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

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==== Target Combos ====
==== Target Combos ====
===Special Moves===
 
{| border="0" cellpadding="5" cellspacing="0" width="70%"
* close LK -> MK
 
=== Special Moves ===
 
{| border="1em" cellspacing="0" width="55%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Move Name''' || '''Motion'''
|-
| Nichiirin Shyou || (B)F+P
|-
|-
| Nioh Riki || HCB + P ||
| Oni Yanma || (D)U+P
|-
|-
| Oni Yanma || Charge D > U + P ||
| Niou Riki || HCB+P
|-
|-
| Nichirin Sho || Charge B > F + P||
| Jinchuu Watari || QCF+K
|-
|-
| Jinchu Watari || QCF + K || (EX) * Can also be performed in the air
| Hitobashira Nobiri || '''(Air)''' QCF+K (Tap K rapidly)
|}
|}


===Super Arts===                                                    
=== EX Moves ===
                                                                                                                                                                                                                                                                                                       
 
{| border="0" cellpadding="5" cellspacing="0" width="95%"
{| border="1em" cellspacing="0" width="55%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''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 ===
 
{| border="1em" cellspacing="0" width="60%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| '''Num.''' || '''Super Art Name''' || '''Motion''' || '''Super Bars'''
|-
|-
| I || Kishin Riki || QCF -> QCF + P, P (Near opponent) || 1 stock
| I || Kishin-Riki || QCF QCF+P (Aproach opponent, then P) || 1 stock
|-
|-
| I || Kishin Tsui || QCF -> QCF + PP || 1 stock (MAX Required)
| I || Kishin-Tsui || QCF QCF+PP || 1 stock
|-
|-
| II || Yagyou-Dama || QCF -> QCF + P || 3 stocks
| II || Yagyou-Dama || QCF QCF+P || 3 stocks
|-
|-
| II || Yagyou-Odama || QCF -> QCF + PP || 3 stocks (MAX Required)
| II || Yagyou-Oodama || QCF QCF+PP || MAX required
|-
|-
| III || Tengu-Stone || QCF -> QCF + P || 1 stock
| III || Tengu-Stone || QCF QCF+P || 1 stock
|-
|-
| III || Tengu Midareishi || QCF -> QCF + PP || 1 stock (MAX Required)
| III || Tengu-Midareishi || QCF QCF+PP || 1 stock
|}
|}


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

Revision as of 08:09, 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

  • 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

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.