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{{Character Subnav 3S | name=Oro}} | |||
[[Image:Oro3sport.gif|frame|right|Oro's Character Select Portrait]] | [[Image:Oro3sport.gif|frame|right|Oro's Character Select Portrait]] | ||
[[Image:Oro3s-stance-short.gif|frame|right|Oro's Neutral Stance]] | [[Image:Oro3s-stance-short.gif|frame|right|Oro's Neutral Stance]] |
Latest revision as of 14:05, 23 March 2025
Updated version available!
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Introduction
Oro is a mid tier character that can be incredibly scary in the right hands. He features a strange and unorthodox movelist and some of the best and most technical supers in the game. Roughly speaking, his gameplan consists of building meter while being hard to hit with his great mobility and strong pokes, and once the supers are stocked, looking for a nasty setup with his SA that can potentially be as damaging as a full health bar.
Strengths | Weaknesses |
---|---|
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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
- Standard Throw Range (pixels): 25
- Kara-Throw Range (pixels): 53
- Dash Forward (frames) / Moving Distance: 17 / 2
- Dash Backward (frames) / Moving Distance: 11 / 2
- Normal Wake up (frames): 71
- Quick Stand (frames): 52
Character Colors
Moves List
Throws
Kubi-jime Kataguruma | ![]() ![]() |
Tomoe Nage | ![]() ![]() ![]() |
Air Throws
Kuuchuu Jigoku Guruma | Air ![]() ![]() |
Command Moves
Mawashi Hiji | ![]() ![]() |
Double Jump | Air ![]() |
Special Moves
Nichirin Shou | ![]() ![]() ![]() |
EX SC | ||
Oni Yanma | ![]() ![]() ![]() |
EX SC | SC on 1st/2nd hit | |
Niou Riki | ![]() ![]() |
|||
Jinchuu Watari | ![]() ![]() |
EX | ||
Hitobashira Nobori | Air ![]() ![]() |
EX |
Super Arts
Target Combo
![]() ![]() |
Move Analysis
- All sprites are taken from this site: https://www.justnopoint.com/zweifuss/
- 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/disadvantage 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
Move | Total frames |
---|---|
Dash Forward | 17 |
Comments here
Move | Total frames |
---|---|
Dash Backwards | 11 |
Comments here
Move | Motion | Startup Frames |
Jump | BU or U or FU | 4 |
Comments here
Move | Motion | Startup Frames |
Super Jump | DBU or DU or DFU | 5 |
Comments here
Move | Motion | Frames |
Normal Wakeup | - | 71 |
Comments here
Move | Motion | Frames |
Quick Stand | Tap D when hitting the ground | 52 |
Comments here
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
Standing Normals
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.
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Far Jab | LP | 30(5 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Far Strong | MP | 80(14 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Fierce | HP | 140(60+80)(22 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Close Jab | (Close to opponent) LP | 35(6 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Close Strong | (Close to opponent) MP | 70(40+30)(14 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Far Short | LK | 35(6 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Far Forward | MK | 100(17 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Roundhouse | HK | 120(21 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Close Short | (Close to opponent) LK | 40(7 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Close Forward | (Close to opponent) MK | 110(19 life points) | 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
Jumping Normals
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Jump Jab | (Air) LP | 60(10 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Neutral Jump Jab | (Air) LP | 60(10 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Jump Strong | (Air) MP | 100(17 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Neutral Jump Strong | (Air) MP | 110(19 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Jump Fierce | (Air) HP | 140(100+40)(23 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Neutral Jump Fierce | (Air) HP | 140(24 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Jump Short | (Air) LK | 60(10 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Neutral Jump Short | (Air) LK | 60(10 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Jump Forward | (Air) MK | 100(17 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Neutral Jump Forward | (Air) MK | 110(19 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Jump Roundhouse | (Air) HK | 120(21 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Neutral Jump Roundhouse | (Air) HK | 140(24 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Tobi Hiza | MP+MK | 40(7 life points) | 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
Move | Motion | Damage | Stun Damage | Throw Range | Kara-Throw | Kara-Throw Range |
Kubi-jime Kataguruma | LP+LK or F+LP+LK | 115(6x30)(19 life points) | 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
Move | Motion | Damage | Stun Damage | Throw Range | Kara-Throw | Kara-Throw Range |
Tomoe Nage | B+LP+LK | 120(21 life points) | 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
Move | Motion | Damage | Stun Damage | Throw Range (Front) | Throw Range (Up & Down) |
Kuuchuu Jigoku Guruma | (Air) LP+LK | 180(32 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Mawashi Hiji | F+MP | 90(16 life points) | 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
Crouching Normals
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Crouch Jab | D+LP | 30(5 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Crouch Strong | D+MP | 65(11 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Crouch Fierce | D+HP | 120(21 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Crouch Short | D+LK | 20(3 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Crouch Forward | D+MK | 80(14 life points) | 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
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Crouch Roundhouse | D+HK | 100(17 life points) | 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
Target Combo
Move | Motion | Damage | Stun Damage | Chains into itself | Special Cancel | Super Cancel | Juggle Value |
Target Combo | Close LK -> MK | 40+50 | 3+5 | No/No | Yes/No | Yes/No |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
2 | - | - | -5 | -4 | -3 | HL | HL/H |
Gauge Increase
Miss | Blocked | Hit | Parry (Gauge for opponent) |
0+? | 1+1 | 2+1 | 8(4+4) |
Comments here
Special Moves
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel | Juggle Value |
Sun Disk Palm (Jab) | Charge B,F+LP | 50(8 life points) | 3 | 7 | Yes | |
Sun Disk Palm (Strong) | Charge B,F+MP | 50(8 life points) | 3 | 7 | Yes | |
Sun Disk Palm (Fierce) | Charge B,F+HP | 60(10 life points) | 4 | 11 | Yes |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Sun Disk Palm (Jab) | 14 | 1 | 27 | -6 | -5 | -4 | HL | H |
Sun Disk Palm (Strong) | 12 | 1 | 25 | -4 | -3 | -2 | HL | H |
Sun Disk Palm (Fierce) | 14 | 1 | 23 | -2 | -1 | 0 | HL | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Sun Disk Palm (Jab) | 0 | 1 | 2 | 4 |
Sun Disk Palm (Strong) | 0 | 1 | 2 | 4 |
Sun Disk Palm (Fierce) | 0 | 1 | 2 | 4 |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel | Juggle Value |
Oniyama (Jab) | Charge D,U+LP | 140(80(40))(24 life points) | 9 | 15 | Yes | |
Oniyama (Strong) | Charge D,U+MP | 160(100(40))(28 life points) | 10 | 15 | Yes | |
Oniyama (Fierce) | Charge D,U+HP | 180(2 hits)(120+60+60+40)(31 life points) | 11(5+2+2) | 20(19+3+3+3) | Yes/Yes |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Oniyama (Jab) | 6 | 10 | 29 | -22 | Down | Down | HL | HL |
Oniyama (Strong) | 6 | 17 | 30 | -30 | Down | Down | HL/HL | HL/HL |
Oniyama (Fierce) | 1 | 1・1・1・20 | 33 | -38 | Down | Down | HL/HL/HL | HL/HL/HL |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Oniyama (Jab) | 3 | 15 | 21 | 4 |
Oniyama (Strong) | 3 | 15 | 21 | 4 |
Oniyama (Fierce) | 3 | 17 | 22 | 16(4x4) |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel | Juggle Value |
Jinchu Nobori (Short) | QCF+LK | 100(50+50)(16 life points) | 6(3+3) | 10(5+5) | No/No | |
Jinchu Nobori (Forward) | QCF+MK | 115(60+60)(20 life points) | 8(4+4) | 10(5+5) | No/No | |
Jinchu Nobori (Roundhouse) | QCF+HK | 130(70+60)(22 life points) | 9(5+4) | 10(5+5) | No/No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Jinchu Nobori (Short) | 27・35 | 3・3 | 13 | -40~-35 | Down | Down | H/H | H/H |
Jinchu Nobori (Forward) | 31・39 | 3・3 | 13 | -40~-35 | Down | Down | H/H | H/H |
Jinchu Nobori (Roundhouse) | 34・42 | 3・3 | 13 | -40~-35 | Down | Down | H/H | H/H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Jinchu Nobori (Short) | 3 | 16(15+1) | 22(21+1) | 8(4+4) |
Jinchu Nobori (Forward) | 3 | 16(15+1) | 22(21+1) | 8(4+4) |
Jinchu Nobori (Roundhouse) | 3 | 16(15+1) | 22(21+1) | 8(4+4) |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Super Cancel | Juggle Value |
Air Jinchu Nobori (Short) | (Air) QCF+LK | 160(8 hits)(40+40+20×6)(19 life points) | 6 | 10(8 hits)(5+5+0×6) | No/No | |
Air Jinchu Nobori (Forward) | (Air) QCF+MK | 160(8 hits)(40+40+20×6)(19 life points) | 6 | 10(8 hits)(5+5+0×6) | No/No | |
Air Jinchu Nobori (Roundhouse) | (Air) QCF+HK | 160(8 hits)(40+40+20×6)(19 life points) | 6 | 10(8 hits)(5+5+0×6) | No/No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Air Jinchu Nobori (Short) | 8 | 3 | 13 | -40~+5 | Down | Down | H/H | H/H |
Air Jinchu Nobori (Forward) | 8 | 3 | 13 | -40~+5 | Down | Down | H/H | H/H |
Air Jinchu Nobori (Roundhouse) | 8 | 3 | 13 | -40~+5 | Down | Down | H/H | H/H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Air Jinchu Nobori (Short) | 6(3+3) | 10(5+5) | 31(13+12+[1×6]) | 32(4x8) |
Air Jinchu Nobori (Forward) | 6(3+3) | 10(5+5) | 31(13+12+[1×6]) | 32(4x8) |
Air Jinchu Nobori (Roundhouse) | 6(3+3) | 10(5+5) | 31(13+12+[1×6]) | 32(4x8) |
Comments here
Move | Motion | Damage | Blocked Damage | Stun Damage | Throw Range | Super Cancel | Juggle Value |
Human Pillar Driver (Jab) | HCB+LP | 150(24 life points) | - | 11 | 79 | No | |
Human Pillar Driver (Strong) | HCB+MP | 170(27 life points) | - | 11 | 79 | No | |
Human Pillar Driver (Fierce) | HCB+HP | 190(30 life points) | - | 11 | 79 | No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Human Pillar Driver (Jab) | 9 | 2 | 29 | -15 | Down | Down | HL | Impossible |
Human Pillar Driver (Strong) | 10 | 2 | 29 | -15 | Down | Down | HL | Impossible |
Human Pillar Driver (Fierce) | 11 | 2 | 29 | -15 | Down | Down | HL | Impossible |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Human Pillar Driver (Jab) | 1 | 7 | 11 | - |
Human Pillar Driver (Strong) | 1 | 7 | 11 | - |
Human Pillar Driver (Fierce) | 1 | 7 | 11 | - |
EX Moves
Move | Motion | Gauge Needed | Damage | Blocked Damage | Stun Damage | Super Cancel | Juggle Value |
Sun Disk Palm (EX) | Charge B,F+PP | 40 | 120(60+60)(16 life points) | 8(4+4) | 6(3+3) | Yes |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Sun Disk Palm (EX) | 14/20 | 120 | 27/37 | +1 | +2 | +3 | HL | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Sun Disk Palm (EX) | - | - | - | 8(4+4) |
Comments here
Move | Motion | Gauge Needed | Damage | Blocked Damage | Stun Damage | Super Cancel | Juggle Value |
Oniyama (EX) | Charge D,U+PP | 40 | 220(4 hits)(70+60+60+30)(35 life points) | 14(7+3+3+1) | 224(15+3×3) | Yes/Yes/No/No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Oniyama (EX) | 5 | 3・1・1・20 | 43 | -47 | Down | Down | HLx4 | HLx4 |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Sun Disk Palm (EX) | - | - | - | 16(4+4+4+4) |
Comments here
Move | Motion | Gauge Needed | Damage | Blocked Damage | Stun Damage | Super Cancel | Juggle Value |
Jinchu Nobori (EX) | QCF+KK | 40 | 205(65+65+75)(34 life points) | 13(4+4+5) | 15(5+5+5) | No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Jinchu Nobori (EX) | 31・41・45 | 6・3・3 | 13(2) | -40~-35 | Down | Down | Hx3 | Hx3 |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Jinchu Nobori (EX) | - | - | - | 12(4+4+4+4) |
Comments here
Move | Motion | Gauge Needed | Damage | Blocked Damage | Stun Damage | Super Cancel | Juggle Value |
Air Jinchu Nobori (EX) | (Air) QCF+KK | 40 | 220(9 hits)(45+45+25x7)(22 life points) | 6 | 10(7+7+0×6) | No |
Frame Data
Move | Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Air Jinchu Nobori (EX) | 8 | 3 | 13 | - | Down | Down | HL | H |
Gauge Increase
Move | Miss | Blocked | Hit | Parry (Gauge for opponent) |
Air Jinchu Nobori (EX) | - | - | - | 39(4x9) |
Comments here
Super Arts
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Throw Range | Damage/Gauge |
I | Kishin Riki (Activation) | 1 bar (104) | QCF QCF+P | - | - | - | - | - |
- | Kishin Riki (Ground) | - | (After activation) P | 345(58 life points) | 44 | 25 | - | 3,31 |
- | Kishin Riki (Air Grab) | - | (After activation) Air P | 310(52 life points) | - | 18 | 56 | 2,98 |
Frame Data
Move | Startup | Hit | Recovery | Throw Range | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
Kishin Riki (Activation) | 17 | - | - | - | - | - | - | - | - |
Kishin Riki (Jab Ground) | 4 | 1 | 18 | 40 | - | Down | Down | - | - |
Kishin Riki (Strong Ground) | 7 | 1 | 22 | 52 | - | Down | Down | - | - |
Kishin Riki (Fierce Ground) | 10 | 1 | 25 | 66 | - | Down | Down | - | - |
Kishin Riki (Air Grab) | 5 | 4 | - | 42 Horizontal x 72~94 Vertical | - | Down | Down | Impossible | Impossible |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Damage/Gauge |
I | Kishin Tisui | 1 bar (104) | QCF QCF+PP | 430*(71 life points) | - | - | 3,57(x2) |
Frame Data
Startup | Hit | Recovery | Throw Range | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
12 | 1 | 25 | 66 | - | Down | Down | - | - |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Damage/Gauge |
II | Yagyou Dama | 3 bar (88 each bar) | QCF QCF+P | 210*(33 life points) | 32** | 10 | 2,38 (x3) |
* 55x4 Damage is when all hits connect. |
** 8x4 Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
28 | 144 | 19 | +27 | +28 | Down | HLx1~4 | HLx1~4 |
28 | 141 | 19 | +27 | +28 | Down | HLx1~4 | HLx1~4 |
28 | 134 | 19 | +27 | +28 | Down | HLx1~4 | HLx1~4 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Damage/Gauge |
II | Oodama | 3 bar (88 each bar) | QCF QCF+PP | 600*(96 life points) | 132** | 15 | 6,81 |
* 70x12~13 Damage is when all hits connect. |
** 11x12~13 Damage is when all hits connect. |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
26 | 1 | 3 | +73 | +74 | +75 | HLx1~13 | HLx1~13 |
Comments here
Super Art | Super Art Name | Super Art Stock | Motion | Damage | Blocked Damage | Stun Damage | Damage/Gauge |
III | Tengu Stone | 1 bar (120) | QCF QCF+P or PP | * | ** | - | - |
* 40 Damage if Rock or Wall hits,20 for others |
** 8 Damage if Rock or Wall hits,4 for others |
Frame Data
Startup | Hit | Recovery | Blocked Advantage | Hit Advantage | Crouching Hit Advantage | Guard | Parry |
17 | - | - | - | - | - | HLx1~6 | HLx1~6 |
564 frames for P version,283 for EX Version
Combos
Basics
- cl.MK > hcb + P
That will be your main 2-in-1 Stun Meter Builder against a standing opponent
Weird 2-in-1
- cr.MK / cr.LK > (d) u + P
Can be a nice wake up reversal
- (cl.MP (1 hit) > Chicken Dance (qcf + MK))
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
- 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.
Strategies
Choosing which Tengu to use: This is highly based on player preference, and I see EX and regular stones activated in all sorts of ways. In general, I’d recommend using EX stones during a combo, or if you have full meter and Oro is punishing, simply 2 hit MP xxx Stones (then juggle appropriately). I opt to use non-ex stones out of combo a lot of the time unless it’s a situation where the enemy has a lot of life, the timer is going to run out, and I’m almost dead. I really just like having the option to juggle more. The EX stones don’t last very long, so they are the worse choice if Oro is trying to chip the opponent to death.
Regular SAIII (3 stones): This is good for chipping opponents and keeping presence on the fight for a while. The stones last a really long time. Usually you want to activated non-EX stones after a backthrow or sweep that leaves the opponent cornered. Try to activated just before they land to mess up their meaty timing. You can also cancel into stones after throwing a fireball to make them safe to use, since there is recovery. Don't just randomly use them. Stones make meaties very easy; all Oro needs to do is whiff a move and let the stones hit as the opponent gets up, and he can block. Make sure that when applying pressure, you don't just mash light kick and walk forwards. The stones don't hit as often as Genei Jin shadows, most of them attack every other move that Oro does. So you kind of stutter like... lk (walk forwards with stones), lk (walk forwards with stones), cr lk..... If Oro pushes himself out of block range, he can whiff a st. LK, then UOH while the stones are out to hop back into attacking range.
With non EX stones out, there is a way to deal decent damage that isn't from chip, and really keeps the opponent on the edge (which I covered in the video linked above); UOH, cr MKxxx command grab. This really makes your opponent not want to just block low the whole time because this easy combo causes a lot of damage and an untechable knockdown.
Usually for pressure, Oro uses far LK, close LK, cr LK, and UOH during Tengu since they are fast.
Another little note about regular Tengu is that I prefer it as a raw activation over EX very much in the Urien and Chun-Li match up. Urien doesn't really have fast reversals he can sneak in between attacks in case you mess up your timing, or the set of stones messes you up, so Oro can often times get max damage off of non-EX Tengu here. Against Chun, EX stones out of combo tend to be bad because most sets of stones do not allow Oro to activate, then UOH linked to MP for juggles, so I just go for chip and try to get her to burn meter for EX legs to make Oro go weeeeeeeeeee across the screen.
EX SAIII (5 stones): EX stones is the one that grants Oro his big combos. In the corner, all Oro has to do is continually roundhouse until the timer runs out, then combo into his bnb chicken dance to build back some meter. Mid screen there are a couple combos most Oro players use:
(Assuming the opponent is in air either from jumping or after being launched) jump HK, land, juggle w/ cl MK, repeat. If the opponent seems like the next jump HK is going to get hit too far away, use toward MP in place of jump HK. Just try it a few times in trianing mode to get the ranges down. It's kind of hard to describe because his combos are all stone specific and there are 3125 combinations of stones.
The other mid screen juggle is roundhouse, toward MP, roundhouse, toward MP.... Same thing where if the next roundhouse is going to miss, use a toward MP instead like the other mid screen juggle. I recommend this one for shotos, since sometimes the land, cl MK causes them to start being juggled in the wrong direction based on how close to them Oro is. But really, just use whichever combo you are comfortable with. Both of these combos work on the whole case.
If you do choose to or are forced to use EX Tengu Stones you of combo, you CAN lead to a big Oro juggle. Use UOH linked to cl MP to put the opponent in a juggle state, or use Oro's cr HK to start a juggle, then usually do one jab before the roundhouse for timing purposes; the start up of jab is much faster, so characters that fall quickly will not drop to the ground very often if the first attack is a jab. Again, this timing may be odd at first, so you gotta spend two quarters when no one else is at the arcade to get dat training in.... Or are you playing on 3so? What!!!!
Tips: Close LK is a great move for tic throws since it has a 2 frame start up, frame advantage, and is only parrable high. Close LP has better frame advantage, but it is parryable either high or low.
Overview
Oro is an unorthodox, but balanced character. He fills basic special movelist requirements (e.g fireball, uppercut). However, he has unique mechanics such as a double jump and EX supers. However, his damage is often limited to close proximity so he must either use short combos or poke until he's in an effective range. Oro's SA2 and SA3 are often the supers of choice for more frequent EX moves and unblockable setups, or his SA3 for massive damage. One of his specialities is using his fireball mixups with tools like his command throw, or his SA3 combined with his stomp for massive damage. This also works with SA2; This is sometimes referred to as a "Chicken Wing".
Basics
Normal Pokes
-s.HK beats Dudley’s s.HK (and a lot of other things!)
-s.MK beats Ken’s d.MK (Oro’s farthest-reaching poke)
-d.MP beats Urien’s d.MK (solid poke that stays out for a while)
-d.HP beats Makoto’s d.MK (great priority, destroys Makoto’s standard pokes)
-s.MP beats Urien’s s.HP (another solid poke, mix it up)
-d.MK beats Chun-Li’s b+HP (best low-hitting poke… not much to choose from)
Poking Strings
-d.LK - d.MK (d.LK d.LK is fine too, but less damage if it hits)
-close s.LK - far s.LK - d.MK (high-high-low, pushes you into zoning range)
-close s.LK - d.LK - s.HK (high-low-high)
-close s.LK - d.LK - d.HP (variation on Makoto, also comes out quicker)
-UOH - far s.LK - far. s.MK (don’t use on Chun-Li and Oro; they can duck the MK)
- (Use variations of these for yourself! This is only a guide.)
Normal Anti-Airs
-s.HK beats Yang’s divekick (proper range)
-d.HP beats Ryu’s j.HK (mix up with s.HK for far jump-ins)
-close s.MP beats Chun’s j.MK (use sparingly, and use the chance to juggle either a s.HK or another launch (first hit only) into super
- (Not shown: close s.LP against close jump-ins, then mixup when they land)
Air-to-Airs
-j.HK beats Remy’s j.HP (the height from a superjump helps to outprioritize)
-j.MK beats Q’s j.HP (it’s all spacing, use doublejumping to your advantage)
-parry - airthrow (use this after an air parry whenever you can, it hurts a lot)
- (Not shown: vertical j.HK… USE THIS!!! I can’t believe I forgot to include it)
Super Art Selection
Super Art 3 is used for medium and low stamina characters, Super Art 2 can be useful if you are a EX move addict and play unblockables
- SA1
- Invincible EX Super Art
- Long one stock meter
- Limited options
- Use on: No one
- SA2
- 3 Medium stocks
- Unblockables everywhere
- Predictable and specific gameplans
- EX Super Art easy to parry and bad recovery
- Use on: Big hitbox characters like Urien,Dudley,Alex and Hugo
- SA3
- Longest duration Normal Super Art
- best juggle option and chicken/2-in-1 close strong corner combo extender with the EX version
- One Stock Art Meter and longest one
- Use on: All (with the possible exception of hitbox characters)
Kara-Techniques
For kara-UOH, press Strong a split second after pressing and holding Forward.
Roundhouse is best for normal throws. Far Forward is best for his command grab and regular Kishin Riki. I don’t recommend doing the kara-command grab in a real match any more than I would recommend doing it on its own outside of a combo. As for Kishin Riki… do yourself a favor and pick a good super art.
Same as the command grab. During Kishin Riki you can make a grab attempt with any punch on its own, but you can kara only if you do the command grab motion. F, DF, D, DB, B, Forward, any punch. You must complete the half-circle motion before pressing Forward.
Zoning
Mixups
your best options for wakeups and mixups are this:
- cl.MK /cr.MK xx hcb+P
- MP+MK, MK xx hcb+P / MP into chicken combo
- hcb+P
- throw
- HP
- jump late, air qcf+K for 9 hits
- jump early, air qcf+K on landing, MP into chicken combo
Throw a Jab or Strong Super Art II its your meter option, use it at midscreen.
Additional Notes
- Personal Action: Recovers stun meter.