OroBot v1.0
Difficulty Moderate
Focus Visual Defense Skill and Oro Matchup
OroBot's inputs are both unfamiliar and involve required Plinking for proper effectiveness. They are also very strict with the timing, and the timing is not intuitive, since it is not based on either 'being fast' or 'combo timing'. Fortunately, the bot is fairly usable with some inputs done imperfectly, and it is usually easy to notice. Since Oro has so many abilities, and the bot demonstrates a large subset of them, the player may need to spend a longer time testing their input attempts to see how well they have been done. The bot is designed in a way that it should give reasonable experience with the entirety of Oro's V-System without any required changes to inputs, but certain imperfect inputs may only be suited to particular V-Skill and V-Trigger combinations. These will be noted in the relevant Actions' sections. This bot's main purpose is to help players learn how to be confident in whiff punishing slower moves, while learning that Oro's strengths come from his quick retractions of other hitboxes and well-spaced play. Maintain solid defensive reactions such as anti-airing and space control will also be tested. This bot covers multiple options due to how many things it does, making for a well rounded practice partner.
Unlike many other characters and bots, where simply knowing the frame data is enough to make a decision on how to perform an approach, punish, or sometimes even an anti-air, Oro requires the player to rapidly process specific visual information, make a decision, and still react in time. Though we have other bots that touch on this, OroBot seems to be the one that requires this skill very consistently for every character, therefore you should think of it as the default option. The Point Systems rely on this skill a bit more than for other bots, as well. Since a perfectly input OroBot can do so many different things, and Oro's V-System multiplies his complex options, you should spend more time training with this bot, so that you can find any special tricks that your characters can use in this matchup. Since training against this bot will increase your observation skill at almost any level, it is a bot you can train with anytime.
Gauge Settings
As with all bots, 1P Health should be set to "Normal". Set 1P CA Gauge to "Normal", and 1P V-Gauge to "Normal".
Settings for 2P are Health - "Auto-Recover", V-Gauge - "Maximum Start", CA Gauge - "Maximum Start".
The bot's V-Skill and V-Trigger settings rely on what type of character you play and what range you play at.
- If your character is an unconventional 'space control' zoner (e.g. Poison or Dhalsim), use V-Skill I: Onibi and V-Trigger II: Tengu Stone.
- If your character is a long-range footsies type (e.g. Chun-Li or Seth), use either V-Skill, and V-Trigger II: Tengu Stone.
- If your character is a mid-range footsies type (e.g. Karin or Cammy), use V-Skill II: Minomushi and V-Trigger I: Manrikitan.
- If your character is a mid-range grappler type (e.g. R.Mika or Zangief), use V-Skill II: Minomushi and V-Trigger II: Tengu Stone.
- If your character focuses on close range play (e.g. Akuma or Dan), use V-Skill II: Minomushi and V-Trigger I: Manrikitan.
- If your character has conventional zoning (forward moving projectiles) (e.g. Ryu or Ken), see above, but choose the option that matches 'what the character plays like if you never use the projectile'.
Goals
Completing each action gives 1 point. Try to get to 10 points without dying.
Points System
- A - Punish his special 2-hit kick attack after blocking it (the point is also given for the EX version)
- B - AntiAir/Air-to-Air his jump
- C - Perform a full Crush Counter punish on his Uppercut
- D - Deal with his V-Skill (avoid the Onibi projectile, counter his V-Skill II before it hits you)
Difficulty Levels
- Easy - Points given for ABCD
- Medium - Points given for ABCD, but now the point for 'A' is only given for the EX version of the move
- Hard - Points given for B, C and D, but points for C require you to use as much of your meter resources as possible
- Extreme - Points given for B and D only (or C and D, depending on your character and goals, whichever is more difficult)
Action #1
5HP (hold until end), hidden [1LP+LK, 1MK (hold until end also)], end recording
Try to press the 1 (downback) direction as early as possible after the 5HP, since this helps the length of the input. The goal is to build enough charge for other moves, so there may need to be some slight delay after the MK is pressed. There is no real way to describe how exactly the two hidden inputs should be timed, but fortunately this is an easy input to redo. As always, when replayed into itself, it should not show the HP happening more than once (the first time) if it was held correctly). Other, later inputs can be used to check similar things for the held MK. If timed absolutely perfectly, he should do a crouching MK after you fully block the charged standing Heavy Punch.
Action #2
6LP+MP (hold briefly), 9(8) (release the LP+MP here) 66 end recording instantly
This input does not really do anything by itself, so it should be tested with Action #1. It is a complex input for multiple reasons and may need to be tested a few times. The main requirement, and difficulty, is holding the LP+MP for the correct amount of time. The input does not need to be FirstFrame, and in fact it might be slightly better if it is definitely not. You can set a single button to LP+MP in Controller Settings, to make this easier. Instead of 'tapping' the button, try to think of it as 'making sure not to just tap it', but not much else. Other, more focused methods of getting this input right, often don't work well. The 'straight up' input, the '8', is not only optional, it is not recommended. However, if you have trouble doing this input without causing one, there are timings where it does not cause a problem (too many neutral jumps), so test to see if it is causing that before discarding any input attempt that you feel was good. The Dash input can be up to 3 presses, and sometimes 4, as long as Oro does not usually dash twice. Just try to be quick, which is the hardest part of this input. When played back with Action #1, it should, at least sometimes, do his EX Uppercut attack, but you may need to stop and restart multiple times to test, or to poke him before he succeeds the Heavy Punch. Blocking the Heavy Punch may also work for testing.
Action #3
214MK hidden 1MK (hold until end, long enough for a charge) end recording
This input is also simple, and there is no requirement to hold the 1 long enough to build a charge for his moves if you don't care about his projectiles, but the bot will be slightly more interesting if you manage this. We don't suggest specifically trying too hard to do this unless you are familiar with charge timings from other characters, though, as you are likely to hold it for too long. If you need a completely customized OroBot (where you will be making and using your own Point Systems) this input can be changed, in any way you need. The only reason this is not Action #5, as is our convention, is that changing this input will change the nature and rhythm of the bot itself, unlike others where changing Action #5 will normally allow the player to use most of the same Point System and keep the same expectations.
Action #4
FirstFrame 4HP+HK.MP+MK (hold the HP+HK until end, hold the MP+MK too), 63214 end recording instantly
The hardest input, requiring lots of understanding, and most of the bot recording methods found in the Glossary. This input must be FirstFrame to help reduce Oro's tendency to V-Shift. It must be Plinked with the 'V-Trigger' input first to increase his options for using his V-Skill, the V-Trigger input must be held until the end for the same reason, and the half circle back part must be done quickly and ended perfectly for an 'Edge Shift'. Unfortunately, not only is this input difficult, it's also very important, and there are very few good ways to test if it was done correctly. Try combining it with Action #2 (while V-Trigger is set to VT2) and watch for Oro's command grab whiff animation.
Action #5
FirstFrame 1MP+MK.1HK 236(9) end recording instantly
This input is almost as difficult as the one before it, but not as strict, depending on your character type. The input must be FirstFrame, but the plink is not absolutely required (it helps to give him a crouching MP to use with the Tengu Stone V-Trigger) and you can just do it as MP+MK+HK (but cannot do the plink in the other direction). A correction from our Disc's Guidance stream regarding this character, is that one should NOT hold the If your main character (or style) is 'rushdown' or usually fights from very close, try to get the final 9 into the input. Otherwise leave it off. This controls how Oro does his hopping kick; as an 'instant air' move, or doing the full move, jumping toward you. Try not to get any '8' into the input at the end. If there is one, it indicates that you did not end the recording quickly enough, usually.
In-Depth
Still in progress.