Street Fighter 3: 3rd Strike/Oro/Matchups

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Akuma / Gouki

Yagyou doesn't see much use, because Akuma can teleport, demon, or KKZ out of setups.
Tengu Stone is highly recommended in this matchup.
Gouki can make this matchup very annoying by playing around tip 2HK / 5Mk range. It's difficult for Oro to get meaningful damage from this range without a parry.
Properly placed shoto 2HP, 2MP and 5MP are very good at counter-poking or whiff-punishing Oro's primary pokes, far Mk and HK.
Oro can use far MK to whiff punish shoto 2MK.
Oro's far MP is a good counter-poke for shoto 2MP. It's less damage and stun than hitting far MK or HK, but it's also only -1 / -2 on hit / block.
If you're really on it, you can whiff punish things like sweep and 2HP with a dash in -> button.
Kara hitgrab (usually hcb, MK~LP) can also be used to punish whiffed sweep, but it's very hard.
Oro can crouch under all shoto tatsus, so he can force a blue parry into cl.MP -> chicken loop on any multi-hit tatsu.
If you're not confident doing the crouch -> blue parry -> punish thing, you can just let the tatsu whiff and then uppercut Gouki after he crosses you up.
Oro's oniyama (flash kick/charge dp) is a very effective tool to deal with Akuma's demon flip (assuming that it is not meaty).

Alex

Strong advantage matchup for Oro.
Yagyou is strong because Alex is easy to combo, you can cross him up in the corner, and you have lots of options to loop him.
It is, however, difficult to get the ball to hit him 4 times, so Alex has an easier time parrying out than some other characters, and many setups are not as stable on him.
Tengu is a respectable pick. Alex has good stun, but you can still hit him with the 100% stun resets in the corner.
Some Alex players might pick Stungun to escape Yagyou unblockables. You can easily bait this with jump over -> nothing.
Reversal Boomerang Raid can trade out of Yagyou setups. This still isn't particularly favorable for Alex, but it's something to be aware of, especially if you're low on life and trying to finish a loop for the win.
Oro's 5HK is excellent against Alex, stuffing or punishing many of his buttons due to their lingering hit boxes. It also does so much stun that even Alex can't afford to recklessly get hit by too many of them.
Alex can whiff punish Oro's 5HK with a well-placed 5MP, but it's hard, and this spacing is still generally in Oro's favor.
Oro's 5HK does a good job covering Alex's jump-ins, although obviously you'll have to be careful about getting parried, since it's a single hit, non-cancellable button.
If Alex has meter, be careful trying to activate Yagyou from neutral. He will usually be able to EX stomp to punish the activation.
Oro can mitigate this by carefully placing HP fireball before the Yagyou activation.

Chun

This matchup sucks.
Chun is literally 1 pixel too short to get hit with far MK, and she also obviously crouches under HK. She can push 2MK with impunity against these pokes.
It's possible to whiff punish her far fierce with Oro's far MK, but it's very difficult.
Unfortunately, if Chun has meter for SA2, she can punish far MK even on hit.
2MK is actually pretty good and it's 0 on block / +1 on hit, so you don't get punished for using it.
Try using far MP in place of far MK and HK. It hits a couple pixels lower than far MK, so it doesn't whiff when she crouches.
Chun is quite easy to unblockable with SA2. The basic setup requires 3 dashes, which does limit screen positioning, but on the other hand, that setup is really hard to parry. There are some advanced setups to somewhat mitigate the screen positioning issue.

Dudley

Even-ish matchup.
Between HK, 2HP, MP and HP fireballs, neutral jump MP, HP, HK, and back jump HK, Oro has lots of options to cover Dudley's jump arc.
Dash under is also always a good option if you have the reaction.
Don't let him bully you with HP / 6 HP. Whiff punish it with HK.
Be judicious with your HK placements though, as Dudley's RH will crush yours when spaced properly.
Dudley is very easy to hit with SA2 unblockables, but SA1 (rocket) and SA3 (corkscrew) are really good at blowing through setups. Even EX jet upper will trade some of the looser setups people try.
SA3 (Corkscrew) trades with unblockable setups or else oro is too far to loop again, except lp ball -> double dash -> double jump over -> j.mk.
SA1 (Rocket) trades with every actual unblockable setup.
Dudley can be crossed over in corner.

Elena

Cactu put together a short video that demonstrates a lot about how annoying this matchup can be: https://www.youtube.com/watch?v=oLe9FjDwnPM
Like Chun, Elena is short, so your usual pokes will tend to whiff on her.
You can somewhat mitigate this by using more 5MP and 2MP.
Either Tengu or Yagyou are fine picks. The chicken kick looks absolutely bonkers, but it's just because of her weird falling animation. Make sure to practice it so you aren't surprised by how fast her fall animation looks. It's actually pretty easy.

Hugo

Be careful throwing LP fireballs, as Hugo can easily whiff punish them with 5LP, 2MP, or even clap if he gets the read.
MP and HP fireball are safer because Oro's hurtbox doesn't extend so far horizontally, but you still have to watch the spacing.
If Hugo is fishing for this too hard, you can discourage him with 2HP, which will generally beat his pokes from the range he'll try to catch fireballs.
From about round start distance, you can whiff punish claps with HK. Slightly farther than that, you can still do walk in HK, but it's pretty tight. If you're too far for HK or just don't feel comfortable in that range, you can still whiff punish claps with 6MP.
Air throw has a weirdly good interaction with Hugo's jumping throwable box.
MP or HP ball are good anti-air options if Hugo wants to jump in with early buttons. If he starts parrying that, you have time to recover and follow-up anti-air with 2HP.
It's technically possible to do cl.MP(1) xx MK chicken kick, cl.MP(1) on Hugo, but it's a weird 1f late cancel, and you only get the one rep, so nobody really does it on purpose.
There are alternative loops that do work on Hugo: https://youtu.be/TMg87hrOcQ4?t=98
You can also cross Hugo up in the corner. If you don't have the weird Hugo loops committed to memory, and he's in the corner, you can get a knockdown, throw the medium or heavy ball, crossup MK him for the unblockable, then 5MP xx HK chicken to re-corner him and do it again. This is not very meter efficient, but sometimes useful for the kill.
Watch out for Gigas, he can actually 720 you out of EX uppercut.
Hugo can play a very solid ground game with 5LP, 2LP, 5MP, 2MP, and 2MK. It's hard to play in close against Hugo due to the threat of 360 and 720, and his 2LK is a pretty good mash option at 3 frame startup. Even if you get past all that, it's more difficult for Oro to get big rewards from close MP than against most other characters. It's very important to stay solid and win the neutral game.

Ibuki

I have no idea, but you can unblockable her, so I pick that.
Ibuki can slide through fireballs, but a badly spaced slide is very punishable.

Ken

Ken can't easily escape Yagyou, so it is usually the pick here.
Tengu also works if you just like it better.
Tip Ken 2HK / 5HK is hard to play against, because you don't really get a meaningful punish without a parry. It also forces you to look out for 2MK xx shippu.
Ken's 2MP, 5MP, 2HP, and 2MK are all good at counter-poking or whiff punishing Oro's pokes from various ranges, and everything goes into shippu.
Ken can shippu punish any close MK or HK on hit, but this will whiff from tip range.
If you are unlucky enough to get a 1-hit cl.MP, Ken can theoretically whiff punish that.
Oro's 5MK can counter-poke Ken's 2MK when properly spaced.
Oro's far MP is a good counter-poke for Ken's 2MP. Less stun than other buttons you want to hit with, but it's also only -1 / -2 on hit / block, so Ken can't punish you with shippu on hit.
Since Oro's dash is so fast, it's possible to punish whiffed heavy buttons with dash in -> button.
If Ken is pushing lots of heavy buttons to keep you out, you can also whiff punish with kara hit grab (usually hcb, MK~LP) although it is hard to be consistent.
Oro can always crouch under multi-hit tatsus, forcing a blue parry -> cl.MP punish.
If you're not confident with that or just want to play it safe, you can also duck under the entire tatsu, and uppercut Ken after he cross over.

Makoto

Makoto can pretty much push 2MK with impunity against far Oro's far MK and HK. Try to whiff punish her with far MP if she wants to abuse this button.
Chicken loops are really easy on Makoto.
Due to her wakeup speed, the standard Yagyou setup on Makoto is dash 3x, back dash, forward jump, crossup j.MK.
Because it requires three dashes, you are more limited in where you can start the loop than on characters that require only two dashes.
The dash back -> jump over setup is extremely hard to parry out of. It's very bad for Makoto if you get it started.
Make sure you practice chicken loops in the corner. The tree on the 2P side of the stage almost completely blocks Makoto's sprite in the middle of the combo.
Since Oro's close LK is 2f and his far LK is 3f, these are good options to occasionally try to mash out of Makoto's pressure options.
Since Oro's standard neutral pokes have a lot of recovery, you'll need to be careful whiffing them in neutral. Makoto will be looking for a huge whiff like HK to dash in and karakusa you.
If you are pushing buttons in neutral, buffer the hit grab behind your 5MK. If she dashes in and gets clipped by close MK, you should hit her with close MK xx hit grab for a good damage, stun, and a hard knockdown.
SA1 will not blow through most unblockable setups due to bad hitbox.
SA2 tends to drop on hit against Oro, so most Makoto players will avoid picking it.
SA3 can make use of the startup invul frames to escape unblockables.

Necro

Down-back the matchup. Neither of these characters is very good at opening people up if the opponent is committed to playing their range and blocking.
Chicken loops are extremely easy on Necro.
Unblockables are also very easy on Necro. There area variety options you can use, including some frame kills for extra meter build.
You can cross Necro up in the corner, so he's vulnerable to corner crossup unblockables.
Unfortunately, if Necro does a reversal Flying Viper (qcb + P), he will flip out of unblockable loops.
SA1 Necro does not have a real reversal without super.
SA3 Necro does not have a real reversal.
Practice red parrying spin punches.

Oro

Mirror match. Beat them up with Yagyou so they can go online and say they're "better at Oro" and that you're "just better at unblockables."

Q

Oro's crouching animation and dash will go under dash punches a lot.
Q has a very difficult time chasing Oro down, so runaway is effective.
https://www.youtube.com/watch?v=10hSEKi5JNI
SA3 (Tengu) is preferred as Q is susceptible to the easy 100% stun corner reset, and that unblockable loops do not do much damage if he gets 3 taunts.

Remy

Try to walk him to the corner. He has low stun so HK does work.
Oro can dash through high LOVs, impractical to really do in reaction, but something to keep in mind.

Ryu

Standard shoto matchup notes apply. Punishing Ryu from tip shoto sweep range is very hard. If you space it perfectly, you can whiff punish sweep with kara human pillar driver.
Try to make Ryu whiff 2MK and whiff punish with Oro's 5MK.
Shoto 2MP, 5MP, and 2HP will beat many of Oro's buttons, and often allow a super punish.
If shotos whiff big buttons like 2HP or sweep, you can dash in and get your game started.
Oro can crouch tatsu and either stand to blue parry it into chicken loop, or uppercut once Ryu crosses over.
Shinsho will blow through unblockable setups.

Sean

Again, standard shoto matchup notes, except typically Sean gets less reward for guessing right.

Twelve

Actually very annoying. Oro's buttons can do work, but Oro also has a hard time chasing down Twelve.
Twelve can walk through fireballs.

Urien

Unblockable is possible, but trickier than normal due to Urien's skinny standing hit box.
2MK is effective at dealing with Urien's 2MK and mid-screen tackles.
Well-spaced tackles can be annoying to punish. Try 5HK if you're going to use a button, as it is 1f faster than far MK. Some tackles (TODO: check which ones specifically) can be punished on block with light kara human pillar driver. This is a very tight punish. If you have charge, EX uppercut always punishes.
Urien's Aegis Reflector cannot reflect Oro's ex fireball, as such, it can be less risky to put a ex fireball instead of a SA2 ball in setups where he is able to put a Aegis out.
Can be crossed over in corner.

Yang

Yagyou isn't very effective, you should probably pick Tengu.
You can chicken loop Yang if you parry him at the right height, usually from a dive kick, jump ins, or from a late air stomp. Otherwise you have to settle for lesser damage from a close MP.
2MK is a effective tool to discourage yang from pressing his 2MK too much.
5MK xx hitgrab is fast enough to punish if you parry the first hit of ex slash before the second slash comes.

Yun

Yagyou isn't very effective, you should probably pick Tengu.
You can chicken loop Yun if you parry him at the right height, usually from a dive kick, jump ins, or a late air stomp. Otherwise you have to settle for lesser damage from a close MP. This also applies if you parry a dash punch.