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

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3) Either cl MK or cr MK cancelled into command grab [hcb+P].
3) Either cl MK or cr MK cancelled into command grab [hcb+P].


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


cl. MP (2 hits) xx Super Art I activation,jump P
cl. MP (2 hits) xx Super Art I activation,jump P

Revision as of 17:58, 13 April 2015

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

  • All sprites are taken from this site: http://www.zweifuss.ca/
  • 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/disvantage 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

(orodf).gif
Move Total frames
Dash Forward 17

Comments here

(orodb).gif
Move Total frames
Dash Backwards 11

Comments here

(orojump).gif
Move Motion Startup Frames
Jump BU or U or FU 4

Comments here

(orojump).gif
Move Motion Startup Frames
Super Jump DBU or DU or DFU 5

Comments here

(orow).gif
Move Motion Frames
Normal Wakeup - 71

Comments here

(orotw).gif
Move Motion Frames
Quick Stand Tap D when hitting the ground 52

Comments here

(orot).gif
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

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.

(orolp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Jab LP 30 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

(oromp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Strong MP 80 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

(orohp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Fierce HP 140(60+80) 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

(orocloselp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Jab (Close to opponent) LP 35 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

(oroclosemp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Strong (Close to opponent) MP 70(40+30) 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

(orolk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Short LK 35 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

(oromk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Forward MK 100 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

(orohk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Roundhouse HK 120 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

(orocloselk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Short (Close to opponent) LK 40 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

(oroclosemk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Forward (Close to opponent) MK 110 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

(orojlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Jab (Air) LP 60 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

(oronjlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Jab (Air) LP 60 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

(orojlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Strong (Air) MP 100 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

(oronjlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Strong (Air) MP 110 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

(orojhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Fierce (Air) HP 140(100+40) 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

(oronjhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Fierce (Air) HP 140 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

(orojlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Short (Air) LK 60 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

(oronjlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Short (Air) LK 60 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

(orojlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Forward (Air) MK 100 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

(oronjlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Forward (Air) MK 110 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

(orojhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Roundhouse (Air) HK 120 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

(oronjhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Roundhouse (Air) HK 140 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

(oronjlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Tobi Hiza MP+MK 40 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

(orokjk).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Kubi-jime Kataguruma LP+LK or F+LP+LK 115(6x30) 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

(orotn).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Tomoe Nage B+LP+LK 120 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


(orokjg).gif
Move Motion Damage Stun Damage Throw Range (Front) Throw Range (Up & Down)
Kuuchuu Jigoku Guruma (Air) LP+LK 180 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

(orofmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Mawashi Hiji F+MP 90 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

(oroclp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Jab D+LP 30 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

(orocmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Strong D+MP 65 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

(orochp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Fierce D+HP 120 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

(oroclk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Short D+LK 20 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

(orocmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Forward D+MK 80 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

(orochk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Roundhouse D+HK 100 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

Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
2 Dan Tobi UU/U-UF/U-UB - - No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
- - - - - - - -

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
- - - -

Comments here

Target Combo

Combos

Basics

(cl. MP (1 hit) xxx 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).

1) Chicken rep, land, juggle with chicken rep, land, juggle with LP Oni Yanma.

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.

1) cl. MP (2 hit), juggle w/ stand HK

This does good stun damage and is extremely easy to confirm. Hits the opponent somewhat far away.

2) cl. MP (2 hit), jump, 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.

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.

3) Either cl MK or cr MK cancelled into command grab [hcb+P].

SA I

cl. MP (2 hits) xx Super Art I activation,jump P

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

cr. HP xxx EX Super Art I

This is the only way to combo the Super Art

SA II Setups

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.

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.