Orbs has a lot of use outside of raw damage. In casuals lots of matches I’ve had Strider at a sliver of health and 3 bars versus opponents character with about 1/4 health. Strider can pop orbs, run safe mixups to score a hit and kill the character before tagging out to heal. Most characters can at best save themselves, not burn meter to all but guarantee a kill.

Damage wise I’ve seen claims of 600k orbs combos.

Personally I’m feeling that popping orbs is like popping a V combo in the alpha series. You can almost guarantee more damage by intentionally doing single hits that mixup high/low, but are all but impossible to block. I won’t be surprised if you can hit 800k with intentional short hits into resets.

WHEN you get the opponent opened up you can just spam forward dashes (that include the use of Heavy) that way you will dash forward throw orbs and land as many heavy’s as possible this also does over 900k in XF3

this thread is about maximizing your damage in oro… if you do land an air hit, how will dashing with orbs+heavy work? they won’t always be on the ground.

I’m using Strider as an anchor against crazy XF Weskers, so this is a great thread. Hope you come up with more stuff, Diet!

im really hoping other people chime in with what they like to do in situations… but ya

I hear you. I’ve been pairing him up with Chris, but I’m trying to learn Strider since I don’t want him to be “JUST SPAM ORBS XF3”. I am very much struggling to find a third character to go with them, though I might use Captain America to support the two as the point man.

Well to be perfectly honest i havent seen anyone make a post about an oroborus combo that does more damage then what i stated so i have the MAXIMIZED damage at this point. I understand what your gettin at but im just throwing a suggestion out there im sure there will be better ways to get damage but this is just something i found that someone could use

sorry if it sounded like i was attacking you, i was just curious if you did have an alternate combo if they happened to get hit airborne.
The combos I posted are nonxf damage. I know the j.h> qcf+l loop does over 1.4mil in lvl 3 XF. while the TK M Excalibur loop does around 800-1mil but only owkrs on larger characters.

One thing about mashing Ouroburos

If they are in blockstun, the oppotent will not be crossed up. When you are blockstun, the game blocks left/right mixups for you. If you teleport, delay your blockstring so the oppotent must guess where to block. Pushblock puts a character a lot of blockstun…so keep that in mind.

Its cool no problems here bro

S.H, C.H and F.H all chain together while rapidly pressing L to make sure orbs keep shooting

also F.H keeps you moving forward so no need to dash.

The only thing I have, against people blocking low (once they’re already in blockstun) vajra, xfactor, hit weak and you get an overhead to start a combo. Other then that it’s really just wall cling and wall jump back and forth…

I’ve been running Strider on point (where he belongs :D) and it doesn’t seem like there’s any way to push Ouroboros damage past the 400k-500k mark without XF. That said, you can get well over 800k using XF lvl 1. I’ve been looking for practical ways to combo into Ouroboros and maximize damage. This is my method of choice using lvl 1 XF:

Start combo with j.:h:, c.:h: or s.:m:, c.:h: xx Ouroboros (opponent will still be airborne), dash underneath, immediately do :uf: air :h:, :s: xx :l: Excalibur x 3. After the third rep, perform a tiger knee :h: Excalibur.

For best results, Strider has to be in lvl 1 XF before you start the combo, but you could also activate it immediately after dashing underneath the opponent. Adding too many hits prior to the c. :h: will push the opponent too far away to dash underneath. Adding a s.:m: after a j.:h: should work but the timing required to dash after activating Ouroboros will be much stricter.

I’m sure this could be optimized even further, so please feel free to experiment or offer suggestions.

to combo into ouroboros i’ve been doing a knockdown ouroboros and then his sliding otg kick u can combo off of it

I was gonna keep this to myself but pop orbs then l,m,h call tiger, l, m, h, heavy ame (run slash) then after that use jump H, L excalibur loops for about 800k… Il make a vid

Oh neat. This is useful info.

Just make sure while your otging with the slide you are hitting buttons so the orbs projectiles will keep it going

Hey man, I’ve been working on Cap/Chris/Strider, let me know how it’s going and if you’ve found any good chemistry.

What are some good high low options for ouroxf3 ? I feel like they get caught in block stun and crouch block tracking my left/right movement

I’ve been trying to find ways to use Orbs and get legitimate mixups without getting pushblocked. I don’t have a full answer but the way seems to be using stick dashing and jumps instead of teleports. Orbs protect from throws while you go for a left/right/high/low/one/two/three/four overheads.

You can activate orbs on top of someone and they can’t pushblock the hits while strider poses. go for low/instant overhead for free.

Best way to not get pushed is to have an assist preferably a beam to pin down so you can get your left right high lows and fuzzy guards…i tend to use Doom since they are still BFF’s in this game