Complete Oro Thread

i think the hugo-oro match up is in oro’s favor but not by much. hugo’s pokes beat all your pokes, just like chun. his ex slap kills your yagyou balls and you can’t do the chicken on him unless he’s in the corner and it has strange timing as well. if you’re good enough to do his other loops that work on hugo then you’re gdlk. afaik, they require both charge buffering and partitioning, so good luck finding an oro that can do them. however, it’s easy as fuck to do unblockables/mixups on hugo if he gets suckered into blocking or getting hit by yagyou into cl.mk xx c.grab. that’s all oro has on him though. i find myself running away from hugos all the time because he wins on trades and pokes, not to mention his 360. once he knocks you down he can keep up momentum pretty easily against oro, imo. i can semi-zone with fireballs but oro has some of the worst fireballs in the game. his hand stretches way too far and is easily hit by pokes from far ranges.

Hey dude it was nice getting to play with you at UFO :slight_smile: You should come down again sometime. I’ve started to apply some of the advice you gave me but now there are a few other things I’m unsure about.

  1. EX Chicken - I rarely use this move, usually if my opponent has a LITTLE bit of health left and I see him throw a fireball I’ll use it to punish, but I also have a bad habit of using this to try to chip people who are at 0% health. Is this something I should be using very sparingly or not at all? Is there really a good place for this move in the normal flow of a match at all?

  2. Chicken out of the corner - I remember seeing you do I think short chicken to escape the corner a few times…is this a large gamble or is it relatively safe? I’d imagine if someone was trying to hit you meaty you’d get stuffed but you might be able to escape just if they tried to throw you or something. Basically, are there any good ways to escape the corner besides just superjumping away? And if short chicken is viable, is there some particular time I should be trying to use it?

  3. Are air throws really good? I ask because sometimes I can sniff out a jump from my opponent and I’ll air throw them down, so I guess it’s good in a sense that I get a chance to play wakeup games, but is there a better option to punish someone when you know they are going to jump without an early jump attack?

Thanks.

EX Chicken: I actually use this move a lot for chip since it can be very difficult to parry. Not that bad of a habit to use, you just can’t use it obviously. They can jump back last minute if they react to it and it will whiff, but the best time to probably use it is when they jump back or forward at you, since they will pretty much jump right into it.

Chicken out of the corner: This is a calculated risk. Typically I will use this when the person does not have any meter so they can’t punish you hard. If they try to do a meaty move, first frame of lk chicken kick is in the air so it will knock you back into the corner. Also sometimes it will cross up for the knockdown. Some characters can’t do big punishes as well like urien, if he blocks it, he can probably only dash up sweep which is a good trade to get out of the corner vs him.

Air throws: they are ok, typically they are used if you parry an air to air move, then you get oki after. If they jump at you usually I do jump forward rh. Usually if you see them jump and try to jump forward and throw them, sometimes your air arcs don’t meet up correctly for the throw, or if they see you in the air with them, they will try to mash some buttons to hit you out of the air. Basically IMO, it is an OK tool.

Holy shit jwangggg isn’t banned anymore. No one been postin in these parts! The Oro parts!

What is the preferred strength of Niou Riki (human pillar dive) to use when comboing off st.mk or cr.mk? Seems like they all have the same recovery but different startup. How about the kara version? What type of situations would you use it in or set up for? Should this move only be used for punish? Maybe its safe to throw out against certain characters?

How about the best ways to land a chicken combo?

Also can someone who knows oro well please tell me about the way Kuroda plays him. General stuff too but specifically the way he uses Yagyou Dama. No unblockables but resets into Yagyou or something? What up?

Kuroda play Oro pretty weird, kinda like SA3 Urien. When he gets a chicken combo to the corner, he’ll reset them with cr.HP into SA2 and forces the opponent to parry both the Yagyou and anything Kuroda tries(usually HK). The success rate of Kuroda getting a knockdown from this setup is high. From there he launches EX booger that goes off the screen and he starts a high/low mixup from there, with the booger hitting from behind. I doubt it’s an unblockable but if anything it’ll help extend the combo for Kuroda to do another juggle.

Something I’ve noticed watching a lot of match vids is that doing the chicken combo against say ken people will end the combo usually with an oro srk or jump roundhouse / fierce. I usually do s.mp and cancel first hit into oro srk…never seen anybody else really doing that. Any particular reason people don’t go for this ender? I feel like it’s nice…also by using a different strength drill you can switch sides going under your opponent when the srk hits.

Its just orthodox Oro combos, people don’t usually like deviating from what works, and it depends where you want to place your opponent on the field once you’re juggling them.

Cancelling off of cl.mp causes heavy damage scaling. Your variants do 6-13 points less damage than the standard chicken combo with mp drill ender.

I found that during cl.mp, if you let the uppercut finish, and do a roundhouse chicken, when you come down you can cl.mp and keep the juggle going as usual. It’s good if you aren’t familiar with the normal cancel after one hit.

It does scale a ton but really the only other alternative I can see is to immediately cancel from cl.mp into yagyou or tengu to keep the scaling down. Any ideas?

i was going to say the same thing but decided i dont play oro so what business do i have, but since you said it…

it has nothing to do with orthodoxy. it has to do with the variations that are often used being basically superior in every way. time has weeded out all the superfluous combos and setups that don’t actually provide any substantial benefit.

this is the definition of re-inventing the wheel.

Dumping a whole bunch of unblockable loops here. 1 setup with oro=death.

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Aside from that megapost I have a bit of something that is bugging me…

Oro should have a loop in the corner where he launches for an sa2 and then resets after, repeating the process. I found a video of it for second impact… It just might work in 3s. Still trying to re-find the video atm.

I like Oro very much and want him as my secondary, too much shoto in my history. Can’t help feeling like I’m doing unwise things or forming bad habbits though.

Should I almost never be doing his high/low command grab combo on wake up?
Do I really need to try to land a chicken combo when ever possible and what are the sneakiest ways of doing this?
Currently I’m using Tengu, but been loving what Koro does with Yagyou. Not always going for unblockables but more like wacky mixups while its on the opponent. Are Yagyou unblockables a must?
Best options of attack when the opponent is getting up?
How do each of you Oro masters like to use his sun disk projectiles?

Almost never is an apt description. The only “high/low” thing about it is how it needs to be parried, and chances are the guy that is always guess parrying on wakeup is also immediately mashing garbage right behind that parry.

This is something you only do to absolute retards, for the most part. That said, it’s like a wakeup srk in that after you’ve trained a better player to think that you won’t go for it you can sneak one in. It can be a nice meaty but there are better options, and it is wildly unsafe.

Yes.

You can catch them with a bad dash-in at the right range and get a free one.

You can walk or dash under them, and if you see them throw out an air normal get a free one.

You can block a cross up, parry the next move in the blockstring and get one.

You can bait throws and get a free one.

You can kick Akuma four times and get a free one.

etc.

If you pick SA2 you should know the unblockable or it’ll likely be a waste. However outside of unblockables you can create a number of mixups and start forcing some really annoying situations on the opponent. SA2 has a long ass startup so if you aren’t careful you’ll get stuffed and punished at worst, or waste a stock at best.

It gives you a ton of meter to play with and it’s fun though.

No particular order:

Walk in and out of throw range to bait, punish with knee into command grab or chicken combo.

Cross up mk into target combo/ st.mp confirm / fat combo if you timed it right.

Tick into overhead / throw / whatever.

Instant overhead chicken stomp.

Empty jump into chicken stomp early or late (late goes into fat combo, early destroys their mind).

Empty jump into throw / st.mp confirm / instant overhead chicken / jump back mk or hk depending on character height.

Dash back cmd grab / hk / whatever

Do whatever you want as long as you mix it up. A lot of these things don’t work / aren’t necessary on the retards.

I use them pretty liberally to create space / get some breathing room / move them to the corner.

You can also fish for dumb things like unblockables on Makotos and Chuns that don’t quickstand and parry bait into cmd grab. On people that can’t parry two things in the air you can get a knockdown, on the PARRY MASTERS you get a mixup opportunity.

Solid stuff Chad. Thanks for the thorough reply.

So WHY do I need to land a chicken combo whenever possible?
Most damaging non jump in combo and great stun and great meter build and possible mixups I guess. Anything else?
Is the lp reset dash under mixup at the end of a chicken combo really viable against someone who plays well?

  • It’s not so much the combo itself does “big damage”(combo into chilly-willy throw probably does better damage), but it does build meter well, you can create mixup opportunities, and it’s important as a starter into SA2 unblockables or EX SA3 juggles. Those should be good enough reasons for you to want to try and land it whenever possible.
  • It’s a good enough mixup to try out at least once, even on a good player. It can turn into both an ambiguous crossup situation and a high/low mixup.

I’m pretty casual with third strike… or at least for the last several years I haven’t played to much. Sorta came back a couple months back and been maining Oro… SA2…

I use SA2 against most characters and just sorta wondered if anyone else uses this unblockable setup. Near as I can tell it’s good against every character… tho midscreen only. It’s a pretty scrubby setup from a perspective of ease… …and it’s 2 meters instead of 1…

st.mp xx chicken… st.mp xx SA2(strong)… immediate SA2 (again)… 2 dashes… jump over and continue how you please (normally chicken loop (which will build enough meter for another SA2 and possible unblockable after that).

Basically it’s a setup that says "I don’t give a crap what character you are b/c I can have SA2 at your back… and can already have crossed over and stuck u with a meaty into wtver from the other side.

I dunno if I have ever seen anyone do this combo in a vid. Granted 99% of good oro players seem to ONLY pick SA2 in the matchups where standard unblockable setups work well… so I shouldn’t be surprised I guess.

The Unblockable is really good, but it’s also character specific. Odds are you’ll find yourself using SA2 a bit moreso for keepaway. There are also situations where you can use SA2 as a setup for a high/low mixup in the corner when you’re on the offense.

Yagyou Dama is kind of like Aegis Reflector in that it has way more uses than one would think. Don’t get caught up in the Unblockables too much because you’ll find yourself missing the bigger picture.