ICEOUT'S GAME PAGES
.................................................
: Street Fighter III: 3rd Strike - Oro FAQ 1.50 :
: Arcade                                        :
: by Charles Grey (iceout0002@aol.com)          :
: Version 1.50 - updated 09/09/2000             :
'''''''''''''''''''''''''''''''''''''''''''''''''
.......................
: 01) Intro           :
: 02) Differences     :
: 03) Update History  :
: 04) Legend          :
: 05) Universal Moves :
: 06) Basic Attacks   :
: 07) Special Moves   :
: 08) Strategy        :
: 09) Combos          :
: 10) Credits         :
'''''''''''''''''''''''

.'''''''''''.
: 01) INTRO :
'...........'

I don't go to arcades as much as I like to do, and the games I wanted to play were
never around. However, I still play a lot when I go to a favorite amusement park.
I waited with anticipation with what was there this year. One of the games was
SF III: Third Strike. The original SF III was the only game I played during the
summer of 1997, and Oro was one of my main characters. He's gained a few new
skills for the third time around.

.'''''''''''''''''.
: 02) DIFFERENCES :
'.................'

Differneces from the original (I never played Second Impact before the DC version) -

* Oro has a new forward punch - F+2, actually his old far standing 2
* He has alternate versions of his Super Arts, done by using 3P instead of P at
  "MAX" level.
* He can double jump.
* His jumping 3 still hits twice - just not as often, mostly on grounded opponents.
* His Tengu Stone combos seem to have been toned down, I couldn't do his
  crouch 2,crouch 2 or close 4,5 links.

.''''''''''''''''''''.
: 03) UPDATE HISTORY :
'....................'

1.02 (05/29/2000) :
First version, after spotting and playing 3rd Strike at Six Flags America. Some of
information may still be missing because I didn't try everything yet. Most of the
new 3rd Strike changes comes from Kao Megura's FAQ.
There's good competition there too, not just tourists.

1.25 (07/14/2000) :
Added two new combos, the EX Jinchu Nobori, and strategies against Ryu,Elena,Hugo,
and Necro.

1.50 (09/09/2000) :
8 NEW COMBOS! Five from Kevin Yi (kyi22@hotmail.com). Updated Super Arts and
character strategy.

.''''''''''''.
: 04) LEGEND :
'............'

UB U UF   1 2 3 = P  jab strong fierce
B  * F    4 5 6 = K  short forward roundhouse
DB D DF

QCF   : D,DF,F
QCB   : D,DB,B
HCF   : B,DB,D,DF,F
HCB   : F,DF,D,DB,B
CD    : hold down
CB    : hold back
2P/2K : Any two punches/kicks
3P/3K : All three punches/kicks

.'''''''''''''''''''''.
: 05) UNIVERSAL MOVES :
'.....................'

-----------------------------------------------
Dash         : F,F
Backdash     : B,B
High Jump    : D,U
Long Jump    : DB,UF
Back Jump    : DF,UB
High Parry   : Tap F when about to get hit
Low Parry    : Tap D when about to get hit
Red Parry    : Tap B,F when blocking
Air Parry    : Tap F or D during jump
Recovery     : Tap D when landing from a fall
Throw #1     : 1+4 Close
Throw #2     : B+1+4 Close
Throw Escape : B/F+1+4 when about to be thrown
Overhead     : 2+5
Taunt        : 3+6
----------------------------------------------

.'''''''''''''''''''.
: 06) BASIC ATTACKS :
'...................'

All close 1/2/4/5 attacks can be cancelled.
------------------------------------------------------
Close 1    : Elbow Hit
Close 2    : Double Uppercut (sets up juggling)
Close 4    : Very High Knee
Close 5    : Mid-level Knee
Standing 1 : High Straight Palm
Standing 2 : Straight Slap
Stand F+2  : Step-in Punch
Standing 3 : Downward Rake (2 hits)
Standing 4 : Quick mid-level Kick
Standing 5 : Hopping mid-level kick
Standing 6 : High Roundhouse
Crouch 1   : Quick Forward Palm
Crouch 2   : Strong Forward Palm
Crouch 3   : Low Swing Punch
Crouch 4   : Quick Ankle Kick
Crouch 5   : Ankle Kick
Crouch 6   : Spinning Sweep
Jump U,1   : Downward Punch
Jump U,2   : Downward Punch
Jump U,3   : The Wide Slap
Jump U,4   : Air Knee
Jump U,5   : Air Knee
Jump U,6   : Jumping Side Kick
Jumping 1  : Elbow Drop
Jumping 2  : Elbow Drop
Jumping 3  : Spinning Torpedo Punch (can hit 2 times)
Jumping 4  : Air Low Knee
Jumping 5  : Air Low Knee
Jumping 6  : Air Split Kick
-----------------------------------------------------

.'''''''''''''''''''.
: 07) SPECIAL MOVES :
'...................'

---------------------------------------------------------------
SPECIALS
Sun Disk Palm       : CB,F+P (2P for EX)
Oniyama             : CD,U+P (2P for EX)
Human Pillar Driver : HCB+P
Jinchu Nobori       : QCF+K  (2K for EX)
Air Jinchu Nobori   : QCF+K, tap K for extra hits
Step-in punch       : F+2
Double Jump         : U once in midair

SUPER ARTS
I   - Kishin Riki   : QCF,QCF+P, tap P to throw
(enhanced throw)    : QCF,QCF+3P
II  - Yagyou Dama   : QCF,QCF+P
(giant version)     : QCF,QCF+3P (MAX)
III - Tengu Stone   : QCF,QCF+P
(enhanced version)  : QCF,QCF+3P (MAX)

THROWS
Strangle Hold       : 1+4 Close - tap buttons for up to 6 hits
Flip Throw          : B+1+4 Close
Air Takedown        : Jump B/F+1+4 when both in air
--------------------------------------------------------------

.''''''''''''''.
: 08) STRATEGY :
'..............'

SUN DISK PALM
1  - goes straight    2  - goes 45" upward
3  - goes 75" upward  EX - goes slow and straight, hits twice

This should be used to maintain some distance between you and them, or as a
keep-away if you think they will try to jump in. The EX version goes slow
like a sonic boom and can hit twice. It will dissappear after going 1 screen
length, though. Opponents can backdash/jump out of the way. If they jump the
EX version homes in on them.

ONIYAMA
A short step followed by an uppercut. This is a move I don't really like and
have never used much. The EX version goes farther and higher, and hits up to
4 times. This move has poor range and Oro is open to a free hit if it misses.

HUMAN PILLAR DRIVER
Also known as the "bam bam bam" throw. Oro slams them 3 times with just one
arm. It appears to be the same as it was in NG. It has a miss animation if
he dosen't grab them. Back in the New Generation days, this was called a
"semi-throw". It can be block, but anyone who parries will get slammed.

JINCHU NOBORI
This is the strange move the CPU Oro uses often to zap fireballers. The ground
version is a leap followed by a 2-hit head stomp. The air version is similar,
but more hits can be added by jamming on the kicks. The only thing I've used
it for is an escape tactic to get out of corners or switch sides.

The EX ground version, on the other hand, is great for pressure attacks. It
will home in up to full screen on them, and hit 3 times. It will miss if
they back away, though. The air EX version has a very short range and hits up
to 9 times, not recommended at all.

DOUBLE JUMP
Now Oro can double jump like many of the characters in the "vs." games! The
best way to use it is to get over an opponent who likes jump-kicking you
out of the air or to avoid landing on fireballs.

KISHIN-RIKI
The standard version gives Oro the ability to turn any Punch attack into an
automatic throw for about 15 seconds. On the ground, he will do an
exaggerated Human Pillar Driver. In midair he does his air throw followed
by 4 slams instead of 1 at the end.
For some reason, the ground throw can't be comboed off anything. If Oro
tries to combo it off a jump 6 or close 5, he just grabs air.

The "MAX" version is all-or-nothing. Oro will take a few steps fowrard and
grab his opponent, fly into the air and come down with a giant piledriver
that does about 40% damage.

YAGYOU DAMA
Normal - Oro releases a giant green "medicine ball" that floats slowly towards
his opponent. It can hit up to 4 times before dissappearing. Beware, the ball
will dissappear after about 5 seconds, and a good player can backdash your
super into oblivion. It's best used in corners where it will put the pressure
on. Also, Oro can have up to three of these on the screen at one time.
This will miss if a throw is taking place.

MAX - He releases a giant yellow ball that's almost 3 times as tall as him
which can hit about 10-13 times, but will mostly stay in the same area for
about 5 seconds. Be sure to use this ONLY if you have them in the corner.

TENGU STONE
Stray objects spin around Oro for several seconds, Any attack he makes is
augmented by additional hits from these objects. This, of course makes him
a lot harder to parry. For example, hit standing 3 will score a 5-hit combo.
The juggling of his close 2 are often folied by the object hits.
The normal version has 3 objects and lasts about 15 seconds.
The "MAX" version has 5 objects, but lasts only 8 seconds.
Not as powerful as it used to be, don't waste your time with this one against
turtlers. And Oro can't gain super energy during this period.

ORO'S TAUNT
He just sits down and appears to be napping. According to Kao Megura's FAQ, this
is supposed to restore his STUN meter.

OVERHEAD ATTACK
Now done by pressing 2+5, this is a short hopping punch that will hit crouch-
blocking opponents.

USING THE LOW STRONG
Oro's crouching 2 is still main poking tool. Stick one out whenever your
opponent misses an attack or gets too jumpy.

---

VS. IBUKI
In this game she has more power than ever. The priority of her air attacks are
amazing, and she still has that air throw. If she has new 3rd super (the one
where the daggers appear on the ground.), make it a habit to backdash every so
often. Her Kunai daggers and the two-hit head stomp move are the ones to watch
out for.

VS. YUN/YANG
Thought to be the powerhouses of the original, Yun is one to be careful with.
He can close the gap with a teleport move, and if he has Tenshin-Senkyutai super
art (the roll under thing) stored up, don't use the Sun Disk Palm, period!
They will also counter projectiles with a super-jumping Raigeki-Shuu (dive kick).

VS. ORO
He's mostly a wimp when used by the computer, though he will kill projectile
attack with a Jinchu Nobori to the head. Oro is probably one of the least used
by human players. Watch out for that jumping 6, though.

VS. ELENA
Kicking and keep-away. "Kick-away" with the Rhino Horn, Scratch Wheel, and
jumping kicks make her tough to attack. Use poking attacks to win.

VS. HUGO
It's a grappler... beware. That means he's dangerous at close range. Use Sun Disk
Palm to keep him away. This would be a good time for that EX Sun Disk Palm and
Jinchu Nobori combo. Beware when poking because his Moonsault Press takes off 35%.

VS. NECRO
Duck under or block his Tornado Hooks. His standing B+6 knee can counter Oro's
air attacks, including the Jinchu Nobori! His Electric Snake hits low, be sure
to crouch block/low parry.

VS. RYU
SHIN-SHORYUKEN!!! If you're playing Ryu, it's usually that Super Art. Good
defense is needed avoid getting hit by the Shin-Shoryuken, which can be
comboed from any jump-in or close attack.

VS. DUDLEY
Dudley's no slacker, he will stick to you like glue with his Machine Gun Blows.
Most of his other moves are forward dash attacks. He will throw Corkscrew Blows
without warning, and it can be comboed off his normals. From a full screen he will
throw his rose, which will do about 2% damage if it hits. His standing 3 is anti-air.

VS. KEN
His standing 6 turning kick has great priority. His jumping/crouching 6 have good
hit range as well. DO NOT GET STUCK IN THE CORNER! Shoryu-Reppa and Shippu-Jinrai-
Kyaku can be comboed easily from a jump-in and with the Shinryuken and EX air HK,
Ken rules the skies. 
 
VS. SEAN
He will usually come out with a Ryubi-Kuaku if you try to back him into a corner, and
throw Tornado Kicks to back you into one. Watch out for his new F+6 kick that looks
like Charlie's from SFA 1-3.
 
VS. ALEX
He will hit you out of the air with his standing/crouching 3. On the ground, he will
throw Flash Chops, Smash Elbows and standing 6's. Mostly a nickel-and-dime offense.
His taunt will reduce the damage he takes for the rest of the round.

VS. MAKOTO
Nothing stands out here... except stay out of the air if she has her off-the-wall Gen
super stored.

VS. AKUMA
VS. CHUN-LI
VS. URIEN
VS. TWELVE
VS. REMY
VS. "Q"
VS. DUDLEY
VS. GILL
Nothing at the moment...

.''''''''''''.
: 09) COMBOS :
'............'

* first hit only

#1  (2-4) (far) EX Sun Disk Palm - dash - jump 3
#2  (3-4) Close 2 - stand/jump 3
#3  (3)   Close 2 - Sun Disk Palm w/2
#4  (3)   Crouch 2 - Oniyama w/3
#5  (3-5) (far) EX Sun Disk Palm - EX Jinchu Nobori
#6  (5-6) Jump in 3 - close 2 - stand/jump 3
#7  (6)   Yagyou Dama - stand/jump 3
#8  (13)  MAX Tengu Stone - close 2 - jump 3
#9  (8)   Jump 3 - close 2 - Kishin-Riki - jump P
#10 (4-5) Crouch 2 - EX Oniyama
#11 (6)   Tengu Stone - jump 5 - close 4,5
#12 (9)   Close 2* - Long Jump EX Air Jinchu Nobori - tap K

(from kyi22@hotmail.com)
#13 (5)   Jump 3 - close 2* - Yagyou Dama - jump 6
#14 (6)   Close 5 or crouch 2/5 - Human Pillar Driver
#15 (6)   Close 2* - Jinchu Nobori w/5* - repeat both 2x
#16 (9)   Close 2* - Jinchu Nobori w/5* - repeat both again - close 2*
          - Kishin-Riki - jump P
#17 (40+) Close 2* - Jinchu Nobori w/5* - repeat both again - close 2*
          - MAX Tengu Stone - stand 6 or F+2 until super runs out

--

#1
This is a cool show-off combo. Immediately after throwing the EX Sun Disk, dash
and jump to hit them from above as the Sun Disk Palm hits. I only got this one
off just once, and the projectile may only hit once.

#2
Standard juggle combo, use the standing 3 if you don't think the jump attack will
come out in time.

#3
Another variaton of combo #2. Finishing with a projectile looks cooler.

#4/#10
The Oniyama will miss unless you're close enough after the crouch 2 connects.
The EX version has a little more hit range.

#5
This Oro's basic annoyance combo. Make sure the jump-in 3 hits late and deep, or
the close 2 won't combo. The jump 3 dosen't have the connection it used to have,
you can also step in and finish with his standing 3.

#6
Now this is a real combo! Have at least 2 EX moves stored, get a full screen away,
and let the EX Sun Disk Palm roll, then quickly follow with the second EX move.
The Jinchu Nobori will miss if your opponent retreats too far, or dosen't hit
before the second hit of the Sun Disk Palm.

#7
This is one of Oro's classic double pressure combos. This combo works a lot better
in the corner, or if your opponent was jumping at you.

#8
Using the close 2 in this mode usually gives mixed results, but if you can get it off
in time, it's a good double-digit combo.

#9
Cancel quickly off the launcher and jump up quickly to throw them.

#11
The 4 and 5 have to be done VERY QUICKLY to combo.

#12
Cancel off the first hit quickly into the Long Jump (DB,UF) then jam on the kicks when
doing the EX. Hard to do, but nice looking.

#13
The ball only hits once in the combo (the jumping 6 will push them off the ball). But it
will remain (with 3 hits left), where you can get another combo out of it.

#14
To combo this, the first hit must be done in the middle of the HCB+P roll. Oro will only
grab air if not close enough.

#15-16
Let me explain how this one works. Every move must hit only once! Off the first hit of
the launcher comes the Jinchu Nobori. If it done fast enough, the second hit of that
will miss and Oro lands soon enough to repeat until the 6-hit limit is reached. If any
attack hits twice, the juggle limit is exceeded and the combo ends. This will not work
on Yun/Yang. This builds up his super meter quickly because of the higher number of
individual attacks used.

#17
Apparently Oro has a semi-infinite with his MAX Tengu-Stone. I also heard about this
one from streetfighter.org and alt.games.sf2, and it's supposed to get 40-50 hits.

.'''''''''''''.
: 10) CREDITS :
'.............'

kyi22@hotmail.com : Combos #13-17
Kao Megura : Most of the new information and new movments came from his 3rd Strike FAQ.

Six Flags America : They had a 3rd Strike machine (big-screen) this year. They
                    even have the original "Three" as well!

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STREET FIGHTER III (c) 1997-2000 CAPCOM
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