Welcome to the world of Street Fighter III!The purpose of this thread is to stop all of those random "new oro w/ tengu question" type threads that keep popping up. There needs to be a centralized place for all your Oro needs, and I have the free time to keep up with this thread. Please contribute! I will add any new info to the first post, and credit you for your additions. Enjoy playing!
Why choose Oro?
He's generally considered dead center in the tier list, however, he is one of the least frequently played characters, so people outside of your regular play group may be unfamiliar with his tricks. He has some long juggles, but they are not particularly hard to execute, like Urien's or Yun's. Creative players may wish to choose Oro because he has many unique attributes, such as EX-able supers, an air grab, and he is the only member of the 3s cast with a double jump. His normals, specials, and supers are all highly regarded. He can also have two fireballs on the screen at once, unlike the rest of the cast. Although he has to charge for his fireball and Shoryuken, he has motion moves.
Players to watch:
Japanese: Dirty♪ (aka Dirty Music), Thanatos, Inoue, Hirochan
US: Hungbee (aka HungB, Hung B, and Hung Bee), ThyAllMighty
Good universal overhead.
Great set of normals at most distances and situations(which I will discuss later)
Amazing dash/back dash.
He's ridiculously short when crouching. Many moves fly over him.
His command grab causes an untechable knockdown.
Good set of supers, which all have EX versions (also discussed later)
Varied styles of play and loads of gimmicks to throw people off.
He does a lot of stun damage.
Unblockable setups with SAII, which leads to very big combos.
Potential for big juggles that lead to damage, and great reset potential.
His kara range is excellent.
Has a big stun bar.
No matter how Oro grabs (back + grab, neutral grab, command grab, or even when his ground or air grab is teched), he lands on the opposing side of the enemy. This can make corner pressure difficult at times, but can also get Oro out of the corner.
His command grab (HCB + P) is blockable and VERY unsafe.
The meter for Tengu Stones (SAIII) is very long and only stocks 1 super, so you won't be using many EX moves unless you are on super art II.
The toys Oro gets from SAIII are random and may drop your combos
He is considered to have an 8-2 match-up vs Chun-Li (in her favor)
His most efficient meter-building tool involves jumping, so it can be hard to build meter from a distance.
Any character that can do UOH linked into super can do so against crouching Oro from any range
His sweep (cr. HK) range isn't great.
He cannot link UOH into any super
By Red Venom:
Oro has no significant damage potential from outside of point blank range and no invincible/fast cancelling move without holding a down charge, this makes him incredibly susceptible to players attempting very often to parry so they can confirm something big. In addition all of his long range pokes can be parried high except his sweep which does minimal damage/stun. Another issue is Oro's s.hp, one of his overheads is among the slowest in the game. Nearly [15 frames] not including any time you spent standing before hitting the button, makes reaction to this fairly trivial.
Normals: (incomplete) (I'll just start with normals I find more relevant and add as time goes on)
LP- Palm strike. Good range for such a quick attack. Parryable high or low.
MP- Stabby fingers. Decent far poke. Has better recovery than st. MK, but much less range. High parry only.
HP- Karate chop. 2 hits. Both are overhead. It takes a long time to start up, but can chop people down out of the air. It can also be good in high/low mixups when the Tengu Stones are out. High parry only.
LK- Lean back foot attack. 3 frame start up and frame advantage. Great attack. It's only downfall is that it's parryable high or low.
MK- Hop kick. Insane range and great recovery. Decent damage for a single hit. Keeps opponents at a distance. Oro's stand MK is one of the furthest Karas in the game.
HK- Powerful kick. This does a ton of stun and has range similar to the stand MK. Whiffs vs many crouching characters, but does insane stun damage. He can stun most of the cast with only 4 HKs.
LP- Elbow. 3 frame start up and massive frame advantage. Great for tic throws, combo resets, and anti-air resets. The only thing limiting this move is that it is high or low parryable, so I tend to use cl. LK more often for tics.
MP- Uppercut. This is a 2 hit punch, which launches and leads to damaging juggles and is pretty safe. It is special and super cancellable. The first hit is super jump cancellable. One of Oro's best moves. Parryable high only.
LK- Knee. 2 frame start up. Great with regular Tengu Stones out. Useful for tic throws and for escaping throw set-ups. Parryable high only.
MK- Slower, more powerful knee. Special cancellable. Often used to combo into Oro's command grab for big damage and stun, as well as an un-techable knockdown. Parryable high only.
Crouching: Oro's crouching normals have decent range and start up. A beginning Oro should be trying to figure out how to implement most of these into his or her matches. All of Oro's crouching kicks are only parryable low.
LP- Palm strike. Like the standing LP, there is a 4 frame start up, however, the crouching version leaves Oro at +1, making it a little bit better. H/L parryable
MP- Proctologist attack. I find this more useful in some matches than others. Characters with dash punch or slide- in type moves may run into this a lot, such as Makoto, Dudley, Alex, and Ibuki. It's special cancelable, so you can let them block a cr MP, then LP fireball to add some pressure (although this does not combo). I also find my self using cr MP xxx Oni Yanma as an anti-air. H/L parryable limits usefulness.
HP- Salute the great turtle in the sky. Good range and only a 6 frame startup. I frequently conter-poke opponents with cr. HP. This is also the only move that combos into Oro's EX SAI. H/L parryable (I believe)
LK- Short kick.
MK- Same as cr. LK, but slightly better range and longer start up and active frames. Special cancelable.
HK- Sweep. The range is lacking when compared to shotos, but it's still useful. With EX Tengu Stones active, use Oro's sweep to combo into juggles if the opponent is blocking high.
Kara-ing with Oro:
Standing far MK
Grabs: (LP + LK) Note that when Oro's grabs connect or are teched (even air throw) Oro lands on the opposing side of the opponent from when he started the attack. Consider this when applying corner pressure.
Neutral grab: Oro jumps on his opponents head and begins crushing their neck while rubbing his testicles and penis on the opponent's ear, then lands right next to their body on the opposite side. Mash for more damage and hits. This is one of the worst grabs in the game, since it is completely out-classed by his back + grab.
Back grab: Oro will roll under his opponent and kick them to the other side of the screen. This is a great grab. It gets them far enough away that Tengu Stone activations will be safe. And SAII activations will work vs many characters depending on quick rise or not. Make sure if you use the back grab as a time to activate super that you do the activation juuuust before the enemy hits the ground, this way you will mess up their quick rise timing. You can also back throw, then dash, dash, then grab on wake up, or back throw, then super jump, land, cr MKxxxHP or EX Oni Yanma. Too many gimmicks to list in this section. ALWAYS BACK GRAB. NEVER NEUTRAL GRAB WITH ORO.
Universal Overhead: (MP + MK)
One of the best in the game. Oro will be OTG (and therefore unthrowable) as soon as he uses it. It also has good range and quick recovery. Although he has no link from UOH into any of his six supers, it can be used after an SAII or SAIII activation to lead to combos. Someone let me know if they have the exact frame data. I seem to have lost it.
Taunt: (HP + HK)
Oro falls asleep. A snot bubble drips out of his nose and Z's appear over his head. This lowers his current stun. Can be done after a back throw or a well placed EX fireball. If you hold down the buttons, he will sleep longer and reduce his stun even more. If you want to troll, feel free to back throw, hold down taunt, then wake up as the opponent approaches you, then activate EX SAI. Best troll in the game IMO.
LP- Elbow drop
MP- Elbow drop with longer start up time. I don't use this a lot.
HP- Spinny Oro. Hits twice and had long start up, so you can whiff it close to the ground to confuse grounded opponents. Decent and funny air to air.
LK- Knee. Resets.
MK- Knee with an amazing cross up hitbox and active frames. Use this move very deep into Oro's jump to link to cl. MP for juggles.
HK- Regular Kick. Can be done close to the ground, then linked to cl. MP for big juggles.
Toward + MP: Sticks his fist straight out and spins. Moves Oro forwards. Really long start up time and he is often his out of this move by lows unless he is max distance from the opponent or counter-poking. I only find myself using this move a lot vs Dudley, but I sometimes use it vs Alex and Makoto.
Stand LK, Stand MK: Has some use with regular Tengu Stones active. Combos into command grab, and can therefore be used effectively during Oro's unblockables.
Man of Gold
100% Damage vs Chun. No resets needed.
It has a lot of crazy stun juggles and SAII loops.
He's an Oro player from England. Also has weird and creative combos demonstrated here.
Thanatos at SBO '04
Dirty owning at Gamer's Vision
Hungbee OR vs Raoh CH at Evo 2k6
Magu RY vs Magimemagio OR
I go in circles.