Street Fighter 3: 3rd Strike/Oro

From SuperCombo Wiki
Oro's Character Select Portrait
Oro's Neutral Stance

Introduction

Oro is a mid tier character that can be incredibly scary in the right hands. He features a strange and unorthodox movelist and some of the best and most technical supers in the game. Roughly speaking, his gameplan consists of building meter while being hard to hit with his great mobility and strong pokes, and once the supers are stocked, looking for a nasty setup with his SA that can potentially be as damaging as a full health bar.

Strengths Weaknesses
  • Strong poking game. Oro can out-poke most of the cast. Alongside his fireballs, he be a decent zoner
  • Oro can do an EX version of any of his Super Arts, so he gets access to more supers than most characters
  • Great mobility. Oro has dashes with short recovery, a double jump and a particularly good super jump
  • Above average stun output. Against certain characters there are powerful touch of stun setups
  • Unorthodox movelist. In the right hands Oro can adopt a very erratic playstyle that can be hard to deal with
  • His close MP is in many ways the best normal in the game. Decently fast, quite safe on block, potentially tricky to punish on parry since its two hits are special and super jump cancellable, and most importantly, on hit it's a nuclear bomb
  • His SA2 and SA3 are two of the strongest and most technical supers in the game. They give a lot of utility and damage output. Some of their applications include unblockable loops, juggle extensions, insane pressure, chipouts, high/low mixups, just to name a few
  • EX oniyama into SA2 is the most threatening reversal in the game. On hit it turns into a deadly unblockable setup that on some characters is a touch of stun
  • Awkard and small hurtbox. A lot of combos are harder or simply don't work vs him
  • His meterless BnB builds a lot of meter, almost enough for 1 SA2 stock
  • Above average utility in his air attacks. He gets access to a crossup, an air grab, a 2 hit attack, a great normal for air to air and jump-ins in HK, and his Jinchu Nobori (qcf K) allows him to do a delayed jump-in
  • He can do instant overheads, which can be potentially painful if combined with a SA setup
  • Against the top tiers some of his most important tools don't work: Chun-li can duck under his best pokes and punish fireballs on reaction. Yun falls out of his most important BnB
  • Heavily reliant on meter to be a threat
  • Below average meterbuilding in neutral. Against other meter hungry characters like Yun his meterbuilding will get outpaced
  • All of his throw options result in a sideswitch, so throwing a cornered opponent will get them out of the corner
  • His SA2 is substantially weaker vs cornered opponents since it loses its potential for unblockables (in a few matchups this isn't the case though)
  • His low presence is subpar. Every low option he has features at least one of these weaknesses: slow, unrewarding, risky, stubby
  • Very weak options for ranged punishes. Generally a single poke will be the best punish
  • Above average execution requirements
  • Depends on character specific combos and setups

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
  • Standard Throw Range (pixels): 25
  • Kara-Throw Range (pixels): 53
  • Dash Forward (frames) / Moving Distance: 17 / 2
  • Dash Backward (frames) / Moving Distance: 11 / 2
  • Normal Wake up (frames): 71
  • Quick Stand (frames): 52

Character Colors

(ocolor).gif

Moves List

Throws

Kubi-jime Kataguruma Lp.png+Lk.png
Tomoe Nage B.png+Lp.png+Lk.png

Air Throws

Kuuchuu Jigoku Guruma Air Lp.png+Lk.png

Command Moves

Mawashi Hiji F.png+Mp.png
Double Jump Air U.png

Special Moves

Nichirin Shou B.png charge F.png+P.png EX SC
Oni Yanma D.png charge U.png+P.png EX SC SC on 1st/2nd hit
Niou Riki Hcb.png+P.png
Jinchuu Watari Qcf.png+K.png EX
Hitobashira Nobori Air Qcf.png+K.png EX

Super Arts

I Kishin Riki Qcf.pngQcf.png+P.png 104 Gauge Dots 1 Stock 2.5 EX Uses
└Kishin Kubi-jime Kataguruma Close P.png
└Kishin Kuuchuu Jigoku Guruma Air Close P.png
I Kishin Tsui Qcf.pngQcf.png+PP 104 Gauge Dots 1 Stock 2.5 EX Uses
II Yagyou Dama Qcf.pngQcf.png+P.png 88 Gauge Dots 3 Stocks 6.6 EX Uses
II Yagyou Oodama (MAX)Qcf.pngQcf.png+PP 88 Gauge Dots 3 Stocks 6.6 EX Uses
III Tengu Stone Qcf.pngQcf.png+P.png 112 Gauge Dots 1 Stock 2.8 EX Uses
III Tengu Midare Ishi Qcf.pngQcf.png+PP 112 Gauge Dots 1 Stock 2.8 EX Uses

Target Combo

Lk.pngcMk.png

Move Analysis

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/disadvantage 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

(orodf).gif
Move Total frames
Dash Forward 17

Comments here

(orodb).gif
Move Total frames
Dash Backwards 11

Comments here

(orobjump).gif
(orojump).gif
(orofjump).gif
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

(orow).gif
Move Motion Frames
Normal Wakeup - 71

Comments here

(orotw).gif
Move Motion Frames
Quick Stand Tap D when hitting the ground 52

Comments here

(orot).gif
Move Motion Frames Gauge Increase
Taunt HP+HK ?? ?

Comments here

(orohparry).gif
(orolparry).gif
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

Standing Normals

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.

(orolp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Far Jab LP 30(5 life points) 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

(oromp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Far Strong MP 80(14 life points) 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

(orohp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Fierce HP 140(60+80)(22 life points) 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

(orocloselp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Close Jab (Close to opponent) LP 35(6 life points) 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

(oroclosemp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Close Strong (Close to opponent) MP 70(40+30)(14 life points) 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

(orolk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Far Short LK 35(6 life points) 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

(oromk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Far Forward MK 100(17 life points) 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

(orohk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Roundhouse HK 120(21 life points) 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

(orocloselk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Close Short (Close to opponent) LK 40(7 life points) 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

(oroclosemk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Close Forward (Close to opponent) MK 110(19 life points) 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

Jumping Normals

(orojlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Jab (Air) LP 60(10 life points) 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

(oronjlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Neutral Jump Jab (Air) LP 60(10 life points) 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

(orojmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Strong (Air) MP 100(17 life points) 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

(oronjmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Neutral Jump Strong (Air) MP 110(19 life points) 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

(orojhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Fierce (Air) HP 140(100+40)(23 life points) 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

(oronjhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Neutral Jump Fierce (Air) HP 140(24 life points) 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

(orojlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Short (Air) LK 60(10 life points) 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

(oronjlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Neutral Jump Short (Air) LK 60(10 life points) 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

(orojmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Forward (Air) MK 100(17 life points) 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

(oronjmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Neutral Jump Forward (Air) MK 110(19 life points) 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

(orojhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Roundhouse (Air) HK 120(21 life points) 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

(oronjhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Neutral Jump Roundhouse (Air) HK 140(24 life points) 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

(orouoh).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Tobi Hiza MP+MK 40(7 life points) 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

(orokjk).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Kubi-jime Kataguruma LP+LK or F+LP+LK 115(6x30)(19 life points) 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

(orotn).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Tomoe Nage B+LP+LK 120(21 life points) 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


(orokjg).gif
Move Motion Damage Stun Damage Throw Range (Front) Throw Range (Up & Down)
Kuuchuu Jigoku Guruma (Air) LP+LK 180(32 life points) 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

(orofmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Mawashi Hiji F+MP 90(16 life points) 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

Crouching Normals

(oroclp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Jab D+LP 30(5 life points) 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

(orocmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Strong D+MP 65(11 life points) 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

(orochp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Fierce D+HP 120(21 life points) 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

(oroclk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Short D+LK 20(3 life points) 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

(orocmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Forward D+MK 80(14 life points) 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

(orochk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Roundhouse D+HK 100(17 life points) 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

Target Combo

Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Target Combo Close LK -> MK 40+50 3+5 No/No Yes/No Yes/No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 - - -5 -4 -3 HL HL/H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0+? 1+1 2+1 8(4+4)

Comments here

Special Moves

(orosdp).gif
(orosdpm).gif
(orosdph).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Sun Disk Palm (Jab) Charge B,F+LP 50(8 life points) 3 7 Yes
Sun Disk Palm (Strong) Charge B,F+MP 50(8 life points) 3 7 Yes
Sun Disk Palm (Fierce) Charge B,F+HP 60(10 life points) 4 11 Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Sun Disk Palm (Jab) 14 1 27 -6 -5 -4 HL H
Sun Disk Palm (Strong) 12 1 25 -4 -3 -2 HL H
Sun Disk Palm (Fierce) 14 1 23 -2 -1 0 HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Sun Disk Palm (Jab) 0 1 2 4
Sun Disk Palm (Strong) 0 1 2 4
Sun Disk Palm (Fierce) 0 1 2 4

Comments here


(orooniyama).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Oniyama (Jab) Charge D,U+LP 140(80(40))(24 life points) 9 15 Yes
Oniyama (Strong) Charge D,U+MP 160(100(40))(28 life points) 10 15 Yes
Oniyama (Fierce) Charge D,U+HP 180(2 hits)(120+60+60+40)(31 life points) 11(5+2+2) 20(19+3+3+3) Yes/Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Oniyama (Jab) 6 10 29 -22 Down Down HL HL
Oniyama (Strong) 6 17 30 -30 Down Down HL/HL HL/HL
Oniyama (Fierce) 1 1・1・1・20 33 -38 Down Down HL/HL/HL HL/HL/HL

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Oniyama (Jab) 3 15 21 4
Oniyama (Strong) 3 15 21 4
Oniyama (Fierce) 3 17 22 16(4x4)

Comments here


(orojn).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Jinchu Nobori (Short) QCF+LK 100(50+50)(16 life points) 6(3+3) 10(5+5) No/No
Jinchu Nobori (Forward) QCF+MK 115(60+60)(20 life points) 8(4+4) 10(5+5) No/No
Jinchu Nobori (Roundhouse) QCF+HK 130(70+60)(22 life points) 9(5+4) 10(5+5) No/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Jinchu Nobori (Short) 27・35 3・3 13 -40~-35 Down Down H/H H/H
Jinchu Nobori (Forward) 31・39 3・3 13 -40~-35 Down Down H/H H/H
Jinchu Nobori (Roundhouse) 34・42 3・3 13 -40~-35 Down Down H/H H/H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Jinchu Nobori (Short) 3 16(15+1) 22(21+1) 8(4+4)
Jinchu Nobori (Forward) 3 16(15+1) 22(21+1) 8(4+4)
Jinchu Nobori (Roundhouse) 3 16(15+1) 22(21+1) 8(4+4)

Comments here


(oroajn).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Air Jinchu Nobori (Short) (Air) QCF+LK 160(8 hits)(40+40+20×6)(19 life points) 6 10(8 hits)(5+5+0×6) No/No
Air Jinchu Nobori (Forward) (Air) QCF+MK 160(8 hits)(40+40+20×6)(19 life points) 6 10(8 hits)(5+5+0×6) No/No
Air Jinchu Nobori (Roundhouse) (Air) QCF+HK 160(8 hits)(40+40+20×6)(19 life points) 6 10(8 hits)(5+5+0×6) No/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Air Jinchu Nobori (Short) 8 3 13 -40~+5 Down Down H/H H/H
Air Jinchu Nobori (Forward) 8 3 13 -40~+5 Down Down H/H H/H
Air Jinchu Nobori (Roundhouse) 8 3 13 -40~+5 Down Down H/H H/H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Air Jinchu Nobori (Short) 6(3+3) 10(5+5) 31(13+12+[1×6]) 32(4x8)
Air Jinchu Nobori (Forward) 6(3+3) 10(5+5) 31(13+12+[1×6]) 32(4x8)
Air Jinchu Nobori (Roundhouse) 6(3+3) 10(5+5) 31(13+12+[1×6]) 32(4x8)

Comments here


(orohpd).gif
Move Motion Damage Blocked Damage Stun Damage Throw Range Super Cancel Juggle Value
Human Pillar Driver (Jab) HCB+LP 150(24 life points) - 11 79 No
Human Pillar Driver (Strong) HCB+MP 170(27 life points) - 11 79 No
Human Pillar Driver (Fierce) HCB+HP 190(30 life points) - 11 79 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Human Pillar Driver (Jab) 9 2 29 -15 Down Down HL Impossible
Human Pillar Driver (Strong) 10 2 29 -15 Down Down HL Impossible
Human Pillar Driver (Fierce) 11 2 29 -15 Down Down HL Impossible

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Human Pillar Driver (Jab) 1 7 11 -
Human Pillar Driver (Strong) 1 7 11 -
Human Pillar Driver (Fierce) 1 7 11 -

EX Moves

(orosdp1ex).gif
(orosdp2ex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Sun Disk Palm (EX) Charge B,F+PP 40 120(60+60)(16 life points) 8(4+4) 6(3+3) Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Sun Disk Palm (EX) 14/20 120 27/37 +1 +2 +3 HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Sun Disk Palm (EX) - - - 8(4+4)

Comments here


(orooyex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Oniyama (EX) Charge D,U+PP 40 220(4 hits)(70+60+60+30)(35 life points) 14(7+3+3+1) 224(15+3×3) Yes/Yes/No/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Oniyama (EX) 5 3・1・1・20 43 -47 Down Down HLx4 HLx4

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Sun Disk Palm (EX) - - - 16(4+4+4+4)

Comments here


(orojnex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Jinchu Nobori (EX) QCF+KK 40 205(65+65+75)(34 life points) 13(4+4+5) 15(5+5+5) No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Jinchu Nobori (EX) 31・41・45 6・3・3 13(2) -40~-35 Down Down Hx3 Hx3

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Jinchu Nobori (EX) - - - 12(4+4+4+4)

Comments here


(oroajnex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Air Jinchu Nobori (EX) (Air) QCF+KK 40 220(9 hits)(45+45+25x7)(22 life points) 6 10(7+7+0×6) No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Air Jinchu Nobori (EX) 8 3 13 - Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Air Jinchu Nobori (EX) - - - 39(4x9)

Comments here

Super Arts

(orosa1).gif
(oroairsa1).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Throw Range Damage/Gauge
I Kishin Riki (Activation) 1 bar (104) QCF QCF+P - - - - -
- Kishin Riki (Ground) - (After activation) P 345(58 life points) 44 25 - 3,31
- Kishin Riki (Air Grab) - (After activation) Air P 310(52 life points) - 18 56 2,98

Frame Data

Move Startup Hit Recovery Throw Range Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Kishin Riki (Activation) 17 - - - - - - - -
Kishin Riki (Jab Ground) 4 1 18 40 - Down Down - -
Kishin Riki (Strong Ground) 7 1 22 52 - Down Down - -
Kishin Riki (Fierce Ground) 10 1 25 66 - Down Down - -
Kishin Riki (Air Grab) 5 4 - 42 Horizontal x 72~94 Vertical - Down Down Impossible Impossible

Comments here

(orosa1pp).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
I Kishin Tisui 1 bar (104) QCF QCF+PP 430*(71 life points) - - 3,57(x2)

Frame Data

Startup Hit Recovery Throw Range Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
12 1 25 66 - Down Down - -

Comments here


(orosa2).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
II Yagyou Dama 3 bar (88 each bar) QCF QCF+P 210*(33 life points) 32** 10 2,38 (x3)
* 55x4 Damage is when all hits connect.
** 8x4 Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
28 144 19 +27 +28 Down HLx1~4 HLx1~4
28 141 19 +27 +28 Down HLx1~4 HLx1~4
28 134 19 +27 +28 Down HLx1~4 HLx1~4

Comments here

(orosa2pp).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
II Oodama 3 bar (88 each bar) QCF QCF+PP 600*(96 life points) 132** 15 6,81
* 70x12~13 Damage is when all hits connect.
** 11x12~13 Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
26 1 3 +73 +74 +75 HLx1~13 HLx1~13

Comments here


(orosa3).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
III Tengu Stone 1 bar (120) QCF QCF+P or PP * ** - -
* 40 Damage if Rock or Wall hits,20 for others
** 8 Damage if Rock or Wall hits,4 for others

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
17 - - - - - HLx1~6 HLx1~6

564 frames for P version,283 for EX Version

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.

Strategies

Choosing which Tengu to use: This is highly based on player preference, and I see EX and regular stones activated in all sorts of ways. In general, I’d recommend using EX stones during a combo, or if you have full meter and Oro is punishing, simply 2 hit MP xxx Stones (then juggle appropriately). I opt to use non-ex stones out of combo a lot of the time unless it’s a situation where the enemy has a lot of life, the timer is going to run out, and I’m almost dead. I really just like having the option to juggle more. The EX stones don’t last very long, so they are the worse choice if Oro is trying to chip the opponent to death.


Regular SAIII (3 stones): This is good for chipping opponents and keeping presence on the fight for a while. The stones last a really long time. Usually you want to activated non-EX stones after a backthrow or sweep that leaves the opponent cornered. Try to activated just before they land to mess up their meaty timing. You can also cancel into stones after throwing a fireball to make them safe to use, since there is recovery. Don't just randomly use them. Stones make meaties very easy; all Oro needs to do is whiff a move and let the stones hit as the opponent gets up, and he can block. Make sure that when applying pressure, you don't just mash light kick and walk forwards. The stones don't hit as often as Genei Jin shadows, most of them attack every other move that Oro does. So you kind of stutter like... lk (walk forwards with stones), lk (walk forwards with stones), cr lk..... If Oro pushes himself out of block range, he can whiff a st. LK, then UOH while the stones are out to hop back into attacking range.

With non EX stones out, there is a way to deal decent damage that isn't from chip, and really keeps the opponent on the edge (which I covered in the video linked above); UOH, cr MKxxx command grab. This really makes your opponent not want to just block low the whole time because this easy combo causes a lot of damage and an untechable knockdown.

Usually for pressure, Oro uses far LK, close LK, cr LK, and UOH during Tengu since they are fast.

Another little note about regular Tengu is that I prefer it as a raw activation over EX very much in the Urien and Chun-Li match up. Urien doesn't really have fast reversals he can sneak in between attacks in case you mess up your timing, or the set of stones messes you up, so Oro can often times get max damage off of non-EX Tengu here. Against Chun, EX stones out of combo tend to be bad because most sets of stones do not allow Oro to activate, then UOH linked to MP for juggles, so I just go for chip and try to get her to burn meter for EX legs to make Oro go weeeeeeeeeee across the screen.


EX SAIII (5 stones): EX stones is the one that grants Oro his big combos. In the corner, all Oro has to do is continually roundhouse until the timer runs out, then combo into his bnb chicken dance to build back some meter. Mid screen there are a couple combos most Oro players use:

(Assuming the opponent is in air either from jumping or after being launched) jump HK, land, juggle w/ cl MK, repeat. If the opponent seems like the next jump HK is going to get hit too far away, use toward MP in place of jump HK. Just try it a few times in trianing mode to get the ranges down. It's kind of hard to describe because his combos are all stone specific and there are 3125 combinations of stones.

The other mid screen juggle is roundhouse, toward MP, roundhouse, toward MP.... Same thing where if the next roundhouse is going to miss, use a toward MP instead like the other mid screen juggle. I recommend this one for shotos, since sometimes the land, cl MK causes them to start being juggled in the wrong direction based on how close to them Oro is. But really, just use whichever combo you are comfortable with. Both of these combos work on the whole case.

If you do choose to or are forced to use EX Tengu Stones you of combo, you CAN lead to a big Oro juggle. Use UOH linked to cl MP to put the opponent in a juggle state, or use Oro's cr HK to start a juggle, then usually do one jab before the roundhouse for timing purposes; the start up of jab is much faster, so characters that fall quickly will not drop to the ground very often if the first attack is a jab. Again, this timing may be odd at first, so you gotta spend two quarters when no one else is at the arcade to get dat training in.... Or are you playing on 3so? What!!!!

Tips: Close LK is a great move for tic throws since it has a 2 frame start up, frame advantage, and is only parrable high. Close LP has better frame advantage, but it is parryable either high or low.

Overview

Oro is an unorthodox, but balanced character. He fills basic special movelist requirements (e.g fireball, uppercut). However, he has unique mechanics such as a double jump and EX supers. However, his damage is often limited to close proximity so he must either use short combos or poke until he's in an effective range. Oro's SA2 and SA3 are often the supers of choice for more frequent EX moves and unblockable setups, or his SA3 for massive damage. One of his specialities is using his fireball mixups with tools like his command throw, or his SA3 combined with his stomp for massive damage. This also works with SA2; This is sometimes referred to as a "Chicken Wing".

Basics

Normal Pokes

-s.HK beats Dudley’s s.HK (and a lot of other things!)
-s.MK beats Ken’s d.MK (Oro’s farthest-reaching poke)
-d.MP beats Urien’s d.MK (solid poke that stays out for a while)
-d.HP beats Makoto’s d.MK (great priority, destroys Makoto’s standard pokes)
-s.MP beats Urien’s s.HP (another solid poke, mix it up)
-d.MK beats Chun-Li’s b+HP (best low-hitting poke… not much to choose from)

Poking Strings

-d.LK - d.MK (d.LK d.LK is fine too, but less damage if it hits)
-close s.LK - far s.LK - d.MK (high-high-low, pushes you into zoning range)
-close s.LK - d.LK - s.HK (high-low-high)
-close s.LK - d.LK - d.HP (variation on Makoto, also comes out quicker)
-UOH - far s.LK - far. s.MK (don’t use on Chun-Li and Oro; they can duck the MK)

  • (Use variations of these for yourself! This is only a guide.)

Normal Anti-Airs

-s.HK beats Yang’s divekick (proper range)
-d.HP beats Ryu’s j.HK (mix up with s.HK for far jump-ins)
-close s.MP beats Chun’s j.MK (use sparingly, and use the chance to juggle either a s.HK or another launch (first hit only) into super

  • (Not shown: close s.LP against close jump-ins, then mixup when they land)

Air-to-Airs

-j.HK beats Remy’s j.HP (the height from a superjump helps to outprioritize)
-j.MK beats Q’s j.HP (it’s all spacing, use doublejumping to your advantage)
-parry - airthrow (use this after an air parry whenever you can, it hurts a lot)

  • (Not shown: vertical j.HK… USE THIS!!! I can’t believe I forgot to include it)

Super Art Selection

Super Art 3 is used for medium and low stamina characters, Super Art 2 can be useful if you are a EX move addict and play unblockables

  • SA1
    • Invincible EX Super Art
    • Long one stock meter
    • Limited options
      • Use on: No one
  • SA2
    • 3 Medium stocks
    • Unblockables everywhere
    • Predictable and specific gameplans
    • EX Super Art easy to parry and bad recovery
      • Use on: Big hitbox characters like Urien,Dudley,Alex and Hugo
  • SA3
    • Longest duration Normal Super Art
    • best juggle option and chicken/2-in-1 close strong corner combo extender with the EX version
    • One Stock Art Meter and longest one
      • Use on: All (with the possible exception of hitbox characters)

Kara-Techniques

For kara-UOH, press Strong a split second after pressing and holding Forward.

Roundhouse is best for normal throws. Far Forward is best for his command grab and regular Kishin Riki. I don’t recommend doing the kara-command grab in a real match any more than I would recommend doing it on its own outside of a combo. As for Kishin Riki… do yourself a favor and pick a good super art.

Same as the command grab. During Kishin Riki you can make a grab attempt with any punch on its own, but you can kara only if you do the command grab motion. F, DF, D, DB, B, Forward, any punch. You must complete the half-circle motion before pressing Forward.

Zoning

Mixups

your best options for wakeups and mixups are this:

  • cl.MK /cr.MK xx hcb+P
  • MP+MK, MK xx hcb+P / MP into chicken combo
  • hcb+P
  • throw
  • HP
  • jump late, air qcf+K for 9 hits
  • jump early, air qcf+K on landing, MP into chicken combo

Throw a Jab or Strong Super Art II its your meter option, use it at midscreen.

Additional Notes

  • Personal Action: Recovers stun meter.

3S Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill