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.