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

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(→‎Combos: updated meterless combos)
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=Combos=
=Combos=
===Basics===


* cl.MK  > hcb + P
==Meterless==
That will be your main 2-in-1 Stun Meter Builder against a standing opponent
===light starters===
* close LP x 5LK
** 9 damage, 3 meter, 4 stun
** link combo
* close LK, 5MK
** 12 damage, 6 meter, 6 stun
** target combo
* close LK xx uppercut
** 24, 27, 30 damage; 21, 21, 22 meter; 16, 16, 21 stun
* far LK, HP uppercut
** 30 damage, 22 meter, 21 stun
* 2LK, LP or MP uppercut
** --, 24, 27 damage; -- , 21, 22 meter; --, 16, 21 stun
Notes: close LP and close LK are occasionally good mash options due to the very fast (2f) startup


Weird 2-in-1
===MK starters===
* 5MK xx HPD
** 34, 36, 39 damage; 21 meter, 27 stun
** also works after jump-in starters
* 2MK xx HPD
** 29, 31, 34 damage; 21 meter, 19 stun
Notes: 5MK is a good punish option. 5MK is 4f startup, the combo does good damage and stun, and HPD causes an untechable knockdown. HPD is very unsafe (-15) so this is not a real mixup. Stop.


===close MP (first hit) starters===
* close MP(1) xx MK chicken, MP uppercut
** 34 damage, 48 meter, 18 stun
** late chicken kick starter OK
* close MP(1) xx MK chicken, HP uppercut
** 35 damage, 49 meter, 23 stun
* close MP(1) xx MK chicken, close MP(1) xx MK chicken, close MP(1) xx MK chicken
** 32 damage, 79 meter, 15 stun
** use this for meter build
* close MP(1) xx MK chicken, close MP(1) xx MK chicken, HP uppercut
** 38 damage, 72 meter, 24 stun
** side switch
* close MP(1) xx MK chicken, close MP(1) xx MK chicken, MP uppercut
** 43 damage, 72 meter, 21 stun
** max damage from this starter
** late chicken kick starter OK
Notes: These are not confirms. Bad Oro players will YOLO these options because if they guess right, they get to chicken loop into Yagyou unblockables or Tengu combos. On block, the chicken kick is punishable. Ideally these should be used in parry or block punish situations only.


* cr.MK / cr.LK > (d) u + P
===close MP (second hit) starters===
Can be a nice wake up reversal
* close MP(2), 5HK
** 25 damage, 29 meter, 23 stun
** easy hit confirm
** late chicken kick starter OK
* close MP(2), sjc j.HK
** 28 damage, 29 meter, 20 stun
* close MP(2), walk forward, close MP(1), neutral sjc j.HK
** 30 damage, 37 meter, 24 stun
** corner oki setup
** late chicken kick starter OK
* close MP(2), xx HK chicken, 5HK
** 31 damage, 46 meter, 24 stun
** side switch if midscreen, keeps corner if opponent is cornered
* close MP(2), xx HK chicken, MP uppercut
** 36 damage, 47 meter, 21 stun
** max meterless confirm
** side switch if midscreen, keeps corner if opponent is cornered
** doesn't work on twins
** for Hugo, kara the uppercut with HK or MK


 
Note: These can actually be confirmed. Close MP(2), walk up, close MP(1) is very powerful because it can also lead into Oro's big damage super options. All MP starters above work from jump LK, jump MK, or jump HK starters as well. LK is very hard. MK is a little more lenient. HK is the most reliable.
* (cl.MP (1 hit) > Chicken Dance (qcf + MK))
Exception: 2mk combos
will be referred to as a "Chicken Rep[etition]" throughout the rest of my post.
 
 
Meterless:
Oro's basic bnb used for punishing. I call it "The Chicken Dance Combo," which I will henceforth refer to as CD or CD combo (including variants of CD).
 
 
* "Chicken rep" x 2, LP Oni Yanma ((d) u + LP)
 
This combo does decent damage and builds a lot of meter. It drops vs Yang, Yun, and Hugo, but it works if you drop a chicken rep. Different characters have varying levels of difficulty to juggle and varied timing when doing this combo. Alex and Dudley are the easiest, then everyone with a wide hit-box, then shotos are the most difficult. This combo tends to be easier in the corner.
 
The CD combo can not be hit- confirmed, so it is for punishes and guessing games ONLY. You will be very vulnerable if it does not connect.
 
 
'''close MP combos'''
 
 
Here are some safer, un-metered combos.
 
 
* cl.MP (2 hits), st.HK
This does good stun damage and is extremely easy to confirm. Hits the opponent somewhat far away.
 
 
* cl.MP (2 hits), j.HK
The HK resets the opponent in the air and there is a mix-up situation when the two of you land, which I will talk more about in the SETUPS section of this guide.
 
 
* cl.MK / cr.MK > command grab (hcb + P)
There are two ways of combo-ing into Oro's command grab, which scores an un-techable knockdown, and allows raw super activations and gimmicks.


===SA I===
===SA I===

Revision as of 04:49, 14 September 2021

Combos

Meterless

light starters

  • close LP x 5LK
    • 9 damage, 3 meter, 4 stun
    • link combo
  • close LK, 5MK
    • 12 damage, 6 meter, 6 stun
    • target combo
  • close LK xx uppercut
    • 24, 27, 30 damage; 21, 21, 22 meter; 16, 16, 21 stun
  • far LK, HP uppercut
    • 30 damage, 22 meter, 21 stun
  • 2LK, LP or MP uppercut
    • --, 24, 27 damage; -- , 21, 22 meter; --, 16, 21 stun

Notes: close LP and close LK are occasionally good mash options due to the very fast (2f) startup

MK starters

  • 5MK xx HPD
    • 34, 36, 39 damage; 21 meter, 27 stun
    • also works after jump-in starters
  • 2MK xx HPD
    • 29, 31, 34 damage; 21 meter, 19 stun

Notes: 5MK is a good punish option. 5MK is 4f startup, the combo does good damage and stun, and HPD causes an untechable knockdown. HPD is very unsafe (-15) so this is not a real mixup. Stop.

close MP (first hit) starters

  • close MP(1) xx MK chicken, MP uppercut
    • 34 damage, 48 meter, 18 stun
    • late chicken kick starter OK
  • close MP(1) xx MK chicken, HP uppercut
    • 35 damage, 49 meter, 23 stun
  • close MP(1) xx MK chicken, close MP(1) xx MK chicken, close MP(1) xx MK chicken
    • 32 damage, 79 meter, 15 stun
    • use this for meter build
  • close MP(1) xx MK chicken, close MP(1) xx MK chicken, HP uppercut
    • 38 damage, 72 meter, 24 stun
    • side switch
  • close MP(1) xx MK chicken, close MP(1) xx MK chicken, MP uppercut
    • 43 damage, 72 meter, 21 stun
    • max damage from this starter
    • late chicken kick starter OK

Notes: These are not confirms. Bad Oro players will YOLO these options because if they guess right, they get to chicken loop into Yagyou unblockables or Tengu combos. On block, the chicken kick is punishable. Ideally these should be used in parry or block punish situations only.

close MP (second hit) starters

  • close MP(2), 5HK
    • 25 damage, 29 meter, 23 stun
    • easy hit confirm
    • late chicken kick starter OK
  • close MP(2), sjc j.HK
    • 28 damage, 29 meter, 20 stun
  • close MP(2), walk forward, close MP(1), neutral sjc j.HK
    • 30 damage, 37 meter, 24 stun
    • corner oki setup
    • late chicken kick starter OK
  • close MP(2), xx HK chicken, 5HK
    • 31 damage, 46 meter, 24 stun
    • side switch if midscreen, keeps corner if opponent is cornered
  • close MP(2), xx HK chicken, MP uppercut
    • 36 damage, 47 meter, 21 stun
    • max meterless confirm
    • side switch if midscreen, keeps corner if opponent is cornered
    • doesn't work on twins
    • for Hugo, kara the uppercut with HK or MK

Note: These can actually be confirmed. Close MP(2), walk up, close MP(1) is very powerful because it can also lead into Oro's big damage super options. All MP starters above work from jump LK, jump MK, or jump HK starters as well. LK is very hard. MK is a little more lenient. HK is the most reliable. Exception: 2mk combos

SA I

  • cl.MP (2 hits) > Super Art I activation (qcf qcf + P), jump P

This is the best and only way to active Normal Super Art and comboing


  • cr.HP > EX Super Art I (qcf qcf + PP)

This is the only way to combo the Super Art

SA II Unblockable Setups

Oro can combo his Super Art II and also made setups with it

(cl. MP (2 hit) xxx MK Chicken Wing) x 2 ,cl.MP (1 hit) xx Super Art II

Each character can be trapped with an specific version of the Super Art and also

Chun, Makoto: Jab Yagyou, dash 3 times.

Shotos: Strong Yagyou, dash 2 times.

Dudley: Fierce Yagyou, dash 1 time.

Necro: Jab Yagyou, dash 2 times.

Ibuki/Remy: Fierce Yagyou, dash 1 time, walk up a few pixels.

Alex, Yun, and Yang are the same as Necro: Jab Yagyou, dash twice.

Based on [1]

EX SAIII Combo

This is Oro's big, easy way to deal damage; the EX Tengu Stones. Here's the biggest mid screen combo:

1) 1 hit cl MPxxx MK Chicken dance, land, juggle with 1 hit cl MPxxx MK chicken dance, land, juggle with 1 hit cl. MP xxx EX Tengu stones

NOTE: You can combo into EX Tengu after only one repetition of mpxxx chicken dance, or simply 2 hit MPxxx EX Tengu. I only go for the entire combo if I don't have a full meter, or I know it's going to kill them. It's much easier to just 2 hit mpxxx EX Tengu.

If the opponent is cornered and you want to activate EX Tengu, there's a reset opporotunity that is necessary for Oro's 100% combos:

1) 1 hit cl MPxxx MK Chicken dance, land, juggle with 1 hit cl MPxxx MK chicken dance, land, juggle with cr. HP xxx EX Tengu stones. (after this activation, hold towards and hit them with a jab as fast as possible. HK comes out slow and does not always connect vs small characters who fall quickly, then the combo is just HK HK HK HK.....)

After the EX Tengu activation in a combo (without the cr. HP reset), juggle with either;

1) jump HK, land, juggle w/ cl MK, repeat. (During this combo, you need to do toward + MP every once in a while if they get too far away. Go in training mode and you'll get a feel for this.)

2) juggle w/ st. HK, toward MP, toward MP, repeat. I use this one mainly vs shotos, twins, Hugo, and Chun Li, since it seems like they randomly go in the wrong direction during the other juggle.

IF YOU HAVE THEM IN THE CORNER WITH EX TENGU STONES ACTIVATED:

1) HK (repeat).

Yup! That's it! If you are performing a juggle and it takes the opponent all the way to the corner, just start pressing roundhouse instead of the other stuff. Keep in mind that you wanna hit with Oro's leg for max damage output.

Combo Enders after a super runs out: Pretty much any of the previously mentioned combos lead out of supers. If you are using SAII, the only combo ender you should really do is the full chicken dance combo to build back your meter for another unblockable.

The only combo I tend to use only as an ender was presented to me by Cali Oro player Red Venom:

1) EX SAIII ends, 2 hit MP, MP fireball, st. HK (or cl. LP for a reset)

It tends to work well vs shotos, since the full chicken dance combo can be hard to do on them, but this only really works in the corner, which is where many Tengu combos end up.

3S Navigation

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Alex
Chun-Li
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Elena
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Ken
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Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill