III) SUPER ARTS
VII) STRATEGY AND TACTICS
This guide was created to help organize the most relevant information from various oro threads into one. My goal is to help answer some of the most common questions asked about oro. If you are looking for basic moves, please check out www.gamefaqs.com.
P = punch, K = kick
(light, medium, heavy) punch = jab, strong, fierce respectively.
(light, medium, heavy) kick = short, forward, roundhouse(rh) respectively.
u = up, d = down, f = toward, b = back
s = standing, c = crouching, j =jump
qcf = quarter circle forward, hcb = half circle back
EX = 2P or 2K
fb = fireball
dp = dragonpunch/uppercut
III) SUPER ARTS
…A. SuperArt1 (Kishin Riki): qcfx2+P, tap P to throw (EX)
…B. SuperArt2 (Yagyou Dama): qcfx2+P (EX)
…C. SuperArt3 (Tengu Stone): qcfx2+P (EX)
**IV) SPECIALS **
…1. SPECIAL MOVES: (2P/2K for EX)
…A. Sun Disk Palm (fb): Charge Back,f+P (EX)
…B. Oniyama (dp): Charge Down,u+P (EX)
…C. Human Pillar Driver (special grab): hcb+P
…D. Jinchu Nobori (chicken scratch): qcf+K (EX)
…E. Air Jinchu Nobori(air chicken scratch): qcf+K (EX), EX version only: tap K for extra hits
…F. Double Jump: u, uf, ub once in midair
…A. universal over head (UOH): strong punch+forward kick
…B. standing fierce punch
…A. Strangle Hold : jab+short (tap buttons for up to 6 hits)
…B. Flip Throw: jab+short+back
…C. Air throw: Jump jab+short in air when close to opponent.
…4. KARA THROWS
suitable moves to cancel into throws are:
… Oro’s command grab and his Super Art1 can also be kara-cancelled. The Commmand grab is simply hcb+ fwd or rh kick, punch. For Super Art1, activate super, hit fwd or rh kick, punch.
…A. jumping forward kick
…A. j.rh, s.forward xx special grab(hcb+fierce) or fierce dp(EX).
…B. j.rh, [s.strong(1hit), qcf+forward]x3, use this to build meter.
…C. j.rh, s.strong (1 hit) xx qcf+forward, s.strong (1 hit) xx qcf+rh, EX Uppercut.
…D. j.rh, s.strong (2hit) xx Super art2(EX), dashx2, s.strong, j.rh.
…E. j.rh, c.fierce xx Super art1(EX).
…F. j.rh, [s.strong(1hit), qcf+forward]x2, s.strong(1hit)xxSuper art1 xx jump hit P to grab them out of the air.
…G. j.rh, s.strong (1 hit) xx strong Super art2, dash, fierce Super art2.
…H. j.rh, [s.strong(1hit), qcf+forward]x2, s.strong(1hit)xxSuper art3(EX), (s.forward, j.rh) until corner, then s.rh, (when meter is about to run out) do s.fwd, [s.strong(1hit), qcf+forward]x3.
…I. j.rh, [s.strong(1hit), qcf+forward]x2, s.rh. Best stun combo.
note: [s.strong(1hit), qcf+forward]x3 only works on yun and yang in the corner and doesn’t work on hugo.
…A. [s.strong(1hit), qcf+forward]x2, s.strong (2-hits), Fireball(EX), crossup j.forward
…B. s.strong (2-hits), fierce fireball xx Fierce Super art2, crossup with qcf+k(EX)
…C. s.strong (2-hits), Super art2, crossup j.forward.
note: for some of these crossups to work, you may need to push your opponent’s character forward while they are laying down on the ground or you may need to find the right placement for oro before you perform the crossup move. Timing is difficult to explain. I suggest going into training mode and practice. Unblockables donot work on the Dreamcast version.
VII) STRATEGY AND TACTICS
Oro has the second fastest dash in the game next to mokoto. He can dash thru standing pokes, all fbs (except low ones) and hurricane kicks. When’s a good time to dash? Here are some suggestions:
If you telegraph someone jumping at you, dash right under them and start a strong punch juggle sequence. When they realize they have to parry backwards, you’d have already started the combo.
or Try it in combos:
[s.strong(1hit), qcf+forward]x2, s.jabxxdash to the other side of your opponent and start the combo all over.
…2. Best stun move:
s.rh! This is hands down one of the best stun moves in the game!
…3. Commonly used blocked strings:
…A. c.short, s.short, s.rh
…B. far s.short, c.rh
…4. Charge buffering:
…Oro’s only useful charge buffer is from fb to dp.
example: charge b, f, d+punch, slight pause, u+punch. What you will get is a fb then a slight pause, then dp. This saves time by not having to spend another 2 seconds charging for the dp move.
One use of this is for anti air: When opponents jumps at you, do a strong punch fireball, if the opponent parries it, charge buffer into an EX DP.
…5. Charge partitioning:
some suitable moves to charge partition into.
…A. dash towards or back into dp or fb.
…B. UOHx2 into dp (UOH can combo into dp!)
…C. s.rhx2 into dp
… [s.strong(1hit), qcf+forward]x2, LOW FIERCE xx Super Art3(EX), towards+strong, continue with favorite combo. The opponent resets at the LOW FIERCE. This reset only works when you have the opponent in the corner.
…7. After knockdown:
…A. c.forward, command throw
…B. s.forward, command throw
…C. command throw
…D. regular throw
…F. dash in close, as they get up, dash out, supert art1(EX) or Kara hcb+p. This is a good punisher for throws/techthrows.
…Please note that this faq reflects my opinions and not necessarily those of whom I have given credit to. As with all tricks, don’t repeatedly abuse them. Good players will find counters.
…I just wanted to credit everyone who had contributed to the oro thread on SRK. Many of those ideas can be found in this faq.
Thanks goes out to:
Superassrider for posting the first oro unblockable on SRK, dash games, general tactics. Thongboy Bebop for posting his unblockables, contributions to the reset combo, and various other strategies and tactics. Original Geese for providing a site that list the best combo for each 3S character. Burningfist for explaining charge partitioning. Xiii, EVIL5150, kal el, DeadlyRaveNeo, AneurysmX, Streaksrm, SlimX for providing knowledge on general game play. Kao Megura, just because he needs to be credited for everything. If I have forgotten anyone, please pm me and let me know. Special thanks to Pride and all the other moderators on srk for allowing this faq.