Date: Wed, 11 Jun 1997 13:19:33 +0100 Oro Faq, Ver. 1.7, by Luigi Coppola. Contents: I - Introduction : 1.1 About Me and this faq 1.2 Why Street Fighter 1.3 Why Oro II - General Game Play Notes: 2.1 Movement 2.2 Attacks 2.3 Blocks and Parry's III - Moves List: 3.1 Standard 3.2 Specials 3.3 Supers IV - Combinations: 4.1 General Combo Guide Lines 4.2 Guide Lines for Oro 4.3 Combo List V - Tactics: 5.1 General Tips 5.2 Vs. Computer 5.3 Vs. Human VI - Miscellaneous: 6.1 History 6.2 Observations 6.3 Wish List VII - Final Words: 7.1 Things to Add 7.2 Conclusion 7.3 Credits I: Introduction 1.1 About Me and this faq... As a casual arcade go'er during my pre-teens (Sunday-with-the-family affairs), I recall seeing SF I in '87. Being unimpressed with anything back then, I didn't take much notice. But like most, when '91 came, and brought with it SFII, my attention was definitely grabbed. But it wasn't until the Supers that my life was taken over by Capcoms creation. From Super to III, I've been an avid follower, and while I've often written about Street Fighter, they were always for my own purpose, and were never sent to magazines, or posted on the internet. I hope this faq will be interesting to read, and more importantly, help other players, but please note, this faq is in no way an insult to IceOut or bdi. There is good information in both there faqs, though IceOut himself admits his is a basic, survival guide. What I've done here is more of a study of Oro, with both useful, and utterly-useless-and-pointless stuff, all stuck together under the title of an faq... ...blimey, what a load of titter that last paragraph was. Version History - 1.1 - the first of its kind! (not) 1.2 - added more of everything, 1.3 - added more combos, and tactics, 1.4a - got around to the spell check, added Ryu quote, and more combos, 1.4b -spell checked spell check, official history, sites, 1.5 - added version history, translation section, TOD, general tidy-up (and I've got a new sig!!), 1.6 - added more descriptions to standards, Alex quote, 1.7a - tidy up, new conclusion, 1.7b - got rid of pointless spaces, rework and additions to the combo and tactics section. This faq and the others can be found at: - Game Faqs (http://www.gamefaqs.com) - Forever SF (http://www.geocities.com/TimesSquare/Alley/1975) - The Official Un-Official SF Web Site (http://www.geocities.com/TimesSquare/ Arcade/9929) - The SF Swamp (http://www.geocities.com/TimesSquare/Castle/3009) Let me know if yours, or other sites, have it. And I do apologise for the odd spaces everywhere; its all set out for printing. ...and it seems to be a trend to put in a copyrights notice in todays faqs. Well, for this load of words about Oro, I feel thats its not needed. All this info that I have collected here has come from my play, and nothing in here what is not common knowledge, or from Capcom, could have been found without actual play of the game. And that means that anyone that plays Oro enough, can and will find all the combos and tactics them selves. Now, luckily, this is a character faq, and, unlike full game faqs, it is unlikely to be 'stolen' by a mag (cough, egm, cough). So take this info, and do with it as you must, I don't really care, this is as much for me than anyone else...perhaps its a shot at being famous/infamous, but all I would like, is to be respected as a dedicated street fighter; scrub or not, my opinion is as valid as the next world warrior. 1.2 Why Street Fighter... With the ever increasing number of fighting game series, my faith in Capcoms SF and its kin, is strengthen with the fact that the newer games are often simply not as playable, or as characteristic. The rules and laws of the SF engine are the ranking stick for all 2D, and often 3D, fighters. 1.3 Why Oro... As my past SFII years were spent with Guile, and the Alphas spot light on Charlie, charged based characters will always be my preferred. The jerk motion of the Dragon has become more of an annoyance, while the Flash Kick charge, being easier to pick up, is more difficult to play well with, and therefore, more interesting. Which lead me blindly into Oro's hand. And about Oro, the combination of uniqueness in design, and half charged moves, was an added incentive. His apparent development has been a joy to witness, and as more Oro based tactics become known, and more players become aware of them, the more respect will be shown to this, my most faved III fighter. II: General Game Play Notes. 2.1 Movement... (on Joystick) Up - u...jump straight up, Down - d...crouch, Toward - t...walk toward opponent, Away - a...walk away from opponent, Up/Toward - ut...jump toward opponent, Up/Away - ua...jump away from opponent, Down/Toward - dt...crouch (offensive), Down/Away - da...crouch (defensive), Neutral - n....stand, Dash - double tap t or a, Super Jump - tap any d, then any u depending on direction wanted. Landing From Knock-Downs - tap d as you near the ground. This will make Oro slide on his belly, away from opponent; its looks like he's wiggling his fingers and toes to move. 2.2 Attacks... Buttons - 1...Jab, light punch (a quick, but weak strike) 2...strong, middle punch (a medium strength and speed strike), 3...fierce, heavy punch (a slow but damaging strike), 4...short, light kick, 5...forward. middle kick, 6...roundhouse, heavy kick. Attacks are classed into 3; Standard - usually require only a single button tap, with or with out, a direction. Does no damage if blocked. This also includes throw and hold moves. Special - usually require a maximum of 5 directions, plus at end of series a single button tap. Does reduced damage if blocked. Super - requires a full super bar, then atleast 5 directions, plus a button at end of series. Does reduced damage if blocked. 2.3 Blocks and Parries To Block (on ground only), ...hold away for a high block...blocks high, medium, jumping, top-down, and semi-throw attacks (will not block low hits, and throws)...or hold down - away to block low...blocks medium, and low attacks (avoids high), and semi - throws (will not block top - downs, air attacks, and throws). To Parry (on ground or air, but while jumping, tap t to land far, d to land near), ...tap, at instant of attack, toward for a high parry...parries high, medium, jumping, and top-downs attacks (will not parry low attacks, throws, and semi - throws) ...or tap down to parry low...parries high, medium or low attacks (will not parry air, and top - down attacks, throws and semi - throws). III: Move List. 3.1 Standard... Standing - 1...palm thrust parallel to the floor, hits high - good range, but not very useful. 2...steps towards opponent, and brings fist down, from over head, hits high - good for moving toward opponent while charging the Nichirinshou, but be careful, for as it hits high, it won't connect on crouching opponents, thus leaving you vulnerable. 3...chops down, hits twice, top-down attack - great pressure move, and fairly quick for a top-down. Can be use to hit low attacks at a distance. 4...leans back, straight kick, hits mid - better range than standing 1, and it can hit crouching opponents. 5...spins on spot, straight kick, hits mid - best ranged standard, good poke attack 6...kicks up-ward at 45 deg. hits mid - less range that standing 5, but is better angled for anti-air. Standing Close - 1...elbow to the face, hits high - not good, but can be used as an air counter. 2...uppercut, can hit twice if not blocked and close, mid, launcher - THE most combo friendly move Oro has (maybe of the entire game). Is also Oro's best anti-air standard attack, if done early. 3...as standing 3 4...knee with in leg, mid - quick...erm, looks nice? 5...knee with out leg, mid - good move to combo with a Niouriki (the range is just about right; if it comes out instead of the standing version, the Niouriki should connect). 6...as standing 6 Crouching - 1...palm thrust parallel to the floor, hits low - quicker than the 2, but see below. 2...as crouching 1 - Ohhh, thats the one! Great range, great priority, and it can be comboed after. What more do you people want? 3...swipe at 45 deg, hits mid - very good damage and fair range, can knock away most early air attacks. Spins opponent around sometimes (nice effect, but not much else). 4...sweep, hits low - quicker than 5, but see below. 5...as crouching 4 - the perfect meaty attack (I'll say more about them in the combo section). 6...stands on hand, kicks out, low, knocks down - standard knock-downer, but seems to have less range than most. Jumping Up - 1...knife hand swipe 45' down - nice air-to-ground attack, but see below. 2...as jump up 1 - better damage than the 1, but of course slower. 3...closed fist swipe, parallel to the floor - good air-to-air, but does have a long start up. 4...knee with out leg - short ranged, but lasts most of the jump, and easily hits low opponents. 5...as jump up 4. 6...kicks out parallel to the floor, as standing 5 with-out spin - good range and is low, so use it to counter. Jump toward/away - 1...spins, body parallel to the floor, then elbow downwards - see below 2...as jump toward/away 1, but longer spin - good vs, crouching opponents, but watch out for the start up time. 3...as jump toward/away 1, but holds arm out, perpendicular to body (can hit twice if timed well (high if opponent is on the ground, close if your both in the air), but taping any punch button, after the 3, seems to make the second hit come out sooner) - good damage if both hits connect, but the 6 is more reliable. 4...knee 45 deg down - good vs. low opponents. 5...as jump toward/away 4 - as above, but can cross up. 6...kicks out parallel to the floor with one leg, the other tucked in more - the best all round jumping attack; good range, and covers the front, and lower-front well. Safer and more guess free than the jumping in 3. Leap Attack...d, d + any punch or kick...short jump then knee, as jump up 4, top-down - fast, and good horizontal range, but as with other top downs, is a nice surprise move, when not done to often. Does little damage, but can be followed up with an attack in some situations. Throws and holds - Head Wrap...when close, hold a or t, and press 2 or 3 - Oro will jump up onto opponents shoulders, wrap himself around there head, tightening up to 6 times. Tapping the buttons and wiggling the joystick will make the hits come out faster, and help counter act the opponents escape, but won't get you more than 6. Leaves opponent knock down very close Monkey Flip...when close, hold a or t, and press 5 or 6 - Oro will grab opponent by the neck, bring his legs to there chest, and kick them off almost full screen. Air Drop...when close in the air, hold a or t, and press 3 - Oro will bring opponent down to the ground, landing on top of them, and then jumps off (both you and opponent must be in the air, it is not an air to ground throw). 3.2 Specials... Nichirinshou - Fireball. Charge any a for 2 seconds, t and any punch. Punch button effects angle of ball; 1...straight, parallel to the floor, 2...30' elevation, 3...45' elevation. (Oro brings his hand over his head, with index and middle finger together, and points out in a direction, releasing a yellow ball) Oniyanma - Uppercut. Charge any d for 2 seconds, u and any punch. Punch button effects vertical (as per usual), and horizontal distance travelled; 1...straight up, 2...goes towards one step, then up, 3...goes towards two steps, then up ( 2 hits). (Oro stands on tip-toes, and brings his arm, bent at the elbow, up to his head, and jumps straight up, spinning around) Jinchuu Watari - Leap kick. d,dt,t and any kick (on ground or air). Kick button effects jump (on ground) 4...short jump (about same horizontal distance as Oro's toward dash), 5...mid jump (about the same as normal jump), 6...long jump (almost full screen) (all hit twice). In the air, jump is shorten slightly, and Oro will hit 2, 3, or 4 times if not blocked, or about twice as many if blocked, if the respected button is tapped. (Oro jumps toward opponent, with same animation as his jump up, and while holding his arm above his head, kicks down with his legs, one after another) Niouriki -Semi-throw (can be blocked, but not parried). t,dt,d,da,a and any punch. Punch has no effect. Will slam opponent 3 times, will always swap sides at end. (Oro grabs opponent around the head, and slams them on the floor, bringing them over his head three times) 3.3 Supers...(note, with super II and III, you can not use the Nichirinshou while they are active). I - Kishin-Riki - Super grab. Max 1 stored. (d,dt,t)*2, and any punch. Super bar changes to a timer. Then all punches whether standing, crouching, or jumping, will be unblockable throw attempts (also turns the Niouriki unblockable). Slams 9 times on ground, 4 times in air (Both you and opponent must be in the air). (Oro stands, facing the screen, and during a close up, prays with arm vertical to chest, after which, if he grabs opponent on the ground, slams them as with the Niouriki, or if in the air, takes them down to the ground, hits them three times, then jumps on them) II - Yagyou-Dama - Super ball. Max 3 stored. (d,dt,t)*2, and any punch. Flight of ball depends on punch (note that more than one ball can be on screen at the same time); 1...low, and far (about one and a half screen distance), 2...head height, and mid range (still about full screen), 3...jump height, but close (about half screen). (Oro bends his knees, brings hand to his head, with index and middle finger together, stands up, and at same time, moves hand down, releasing a giant green, slow flying ball) III - Tengushi - Standard hit helper. Max 1 stored. (d,dt,t)*2 and any punch. Super bar changes to a timer. Then all punches and kick will have the aid of objects in terms of hits, range and damage. (Oro prays as with Kishin-Riki, but when finished, three objects will come from out side the screen, and float above his head, lashing out with his attacks). Objects seen so far; Dino toy, Toy space ship, a small and large boulder, 40 something road sign, a brick, a straight piece of broken concrete, a 'T' shape broken piece of concrete, a pick axe, a shovel, a red stereo, and a wok. IV: Combinations. 4.1 General Combo Guide Lines...(no need to read this if you know the SFIII system well) Combos are the best way in inflict large amounts of damage, but they are not the only way. Players that are obsessed with landing combos will lose to any decent opponent. Try not to jump in randomly with combos; John Choi won a tournament with Yun without jumping, and relied on counters with parries (and that damn crouching 6!). Its good to know a few solid damage combos, but its more important to know when and where to use them - being a combo expert does not necessarily make you an expert fighter. A good example of this is the game X-Men verses Street Fighter. Although I had played X-Men: Children of the Atom, and Marvel Super Heroes before, I had never really got into the big combos. But in two player games, I would still often come out on top, because I have a good knowledge of the Capcom fighting game mechanics, and my strategies and tactics, combined with a few, solid combos, allowed me to beat most players. Its a good way of getting the message through that theres more to a fighter than his combos; if you can't get past your opponents defences, whether thats blocks and parrys or just a good offensive, those combos you practise against the machine are uesless... Jump in Combos - jumping in on your opponent can be the best way to land a big combo. Hitting deep enough on you foe makes continuing the combo possible, as a first hit too high will result in you taking too long to reach the ground - this is where the big hits come in, and there best used when the opponent is very vulnerable ie. dizzy or a big recover move, as jumping in attacks can be parried and leave you high and dry. Cross Up Combos - similar to the jumping in combo, but begins the combo with a jumping in hit that will connect on the back of your opponent. Only certain moves are capable of doing this - as with jump in combos, but can still confuse opponents when there getting up (watch out for wake up supers) 2 in 1 Combos - this allows standard moves to be cancelled into special moves. Do the standard, and then go into the special as soon a you press the button, or include the standard in the motion for the special (allowing such things as standing combos) - the basis for combos, and are used in almost all them. Super Cancel - this is similar in concept to 2in1's, except a special can be cancelled into a super - nice addition, making super combos easier, but the total damage is better with out the special put in. Meaty Get-Ups - these work by timing a move (often a standard), to hit a knock downed opponent, as they are getting up. This often needs a move to be done a bit early - more useful as a annoy tactic, and when mixed with top - downs and crouching 6's, can really annoy. Again, watch out for wakes counters and wake up parries. Chains - allows a standard move to be followed by another standard move. Juggles - this allows opponents to be launched into air, where they can be hit in mid flight, before they land. 4.2 Guide Lines for Oro... Standard Moves that can 2 in 1: standing close, or crouching, 1, 2, 4, and 5 (first or second hit of the standing close 2). Only a Oniyanma (with 2/3) will combo with all the above; the Niouriki only with a 2 or 5 (not after launcher), and the Nichirinshou won't combo with any (but see launcher) - the most damaging special is the Niouriki, so if you see an opportunity, go for a combo with the Niouriki. The 3 Oniyanma has more range than the Niouriki (crouching 2 into 3 'cut), but will leave you more vulnerable. Specials that can Super Cancel: Nichirinshou (any punch, they don't have to have hit the opponent), and the first hit off a Oniyanma (any punch, but does have to have hit opponent). Be careful, as if a super is cancelled after the Nichirinshou, or the Oniyanma, it is very difficult to connect with anything (impossible with the 'cut, improbable with the 'ball). Chains: unknown, if any. It was rumoured that standing 1, standing 4, crouching 6 chain, but this may have been in test versions. When the Tengu Stone super is up, some chains maybe possible (see the combo list section, note 4) Meaty Attacks: crouching 5 works best, but with some characters, that have a long get up, you will have to do the 5 very late. Jumping in Attacks: good hits are 6, but 3 will do more damage if both hits connect (better versus standing opponents). The 2 and 5 in the air are also a good hit on crouching/low opponents. Cross - Up: the jumping in 5 has the best chance, but 4, and maybe 2 might work well. Launcher: standing close 2. Because of the more open juggle system in III, any attack can follow, whether on the ground, or in the air, even if the launcher is used as an anti - air attack. The following notes concern combos using the launcher: Note 1...standard ground hits after launcher - after hitting with the standing 2 (whether 1 or 2 hits), you can hold towards to move under them while they fall (no need to dash), and combo with a grounded move. If the move is a standard (see above and below for specials or supers), then whatever you use, the opponent will be launched back up, but with less height than before. If the right move is used, you can follow up with another. Here are some things that work well; - walk under, and hit them with another standing 2. This can hit twice if done deep enough, and you can 2in1 into a Yagyou Dama, - hit them with a crouching 3 ro standing 6. Good damage on both, and will send them across the screen, - crouching 2. Due to the good range, this is the safest, and with it, you can 2in1 into a 2 or 3 Yagyou Dama. Note 2...Nichirinshou Combos - right, here's the bad news: it won't combo at all, with anything, while the opponent is on the ground. But, after a standing close 2 launcher (whether it hits once or twice), any punch Nichirinshou can be LINKED (not 2in1). Just wait for them to come to the right height, depending on which punch 'ball you use. Now, if you 2in1 a 3 (1 and 2 'balls I have yet to combo with) Nichirinshou, it is possible for it to connect, but with the following restrictions: - if the launcher was done very close (as close as can be), the 'ball will not combo at all, whether you 2in1 off the first or second hit of the 2, - if the launcher was done close (a few pixels away),and you 2in1 off the first hit of the 2, the 'ball will only combo vs. Alex, Dudley, or Gill (the big guys), not sure if its possible to connect after the second hit of the 2, - if the launcher was done at a good distance away (far as possible, and still get a standing close move), then the 'ball can combo against any character, after the first hit of the 2. From there, you can sometimes get an extra hit, attacking as with after a launcher (more likely to work if in the corner), but with any Nichirinshou combo, there's always an element of chance, depending on who you face (bigger the better), your positioning (which depends on who you face), and your own personal timing. There are better combos, but try it, and be thankful if it works (but don't blame me if it doesn't!). Note 3...Yagyou-Dama combos - Getting one green ball into a combo is quite simple really; after a launcher (or launcher, 3 Nichirinshou), 2in1 1 Yagyou-Dama (or 2 or 3 ball, depending on how close you are to the corner), wait for all four hits of the ball to connect, then add on what ever you feel like. But getting more than one, while possible, and rewarding, can also be very easily, a waste of a super. Doing the aforementioned combo, adding an another Yagyou-Dama, can work, but unless your timing, and spacing, is perfect, the opponents floating body can just miss the balls all together. Apart from throwing three 1 Yagyou-Dama's, one after the other, from full screen distance, and letting them hit a ground opponent, I can give little advise, except to be careful (and how useful is that?). Try it, and be thankful if it works. Note 4...the Touch Of Death...an infinite combo - hence the name...get touched by it, and your dead! Well, in theory. You see this combo is VERY unreliable. After the launcher, 2in1 Tengushi (if your near the corner, you can put a 2in1 3 Nichirinshou after the launcher, and super cancel into the Tengushi), then do repeated jumping in 6's (or jumping 3's, which can get more hits, but is even less reliable). Sounds easy enough. Well, it is...when it works. I don't know anyone who has done this combo apart from myself and bdi122, and I have only done it twice, while bdi122 has done it a whole four times! The nice thing about it, is that after about 23 (with 6's) hits, your opponent will be dizzied, then you can go for another combo. The thing that makes the whole combo, and any combo that uses the super, unreliable, is the Tengu Stone super. Try it, and be...you know the rest. Also note that, when the Tengu Stone is up, some chain combos maybe possible. I have seen the computer hit with a crouching 4, crouching 6, for 5 hits. Others may be possible. Note 5...In the corner - when you do a combo in the corner, that involves the launcher, go for an extra hit at the end, whether its a standing 5 (best range), or another Yagyou Dama. Some times the move will miss, but its always worth a go; there's so many variables, that you don't really no when you'll get it in. 4.3 Combo List...see above for hints, # of hits possible in ( ). Jumping in attack optional. 1...Any deep jumping in/cross up attack, any light or middle attack, 2in1 2 or 3 Oniyanma (3-5) 2...Deep cross up 5, standing close or crouching 1 or 4, 2in1 1 Oniyanma (3) 3...Any deep jumping in/cross up attack, crouching 2 or 4, or standing 4, 2in1 any punch Niouriki (5-6). Note; this combo is not possible while the Kishin-Riki is up. 4...Jump in air Jinchuu Watari. This will combo for one or two hits, bring the opponent into the air, and if deep enough, will make you land quickly, allowing you to juggle them after. You can hit them with a standing close strong, then pick one of the options below (2+) 5...Top down attack (d,d + any button). If you hit the opponent while they were crouching, and you end up close enough, you can get a crouching 1, 2in1 3 Oniyanma (3-4). If you hit them to high, or to far away, you won't be able to connect with anything. Other combos might be possible, with the right positioning. 6...Any deep jumping in/cross up attack, standing close 2, then, juggle with (see notes 1-5 above) - a jump in attack (you can 2in1 super jump, then attack) (3-6) - a ground attack as they come down (3-5) (see notes 1 and 2) - 2in1 2/3 Oniyanma (standing combo), or you can charge down after the launcher, and uppercut as they come down (3-5) - 2in1 Jinchuu Watari with 6; won't connect on small characters, but...(4-6) - 2in1 Super jump, then as soon as you are in the air, go into a 4 Jinchuu Watari (difficult, but can work on small opponents) (4-6) - 2in1 into any Super, then... ...if Kishin-Riki, jump in and grab (6-8) ...if Yagyou-Dama, let the 4 hits come out, then go for a jump attack (4+) (see note 3) ...if Tengushi, attack as above (3+) (see note 4) V: TACTICS. 5.1 General Tips... When the opponent jumps in on you, try to connect with an Oniyanma early, as most characters can trade hits with the 1 'cut, and even knock you out of the move, during the low dash towards with 2 or 3. Decide which button Oniyanma you need; if they are right on top of you, use 2, if far away, use either 2 or 3. There have been many times where I have chosen the wrong button Oniyanma, and missed them completely. Use Oro's good ranged crouching 2 as a push (2in1 1 Nichirinshou), and the 3 Oniyanma has surprising horizontal range if they start hitting air near you (including fireballs; both the 2 and 3 Oniyanma will go under them, while going towards). Also Oro's short, but quick dash, combined with jumps and/or super jumps, can be used to place yourself where ever you want, after an Oniyanma, hold, or throw. The head wrap will place them very near to you, while the monkey flip will put them almost full screen, but two or three toward dashes will get you there in time for a late meaty. The dash can also be used against jumpers, by getting to the other side, and hitting them from behind, while there still in the air (2 launcher, then combo). When in close, don't worry if you end up not holding down - away alot (a very instinctive position for people used to chargers), Oro still has a good standard in-close game with out the 'ball and 'cut His normals can be Oro's best asset, as there high priority, and fairly long reach (standing 5 and crouching 1/2), can fend off most attacks. Mix up between crouching 2 and standing 5 to poke, and standing 3, crouching 6 and leap attacks to make them switch blocks. Use the different angles of the Nichirinshou to protect your upper front; used early, it can surprise most jumping in players. If you parry anything up-close, your best bet is to go for a standing close 2 launcher, then combo, or if really close, a Niouriki combo. If you parry in mid range, standing 5 or crouching 6 knock down, can get you a free hit, or you can use the time to start up a super. You can also parry, then go straight into the Nichirinshou, by having a charge, pressing toward the opponent to parry, and while still holding toward, tapping any punch; the punch button should be pressed the instant you see blue. Not extremely useful, but nice to know. 5.2 Vs. Computer... This entire section of my faq is just a list of moves and tactics that I use to beat the machine, and see the ending, and is most likely the biggest section of the faq. If your looking to have some fun with your one player games, I suggest winning the first round the best you can, then messing about with combos in the second, and if you lose, get serious again in the third. What I've found on all the III machines I've played, is that on any setting, the first two opponents are just jump in combo bait. What this results in, is that all you have to do to win, is jump in on them, and land a combo. Repeat, and that's that. Also, they are very prone to meaty attacks; crouching 5, into Niouriki, or 3 Oniyanma. After that, the computer will start to dragon/counter your jump ins, so from third opponent onward, its down to turtling. Counter any jump in attack with the appropriate button Oniyanma, go for meaty attacks after a throw, hold, or any knock down, and use your Nichirinshou's to your best advantage; from full screen distance, you can control the game completely, by either making them parry your 1 ball's, or delaying a second, letting them take a step or two towards you, and getting blocked damage off the ball. And on the subject of supers, once you've mastered the tactics above, you won't need a super to win a round, but in all one player cases, the Yagyou-Dama is the best choice; from any distance, throw a 1 ball, and if they are not blocking already, they will often not block. Use the screen size to your advantage; if your at full screen, you can stay there, and make the ball combo for all four hits, as if you move towards them, they get pushed back to far, and will be able to block the rest of the hits. But, with Oro, and when playing the machine, it does really come down to your turtling skills; if you have the patience, your 'ball and 'cut can be all you need... Right, here's just some character specific help (this information really is not needed if they turn up first or second); - Ryu...his most vulnerable time is when he jumps in on you; counter with the Oniyanma. Go for late meaty's, into Niouriki. Use the 6 Jinchuu Watari if you can see a full screen fireball coming. Make him jump using the 1 Nichirinshou and don't just crouch there all day, as he will just walk up and throw. If he Hurricanes, either 1 Oniyanma, or better still, wait til he passes over you, and 3 Oniyanma, or you can time a Jinchuu Watari to land on his head. - Ken...works sort of the same way as Ryu, but hits air more often, and can be more aggressive; which is of course his undoing. When he jumps in on you, try to use the Oniyanma early (hit when Oro is in the air, spinning); his air attacks can often trade hits. He can sometimes throw multi times unexpectedly, so use push outs on him more than with Ryu. - Sean...without the fireball attack, the computer has a more limited approach to attacking you. Block the Tackle low, then crouching 2, 2in1 3 Oniyanma/Niouriki, uppercut the hurricane, and the butt check, as with Ryu. - Alex...when in close, keep him back with the crouching 2, 2in1 1 Nichrinshou. When far, he has a tendency to jump, and use the body drop; block and combo as he rolls out of it. He can be very prone to meatys. Also, if he traps you in the corner, never jump back, just push out with crouching 2's, and uppercut when he jumps in. If he air drops, block low, and combo as he rolls. - Dudley...just stay at middle screen distance (starting distance is good), and as soon as you see him dash with an attack, 3 Oniyanma. From there repeat, or go into meaty attacks. If he goes into the cross counter, Niouriki, or crouching 6. - Necro...block all of the spin punch's, then crouching 6, and meatys, if far, or crouching 2 combo if close, but watch out as he can super cancel the last hits. His quick air and top-downs can catch people by surprise, but keep the pressure on with 1 Nichirinshou's from full screen. Block the snake hook low. If he does the air drop, just block high, then low, as he almost always goes for a crouching 6 after. If he just stands there EM'ing, go for a distanced Niouriki by itself. - Elena...the most jump happy opponent of the lot, the 1 Oniyanma is your best weapon; you can win the match with that alone. Make sure to punish her with the 3 Oniyanma, if she hits air. Her handstand top - down can be very fast, and if she goes into the healing super, you can knock her out of it. - Ibuki...also very jump prone; counter, then meaty. If she slides, block low, and counter. Watch out for her quick changes from low, to top - down attacks, when she's up close. If she stomps, either Oniyanma, or block/double parry high, and go into a 6 Jinchuu Watari. The air knives can be knocked away by any attack. - Yun (Yang never challenges)...again, he loves to super jump from full screen. Up close, his normals can be a problem, and all his specials have high priority, but just block, and counter when he is vulnerable. Watch out for his top - downs, and if he does any roll (special or super), just block low, don't try to counter, and attack as he comes down. - Oro...don't be intimidated, just counter his jumps, but block the Jinchuu Watari then attack as he rebounds. Same with the Oniyanma. - Gill...What started out as a cheap, impossible to beat boss, ended up a bit pathetic. Main problem is that from the right distance, he will NOT block a 2 Nichirinshou (let him walk up to you, and hit him in the face). He's quite tall, so this is about a quarter screen distance. If your looking for a time win ie. he's got the Resurrection super up, throw 1 Nichirinshou's from full screen, but delay them, so as to give him enough time to take a step or two towards. That way he will take block damage; if he doesn't walk, he will most likely parry all of them. Patience is the key... ...But if you have no patience, a meaty crouching 5, 2in1 Niouriki can work multi times, and a Jinchuu Watari, aimed on top of his head, works well. Best bet is with the Nichirinshou; I've losted few matches to him since finding the pattern out; he will parry about one in ten, and some times will jump (though often still gets hit by the ball). If he stomps you, either block, and go into a 1 Nichirinshou, then 2, or Oniyanma, and go for a meaty. If he try's the charge, just block, head wrap or combo, then meaty. Double parry or jump up his fireballs, and watch out for his top -downs, as his kick does mass damage, and he can combo after his elbow leap attack. Jumping in on him can be very risky, as he can head butt you up to three times (or two head butts and a shoulder charge), for about three - quarters damage. Only jump in if he is vulnerable, or knock down (though a meaty is better). If you follow the patterns with the Nichirinshou's as above the Resurrection super should be no problem avoiding. But if he does get a chance to use it, stand close, and just when he starts to float up, use a 6 Jinchuu Watrai, or while holding towards, standing far 2, Don't use Nichirinshous or Yagyou-Damas, as they will be 'Blown' away by the aura around him. 5.3 Vs. Human... This is going to be the most incomplete part of my faq, as where I live, there is very little good competition; going up to London (a 60 mile trek) for the day to play SF is done about once every two months. Anyway, this is what I've found with my limited play; - in general, with two parry happy players, SFIII really stands out as being different to all the other SF's. Use the Niouriki to foul up there parries, but be careful, as when blocked, some characters can get a super in. In the air, the second hit of the Jinchuu Watari and spinning 3 can often catch opponents unaware. Against good parriers, if they jump in use either a late 2 launcher, or early 2 Nichirinshou, 3 Oniyanma, or a very early Jinchuu Watari, to hit them on top of there head (works best on the low jumpers, Alex and Dudley). - Don't get in a fireball war; Oro can not stand up to either Ryu or Ken, and the Nichirinshou's are often to slow to counter Ibuki's air knife (though any well timed attack will knock them away). The main problem with the Nichirinshou is that Oro has a big delay before they come out (though the recovery is good), and he sticks out his arm before releasing, allowing them to be hit, making countering other fireballs difficult, if not done early. - the most trouble I have, is against turtling Ryu/Ken/Ibuki. There speed, and countering skills are difficult to over come. With Ryu and Ken, try to get aggressive, attacking from the ground, mixing top-downs, and crouching 6's, with crouching 2, 2in1 1 Nichirinshou push outs. With Ibuki, try to keep her away from you, turtle up (that makes a change ;-) ), and counter her jumps and attacks. - although against the computer, Yagyou-Dama is the best choice, I've found that Tengushi is much less predictable, and can often catch your opponent with surprise abilities (the objects can sometimes counter fireballs when crouching, and all attacks are enhanced). Also, if Oro is hit during the start up of the Yagyou-Dama (it takes a while), the ball will not come out, so if you do pick it, don't throw it out too close to the opponent. - don't pick the Kishin Riki, unless your looking for fun. Dash into throw can be useful, and parry, Kishin Riki, then throw can be very disheartening (to the opponent), but other wise, its Oro's worst super. VI: Miscellaneous. 6.1 History... "A wizard over 140 years old who lives in a cavern in the Amazon jungle. He appears to be of Japanese origin, but little else is known. Although he cuts a somewhat comical figure, his total lack of greed and ambition have allowed him to become the master of skills beyond those of any ordinary man. Using his experience and his unflagging athletic abilities, Oro's movement flow freely. Even motions that appear wasteful show very little opportunity for the opponent to exploit. Out of boredom, he embarked on a journey to seek out the ideal successor of his school of earth magic, but he has been unable to find any fighter worthy of his real effort. After some deliberation, he sealed the use of one arm by magic, so apart from mealtime, he is limited one arm for his daily affairs. Sometimes the magic seal swaps arms while he sleeps." That's the official story line from Capcom, but it still leaves alot of things unanswered; for example, what is his nationality - though he lives in the Amazon, some think he's Brazilian (Oro meaning Gold in Brazil), but it also states that his style is close to Japanese in origin (Oro meaning stupid, foolish, or silly, in Japanese, as well as his moves being written in Japanese). Translations - so far, I've got three different sources for Oro's special and Super move translations, from Japanese to English - Nick Rox (he replied to a post of mine), myself (the most unreliable), and Kenichiro Tanaka (from Game Faqs). Nicks and Kens are very similar, while I just looked them up in a dictionary, and picked the most appropriate/funny :-). If you knows of the Official Capcom translations, mail me. For now, heres all three (in the above order, Nick, me, then Ken). Nichirin-Shou - Sun Disk Palm...Bright Sun Wheel...Sun Palm Oniyanma - Demon Dragon Fly...Ogres True Arrow...Dragon Fly Jinchuu Watari - Human Pillar Driver...Benevolent Worms Cotton House... Sacrifice Cross Up Niouriki - Power of the Deva King...Double Banish Power...Power of the Niou (Niou being 'giant spirits, who guard temples and such') Kishin Riki - Power of the Demon God...Chronicle of Virtuous Power...Power of the Demon God Yagyou Dama - Night Journey Spirit...House of Honourable Silence...Night Spirit Tengushi - Tengu Stone...Silly Poem from Heaven...Tengu Stone (Tengu being 'a mountain spirit'). Note: in some test versions, Oro had one other move, the Nobori Watari - my translation... Benevolent Worms Climb :). This was done by a charge down, up and kick. I'm guessing that in early SFIII versions, the Jinchuu Watari was done my a charge on the ground, and a motion in the air (as it is now), and in the final, was changed to a motion, whether in the air or not. 6.2 Observations... Colours - (note that the 6th colour can be chosen by pressing any two buttons, at the same time, when you chose Oro) Button... Skin... Robe... Rope... 1 Yellow Red Light Brown 2 White White Dark Red 3 Orange Brown Light Brown 4 Grey Grey/Brown Grey 5 Green Light Brown Red 6 Blue Dark Red Light Brown Stage - things to look out for (from left to right); the punching bag, tied to a rock, a Cat and five kittens, a big yellow dog, a green and yellow parrot, which some times flys off and comes back in a few seconds, what could be a home made exercise machine (a rope tied to a rock on the ground), broken statues in the wall and on the floor, a piece of meat tied to the wall, and a open fire, with a pot steaming away. Also, dozens of Bats are sleeping up-side-down on the ceiling. Start Pose - On Oro's stage...while asleep in his bag (suspended vertically, on a single gold chain, bag same colour as his robe), wakes up, and jumps down, read to fight. On all over stages...walks on to the screen, from his side, very slowly, looking down to the floor, with his mouth open. Win Poses - - looks ua, then ut, eyes glow, and then jumps ut, off screen, only to come back from the other side, walking across the screen, as with his starting pose. - looks a, then t, scratches his backside. grumbles, and stretches his fingers. - looks around, with mouth open. - as above, but after a short time (looks a,t,ua,ut,da,dt), looks da, with his eyes flashing red and white. Note that if far enough in from the screen, you'll see a turtle moving toward him, stopping when seen, and in a few seconds, moving away again. - looks ut, sneezes, then wiggles nose and stretches fingers. - (final pose, on Oro's stage only) jumps straight up, into his bag (as in start pose), falls to sleep, with a bubble coming out of his nose. Lose by time - looks da, as with turtle pose, with eyes flashing white and red. Winning Quotes - (some may be character specific, but I'm still unsure how to get them). - "You have the power, you just don't know how to use it." - "I used the minimum energy to unsure my victory. - "You strain yourself too much. Fight with out restraint and you will stand a chance." - "I have no time to deal with cretins like you." - "Show some respect for your elders, whippersnapper." - "Well you were almost worthy of the lies you told of your abilities." - "Your so young! I envy your youth, but not your lack of skill." (Sean) - "Some call it unearthly. I call it Senjitsu." - "It was over before I knew it. Too bad you never trained with me." - "Don't judge your opponent by appearance. You just a cocky youth." (Alex) - "That uppercut your so proud of moves in slow motion to my eyes." (Dudley) - "Your fighting spirit is strong. If I could train you like a dog, you might become good some day." (Ken) - "Your aptitude is great. Train yourself for 80 years, and you'll be a respectable Sennin." - "I was truly pressed. That's the first time in 10 years I've broken sweat." - "Your screwed up face is only entertainment." (Necro) - "You must first learn to communicate with heaven and earth." - "I see potential in you girl. Come on, come closer." (Elena) - "Such a lack of challenge. I thought you had burning passion, but you are devoid of talent." - "You remind me of my younger days. You must train hard if you are to realise you potential." (Ryu) (Just as a side note, heres Alex's winning quote vs. Oro: "Keep your temper old man. I'll ignore your your piddly ass next time."...he's quite rude really) Ordering of Opponents - I have not seen any pattern to which order comes when, but it is limited to these four... Alex, Ryu, Yun, Dudley, Necro, Ken, Gill. Ken, Alex, Necro, Ryu, Dudley, Yun, Gill. Dudley, Sean, Ibuki, Elena, Ken, Necro, Gill. Sean, Oro, Elena, Yan, Alex, Ryu, Gill. Ending - (after beating Gill, the screen cuts to a still sky scene, with a yellow sunset, and lots of clouds, moving to the left. Oro's head is on screen, mouth open, hand on chin) "No one has enough guts to learn from a true master like me. (picture of Ryu appears) "The only one with true passion for fighting was the kid with the head band. Maybe (Ryu's picture fades away as Oro's head goes down, out of shot) (Oro appears, standing straight) "Wait for me kid. (Shot widens to see that Oro is standing on a Jumbo Jet, which is flying into the screen) "I will teach you how to fight all over again. Relearn, and you'll become good. (Cuts to a similar sky scene, with Jet flying into the screen, with a bright yellow sun coming into view from the left) "Hya hya hya hya! "I'm coming kido! Wait for me!" (screen blacks out, comes back to the sunset and clouds, and credits roll, if you completed the game in one go, with no challengers). 6.3 Wish List... These are just some ideas how Oro could of been improved, things that could of been added to III in general, and other stuff that I personally would of liked. - a heavy 2in1 (say, a close standing 6, could of been a knee), - atleast 1, more conventional, Super, - a way to throw the objects with the Tengushi, - a way to chose the objects with Tengushi (3 sign posts would be nice), - a way to chose which side you end up on with Niouriki/Kishin-Riki (say 1 and 3 swaps sides, 2 keeps side your on), - a way to change the speed of the Nichirinshou's. Perhaps 2 punches to throw ball; first punch puts Oro ready to throw ball (arm goes to chin), and chooses speed, while the second punch would release the ball, determining the angle. Maybe the second button could be punch or kick, allowing 6 different angles; 1-straight, 2-30', 3-45', 4-90', 5-30' down, 6-fake (like Ryu's fake fireball), - the Nichirinshou's to be effected by gravity, ie. the 2 ball would fall in an arc, coming down on opponents at full screen, 3 ball at half screen, - 1 Oniyanma hit once, 2 hit twice, 3 hit three times... - also, for a Super after the Oniyanma to connect, - a secret character of Oro with Both Arms, and whatever extra moves Capcom could come up with. For example, a double Nichirinshou (perhaps done in a double Sonic Boom type charge (hold a, t + punch, a, t + punch, straight away), a handstand flip towards (while charging down, say all punch/kicks.),and a different grab (still have the one armed Niouriki, but a 360' motion for a un-blockable Niouriki, with both arms),
 - and how about have the Niouriki be able to grab opponents from the air, ie.
   1 - arm goes straight (ground opponents only), 2 - 30' up, 3 - 45' (both 
   only for opponents in the air, which can be parried), 
 
 - a more conventional method to do the multi kicks with the Jinchuu Watari; 
   from ground, or air, all buttons can get four hits by tapping. Or, what 
   would be nice, is if they made the tap like Gen's Dragon kick, and allow 
   about 8 hits...

 - and how about different angles for the legs; 4 - as it is now, 5 - straight
   (parallel to the floor), 6 - 30' up (like Gens kick),

 - release speed and recovery time on Nichirinshou to be more like Guiles 
   Sonic Booms (I always thought that charged fireballs should have this 
   feature, to compensate for not being able to keep up with fireball wars),

 - Rik wanted me to add this; charging supers. I wouldn't mind if they were 
   all double sonic booms (the four-corner charge would be pointless, and I 
   still find it hard to do facing left!).

 - the Kishinriki super to be a 360' type throw, without the timer, and loss 
   of punchs. I reckon that the Kishin Riki would be brill like that.  Perhaps
   have it be able to store 2 (they would each do less damage than a Alex 
   Hyper Bomb), and be maybe still be able to perform it in the air (only 
   air-to-air, though air-to-ground would be nice). 

VII: Final Words...

 7.1 Things to Add...(in order of practical importance, even though they most 
     likely won't get done)

 - better Vs. Human section

 - an even more easier method to beat Gill

 - times for Kishin Riki and Tengushi (about 8 and 15 seconds?)

 - method of getting character specific winning quotes

 - your eternal soul...pwah, ha, ha, ha ,ha, ha, ha...erm, yes

 - the side remarks to be funny 

7.2 Conclusion...(in order of version history)

(versions 1.1 - 1.6)
 Well, that wasn't to painful! Took a week on and off, but I'm happy with it. 
It was my first official faq, but I doubt if I'll do any more, as I'm only at
the moment using Oro; expect an up-date (with hopefully all the stuff above 
done), sooner or later.


 In the mean time, I hope this faq serves its purpose, and if you do find 
something else that's not in here, or anywhere else, post it either to me, 
and I'll add it on (don't worry, you'll get the credit), or post it on the 
newsgroup (news:alt.games.sf2) or how about writing your own faq...this is the
third Oro one I've seen. 

 Remember, the more of those darn Ryu and Ken 'whippersnappers' we can beat 
off the machine, the better.

(version 1.7)

 This faq has come a long way, and as I play SFIII more and more, I am 
starting to experiment with different characters, and due to the lack of good 
competition, I don't really play Oro as much, though he still is most likely 
by best character. 

 Unless something major turns out, this is most likely the last major update 
for a while. I hope you found this faq as helpful, as I have found it fun.

7.3 Credits...(in order of reverse COSMIC importance)

 - myself [everyone that knows me: "You egotistical "] 

 - IceOut, for being the first (and bdi122 for being second),

 - Nick Rox for the move translations (and for an all right mag),

 - Kenichiro Tanaka for the move translations (nice site)

 - Lancer, for the official History of Oro, and a great Arcade site,

 - Rik, for being my friend (sob, boo-hoo)

 - he's/she's/it's at the newsgroup...may you all talk rubbish forever,

 - Capcom, for the greatest series...ever...in the whole world...

 - and I would thank God, but I don't believe in him...


            Luigi "BAT" Coppola, e-mail - mmul0@central.sussex.ac.uk


                              idontknowiguessoidontsleepidream
  SF2v3.0 Chargers+ v++(SF3+) t- g+ ?m s+ 2+ tm->++:+ r n+: o- p- tr+:+ cc-

 
                                      Guile Charlie Bishamon Oro
                                               (My Fab Four)