Oro for a beginner

Because chicken combos lead in to SA2 unblockables and tengu juggles and they also let you set-up 50-50s after.

I use the MK or C.MK into throw for the simple reason that my chicken combos fail. Only half the time will my combos really finish, and try as I might I have never been able to cancel the MP into a super…ever. I also use SA1 :sweat:. Practice practice, and you’ll see that chicken combo is better. Like when scrubs playing Ryu and Ken finally realize there’s more power in stuff beyond just c.HK…erm, yes. If you can DO the combos, they’re a better alternative. But for people who can’t do it, like me, the throw combo is a better alternative.

I see where you are coming from on being able to do the combos, but a really good chunk of Oros damage output lies in chicken combos and what comes after them. Spending some time in training mode getting it down 100% will go a long way with Oro.

You know what I hate the most? When you’re blocking blocking blocking then you parry and go for the chicken… AND A FIREBALL COMES OUT!!! Such a pain in the ass LOL… that’s why it’s sometimes better to just go for MK->command throw.

that owns me against my rushdown necro friend =[

Cl.mk also has more range than cl.mp

since this thread is getting the most action, i have a question

is there anyways to cross up hugo with mk and combo into mp(1-hit)xxxfireball?

is there a trick to this, i can’t get the charge time, or is it even possible

I tend to just pin them down with an SAII, so i guess that hits between the crossup and the mp.

Its possible to link crossup mk into launch but the timings rather tight, just hit very deep with the mk.

As for the charge, try superjumping into hugo, and immediately hit back, and as you go over his head press the other direction. There doesnt seem to be much more to it than that.

yeah i don’t think you get enough time then, cause i tried that

I’m sure that Jin could answer that question…

Keeping your charge while jumping over your opponent is actually pretty easy thanks to how lenient charge partitioning is.

http://youtube.com/watch?v=WV0k1hGkpK8 (0:08, and several other times during the vid)

As soon as I began the double jump, I held left. When it came time to press Forward to cross Hugo up, I held right. Add the left and right charge times and I was able to get the fireball.

The same trick applies to getting an upward EX fireball right after doing a back throw. Do the backthrow and hold back until Oro grunts and lets go. As he does, hold the stick in the opposite direction. As soon as Oro recovers, do the EX fireball.

Simple. But i think the guy was asking about whether you can do crossup mk into mp, without the SAII getting hits inbetween. It IS possible.

Of course. It’s done the same way whether there are Yagyou hits involved or not. Not disagreeing there. :slight_smile:

learn to confirm the close standing strong, in order to decide which to cancel into: chicken or super jump.

Whoa there, Bebop. not even Hung and Dirty can confirm a 1-hit launch. Basically you go into the chicken if you’re 99% sure it will hit and into the superjump if you’re afraid of a reversal Shippu. Most of the time, letting the launch complete is good enough. Personally, I’m a fan of 2-hit launch, walk up 1-hit launch xx vsj or sj Roundhouse if I have no meter.

BTW, Shippu can punish a blocked launch on reaction only if Ken blocked low, making the second launch hit whiff. If Ken blocks high, the Shippu must be a Reversal… but since both hits of the launch connect, you can superjump on reaction.

Chun can punish with Houyokusen only if she crouch blocks the launch, AND it must be a Reversal. Much too risky for her.

Correction: the only way you can really confirm a one-hit launch into chicken is off an SGGK, thanks to parrystun. I still believe SGGK isn’t worth practicing for Oro though.

i’m pretty sure it can be done. i’ve seen hirochan pulling it off. if not, then yea, letting the st strong hit twice and super jumping out if blocked, or walking forward st strong xx into whatever, works perfectly fine.

p.s. i’ve noticed that chun can just parry down twice during an unblockable loop and the normal cross up will wiff. is there any way connect the cross up on her if she’s parrying down?

Yes. Against Chun, you’re supposed to jump back, not straight up, before double jumping over to cross up. Double jump as early as possible.

http://youtube.com/watch?v=lqKksblTATM (0:13)

I never bothered trying the dash back, normal jump setup… but then, I always use Tengu on her anyway.

Whoa that’s bananas! Any other characters that require that?

oh cool, i’ll try that out. my usual method was just straight jump, then double jump to cross over. i’m surprised you don’t use this super art against her more often, i find it to be just as effective against her as tengu stone. my reason being that the only really effective tengu setup on her is the 100% stun combo. a good chun knows that ex lightning legs will push back regular tengu pressure, and it’s difficult to connect ex tengu if it isn’t combo’ed. i just find 100% stun more difficult to land because of the conditions, being that she has to be somewhat towards the corner. a good chun will understand the danger of being in that corner vs oro, similar to urien if he’s got meter, and will try to keep her back away from said corner. the basic match up for chun vs oro has oro attempting to somewhat rush when she doesn’t have meter, and running when she does. more often than not you’re going to find yourself running from her, with your back towards the corner. and it’s in this tactic where i think yagyou would excel as the preferred super, since you need your back somewhat towards the corner. sorry, i didn’t mean to rant, but i just thought to put it out there. tengu is an excellent super against chun, but if she has as difficult a time getting out of the unblockable loop as everyone else, i’d say give yagyou vs chun another chance.

yea, makoto does. but you don’t need to jump back before the double jump. you just have to make sure you cancel the last strong into a jab yagyou, and you dash 3 times. unlike chun, makoto will still get nailed by a normal cross up attempt if she tries to parry down.

since i lost my copy of 3s, and can’t practice this technique, can you ex drill to punish a blocked ex or regular elbow slash from alex, or a blocked dashing straight from Q?