jab (Close to opponent) LP 35 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 5 +5 +5 +5 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(oroclosemp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Strong (Close to opponent) MP 70(40+30) 8(4+4) Yes Yes/Yes Yes/Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 2 16 -4 0 0 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 6(5+1) 11 8(4+4)

Comments here

(orolk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Short LK 35 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 1 8 +2 +2 +2 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(oromk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Forward MK 100 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 6 12 -5 -4 -3 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

(orohk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Roundhouse HK 120 19 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 4 17 -5 -3 -1 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 7 15 4

Comments here

(orocloselk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Short (Close to opponent) LK 40 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 2 4 +4 +4 +4 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(oroclosemk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Forward (Close to opponent) MK 110 11 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 3 15 -5 -4 -3 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

(orojlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Jab (Air) LP 60 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 17 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(oronjlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Jab (Air) LP 60 5 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 12 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(orojlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Strong (Air) MP 100 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
10 8 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

(oronjlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Strong (Air) MP 110 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 6 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

(orojhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Fierce (Air) HP 140(100+40) 18(9+9) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9 2 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 8 17 8(4+4)

Comments here

(oronjhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Fierce (Air) HP 140 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 4 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 7 15 4

Comments here

(orojlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Short (Air) LK 60 5 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 13 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(oronjlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Short (Air) LK 60 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 10 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(orojlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Forward (Air) MK 100 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 6 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

(oronjlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Forward (Air) MK 110 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 8 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

(orojhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Roundhouse (Air) HK 120 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 3 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 7 15 4

Comments here

(oronjhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Roundhouse (Air) HK 140 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 5 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 7 15 4

Comments here

(oronjlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Tobi Hiza MP+MK 40 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
15 10 5 -5~+7 0~+8 +1~+9 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

Throws

(orokjk).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Kubi-jime Kataguruma LP+LK or F+LP+LK 115(6x30) 20(6x5) 25 Far S.MK/S.HK/Close S.MP/Close S.MK 53/39/35/35

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 12

Comments here

(orotn).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Tomoe Nage B+LP+LK 120 15 25 Far S.MK/S.HK/Close S.MP/Close S.MK 53/39/35/35

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 7

Comments here


(orokjg).gif
Move Motion Damage Stun Damage Throw Range (Front) Throw Range (Up & Down)
Kuuchuu Jigoku Guruma (Air) LP+LK 180 15 19 62~91

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 1 - - - - LP+LK -

Gauge Increase

Miss Blocked Hit
0 - 7

Comments here

Command Normals

(orofmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Mawashi Hiji F+MP 90 13 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 2 18 -5 -4 -3 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

(oroclp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Jab D+LP 30 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 2 9 +1 +1 +1 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(orocmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Strong D+MP 65 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 6 12 -5 -4 -3 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

(orochp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Fierce D+HP 120 11 No No Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 4 18 -2 0 0 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 7 15 4

Comments here

(oroclk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Short D+LK 20 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 2 9 +1 +1 +1 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

(orocmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Forward D+MK 80 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 4 11 0 +1 +2 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
1 5 9 4

Comments here

(orochk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Roundhouse D+HK 100 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
10 2 20 -6 Down Down L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 7 15 4

Comments here

Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
2 Dan Tobi UU/U-UF/U-UB - - No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
- - - - - - - -

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
- - - -

Comments here

Target Combo

Combos

Crouch >R1> QCF x 2 + 2 Punches (EX Kishin Riki) ...........2 rd hit


Stand MP (hit rd 1) >Jinchu Nobori MK stand MP (2 rd hit) While the opponent in air you should make>QCF x 2 + Punch (Kishin Riki) ............

Frame Data

Normals

Throws

Command Normals

Special Moves

Super Arts

Additional Frame Data

Strategies

Overview

Basics

Super Art Selection

Kara-Techniques

Zoning

Mixups

Additional Notes

  • Personal Action: Recovers stun meter.