Orochinagi

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Tung Fu Rue

TEAM CHINA

General

Contributors: (Main) Gillstolemyride

Summary:

Best Position: Point

Best Tools:

 

Bio:

Misc:

Trials:

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Normals

 

LP “Light Punch”

Notes: spamming will lead to special move!


 

LK “Light Kick”

Notes: lp: chains into dflp, (but on blocking crouchers it whiffs, so kinda useless)

hop: good for air to air


 

HP “Heavy Punch”

Notes: spamming will lead to special move! Cr HP > qcf P is best poke


 

HK “Heavy Kick”

Notes: “Small jump D is maybe his most powerful tool. Can win both air to air and air to ground when timed well” – Frionel

 


 

HPHK “CD Blowback”

Notes:

 

Command Normals

 

?LP “Ukouryu”

 

 

Specials

qcfP “Shou Ha[EX]

Notes: Both fireballs are safe on block (strings into heavy fireball aren’t a true blockstring)


 

QCBP “Shenshippo[EX]

Notes: – Both Lunge punches can be spaced to be made safe.

– Kara (c+d) cancel heavy lunge punch goes full screen and links into super on hit, same for ex (no kara required), ex lounge is + on block.


 

Rapid P “Geki Hou” [EX]

Notes:


DP“Ressen Kyaku” [EX]

Notes:


(air) QCB“Air Senpu Ken” [EX]

Notes: needs to be very low and late to combo, both in front and as crossup, good frame advantage on both hit and block

 

Supers & Climax

QCBx2 P “Senpuu Gou Ken” [Max]


 

qcfx2 K “Dai Geki Hou”


Climax

qcfx2 PP “Kyoku Koureishin” 

 

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Best Combos

1 BAR


 

2 BARS:

 


 

3 BARS


 

5 BARS 

 

 


 

Notes

 

Videos

Hori.Sako made quite an impression with his Tung combo.  I can’t find the original but Gillstolemyride has replicated it here

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Strategy

GENERAL

With a variety of timing you can “frame trap” the opponent with crhp*+fireball “mixups.  CrLP has poor range, makes dfLP whiff on block, leaving you open for punishes and has next to no blockstun!

stand hk is his second best normal, good anti air, also the only button he has with frame advanatge, frame traps into crhp, although crhp on block or hit is kinda unhitconfirmable, unless you’re an alien.
jhk can be intentionally whiffed at the first hit to have the second connect later in the jump and apply the blockstun.
c+d can be used to kara stuff (cancel)
also decent to apply the same fireball mixups from crhp**fireball
air c+d on CH leads to great combo possibilities
https://www.youtube.com/watch?v=fuGqRn31Vj0

You can juggle off all the senshippo (lunge punches) but of course from ex you can do it grounded as the move itself sets in juggle, all normal lunge punches can juggle with Geki hou DM on air hit.

Ressen kyaku is a 1 frame startup command grab, it can be used for certain punishes at close-ish range.

Senpuu gou ken can be used to punish fireballs at close range, ex works even better.

Moreover, if you have good execution on long / high jumps, crlk whiff mash geki hou is an option, since crlk will low profile.

ALL supers are strike invincible on startup, possibly grab.

ANTI AIR

 

Vertical: shk, dfa, dai geki hou, crlk**geki hou

Horizontal: C+D, AA Dai geki hou,

Situational: fireballs, lunge punches, late climax can work

Air to air: jC,jD,JLK

CROSSUPS

jlp is the crossup of choice. Air senpuuken can work too if spaced and timed correctly.

NORMALS INTO SPECIAL CONFIRMS

Lows: crlk,crlpdfa light lounge 170 (less corner carry, more advantage, combos into dm2, combos into dm1 but opponent falls out, combos into climax)
— Crlk,crlpdfa heavy lounge 175 (more corner carry, less advantage) crlk,crlp+dfa*light fireball 166 (combos into dm1 for 306 damage, dm2 for 314)
High (jumpins etc): jhk, crhp,dfalight fireball 259 (249 with jhp) (379 with dm1) jhk, crhp,dfalight lounge 263(253 with jhp) (407 with dm2)


 

Matchups


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Tech

https://www.youtube.com/watch?v=oPCNv_MuTqg

 

 

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Frame Data


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