Which 1 of this 2 oro combo is better?

??? as a newbie/average
i prefer oro’s slam combo

edit :
i would use his easiest chain , because it is easy and damaging too , not to forgot …it gave 47% stun damage …ouch …
disadvantage of this combo is if he miss the throw …that’s it

for chicken combo , well the same , but hard for newbies …and the jump hk as a final touch up actually the one that gives the stun damage …which gave 45% stun too …

Oro’s most damaging non-super combo on everybody except the twins and Hugo:

Neutral jump Roundhouse, [1-hit close Strong xx QCF+Forward]x2, Strong DP.

Stand Roundhouse does the most stun of any finisher for that combo, IIRC.

On twins and Hugo, I generally just use the close Forward into command grab.

-Josh

Jump in RH, standing forward, fierce human pillar driver: 53 damage
Jump in RH, stand strong (1-hit) XX forward chicken, stand strong (1-hit) XX forward chicken, stand strong (1-hit), super jump, RH: 50 damage
Jump in RH, stand strong (1-hit) XX forward chicken, stand strong (1-hit) XX forward chicken, strong uppercut: 54 damage

They are all good combos, obviously the human pillar driver is very easy and works on everybody. The other 2 require better timing.

um… i always had proble chaining heavy -human-pillar , poor timing

technically the EX upper does the most damage at the end of that nonn-super chicken combo, also does more stun.

they are all around the same dmg and stun. I just do the chicken combo for more meter.

no that still uses bar though

yeah ok, it uses meter, but it’s not a super.

On the twins s.mk xx fp human piledriver does the most stun and damage, but s.mp xx mk chicken kick, fp upper does almost as much damage if you need it. End with ex upper for more hits, same damage as the pile driver combo, but slightly less stun.

On hugo s.mk xx fp human piledriver does the most stun and damage, but if you’re so inclined to use it, s.mp (2 hits) xx rk chicken kick, mp upper isn’t bad.

FIRST, I am just compiling what you guys are saying.

Josh-TheFunkDOC
j.HK, [MP (1-hit) > QCF+MK]x2, du.MP - MOST DAMAGE
j.HK, [MP (1-hit) > QCF+MK]x2, MP, HK - MOST STUN
j.HK, [MP (1-hit) > QCF+MK]x3 - MOST SUPER GAINED

StreakSRM:
j.HK, MK, qcb.HP - 53 damage
j.HK, [MP (1-hit) > QCF+MK]x2, MP(1-hit), sj.HK - 50 damage
j.HK, [MP (1-hit) > QCF+MK]x2, du.MP - 54 damage MOST DAMAGE!!

SECOND: I have 4 questions!!

Question 1:
Do you need to super jump for this combo to work?
j.HK, [MP (1-hit) > QCF+MK]x2, MP(1-hit), sj.HK

Question 2:
Are the following combos even possible?
j.HK, [MP (1-hit) > QCF+MK]x2, d.HP > du.MP (is that even possible??)
j.HK, [MP (1-hit) > QCF+MK]x2, d.HP > du.PPP (is that even possible??)

Question 3:
Out of the following combos, which one does the most damage, the most stun, and which one let you gain as much super as possible?

j.HK, MK, qcb.HP - 53 damage
j.HK, [MP (1-hit) > QCF+MK]x2, MP(1-hit), sj.HK - 50 damage
j.HK, [MP (1-hit) > QCF+MK]x2, du.MP - 54 damage MOST DAMAGE!!
j.HK, [MP (1-hit) > QCF+MK]x2, HK
j.HK, [MP (1-hit) > QCF+MK]x2, MP, HK
j.HK, [MP (1-hit) > QCF+MK]x3
j.HK, [MP (1-hit) > QCF+MK]x2, MP(1-hit), j.grab
j.HK, [MP (1-hit) > QCF+MK]x2, du.HP (I guess corner only)
j.HK, [MP (1-hit) > QCF+MK]x2, du.PPP (I guess corner only)
j.HK, [MP (1-hit) > QCF+MK]x2, d.HP > du.MP (is that even possible??)
j.HK, [MP (1-hit) > QCF+MK]x2, d.HP > du.PPP (is that even possible??)

Question 4:
How much damage do EVIL5150’s combos do?
TWINS

  • MP (1-hit), du.HP
  • MP (1-hit) > QCF+MK, du.HP
    HUGO:
  • MK, QCB.HP
  • MP (1-hit) > QCF+HK, du.MP

Answer 1: Yes. And the sj.HK at the end should be vertical.

Answer 2: No and no. However, you can tack on an EX uppercut instead of a MP uppercut after the chicken combo in the corner to do 56 damage… but the meter lost isn’t worth the extra point of damage.

Answer 3:
-big damage, big stun, not as much meter gained
-not worth doing unless you want variety
-that’s your bread 'n butter… big damage, big meter, not as much stun
-do it only if you think the opponent will be stunned
-doesn’t work
-use this only if your meter is completely empty
-doesn’t work
-less damage than MP uppercut
-see answer 2 (not worth the meter lost)
-doesn’t work
-doesn’t work

One more combo: j.HK, close s.MK XX HP Uppercut. It’s fancy (think old-school Guile) and does the same damage as using a command grab, but it does more stun than even the chicken combo into HK. Replace with EX Uppercut (corner not needed) for 56 damage and even more stun… about 2/3 stun on a regular length bar.

Answer 4:
TWINS

  • Garbage damage. 12.
  • MP Uppercut is more consistent at 39. HP Uppercut will do either 31 or 40 depending on your timing (in both cases two hits of the uppercut connect… but WHICH two hits?)
    HUGO
  • Well, this works on everyone… 34 on Hugo without a jump-in, 46 with j.HK.
  • I recommend letting the MP hit twice before cancelling into HK Chicken. Then follow up with either HK (28) or MP Uppercut (33). HK is a lot easier to time and does more stun.

lately i’ve been makign a point to activate EX SA3 so that i’m juggling a stunned opponent; this usually means that by the 3rd~4th time i land a launcher on Ken (with consistent pressure), he’s dead. so yea… i’m thinking stun-heavy combos are the way to go. chicken combo x 2 into roundhouse is what i’m using atm, but i might try that WW Guile thing with the DP (and see if i can i use c.FK or c.SP).

what are Oro’s best stun combos that don’t use super? (damage isn’t important, and one EX is okay since he gets meter going into the EX Tengu setup anyway)

current list (can start any with j.RK);

  1. FK xx EX dp
  2. FK xx 63214.SP (am i the only one having trouble connecting the fierce pillar consistently?)
  3. SP(1) xx 236.FK, SP(1) xx 236.FK, RK
  4. SP(1) xx 236.FK, SP(1) xx 236.FK, SP jc j.RK

edit: arranged according to stun potential; 1 gives the highest stun, 4 the least.

“am i the only one having trouble connecting the fierce pillar consistently”

Me too… and I semi gave up… I will try against Hugo but that’s it.
Right now I still can’t figure out why I cannot arrive to combine the MP into SA3. I think that would be the easiest way to combine them. I keep on trying to add a c.HP but that doesn’t work very well. However when I try to do the super, I keep on jumping forward… it is very annoying.

As long as you cancel quickly enough, you should have no trouble comboing the Fierce command grab.

As for jumping while trying to cancel a launch into Tengu, either be conscious not to move the stick too high up or do this:

2365.MP.236.PP

In other words, do a QCF, then move the stick back to neutral (pause a bit) and finish the job with MP XX QCF+PP.

And if you’re trying to cancel after a two-hit launch, just be gentle and it’ll come out easily.

ah okay… i get it. standing FK does mad stun. c.FK and c.SP don’t.

which is a shame, but i think Oro could work this in with partitioning :smiley:

Hey, would someone mind putting together a list of links to all the videos mentioned earlier on? I just recently discovered Oro (like a day or two ago) and am totally seeing him as the shit, and even then I’ve only been playing 3s for a couple weeks. I’ve got the Chicken Combo to corner xx EX SA3 s. HK *n down, and the mid-field combo with alternating MP/HK’s, just need to work on timing, but I’d like to see some of these other more damaging/stunning combos for variation. Or are they all on www.combovideos.com? Either way, help a n00b without a cause out.

EDIT: Just thought I’d let you know that I played Alpha 3 for a good year or two, but when I played 3rd Strike for the first time in august I fell in love, but I was able to learn all the technical mumbo-jumbo talk online so you don’t need to dumb shit down for me.

My tutorial on combovideos.com covers most of the basics (I missed and/or discovered a number of tactics since then), but you’ll be hard-pressed to find match videos on the web at any given time.

Meet me on IRC and I’ll hook you up with some helpful Oro matches.

Channel? Server? Your IRC name?

I’ve found SlimX’s combo videos on combovideos, but I don’t remember if I saw anything useful for Oro in em.

EDIT: Ok, I saw that crazy ground combo, and I’m trying to put together just what the hell he did (although chances are I’ll never be able to do it), and I don’t know which kick the second hit is.
2mk, <something>, 5mk, 2mp/lp(not sure which), 4/6mp, <same something as before>, <other something>, 2lk, 2lk, <other something again>, 5mp, fierce Nichirin Sho, 5mp (1 hit), sj.hk/mk (not sure) {anyone care to help fill in the holes?}

SHIT!!!

Whoa, SlimX’s Oro combos are just fancy shmancy stuff. That ground EX Tengu combo he did on Sean is extremely difficult and does LESS damage than the standard juggle combo. Man of Gold is where the practical stuff is. :slight_smile:

And by useful, I meant the match vids. My nick is Jinrai and I’m on #combovideos and #capcom on EFNet.

I know they’re just fancy stuff, but sometimes it’s fun to show off to friends in casual play. If I were to catch my friend stunned in the corner, I wouldn’t go for the B&B Tengu combo, I’d go for that, because it looks better. I know I’m never gonna be tourney level because I don’t have the reflexes for it, so I’m not worried about only learning practical stuff. Either way, I’ll try to catch you on there at some point, thanks. And I’ve seen Man of Gold, good stuff.

Hahah. If you can pull of that ground EX Tengu combo in a match, I’ll retire for good. =)