Skip to main content

Vs. Oro

Recommended Super:

SA1: Consistent damage and meter, Can punish his projectile, etc.
SA2: Damage, Can escape SA2 unblockable set-ups, Anti-air, etc.
SA3: Damage, Can punish his normals on block or hit, punish his projectile, etc.


Oro's punishable moves:

St.HK (only up close by SA3)
Cl.MK (SA3 punish on block)
Cr.MP (SA3 punish on block)
St.HP [2-hit overhead] (SA3 punish on block)
Far MK (SA3 punish on block up close)
St.MP (SA3 punish if 2nd hit whiffs)
Towards MP (Super punish on block or hit)

Air Overhead Chicken Stomp launch on wake-up:

- Punishable by Super on block
- Block then parry into combo of choice

EX Tackle to punish chicken stomps that make him fly full screen. Parry the 1st hit then block the second. Without meter, use MP Tackle instead. If he ends up close to you, either LP tackle or Cr. MK x Super

Tackle-able Normals:

St. HK
St. MK
Cr. MP
St. HP
Cr. HP
Cl. MK
Cr. HK
Cl. MP
T + MP

Use normals like Cr. MK to keep Oro out while buffering high parry to catch his St. HK, MK, etc.


What's more important about oro's normals is that all of his longest range
ones are high parries. So you can stand outside sweep range and spam random high parry attempts
with little to no risk

What's also important that if you're using SA1 or SA3, Oro cannot zone you out with Sun Disk Palms. He risks 40% gone in an instant.

Cr. HP is a very dominant normal in this match-up due to being able to catch Oro's extended limbs and go into super if you have it stocked. He cannot punish it on block at max range either.

A successful sweep/Tackle gives you enough time to dash forward once. Sweep is also very strong in the corner as it gives you perfect meaty UOH timing every time (granted he quickstands)


LP Dragon Smash gives Sean his left/right QS mix-up but its not easy to time so practice this especially.

Sean can cross-up Oro in HIS corner only after a Back Throw, which can lead to interesting mixups. Keep this in mind.

Oro can punish Cl. HP with far LK x HP/EX DP which means this is really risky from up close. Stick to Cl. MP and Cl. HK in this match-up.

EX Dragon gives you a safe jump J. HK granted he quick-stands afterwards

Be very careful meatying him while he has meter for SA2 as one guess parry can lead to losing the round with Yagyou set-ups.




Comments

Popular posts from this blog

Replay breakdown

Opening Sequences What decision did I make? What happened as a result? What decision did my opponent make? What happened as a result? What is the meter situation on both sides at round start?   (if round 2 or 3) Neutral Am I maintaining optimal positioning to play out the neutral per the match-up? Max dash throw range? Max range where I can't be counter hit on whiff? etc. Am I responding fast enough to whiff punish the opponent's choices? What caused the situation that lead to me receiving large damage? What could I have done different there to prevent damages? Is the opponent playing out the match-up accordingly? Is there inexperience? Is the opponent aggressive or passive? Or is there a blend of both? Do they have a tendency to press buttons? Or not? Do they have a specific spacing/range where they're forced to make a decision? Am I playing with intent?  Am I playing on auto-pilot? How can I be more pro-active and focused in neutral? Am I meter building offensively?

Sean vs. Gouki

Table of Contents Overview Close Range Mid-Range Far Range Okizeme Gimmicks Super-based strategy Hyper Tornado Hadou Burst Shoryu Cannon

Sean vs Chun-Li

Table of Contents Overview Close Range Mid-Range Far Range Okizeme Gimmicks Super-based strategy Hyper Tornado Hadou Burst Shoryu Cannon