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

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*'''Powerful supers''': Once Oro has a full meter, any close MP hit becomes a round-ending threat with yagyou unblockables or tengu juggles.
*'''Powerful supers''': Once Oro has a full meter, any close MP hit becomes a round-ending threat with yagyou unblockables or tengu juggles.
*'''Strong pokes''': Oro's ground normals range from sufficient to dominating against much of the cast. Standing HK in particular is very fast for a heavy normal and does high stun.
*'''Strong pokes''': Oro's ground normals range from sufficient to dominating against much of the cast. Standing HK in particular is very fast for a heavy normal and does high stun.
*'''Mobility and unique movement''': Oro's dashes are fast and cover a lot of distance. His forward dash is fast and shrinks his vertical hurt box, which can cause moves with high hitboxes to miss. Oro is the only character with a double jump. These movement options are key to playing his strong keepaway game and frustrating the opponent.
*'''Mobility and unique movement''': Oro's dashes are fast and cover a lot of distance. His forward dash also shrinks his vertical hurt box, which can cause moves with high hitboxes to miss. 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's hurt box can sometimes causes standard combos to drop, forcing opponents to do lower damage or more difficult variations.
*'''Short and weird''': Oro's hurt box can sometimes causes standard combos to drop, forcing opponents to do lower damage or more difficult variations.
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Revision as of 02:01, 31 March 2025

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 a full meter, any close MP hit becomes a round-ending threat with yagyou unblockables or tengu juggles.
  • Strong pokes: Oro's ground normals range from sufficient to dominating against much of the cast. Standing HK in particular is very fast for a heavy normal and does high stun.
  • Mobility and unique movement: Oro's dashes are fast and cover a lot of distance. His forward dash also shrinks his vertical hurt box, which can cause moves with high hitboxes to miss. 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's hurt box can sometimes causes standard combos to drop, forcing opponents to do lower damage or more difficult variations.
  • Slow normal recovery: Many of Oro's important pokes have long recovery, making them whiff punish bait against attentive opponents.
  • Punishable on hit: Two of Oro's best pokes, far MK and 5HK, can be punishable on hit if the opponent has a fast super.
  • Reliance on high pokes: Most of Oro's best pokes are vulnerable to high parry.
  • Whiff punishes and hit confirms: While Oro's grounded normals are generally quite good, he does not convert random hits into damage very well unless he lands close MP.
  • No forward throw: Both of Oro's throws are back throws. If he tries to use throw to open up the opponent, he gives up the corner.

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, provides Oro with limited EX usage, and doesn't do enough to damage to warrant picking it over his other supers.

  • Basic: An install super that replaces Oro's punches, including jumping attacks, with a command grab. 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 with 2HP xx EX SA3. Does better damage than the basic version, but the long startup limits its effectiveness.

SA2: Yagyou Dama

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

  • Basic: Against most of the cast, Oro can confirm a close MP or chicken loop into this super, dash and/or 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 energy ball at the opponent. This actually does a lot of damage if you somehow hit it raw. Generally the damage is not worth it compared to doing an unblockable or going for a corner reset, but you do get a cool win pose if it kills the opponent.

SA3: Tengu Stones

An install super that makes up for the lack of EX meter with the ability do extremely damaging combos, situational unblockables, and pressure the opponent with chip damage. The summoned items sometimes cause strange hit box interactions, but these 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 and chip damage.
  • EX: Oro summons 5 rocks, and the timer counts down quickly. When the rocks hit, they reset the juggle counter. This version enables big, round-ending combos and 100% stun resets.