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
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
Move | Total frames |
---|---|
Dash Forward | 17 |
Comments here
Move | Total frames |
---|---|
Dash Backwards | 11 |
Comments here
Move | Motion | Startup Frames |
Jump | BU or U or FU | 4 |
Comments here
Move | Motion | Startup Frames |
Super Jump | DBU or DU or DFU | 5 |
Comments here
Move | Motion | Frames |
Normal Wakeup | - | 71 |
Comments here
Move | Motion | Frames |
Quick Stand | Tap D when hitting the ground | 52 |
Comments here
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.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Weird 2-in-1
cr. MK or cr.LK xxx uppercut
Can be a nice wake up reversal
(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 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.
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- Personal Action: Recovers stun meter.