Street Fighter 3: 2nd Impact/Oro

From SuperCombo Wiki

Introduction

Oro is a zoner who wants to use his large buttons, fireballs, and incredibly strong EX fireball to create a wall that forces mistakes out of his opponent. He does very low damage off of his long range hits, and doesn't have a super that lets him fix that issue, so you're going to need a punish or anti air to get high damage. However, once he gets his big hit, he can potentially TOD with strong unblockable set ups. He's definitely low tier, but his fantastic punish game and tracking EX fireball make him a threat in the right hands.

Moves List

Normal Moves

Standing Normals

5LP (cl)
Startup Active Recovery Total Hit
2 - - 8 +5
Damage Stun Guard Parry Block
- - - A +4

Fast jab tied for his fastest move. Only thing it can go into is stLK, and that's a 1 frame link since 2I's combo system works weirdly. Still important for establishing pressure since it's one of his most plus normals.

5LP
Startup Active Recovery Total Hit
4 - - 15 0
Damage Stun Guard Parry Block
- - - A -1

Pretty bad normal, it's basically never better than stLK. Only thing it really has is range, but since it barely does any damage and isn't even advantageous on hit, that doesn't mean much.

5LK (cl)
Startup Active Recovery Total Hit
2 - - 8 +4
Damage Stun Guard Parry Block
- - - A +3

Good move, but generally slightly worse than clLP since it has one less frame of advantage on hit and block. Does slightly more damage than clLP though, so it is somewhat better in cancels, not that you should really be using either in combos.

5LK
Startup Active Recovery Total Hit
3 - - 12 +2
Damage Stun Guard Parry Block
- - - A +1

One of Oro's better moves, good range and is actually plus on hit, so you can use it to start pressure. It's also fast, so it's good for poking out of pressure at longer range.

5MP (cl)
Startup Active Recovery Total Hit
5 - - 26 launch
Damage Stun Guard Parry Block
- - - H -3

Probably Oro's most important move. Starts his damaging juggle combos and unblockable set ups. This is your main punish and anti air.

5MP
Startup Active Recovery Total Hit
8 - - 28 -3
Damage Stun Guard Parry Block
- - - H -5

Terrible poke. Minus on hit and whiffs on crouch, so it is outclassed by basically every other poke Oro has. Don't use it.

5MK (cl)
Startup Active Recovery Total Hit
4 - - 22 -3
Damage Stun Guard Parry Block
- - - H -5

Useful combo tool. Special cancellable, so it's important for post unblockable combos.

5MK
Startup Active Recovery Total Hit
8 - - 26 -3
Damage Stun Guard Parry Block
- - - H -5

Mediocre poke. It's pretty minus on hit, so it's dangerous to use against a lot of characters. Generally outclassed by stHK.

5HP
Startup Active Recovery Total Hit
17 - - 39 -1
Damage Stun Guard Parry Block
- - - H -4

Good mixup tool. Not a terrible hurtbox, either, so it can be used as a counterpoke.

5HK
Startup Active Recovery Total Hit
7 - - 28 -1
Damage Stun Guard Parry Block
- - - H -4

One of Oro's best pokes. Only -1 on hit, so it's fairly safe to throw out. Deals really good damage and stun.

Crouching Normals

2LP
Startup Active Recovery Total Hit
4 - - 15 +1
Damage Stun Guard Parry Block
- - - A 0

Pretty much just a better version of stand LP, being slightly more plus as well as being chain cancellable into itself, although this won't combo.

2LK
Startup Active Recovery Total Hit
4 - - 15 +1
Damage Stun Guard Parry Block
- - - L 0

Doesn't have great range, but hits low and chain cancels into itself, but, again, it won't combo. Almost always outclassed by crouch MK.

2MP
Startup Active Recovery Total Hit
7 - - 25 -3
Damage Stun Guard Parry Block
- - - A -5

Extremely long range poke, but is so minus that you can't use it against most characters with super.

2MK
Startup Active Recovery Total Hit
6 - - 21 +2
Damage Stun Guard Parry Block
- - - L 0

One of Oro's most important tools, being a fast low that's great for building meter. While it's range is lacking, it's also one of Oro's few normals to have the hitbox reach further than the hurtbox, so it isn't useless as a poke, either.

2HP
Startup Active Recovery Total Hit
6 - - 28 +2
Damage Stun Guard Parry Block
- - - A -1

Another normal that's useful for meter build, although that is probably it's only use. Might work as an anti air sometimes, but close MP is better in basically every way.

2HK
Startup Active Recovery Total Hit
10 - - 32 knockdown
Damage Stun Guard Parry Block
- - - A -5

Pretty mediocre sweep, but does give a knockdown, so it can be useful for Oro.

Special Moves

Super Moves

The Basics

Advanced Strategy

Match-Ups