Street Fighter 3: 3rd Strike/Oro/2021/Introduction: Difference between revisions

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==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===
{{ ProConTable
| pros=
*'''Powerful supers''': Once Oro has meter, he can threaten to immediately end the round with a single close MP leading to Yagyou unblockable loops or very high damage Tengu juggles.
*'''Strong grounded pokes''': Oro's ground normals range from sufficient to dominating against much of the cast. Standing HK in particular is quite fast and deals massive stun.
*'''Mobility and unique movement''': Oro's dashes are very fast and cover a lot of distance. His forward dash shrinks his vertical hurt box, so it can dodge under many moves with high hit boxes. Oro is the only character with a double jump. These movement options are key to playing his strong keepaway game and frustrating the opponent.
*'''Short and weird''': Oro has some very special hurt boxes that can cause standard combos to drop, forcing opponents to do lower damage variations, or go for difficult extensions.
| cons=
*'''Slow normal recovery''': Many of Oro's important pokes have long recovery, making them whiff punish bait against attentive opponents. Notably, far MK and standing HK are negative enough that some characters can super punish him on hit.
*'''Whiff punishes and hit confirms''': While Oro's grounded normal moves are generally quite good, he does not convert random hits into damage very well unless he lands close MP.
}}
===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 ====
Kishin Riki is Oro's weakest super. It has limited combo potential, and doesn't deal enough damage given the amount of bar and limited EX usage.
*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.
*EX: A grounded command grab that the opponent can jump out of after the super flash. Oro can combo into this super after hitting the opponent with crouch fierce. Deals better damage than the basic version, but the long startup limits its effectiveness, and it doesn't have the round-ending potential of his other supers.
==== SA2: Yagyou Dama ====
Unblockable loops. This is Oro's only super with multiple stocks, so it gives him the most versatility with his rather good EX moves.
*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.
*EX: Oro flies into the air and uses all three stocks to throw a huge DBZ energy ball at the opponent. Actually deals a lot of damage if you somehow hit it raw. Generally the damage is not worth it compared to continuing a loop or going for a corner reset, but you do get a cool win pose if the opponent dies to this.
==== SA3: Tengu Stones ====
A very good install super that makes up for the lack of EX 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.
*EX: Oro summons 5 rocks, and the timer counts down quickly. When the rocks hit, they reset the juggle counter. This is the one you want to activate for big, round-ending combos and 100% stun resets.
===Notable Players===
{| class="wikitable sortable"
|+ so you can look them up on YouTube
|-
! English !! Japanese
|-
| Vanao || ヴァナヲ
|-
| Dirty♪ || ?
|-
| Thanatos || タナトス
|-
| Inoue || 井上
|-
| Hirochan || ヒロちゃん
|-
| Kuroda || クロダ
|-
| Koro || コロ
|-
| Fugu || フグ
|-
| TINSHI || ?
|-
| Mr. Mikami || Mr.ミカミ
|-
| Tama || 玉
|}
==Introduction==
==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 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.

Revision as of 21:54, 27 August 2021

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
  • Powerful supers: Once Oro has meter, he can threaten to immediately end the round with a single close MP leading to Yagyou unblockable loops or very high damage Tengu juggles.
  • Strong grounded pokes: Oro's ground normals range from sufficient to dominating against much of the cast. Standing HK in particular is quite fast and deals massive stun.
  • Mobility and unique movement: Oro's dashes are very fast and cover a lot of distance. His forward dash shrinks his vertical hurt box, so it can dodge under many moves with high hit boxes. Oro is the only character with a double jump. These movement options are key to playing his strong keepaway game and frustrating the opponent.
  • Short and weird: Oro has some very special hurt boxes that can cause standard combos to drop, forcing opponents to do lower damage variations, or go for difficult extensions.
  • Slow normal recovery: Many of Oro's important pokes have long recovery, making them whiff punish bait against attentive opponents. Notably, far MK and standing HK are negative enough that some characters can super punish him on hit.
  • Whiff punishes and hit confirms: While Oro's grounded normal moves are generally quite good, he does not convert random hits into damage very well unless he lands close MP.

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

Kishin Riki is Oro's weakest super. It has limited combo potential, and doesn't deal enough damage given the amount of bar and limited EX usage.

  • 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.
  • EX: A grounded command grab that the opponent can jump out of after the super flash. Oro can combo into this super after hitting the opponent with crouch fierce. Deals better damage than the basic version, but the long startup limits its effectiveness, and it doesn't have the round-ending potential of his other supers.

SA2: Yagyou Dama

Unblockable loops. This is Oro's only super with multiple stocks, so it gives him the most versatility with his rather good EX moves.

  • 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.
  • EX: Oro flies into the air and uses all three stocks to throw a huge DBZ energy ball at the opponent. Actually deals a lot of damage if you somehow hit it raw. Generally the damage is not worth it compared to continuing a loop or going for a corner reset, but you do get a cool win pose if the opponent dies to this.

SA3: Tengu Stones

A very good install super that makes up for the lack of EX 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.
  • EX: Oro summons 5 rocks, and the timer counts down quickly. When the rocks hit, they reset the juggle counter. This is the one you want to activate for big, round-ending combos and 100% stun resets.

Notable Players

so you can look them up on YouTube
English Japanese
Vanao ヴァナヲ
Dirty♪ ?
Thanatos タナトス
Inoue 井上
Hirochan ヒロちゃん
Kuroda クロダ
Koro コロ
Fugu フグ
TINSHI ?
Mr. Mikami Mr.ミカミ
Tama
3S Frame Data Glossary
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.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
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.

Frame Data

5LP (cl)
Close LP
5LP (cl)
(orocloselp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 1 5 5 5 5 6 3 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
5LP (far)
Far LP
5LP (far)
(orolp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 1 10 0 0 0 5 3 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
5MP (cl)
Close MP
5MP (cl)
(oroclosemp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 4 16 -2 D D 12 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su sj
  • Self meter gain: Whiff: 1, Hit: 12, Block: 8.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
5MP (far)
Far MP
5MP (far)
(oromp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 4 12 -2 -1 0 14 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 10 kara range
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
5HP
Stand HP
5HP
(orohp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
17 3 19 -5 -3 -1 22 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 18, Block: 9.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
5LK (cl)
Close LK
5LK (cl)
(orocloselk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 2 4 4 4 4 7 3 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su
FATonline.png
5LK (far)
Far LK
5LK (far)
(orolk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
3 1 8 2 2 2 6 3 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: self sp su
FATonline.png
5MK (cl)
Close MK
5MK (cl)
(oroclosemk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 3 15 -5 -4 -3 19 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su
  • 10 kara range
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
5MK (far)
Far MK
5MK (far)
(oromk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 6 12 -5 -4 -3 17 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 28 kara range
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
5HK
Stand HK
5HK
(orohk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 4 17 -5 -3 -1 21 19 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 14 kara range
  • Self meter gain: Whiff: 2, Hit: 20, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
6MP
Mawashihiji
6MP
(orofmp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 2 18 -5 -4 -3 16 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 12 kara range
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
2LP
Crouch LP
2LP
(oroclp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 2 9 1 1 1 5 3 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: self sp su
FATonline.png
2MP
Crouch MP
2MP
(orocmp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 6 12 -5 -4 -3 11 3 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
2HP
Crouch HP
2HP
(orochp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 4 18 -2 - - 21 11 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • 6 kara range
  • Self meter gain: Whiff: 2, Hit: 20, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
2LK
Crouch LK
2LK
(oroclk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 2 9 1 1 1 3 3 - - L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: self sp su
FATonline.png
2MK
Crouch MK
2MK
(orocmk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 4 11 - 1 2 14 3 - - L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: sp su
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
2HK
Crouch HK
2HK
(orochk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
10 2 20 -6 D D 17 3 - - L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 20, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
8LP
Jump LP (Neutral)
8LP
(oronjlp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
3 12 - - - - 10 5 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
FATonline.png
j.LP
Jump LP
j.LP
(orojlp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 17 - - - - 10 7 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
FATonline.png
8MP
Jump MP (Neutral)
8MP
(oronjmp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 6 - - - - 19 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
j.MP
Jump MP
j.MP
(orojmp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
10 8 - - - - 17 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
8HP
Jump HP (Neutral)
8HP
(oronjhp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 4 - - - - 24 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 20, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
j.HP
Jump HP
j.HP
(orojhp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
9 4 - - - - 23 17 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 21, Block: 11.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
8LK
Jump LK (Neutral)
8LK
(oronjlk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 10 - - - - 10 7 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
FATonline.png
j.LK
Jump LK
j.LK
(orojlk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
3 13 - - - - 10 5 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
FATonline.png
8MK
Jump MK (Neutral)
8MK
(oronjmk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 8 - - - - 19 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
j.MK
Jump MK
j.MK
(orojmk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
3 6 - - - - 17 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 1, Hit: 11, Block: 7.
  • Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
FATonline.png
8HK
Jump HK (Neutral)
8HK
(oronjhk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 5 - - - - 24 15 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 20, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
j.HK
Jump HK
j.HK
(orojhk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 3 - - - - 21 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 20, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
LPLK (mash)
Kubishime Kataguruma
LPLK (mash)
(orokjk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 1 21 - D D 19 22 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 24 throw range
  • 1 kara range
FATonline.png
4LPLK
Tomoe Nage
4LPLK
(orotn).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 1 21 - D D 21 14 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 24 throw range
  • 1 kara range
FATonline.png
LPLK (air)
Kuuchuu Jigoku Guruma
LPLK (air)
(orokjg).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 1 - -1 D D 32 14 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 20 throw range
FATonline.png
MPMK
Tobihiza
MPMK
(orouoh).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
15 10 5 - - - 7 3 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
FATonline.png
HPHK
Sleep
HPHK
(orot).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
FATonline.png
63214P
Human Pillar Driver
63214P
LP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
9 2 29 -15 - - 24 19 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 62 throw range
  • Self meter gain: Whiff: 1, Hit: 11, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: ---.
FATonline.png


MP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
10 2 29 -15 - - 27 19 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 62 throw range
  • Self meter gain: Whiff: 1, Hit: 11, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: ---.
FATonline.png


HP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 2 29 -15 - - 31 19 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 62 throw range
  • Self meter gain: Whiff: 1, Hit: 11, Block: ---.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: ---.
FATonline.png
28P
LP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 10 -29 -34 - - 24 15 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png


MP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 17 -30 -42 - - 28 15 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png


HP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 23 -33 -50 - - 31 21 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 22, Block: 17.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png


EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 25 -43 -60 - - 35 21 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
46P
Sun Disk Palm
46P
(orosdp).gif
LP
(orosdpm).gif
MP
(orosdph).gif
HP
LP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
15 - 27 -6 - - 8 7 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
FATonline.png


MP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
15 - 25 -4 - - 8 7 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
FATonline.png


HP Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
13 - 23 -2 - - 10 11 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
FATonline.png
46PP (low)
Sun Disk Palm (low)
46PP (low)
(orosdp1ex).gif
EX
EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
15 - 27 1 - - 16 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
46PP (high)
Sun Disk Palm (high)
46PP (high)
(orosdp2ex).gif
EX
EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
21 - 37 - - - 16 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
236K
Jinchu Nobori
236K
LK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
27 6 19 16 - - 16 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 22, Block: 16.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png


MK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
31 6 17 16 - - 20 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 22, Block: 16.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png


HK Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
34 6 16 16 - - 22 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 22, Block: 16.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png


EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
31 12 16 16 - - 34 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
236K (air)
Air Jinchu Nobori
236K (air)
(oroajn).gif
236K (air)
(oroajnex).gif
EX
Normal Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 6 29 -19 - - 19 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 6, Hit: 27, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png


EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 7 30 -20 - - 22 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
236236P (SA1)
Kishin Riki
236236P (SA1)
(orosa1).gif
236236P (SA1)
(oroairsa1).gif
EX
(orosa1pp).gif
Normal Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
FATonline.png


EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
12 1 25 - - - 71 - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 37 throw range
FATonline.png
SA1 > P (ground)
Ground Grab
SA1 > P (ground)
(orosa1).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 1 18 - - - 58 - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 28 throw range
FATonline.png
SA1 > P (air)
Air Grab
SA1 > P (air)
(oroairsa1).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 4 - - - - 52 - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 42 throw range
FATonline.png
236236P (SA2)
Yagyou Dama
236236P (SA2)
(orosa2).gif
236236P (SA2)
(orosa2pp).gif
EX
Normal Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
28 21 - - - - 33 9 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
FATonline.png


EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
27 52 - - - - 96 19 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
FATonline.png
236236P (SA3)
Tengu Stones
236236P (SA3)
(orosa3).gif
236236P (SA3)
Normal Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
17 - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
FATonline.png


EX Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
17 - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
FATonline.png

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