Can’t really tell you a whole lot. I mean really I should considering my regular sparring partner is an adept Oro player. He’s in Japan right now and will be participating in the last chance SBO quals. We’re like the mid tier wonders of the area (where we live in the US). :lol:
The problem is that Ibuki generally has better tools in this matchup than Twelve. Twelve’s game is pretty much based around staying in the air because that’s where he can work his mind games and eventually start doing damage. Problem is Oro will love that because once he has meter a parried jumping attack = half life.
A good Twelve player will know to mix the timings to make it risky to try s.MP but generally Oro is not going to take that much damage from a jump in or even making a big mistake. Nothing that he can’t easily come back from by connecting another s.MP. I guess that’s the other issue. Oro doesn’t really need meter to begin with because one s.MP will fill up 80 percent of his bar (after chicken combo). If he’s hit you once or twice already before he connects the s.MP…GG’s Twelve.
I like to mess around with Twelve and generally the matchup would have to be played more ground oriented since jumping in on a standing Oro is hella risky. Probably even more risky than Ken or Makoto. Luckily when it comes to the ground game Oro can’t do damage from a distance (well…not half life damage) so you can use your pokes to gain some advantage. I’m not sure which of Twelve’s pokes work against Oro but I can imagine c.LK and c.MK would be the better ones to use.
Unfortunately you can’t do any real damage with those pokes from a distance. You can only do damage off of c.LK at close range and ONLY when you have a full meter stocked. Not to mention like you said earlier…c.LK and c.MK still priority wise dont hold a candle to Oro’s pokes. Unlike say Ibuki who doesn’t even need meter to start doing actual damage to Oro which can also lead to knockdowns. She also has rather strong pokes like s.MK, c.MK and f+HK which can go back and forth with his pokes easy. Oro has a tough time punishing these pokes outside of maybe s.HK from a distance. Which does stun but won’t give him a clear advantage.
When it comes to Twelve c.LK/MK as pokes is the same strategy against a lot of the cast. I would say you can try jumping on him once in a while if you get a knockdown. Other than that though IMO this matchup is a lot of baiting and anticipation that’s never really in your favor to begin with.