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 meter, he can threaten to immediately end the round with a single close MP leading to Yagyou unblockable loops or very high damage Tengu juggles.
Strong grounded pokes: Oro's ground normals range from sufficient to dominating against much of the cast. Standing HK in particular is quite fast and deals massive stun.
Mobility and unique movement: Oro's dashes are very fast and cover a lot of distance. His forward dash shrinks his vertical hurt box, so it can dodge under many moves with high hit boxes. 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 has some very special hurt boxes that can cause standard combos to drop, forcing opponents to do lower damage variations, or go for difficult extensions.
Slow normal recovery: Many of Oro's important pokes have long recovery, making them whiff punish bait against attentive opponents. Notably, far MK and standing HK are negative enough that some characters can super punish him on hit.
Whiff punishes and hit confirms: While Oro's grounded normal moves are generally quite good, he does not convert random hits into damage very well unless he lands close MP.
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, and doesn't deal enough damage given the amount of bar and limited EX usage.
Basic: An install super that replaces Oro's punches (including jumping attacks) with a command grab. While that is very funny, it doesn't do enough damage, 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 after hitting the opponent with crouch fierce. Deals better damage than the basic version, but the long startup limits its effectiveness, and it doesn't have the round-ending potential of his other supers.
SA2: Yagyou Dama
Unblockable loops. This is Oro's only super with multiple stocks, so it gives him the most versatility with his rather good EX moves.
Basic: You'll use this the most. Against most of the cast, Oro can confirm a close MP or chicken loop into this super, then dash/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 DBZ energy ball at the opponent. Actually deals a lot of damage if you somehow hit it raw. Generally the damage is not worth it compared to continuing a loop or going for a corner reset, but you do get a cool win pose if the opponent dies to this.
SA3: Tengu Stones
A very good install super that makes up for the lack of EX meter with the ability do extremely damaging combos, situational unblockables, or pressure the opponent with chip damage, depending on the situation. The rocks have strange hit/hurt box interactions, which can cause awkward situations that 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 situations.
EX: Oro summons 5 rocks, and the timer counts down quickly. When the rocks hit, they reset the juggle counter. This is the one you want to activate for big, round-ending combos and 100% stun resets.
Notable Players
so you can look them up on YouTube
English
Japanese
Vanao
ヴァナヲ
Dirty♪
?
Thanatos
タナトス
Inoue
井上
Hirochan
ヒロちゃん
Kuroda
クロダ
Koro
コロ
Fugu
フグ
TINSHI
?
Mr. Mikami
Mr.ミカミ
Tama
玉
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 meter, he can threaten to immediately end the round with a single close MP leading to Yagyou unblockable loops or very high damage Tengu juggles.
Strong grounded pokes: Oro's ground normals range from sufficient to dominating against much of the cast. Standing HK in particular is quite fast and deals massive stun.
Mobility and unique movement: Oro's dashes are very fast and cover a lot of distance. His forward dash shrinks his vertical hurt box, so it can dodge under many moves with high hit boxes. 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 has some very special hurt boxes that can cause standard combos to drop, forcing opponents to do lower damage variations, or go for difficult extensions.
Slow normal recovery: Many of Oro's important pokes have long recovery, making them whiff punish bait against attentive opponents. Notably, far MK and standing HK are negative enough that some characters can super punish him on hit.
Whiff punishes and hit confirms: While Oro's grounded normal moves are generally quite good, he does not convert random hits into damage very well unless he lands close MP.
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, and doesn't deal enough damage given the amount of bar and limited EX usage.
Basic: An install super that replaces Oro's punches (including jumping attacks) with a command grab. While that is very funny, it doesn't do enough damage, 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 after hitting the opponent with crouch fierce. Deals better damage than the basic version, but the long startup limits its effectiveness, and it doesn't have the round-ending potential of his other supers.
SA2: Yagyou Dama
Unblockable loops. This is Oro's only super with multiple stocks, so it gives him the most versatility with his rather good EX moves.
Basic: You'll use this the most. Against most of the cast, Oro can confirm a close MP or chicken loop into this super, then dash/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 DBZ energy ball at the opponent. Actually deals a lot of damage if you somehow hit it raw. Generally the damage is not worth it compared to continuing a loop or going for a corner reset, but you do get a cool win pose if the opponent dies to this.
SA3: Tengu Stones
A very good install super that makes up for the lack of EX meter with the ability do extremely damaging combos, situational unblockables, or pressure the opponent with chip damage, depending on the situation. The rocks have strange hit/hurt box interactions, which can cause awkward situations that 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 situations.
EX: Oro summons 5 rocks, and the timer counts down quickly. When the rocks hit, they reset the juggle counter. This is the one you want to activate for big, round-ending combos and 100% stun resets.
Notable Players
so you can look them up on YouTube
English
Japanese
Vanao
ヴァナヲ
Dirty♪
?
Thanatos
タナトス
Inoue
井上
Hirochan
ヒロちゃん
Kuroda
クロダ
Koro
コロ
Fugu
フグ
TINSHI
?
Mr. Mikami
Mr.ミカミ
Tama
玉
3S Frame Data Glossary
Active
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2)
Attack
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).
Cancel options
Available cancel options.
"ch": Chain cancel (into itself or another light attack), refer to description for options.
"self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
"tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
"dash": Grounded dashes.
"sj": Super jump.
"sp": Special move.
"su": Super Art.
Damage
Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.
Hit/Block
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit.
"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.
Kara Range
Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.
Link
A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super.
Parry
This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.
Recovery
How many frames it takes for a move to finish after it's been active.
Startup
How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.
Stun
Amount of stun added to the opponent's stun bar on hit.
Throw range
Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.