haha, the only reason I ‘let the cat out of the bag’ was because I’m fairly confident no-one (including myself) will be able to consistently pull it off. If you’re playing Q fair enough but against any of the top 3 I can’t see it happening. Far too much risk involed and when it fails you’re opponent gets to block.

this is the thread of the almightly oro avatars, bo!

I would ask somewhere else but since this thread is getting comments I’ll do it here.

Over the past few months I’ve been trying to improve my game loads. Looking at all aspects of my playing. Remembering to do air throws, charge partitioning fireballs as much as possible etc, etc. Anyway, one of the things I’ve stopped doing is st. strong xx chicken too much (when it isn’t guaranteed). This is because I’m guessing if it’s blocked I’ll get punished. However I’m watching match vids and I’ve noticed that often people get confused by the chicken and block the wrong way or they just can’t get in to punish when you land. So, how much should I be doing it? is it normally safe?

^That reset is pretty pointless, I’ve been all about the basics lately. Mainly because I’ve been playing the same people over and over and that learned my style. I’m going to take a break from playing thoes people or playing my char aganist them.

But the chicken stomp is super annoying, to parry or block at times. I started doing chickenx2. jab reset.j.chicken. Most people think a reset mp is comming so they go for the throw.

I really tired of playing the same people over and over, Hopefully I’ll be moving to cali at the end of the summer to play large amounts of comp.

Desk, basically only do chicken combos after a parry, never do it when you don’t know that it’s gurrenteed. That’s why if I’m not sure, I just do mp 2 hits into rh for stun. Either that or learn which chicken to do on people after mp 2 hits, rh or foward then do mp drill aftwards for knockdown game.

Basically, oro is all about parry baiting, option select everything and try to bait everything. i.e. s.lk tick, walk in, tap down (if they fidget get scared and press something you will parry it into chicken combo), if they don’t fidget, walk in throw.

To play a good oro, either need to turtle like fuck, or if you don’t turtle, you have to option select everything. Option selecting everything will get you the parries you need to win.

Desk: what makes you say/think that this is too hard to do consistently? I’m thinking maybe it’s in the way you perform the motions for this, because after seeing your video, I turned on my game and did it twice in a row on my first two tries against Ryu. After that I missed it a few times, but I can do it at least 70%+ against Ryu, and you mentioned that Ken/Ryu is one of the harder sprites to do it against. I don’t know how you’re doing the motion, but I was doing: [last chicken hit], QCF, LP, QCF+PPP. Again, I don’t know if you’re doing it this way as well, but I would think if you were it wouldn’t be too hard to get a decent consistency…I don’t even have very good execution, but I was doing it fine.

Jinrai: I’ve never heard before that the damage off resets is scaled. In fact, I’ve never even thought about it…I always assumed since the combo counter is reset, everything gets reset…hence the name, and the whole point of it…you take a risk by giving them a chance to parry, but the damage is reset if you hit. So when you say everything is scaled, are you saying that it’s scaled as if the entire thing was a combo…? Because if so, what’s the point then? Like why even do the Tengu corner reset then, when you could just s.MP xx Tengu instead? Are you saying the only reason people do that is for the difference in damage between the c.HP and the 1 hit s.MP? Because that doesn’t seem logical. The only other thing I can think of is that maybe you meant it’s scaled to a degree, but to a lesser degree then if it all comboed?

The reason to go for an Oro reset is to tempt the opponent into trying to escape. You’re daring them to parry out, and if they try and screw up you get a huge benefit out of it. If they decide not to parry the Tengu reset, it ends up doing roughly the same damage as the combo.

There’s a dramatic example of this with Akuma. Do a Short hurricane, then juggle a close Jab and reset into a KKZ. You’ll notice that the KKZ does way less damage than it should, considering it’s not a combo. That’s because the game scales the damage of the super as if it actually comboed!

Interesting…I’ll have to play around with this a little, because I really never even gave it a second thought. Thanks for the info.

I don’t know man, maybe you know something I don’t. I can’t do that shit at all, lol. Are you jabbing early or late? are you walking forward before the roundhouse? are you actually getting the full juggle everytime?

Anyway, look out for part 2 of my tiny and pointless oro vids tomorow:rofl:

desk: that avatar is awesome!

i was wondering if u could enlighten me on what exactly option select is

Option select is when you get to do multiple options in the same situations. I.E. He said tick and tap down if nothing happens your still good go for throw. OR you get the parry and get a free combo. TWO different options.

I was trying to jab as early as possible, that way they’re higher up, giving me the most time before they hit the ground. After the superflash, all I did was mash HK, I didn’t walk forward at all. The first time I did it, I wasn’t really thinking about what to do after that, so I just instinctively went for a t.MP after, and you’re right, I was too far and the rocks didn’t hit, ending the combo, but the second time, I did t.MP again, and it connected right.

I wasn’t really thinking about what came after the s.HK, because I figured if that hits, it’s just a matter of timing after that. It seems like you should always be able to hit them afterwards, you just might have to time a t.MP as late as possible, making it a little harder. I didn’t really play around with j.HK after the s.HK at all…I was more focused on the actual reset, so I’ll try it later.

cool. I think I’m doing pretty much the exact same thing but I have no consistency with it :slight_smile:

I should have this video up in a few hours that shows some other little things aswell. Hopefully some of you guys will find them useful.

part 2

I find this considerably easier but it’s still not ‘easy’. I think it’s because when you cancel into the tengu you move forward slightly out of the st. forward. It’s like kara super freeze, lol. Thus you’re closer and the roundhouse connects more often. Plus it does slightly more damage than the jab. Also you can get nothing but st. roundhouse during the tengu juggle instead of putting f+strongs in between but you hit at the right height and the dash at the right time. Yet again though, it’s not the easiest thing in the world and if you mess up you lose the whole combo. Finally the chun combo/reset does 100% stun and 99% damage.

EDIT: just got back from a little session at a friends house and I’m convinced that the st. mk reset could be a genuinely useful new strat. I landed it first time aginst his urien, I was proper stoked! lol. I’m sure if you practiced it you could whip it out in real matches. Not only for the extra damage but also for the surprise factor. I think the jab one is pretty redundant (well more redundant than it was, anyway). Is anyone else pulling this off? does it seem like it could be useful?

OMG desk you are amazing oro’s strats are moving up this makes him more of a threat mid screen chun to corner 99% damage and 100% stun i see a success

Well done, Desk! I recall Hung or some other Oro using a standing Forward reset midscreen before, but I never gave it a second thought. You made me give it a second and third thought. I’ll start using it the next time I play and I’ll let you know how it goes.

^^Damn I thought maybe i’d found something new! lol. I’ve been watching loads of oro vids on youtube recently. There’s a big comp coming up here in england and I’m looking to steal all the tactics I possibly can :slight_smile: Jinrai If you happen to find that hung vid (or whoever it was) let me know, I’d like to see it.

thanks for all the comments people, like tinshi said, oro needs to move up the tier list… let’s make it happen! haha

beebop, I deally I want to be stomping on yun in my av but I don’t have the sprites I need :frowning: chun is the next best thing though.

It’s been a while… if it was Hung, it might have been from a really old Denjin Video match.

oro mirror match , dirty vs thanatos

edit : oops wrong thread .

I remember seeing a match video (a long time ago) where Hung did the s.MK reset, but it wasn’t really midscreen. He was juggling someone toward the corner but he wasn’t going to be quite close enough to the corner to do the standard c.HP reset, so he did s.MK instead. I remember this especially because Rock was commentating the match, and specifically said that was why he did it, because he would have been too far for the c.HP to work, and how the s.MK reset is significantly harder then the c.HP reset (for obvious execution reasons).

So, the fact that Rock was commentating makes me think it was an FFA ranbat, and since it was a while ago, I’m guessing it was a ranbat from season 1.