What did you guys do while I was gone? I’ll clean this mess up later. People only don’t punish the blocked command grab if they don’t know the Oro match up. It’s -15. That’s not good news.
Kara grab is a general technique. I mentioned the Oro specific aspects of it in my post. Don’t Kara grab point blank or when teching because it causes the start up time to increase. But, yeah. Use it all the time for that extra range. It really adds a lot to Oro’s game. You might wanna read up more about the general mechanics of 3s before asking some Oro player what is what.
I know what a kara grab is. I asked if it was viable i.e capable of becoming actual, useful. Useful meaning if its range is significant enough. After all there are many kara’s in the game which are nigh useless. Hence my question, ‘is it viable’.
Now I suppose I could have waited until Online Edition came out for 360 and found out for myself, but I thought I might as well try to breathe some life into the Oro forums. If you feel like I’m dirtying your thread with my questions, I apologize.
Use mk to kara at further distances. Use roundhouse to kara when you are close enough to your opponent that st.mk becomes close st. mk. (or if you’d just prefer to have Oro yell at them!)
What should I be using for anti-air? Oro doesn’t seem to have too many options in that regard.
c.fp, s.rh and cl.mp works well for me depending the spacing of course
I forgot about the c.FP.
Very new to 3s but a longtime Gen user in the alpha series and SF4.
I have to say Oro is a lot of fun, his juggles a lot of fun to do and watch, and I’ve been watching japanese footage of him and been training like a maniac. I can do his chickenleg combos and his ‘stone’ superart juggles, but I have a question regarding his fireball superart. I noticed in some match-ups Oro players use the fireball superart and they do chickenleg juggle and then hitconfirm the fireball from the 3rd s.mp (much like the stone superart juggle) and then they try to get to the other side, is this an unblockable setup? If so, how do they exactly perform this? Because I get hella confused watching it being done so fast. Do you dash and then just jump over them? Do I need to hit them at the other side at the exact time the fireball hits them? It seems very hard.
Done properly yes, that’s the unblockable. BTW, that is a super cancel, same as into EX Tengu- not a hitconfirm. Hitconfirms and super cancels are two different things.
For example- Ken’s cr. mp link to SAIII is a hitconfirm only if you are seeing that the cr. mp was not blocked and only then activating the super. If you are just doing it every time no matter what it’s just a link into a super. There are plenty of hitconfirms that don’t involve canceling into a super.
The unblockable is character specific, meaning you will have to do it slightly differently depending on the other character.
One variation (there are a few) for Ken is chicken loop, cancel to MP SA2, dash forward twice, neutral jump, forward jump then MK cross up as SA2 is hitting them.
another really good antiair option with oro (and of course everyone in the game) is just to simply parry, and then either immediately do heavy kick for guaranteed damage/stun without the possibility of trading like you might with normal antiairs, or do mk,command grab which will often catch them
- if you do trade with a mp antiair or (i think hk too) you can dash forward and combo mp into chicken
also does anyone know the frame data on stand hk? that thing is godlike. so fast, so much stun
hi am very newbie so bare with me…im trying to do oro’s last mission in trail mode that involves the multiple chicken kicks into tengu stone etc. i cant seem to get the roundhouse kick to connect after the tengu stones assistance would be greatly appreciated
You have to hit the s.mp 1x instead of 2x>cancel into stones. If you do s.mp x2 and then cancel into super it will not connect.
that’s what i was afraid of…man that is some crazy timing…thank you
its way easier if you learn the timing of doing a quarter circle as your landing, going back to neutral quick and then doing a quick medium punch, quarter circle 3pp
and dyne made an explicit point the other day that the three charcaters he hates the most are ken, yun, and oro. thats a +1 for oro lol
I don’t plan on responding to people who haven’t read the initial posts btw.
i guess i still dont get it…i thought i did but then he still dropped out even after only one hit from st.MP
what im doing is st.MP(1 hit)>:qcf:MK>land>st.MP(1 hit)>:qcf:HK>land>st.MP(1 hit)>:qcf::qcf:MP+MP
is that wrong or what?
edit: and jwangggg i have read the first posts explaining how he only has 6 juggle points and the 1 hit from MP takes 1 point and each chicken kick takes 1 as well…with that in mind im only using up 5 by the time i use EX tengu stones so yeah…
I’m assuming that MP + MP is a typo.
I have a couple ideas as to what could be going wrong. First of all, I need to know where the combo is dropping. Are you saying that you do 2 mp chicken dances, then mp EX Tengu and when you go to smack Ryu on his way down, the stones don’t connect? Or are you dropping it before the EX Tengu even comes out? Other than MP + MP, you described the correct way to perform the combo.
oh it was a typo i meant MP+HP but yeah its dropping out **st.MP(1 hit)>:qcf:MK>land>st.MP(1 hit)>:qcf:HK>land>st.MP(1 hit)>:qcf::qcf:MP+HP(right here) the standing roundhouse doesn’t connect
**
Is the HK chicken dance a typo as well? Although I think it’s possible in the corner, it is much easier to use MK chicken dance. This is the strength for all your simple chicken dance combos. HK is in some of the weird SAII loops vs twins and Hugo (and other characters). I know the trial says any strength chicken dance, but it’s lying.
I think HK chicken dance CAN connect, but it’s very specifically spaced.
btw the trial mode combo is a mid-screen combo. It works in the corner, but it’s a little tougher if that helps. And don’t feel bad that you can’t get it. The combo is hard vs the shotos compared to much of the cast.