Played a ton of matches on GGPO vs a friend who is really good with Oro. I won maybe like 5 rounds out of 20 or so matches. I’ve never even played an Oro player besides the computer.
His Oro seemed to be like yun with a stun. He could juggle for days and I would be stunned very often.
How do I deal with his juggles, air jumping, and chicken stomps mainly?
The semi-infinite of uppercut/chicken stomp and the throw do so much stun its really annoying.
PS- How do you do a multiple hit chicken stomp like the one in this video @ 1:14 & 1:35?
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also at around 5:00 in this video is the semi-infinite SA juggle he would also use on me
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PPS- What are the main advantages/disadvantages for each character in the MU?
Down tech teleport is my favorite way to get out of aegis setups too, cause if the Urien thought you were gonna teleport and dashed back he’ll dash up to hit you when he sees the down tech and the poof your gone again!.
I never go for parry > teleport during aegis or yagyou bogey super. If the initial parry happens to be a wrong guess and they did commit to an attack, then you eat the whole combo.
Mostly when I play against Raju’s Urien, he always goes for either a low short or uoh when throwing out an aegis. If I get a successful teleport, he still has time to run after me when his attack misses.
Not sure I quite understood what he said about Oro’s jump ins. Playing against Zak, Oro’s jump ins are one of my weakest points. If the Oro hasn’t already committed to the double jump, isn;t throwing out an SA1 risky?
I meant when they hit you with a cr hp into mid screen unblockable but then dash back and just wait to see if you teleport instead of standing over you to break guard with UOH/cr short/Quarrel Kick.
If I teleport in this situation they usually end up with a free throw or worse with cr fierce cause they are looking for it.
They are also looking to see if i block the first few hits or do something on wake up so if I dont move they usually do something like dash in throw, or if I wiff something after blocking some of the aegis they might try to punish the recovery with a tackle.
However everytime I parry the reflector on wakeup in this situation it sends them charging in to smack me back into an unblockable which is a perfect time for a safe punch teleport.
Infact some of the uriens that got used to this started to wiff far mp from about mid screen away while they watched me parry the reflector knowing i would teleport if they dashed so they partitioned tackles to try to hit me when during a parry so id have a lot of trouble buffering a teleport after.
Makes you wonder how many counter counters there are and what would have countered that, expect the tackle and srk on reaction then just take the last few aegis hits? Urggghhh my brain.
idk how the dude you’re playing goes about things, but i can tell you a bit of what i know about Oro in general:
the main thing to keep in mind is that he needs to be right on you to start the chicken combo (with cl. mp) but he also has quite a reach with st./cr. mp and mks… so if you’re in his face, try to stay a bit out of grab range and most of his better moves will be hindered. he can also go into the chicken combo if he catches you in the air, like wiffed uppercuts and parried jump-ins, or if he chicken stomps you while you’re off the ground.
I have problem with this matchup too. There’s a couple things to keep in mind.
If he gets you into a juggle always watch out for a dash under cross up. A lot of Oro’s like to start another juggle after the cross up so you can try to parry forward and punish. It’s risky but sometimes it’s worth it.
Most of the Oro’s I played like to dash back and forth a lot trying to get you to do the first move so well times fireballs is a good idea. Like with everything don’t do it too much because it’s easy to get punished.
Oro is the only( there might be more so correct me if I’m wrong) chara Akuma can link his UOH into shoryu, hurricane or super without it having to be the first or the last frame on wakeup. Just stand as close to him as possible, and if he is block crouching and it hits you can ALWAYS link into shoryu, hurricane etc. Also short, jab, short, UOH into SA1 is a good way to punish him.
I just use standing fierce as an anti air. You can always follow up into shoryu or tatsu or even super if you want, but don’t set yourself up to get punished as much.
Also, like Tony mentioned, ground fireball helps me a lot cause then they definitely want to start jumping, and even tho Oro is fairly safe in the air, you can react to super jumps with a jumping tatsu.
Redefine? Can you provide more detail?
How much more we haven’t seen of Oro, compared to the youtube videos of Inoue Oro and dirty music in SBO 2008? They setup sudden Tengu Stone and Yogou Dama situations from mid screen out of no where.
I found Oro very frustrating to play against initially, especially because of the amount of stun Oro does, and the amount of stun Akuma can take. What I’ve found helps me in this game is forcing Oro to play on the ground. Against the Oros that I’ve played, I try to identify when they like to jump, and what pokes they like to use. If I belt them a few times in the air with a well placed air to air tatsu or raw super, I find they start going to Oro’s annoying pokes, but this is far more manageable in my opinion than a double jumping rubber chicken. Also, you KNOW he wants to land that c.mp, so do your best not to give him a chance =D Zoning and patience is what I think wins this match. When Oro hits c.mp with super to back him up, then comes the stun.