Complete Oro Thread

I know. SA’s will always whiff, but you can setup unblockables with them. It’s no different then doing standard chicken loop except EX tengu will not connect on the end. I have to try it out, but I want to see if you can do uppercut xx super. I think the uppercut might hit too high for it to cancel.

But generally, legit unblockables need to end with one hit from SAII so that the opponent for sure cannot quick rise out of them. If by uppercut u mean close mp, it should not really matter. The juggle limit is reached before any of the supers can hit, so whether u move into a super from 1 hit of mp drill or 1 hit of close mp, transitioning into a big combo is not feasible.

Oro is great fun, but takes a LOT of work to be successful with.

How do you cancel into SA2 off his charge uppercut? I’m assuming you have to do (charge down, forward up, df) then cancel into the super?

It’s pretty easy if you do hold down, qcf,uf+p, qcf+p.

Yeah, you do the uppercut as a tiger knee motion (down to up-forward) which buffers the first qcf of the super. It’s best to just get into the habit of doing every charge uppercut this way, unless you are doing certain charge partioning things.

Sweet, going to test this out later. Thanks guys.

Sorry for double post but new question - Best combo to punish Hugo? c.MK -> command throw? c.MP -> HK? That big ass character not being the most juggle-able is seriously starting to affecting my personal life.

If you have charge you can do launch, mp fireball, hk chicken, launch, mp fireball, dash mp uppercut. Without charge I’m pretty sure s.mk into command throw does the most damage. There’s also two hit launch, hk chicken, mp uppercut (I forgot if this had to be karaed or not) which also switches sides.

Try this?

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Can anyone help with with the correct inputs for the tengu reset with Q. ATM I’m trying to do chicken combo x2 then c.hp xx tengu ex > light kick >> heavy kicks but he just escapes after 1/2 kicks. Also is there a more efficient way to do the tengu reset with Q other than this one?

One thing to know is that if you start your chicken combo with a jump in air chicken in the corner, you can only do one rep of the chicken combo after that before you need to reset. Otherwise Q will drop.

Immediate standing jab after the reset is better. Then you need to back up slightly to get your st. roundhouses to hit properly. There is a sweet spot where only the tip of your foot/rocks are hitting that will net you the stun. After you get the stun you need to walk forward to collect your final 6 roundhouses/ fancypants stun combo.

So with the jab I’m assuming you do QCF then neutral punch QCF EX Tengu much like with cancelling chicken combo into ex tengu which I normally do? Then light punch/kick walk back find the sweet spot and land all dem kicks?

No no no. I’m just saying use lp after the cr. hp reset instead of lk most of the time.

chicken combo->crouch hp reset->stand lp immediately->walk back->stand hk

That’s for the 100% stun.

You can reset with other things if you like, but not if you want the stun.

Ahh right. Any help on getting the cr.hk xx ex tengu can only get it like 1/5 times

Okay cheers guys been grinding the 100% on chun li and Q and my execution and timing has improved. Getting full stun and between 4-6 HK after the stun fills out in training mode 4/5 times.

I am having a few troubles with a few things though.
I’m having trouble with timing meaties. Is there a decent way to train up. I’m thinking my best meaty option is either Cr.MK to C-grab or St.MK to C-Grab.
Are the videos of Unblockables posted earlier are they character specific? Or can they work on most the cast? Is there a generic go to for large characters, shoto’s etc etc

What is the best way to get the mid screen Unblockables down? ATM trying to get the dummy to do the combo and me escape. Does this method work for helping train with meaties?

Are there any other corner SAII Unblockables that work on non-cross up characters?
What is the best way to end this corner SAII combo : chicken combo x2 Cr.HP xx SAII.

I know this is a lot of questions, and I appreciate any help anyone can give me.

I would advise against getting into the habit of doing that. If the command grab (which you can’t confirm) is blocked you’ll likely be eating a super. A meaty is a move executed on the opponents wakeup timed so that the active frames are hitting on the first frame that the opponent can be hit. The idea is that if they don’t do a reversal super or a move with invincibility frames they will be forced to block or get hit.

So it depends on your opponents options and your timing. St. mk, cr. mk or st. cl. mp are options. You can super jump cancel the first hit of st. mp if they block to make it safer.

The unblockables are all character specific. Start by learning on Ken- chicken combo 2 reps->mp sa2->dash forward twice->neutral jump->double jump forward->j. mk to break->land and repeat.

If your opponent parries, you can throw out a roundhouse, do st.mk xx fireball, uppercut, just about anything really. The idea is to put yourself in the best position to ruin their parry attempt and be able to still hit them afterward. Best case scenario is being able to hit them with cr. hpxx sa2 again after they attempt to parry (you will see Kuroda do this often).

One of the most important things you should be learning early on is st.mp (2 hits), walk up stand mp (1 hit)xx sa2 or sa3. You can’t buffer for this, so it may be difficult. You should practice it a little every time you play so that you will eventually be able to use it when you need to. Being able to execute this on command makes you SO much more dangerous.

Will hit the lab with all this info Thank you very much!

With the Cl.MP(2) walk Cl.MP(1 hit) xx SAII/III is it literally just doing QCF x2 really fast and clean? I take it there are no short cuts with that.