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

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[[Image:Oro3s-stance-short.gif|frame|right|Oro's Neutral Stance]]
[[Image:Oro3s-stance-short.gif|frame|right|Oro's Neutral Stance]]
==Introduction==
==Introduction==
==Moves List==
 
===Normal Moves===
==Specific Character Information==
====Throws====
 
{| border="0" cellpadding="5" cellspacing="0" width="70%"
*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 ===
 
[[Image:(ocolor).gif|center]]
 
== Moves List ==
 
=== Basic Moves ===
 
{| border="1em" cellspacing="0" width="45%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''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 ===
 
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''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 ====
 
{| border="1em" cellspacing="0" width="40%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''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 ====
 
{| border="1em" cellspacing="0" width="50%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Move Name''' || '''Motion'''
|-
| Mawashi Hiji || F+MP
|-
| Crouching Jab || D+LP
|-
| Crouching Strong || D+MP
|-
| Crouching Fierce || D+HP
|-
| Crouching Short || D+LK
|-
|-
| Throw || LP + LK
| Crouching Forward || D+MK
|-
|-
| Back Throw || B + LP + LK
| Crouching Roundhouse || D+HK
|-
|-
| Air Throw || j.LP + j.LK
| 2 Dan Tobi || Up Up / Up Up-Forward / Up Up-Backwards
|}
|}


====Command Normals====
==== Target Combos ====
====Target Combos====
===Special Moves===
===Special Moves===
{| border="0" cellpadding="5" cellspacing="0" width="70%"
{| border="0" cellpadding="5" cellspacing="0" width="70%"

Revision as of 07:29, 16 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

Special Moves

Nioh Riki HCB + P
Oni Yanma Charge D > U + P
Nichirin Sho Charge B > F + P
Jinchu Watari QCF + K (EX) * Can also be performed in the air

Super Arts

I Kishin Riki QCF -> QCF + P, P (Near opponent) 1 stock
I Kishin Tsui QCF -> QCF + PP 1 stock (MAX Required)
II Yagyou-Dama QCF -> QCF + P 3 stocks
II Yagyou-Odama QCF -> QCF + PP 3 stocks (MAX Required)
III Tengu-Stone QCF -> QCF + P 1 stock
III Tengu Midareishi QCF -> QCF + PP 1 stock (MAX Required)

Move Analysis

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.