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NOTE: Slight format change, I am now only going to write an intro paragraph or two and the rest of the match analyses will be after the "Read More" link at the bottom.
This is a really interesting match you don't see every day as well as a tough one for Urien. The match consists of lots of turtling and patience because either character can end the round quickly if the other makes a mistake. Although Urien doesn't have easy midscreen unblockables against Oro, he does take a fair amount of damage quickly if you can catch him.
RX makes it 15 seconds on the timer before he gets hit and by the time
he does, he already has one meter. What you need to understand is that
Oro only needs about a quarter meter to be really really dangerous.
This is because once Oro has a quarter meter, he can launch with mp xx
Chicken Stomp three times which will give him enough meter for a SAII
or SAIII. If he hits this, he'll run away for the rest of the round
and really make Urien chase him.
For the first half of the round, Oro tries to build meter while
simultaneously keeping the pressure on Urien. It's only at 51 seconds
on the clock that the action actually starts. RX battles for position
successfully and puts Inoue in the corner which is normally easy to get
out of for Oro. Inoue stays there a second too long and RX tackles and
cancels into Aegis which forces Inoue back and gets baited into another
tackle. Then RX tackles again and does an Aegis mixup. By the end of
this sequence, their lifebars have switched and so have the roles.
RX backs off and now the pressure is on Inoue because not only has
he lost his significant life lead, the timer is winding down fast,
which is set to the faster setting in the game options. Now RX just
has to play the same game that Inoue did, which is to build meter
safely while keeping the pressure on.
At 1:13, Oro finally gets an opening with a really low air Chicken
Stomp. This would have been the round had Inoue not missed the combo.
The waiting game continues and Oro gets hit in midair by a tackle and
that's the round. Phew!
In general, both characters have to stay low to the ground because one
mistake can cost around 75% of their lifebars. For Oro, although he
can super jump and double jump his way out of the corner, if you're not
extra careful and really good at parrying anti-air fireballs, you're
going to take major damage. For Urien, if he tries to empty jump or
crosses up Oro by accident while jumping, it's easy to catch a launcher
and a 75% Tengu Stone combo or catch 3 or 4 Yagyou Dama unblockable
setups which are definitely not easy to parry.
You see this right at the beginning of the second round. This is
why you do not jump at Oro like that! Had Oro continued the
unblockable setup, that probably would have been the second round right
there. Notice also in the third round that RX hits Inoue again with
the tackle Aegis cancel and that's what wins him the round. Most Oros
are pretty good about parrying the tackle so you're usually going to
have to do better than that!
One person has commented on this article. 1. RoBoBOBR posted on 2007-09-27 06:48:17 "Notice also in the third round that RX hits Inoue again with the tackle Aegis cancel and that's what wins him the round"
Are you sure there were three rounds? =)) J! Reactions • General Site LicenseCopyright © 2006 S. A. DeCaro |