While making this video I admit I never set the dummy to be Oro so I could block my way out of it. Now I have so I can shed some light on the unblockable mechanism. Even if the j. MK is blocked (quite easy) the opponent ends up getting sandwiched between the super and Oro. If they try to swap blocking directions at all they simply get hit. However, they can continue to hold the original blocking direction (originally away from Oro but blatantly towards him during the 3rd/4th hits of the super) and they'll block the super fully, The actual unblockable happens from Oro's button after landing rather than the super's hits. The opponent has to swap blocking directions right before Oro's grounded normal hits, which will be frame perfect or even impossible if it hits too close to the last super hit. Swapping blocking direction too early = last hit of super connects then oro's normal hits. Swapping blocking direction too late = last hit of super is blocked then oro's normal hits. Because I don't emulate human blocking in this video, most of the actual j. MKs would be blocked here, so the Kuroda versions would do dramatically less damage and build dramatically less meter.
A year late, but with your last point(s) in the video, you should be able to just parry forward once (parrying the first super hit and Oro's instant jMK), then continuing to block the rest of the super as Oro's forward momentum is halted and he has to land from his jump. "Worst case" (if Oro goes for the instant jMK) you'll get hit by the rest of the super instead of parrying that, and (as shown in the video) still return to neutral as Oro lands. Only if you go for the "safer" part at the beginning (blocking instead of wakeup parrying the first hit) you'll get sandwiched and may be unable to block Oro's close MP, but then took virtually no damage from the SA2; if Oro goes low, of course, it'll beat both of these options (highblock/highparry), but at that point it's more of a "regular" high-low mixup (with a more optimised route on the high option for Oro) - not that that makes it unusable or such, especially given the less strict screen positioning.
@@riiyaFGC Yeah my understanding of how this works has changed now that I've been applying this for years rather than when I was new to it. Often I missed with my jump MK as they parried the orb and I thought I got parried when they simply never connected. It's still very strong on block and it's a 50-50 on instant parry but it's definitely not the catch-all I thought it was.
Doesn't this mean that the j.MK is entirely unnecessary? I usually just jump over, do grounded far LK (unblockable) and then close MP or something like that
Thank you for this. I hope you do a full oro tutorial like those you did for Ken, Alex and Ryu. You are safely the most capable person for doing such tutorial in english
Been waiting for this video for so long -- thank you Baf!! Now I finally know what you mean when you're playing/watching Oro and you say "the Kuroda setup".
How does instant j.MK hit on the opposite side from that range? I always thought this setup relied on them not blocking the instant overhead, it looks like Oro and the booger are hitting from the same side the whole time.
double post, Bafael I found a weird glitch where if SFV juri has at least 2 stores see can do the second fuha release after the first fuha release if it is blocked or hit without doing qcf kick. She can do this in vt1 as well but cant do double HK release this way *cries* instead you can just mash the approriate kick button like chun-li's lightning legs. It also only works on the second release not the first or third. If your still reading this can you see why this works if at all? Please and thank you
I like oral but I think the thing that turns me off from him is his general inability to set up an offense outside of the srt-ups in a manner that's similarly quick to care if you're like Ken, Makoto, or even Chun-Li. He's Marvel, but only if you get in deep.
The thumbnail just gave me some ideas for new custom colors, thanks Baf
I came to this video to check if baf was using mods lol
While making this video I admit I never set the dummy to be Oro so I could block my way out of it. Now I have so I can shed some light on the unblockable mechanism.
Even if the j. MK is blocked (quite easy) the opponent ends up getting sandwiched between the super and Oro. If they try to swap blocking directions at all they simply get hit. However, they can continue to hold the original blocking direction (originally away from Oro but blatantly towards him during the 3rd/4th hits of the super) and they'll block the super fully, The actual unblockable happens from Oro's button after landing rather than the super's hits.
The opponent has to swap blocking directions right before Oro's grounded normal hits, which will be frame perfect or even impossible if it hits too close to the last super hit.
Swapping blocking direction too early = last hit of super connects then oro's normal hits.
Swapping blocking direction too late = last hit of super is blocked then oro's normal hits.
Because I don't emulate human blocking in this video, most of the actual j. MKs would be blocked here, so the Kuroda versions would do dramatically less damage and build dramatically less meter.
A year late, but with your last point(s) in the video, you should be able to just parry forward once (parrying the first super hit and Oro's instant jMK), then continuing to block the rest of the super as Oro's forward momentum is halted and he has to land from his jump. "Worst case" (if Oro goes for the instant jMK) you'll get hit by the rest of the super instead of parrying that, and (as shown in the video) still return to neutral as Oro lands.
Only if you go for the "safer" part at the beginning (blocking instead of wakeup parrying the first hit) you'll get sandwiched and may be unable to block Oro's close MP, but then took virtually no damage from the SA2; if Oro goes low, of course, it'll beat both of these options (highblock/highparry), but at that point it's more of a "regular" high-low mixup (with a more optimised route on the high option for Oro) - not that that makes it unusable or such, especially given the less strict screen positioning.
@@riiyaFGC Yeah my understanding of how this works has changed now that I've been applying this for years rather than when I was new to it. Often I missed with my jump MK as they parried the orb and I thought I got parried when they simply never connected. It's still very strong on block and it's a 50-50 on instant parry but it's definitely not the catch-all I thought it was.
Doesn't this mean that the j.MK is entirely unnecessary? I usually just jump over, do grounded far LK (unblockable) and then close MP or something like that
Just like Oro in this video, most of this went over my head.
Thank you for this. I hope you do a full oro tutorial like those you did for Ken, Alex and Ryu. You are safely the most capable person for doing such tutorial in english
“You have to get the opponent to a juggle state of 5. This is easy from his chicken scratch loop” this is just hilarious to me
Been waiting for this video for so long -- thank you Baf!!
Now I finally know what you mean when you're playing/watching Oro and you say "the Kuroda setup".
Love your 3S videos, Baf. Keep up the good work!!!
Always glad to see some 3rd Strike here.
Always wondered about this set up, good shit man.
Kuroda reminds me of that robot on Mars. He's literally the only person on that planet known as Street fighter 3rd strike
Baf you just taught me what I need to know thank you.
You should do an Alex video next! One of the best in 3rd Strike IMO
ua-cam.com/video/WGhq4vEIuEo/v-deo.html
Bafael is an fgc scientist
Cool video chief, that chicken wing shit is nuts.
this hurts my head lol.
How does instant j.MK hit on the opposite side from that range? I always thought this setup relied on them not blocking the instant overhead, it looks like Oro and the booger are hitting from the same side the whole time.
Might be that the booger crosses over at the instant the j.MK is connecting? Hitboxes might interact just right.
I did some research and pinned my reply.
Oro is way to underrated in 3rd Strike.
Oooh thanks for making this one
No honey we have aegis reflector at home
double post, Bafael I found a weird glitch where if SFV juri has at least 2 stores see can do the second fuha release after the first fuha release if it is blocked or hit without doing qcf kick. She can do this in vt1 as well but cant do double HK release this way *cries* instead you can just mash the approriate kick button like chun-li's lightning legs. It also only works on the second release not the first or third. If your still reading this can you see why this works if at all? Please and thank you
Incredible. Is there any recent footage of Kuroda playing 3s?
No CPS3s in Japanese prisons, sadly.
is there any way to get out of it? I fight so many oros and I want to learn to combat it...
Thanks.
I like oral but I think the thing that turns me off from him is his general inability to set up an offense outside of the srt-ups in a manner that's similarly quick to care if you're like Ken, Makoto, or even Chun-Li. He's Marvel, but only if you get in deep.
Why you like oral so much?
I’ve seen Crazierstairs do this on opponents online
I can never get the (2hit)Strong to (1hit) strong SA setup on the fightstick. Pros are something else...
I can do it with a stick but not a pad it not necessary with this set up you can hit twice but still get the unblockable.
ua-cam.com/video/vig_moubuAk/v-deo.html
Check this at 1:36
It's not quite the kuroda setup, but this vid is very old
Wait... Isn't this kinda op?
yes.
Find a school that will give you a PhD in third strike.
"Hi, I'm Baf and welcome to my MasterClass."