Introduction
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 |
---|---|
|
|
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 |
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.
|
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)
5LP (far)
5MP (cl)
5MP (far)
5HP
5LK (cl)
5LK (far)
5MK (cl)
5MK (far)
5HK
Command Normals
6MP
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
8LP
j.LP
8MP
j.MP
8HP
j.HP
8LK
j.LK
8MK
j.MK
8HK
j.HK
Target Combos
Throws
LPLK (mash)
4LPLK
LPLK (air)
Universal Overhead
MPMK
Taunt
HPHK