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 has the fastest back dash in the game. His forward dash 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: Oro's normals tend to have a lot of recovery. His best standing pokes are easy to whiff punish.
Punishable on hit: Two of Oro's best pokes, far MK and 5HK, can be punished 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
Not Recommended
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.
Oro
Vitals
Life Points
1120
Stun Points
72
Super Art Stock/Size
SA1
1/104
SA2
3/88
SA3
1/112
Ground Movement
Forward Dash duration/distance
17 (122px)
Back Dash duration/distance
13 (87px)
Jumping
Back Jump duration
43 (5+37+1)
Neutral Jump duration
43 (5+37+1)
Forward Jump duration
43 (5+37+1)
Back Super Jump duration
53 (6+46+1)
Neutral Super Jump duration
53 (6+46+1)
Forward Super Jump duration
53 (6+46+1)
Wake up
Wake up duration
71
Quick rise duration
52
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
Munakata
ムナカタ
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.
Character Colors
Frame Data
Standing Normals
5LP (cl)
Close LP (cl)
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
2
1
5
5
5
5
6
3
-
-
A
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: sp su
Self meter gain: Whiff: 0, Hit: 2, Block: 1.
Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
5LP (far)
Far LP (far)
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
4
1
10
0
0
0
5
3
-
-
A
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: sp su
Self meter gain: Whiff: 0, Hit: 2, Block: 1.
Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
5MP (cl)
Close MP (cl)
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
5
4
16
-2
D
D
12
9
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: sp su sj
Self meter gain: Whiff: 1, Hit: 12, Block: 8.
Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
Can be spaced so it only hits once on block, making it -4.
This is the move Oro really wants to hit you with. It leads into chicken loops, unblockables and Tengu Stone confirms.
5MP (far)
Far MP (far)
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
8
4
12
-2
-1
0
14
11
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
10 kara range
Self meter gain: Whiff: 1, Hit: 11, Block: 7.
Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
5HP
Stand HP
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
17
3
19
-5
-3
-1
22
13
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Self meter gain: Whiff: 2, Hit: 18, Block: 9.
Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
5LK (cl)
Close LK (cl)
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
2
2
4
4
4
4
7
3
-
-
A
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: sp su
Close anti-air option
Cancelable into cl.MK as a target combo
Can be used to mash out of pressure due to its 2f startup.
5LK (far)
Far LK (far)
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
3
1
8
2
2
2
6
3
-
-
A
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: self sp su
Good range for a 3f button
Moves Oro's lower hurtbox back, so it can dodge lows.
5MK (cl)
Close MK (cl)
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
4
3
15
-5
-4
-3
19
11
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: sp su
10 kara range
Self meter gain: Whiff: 1, Hit: 11, Block: 7.
Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
5MK (far)
Far MK (far)
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
8
6
12
-5
-4
-3
17
13
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
28 kara range
Self meter gain: Whiff: 1, Hit: 11, Block: 7.
Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
Oro's second longest poke. Excellent whiff punish.
Great kara range, but finicky to use due to the cl.MK proximity normal.
5HK
Stand HK
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
7
4
17
-5
-3
-1
21
19
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
14 kara range
Self meter gain: Whiff: 2, Hit: 20, Block: 10.
Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
Consistent kara throw option if you're not on it with far MK spacing.
Good neutral poke due to hitbox, heavy button priority, and high stun, but it can be whiff punish bait.
Minus on hit makes it dangerous in some matchups when the opponent has meter.
Command Normals
6MP
Mawashihiji +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
8
2
18
-5
-4
-3
16
13
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
12 kara range
Self meter gain: Whiff: 1, Hit: 11, Block: 7.
Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
Oro's farthest grounded poke. Has some niche whiff punish applications.
Crouching Normals
2LP
Crouch LP +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
4
2
9
1
1
1
5
3
-
-
A
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: self sp su
2MP
Crouch MP +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
7
6
12
-5
-4
-3
11
3
-
-
A
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: sp su
Self meter gain: Whiff: 1, Hit: 11, Block: 7.
Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
2HP
Crouch HP +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
6
4
18
-2
-
-
21
11
-
-
A
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: su
6 kara range
Self meter gain: Whiff: 2, Hit: 20, Block: 10.
Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
2LK
Crouch LK +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
4
2
9
1
1
1
3
3
-
-
L
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: self sp su
2MK
Crouch MK +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
6
4
11
-
1
2
14
3
-
-
L
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: sp su
Self meter gain: Whiff: 1, Hit: 11, Block: 7.
Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
A poke that isn't minus on hit!
Good counter poke against other lows.
2HK
Crouch HK +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
10
2
20
-6
D
D
17
3
-
-
L
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Self meter gain: Whiff: 2, Hit: 20, Block: 10.
Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
Jumping Normals
8LP
Jump LP (Neutral) +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
3
12
-
-
-
-
10
5
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
j.LP
Jump LP +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
7
17
-
-
-
-
10
7
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
8MP
Jump MP (Neutral) +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
5
6
-
-
-
-
19
9
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Self meter gain: Whiff: 1, Hit: 11, Block: 7.
Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
j.MP
Jump MP +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
10
8
-
-
-
-
17
11
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Self meter gain: Whiff: 1, Hit: 11, Block: 7.
Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
8HP
Jump HP (Neutral) +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
7
4
-
-
-
-
24
13
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Self meter gain: Whiff: 2, Hit: 20, Block: 10.
Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
j.HP
Jump HP +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
9
4
-
-
-
-
23
17
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Self meter gain: Whiff: 2, Hit: 21, Block: 11.
Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
8LK
Jump LK (Neutral) +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
2
10
-
-
-
-
10
7
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
j.LK
Jump LK +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
3
13
-
-
-
-
10
5
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
8MK
Jump MK (Neutral) +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
4
8
-
-
-
-
19
11
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Self meter gain: Whiff: 1, Hit: 11, Block: 7.
Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
j.MK
Jump MK +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
3
6
-
-
-
-
17
9
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Self meter gain: Whiff: 1, Hit: 11, Block: 7.
Opponent meter gain: Whiff: 0, Hit: 3, Block: 0.
This is your crossup button. Used in many unblockables.
Difficult to combo from due to low hit stun.
8HK
Jump HK (Neutral) +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
5
5
-
-
-
-
24
15
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Self meter gain: Whiff: 2, Hit: 20, Block: 10.
Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
j.HK
Jump HK +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
5
3
-
-
-
-
21
13
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Self meter gain: Whiff: 2, Hit: 20, Block: 10.
Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
Target Combos
Throws
LPLK (mash)
Kubishime Kataguruma + (mash)
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
2
1
21
-
D
D
19
22
-
-
-
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
24 throw range
1 kara range
Very easy for the opponent to mash out of.
Has some niche uses in unblockable setups, notably against Chun and Makoto.
4LPLK
Tomoe Nage ++
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
2
1
21
-
D
D
21
14
-
-
-
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
24 throw range
1 kara range
Good back throw with a ton of corner carry.
LPLK (air)
Kuuchuu Jigoku Guruma + (air)
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
6
1
-
-1
D
D
32
14
-
-
-
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
20 throw range
Universal Overhead
MPMK
Tobihiza +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
15
10
5
-
-
-
7
3
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Taunt
HPHK
Sleep +
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
-
-
-
-
-
-
-
-
-
-
-
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Recovers stun by 600-800% faster as the taunt is held longer.
Special Moves
63214P
Human Pillar Driver +
//
LP
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
9
2
29
-15
-
-
24
19
-
-
-
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
62 throw range
Self meter gain: Whiff: 1, Hit: 11, Block: ---.
Opponent meter gain: Whiff: 0, Hit: 2, Block: ---.
MP
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
10
2
29
-15
-
-
27
19
-
-
-
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
62 throw range
Self meter gain: Whiff: 1, Hit: 11, Block: ---.
Opponent meter gain: Whiff: 0, Hit: 2, Block: ---.
HP
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
11
2
29
-15
-
-
31
19
-
-
-
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
62 throw range
Self meter gain: Whiff: 1, Hit: 11, Block: ---.
Opponent meter gain: Whiff: 0, Hit: 2, Block: ---.
28P
Oniyama (hold) ~+
//
LP
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
6
10
-29
-34
-
-
24
15
-
-
A
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: su
1f airborne, 1-6f upper body invuln
If Oro holds down during landing recovery, he will be hit crouching during the punish
Self meter gain: Whiff: 3, Hit: 21, Block: 15.
Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
MP
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
6
17
-30
-42
-
-
28
15
-
-
A
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: su
1f airborne, 1-6f upper body invuln
If Oro holds down during landing recovery, he will be hit crouching during the punish
Self meter gain: Whiff: 3, Hit: 21, Block: 15.
Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
HP
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
7
23
-33
-50
-
-
31
21
-
-
A
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: su
1f airborne, 1-7f upper body invuln
If Oro holds down during landing recovery, he will be hit crouching during the punish
Self meter gain: Whiff: 3, Hit: 22, Block: 17.
Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
EX
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
5
25
-43
-60
-
-
35
21
-
-
A
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: su
Fully invincible 1-7f
If Oro holds down during landing recovery, he will be hit crouching during the punish
Self meter gain: Whiff: -40, Hit: -40, Block: -40.
Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
46P
Sun Disk Palm (hold) ~+
LP
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
15
-
27
-6
-
-
8
7
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: su
MP
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
15
-
25
-4
-
-
8
7
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: su
HP
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
13
-
23
-2
-
-
10
11
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: su
46PP (low)
Sun Disk Palm (low) (hold) ~+ (low)
EX
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
15
-
27
1
-
-
16
13
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: su
Self meter gain: Whiff: -40, Hit: -40, Block: -40.
Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
There's no way for Oro to choose the high or low version. It depends on the opponent's position.
46PP (high)
Sun Disk Palm (high) (hold) ~+ (high)
EX
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
21
-
37
-
-
-
16
13
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Cancel options: su
Self meter gain: Whiff: -40, Hit: -40, Block: -40.
Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
There's no way for Oro to choose the high or low version. It depends on the opponent's position.
236K
Jinchu Nobori +
//
LK
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
27
6
19
16
-
-
16
9
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Self meter gain: Whiff: 3, Hit: 22, Block: 16.
Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
MK
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
31
6
17
16
-
-
20
9
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Self meter gain: Whiff: 3, Hit: 22, Block: 16.
Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
HK
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
34
6
16
16
-
-
22
9
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Self meter gain: Whiff: 3, Hit: 22, Block: 16.
Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
EX
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
31
12
16
16
-
-
34
13
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Self meter gain: Whiff: -40, Hit: -40, Block: -40.
Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
On-reaction punish to most fireballs.
236K (air)
Air Jinchu Nobori + (air)
// (air)
(air)
Normal
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
8
6
29
-19
-
-
19
9
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Self meter gain: Whiff: 6, Hit: 27, Block: 10.
Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
EX
Startup
Active
Recovery
Block
Hit
Cr. Hit
Damage
Stun
Kara
Guard Level
Parry Level
8
7
30
-20
-
-
22
9
-
-
H
Cancel Options
Self Meter Gain
Whiff
Hit
Block / Tech
Opponent Meter Gain
Hit
Block / Tech
-
-
-
-
-
-
Self meter gain: Whiff: -40, Hit: -40, Block: -40.