BBTag/Orie
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
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"As long as we walk the path of righteousness..., we shall never know defeat" | |
Lore: | Orie Ballardiae is an execution officer of the Licht Kreis - an organization dedicated to the annihilation of the Voids in order to maintain order during the Hollow Night. Having lost her parents at a young age, she was raised and trained at an institution of the organization. To repay her debt to the Licht Kreis, and to ensure that no other children suffer the same fate as her, Orie takes a stand and fights during the Hollow Night. However, Orie's main personal goal is to find the "Void who speaks human languages" (presumably Merkava) - the creature responsible for her parents' deaths. Tonight, on orders of the Licht Kreis, she travels to the metropolis to investigate a sudden surge of In-Births and the actions of the Amnesia organization, a group that wishes to free the Hollow Night from the mandate of Licht Kreis. |
Pros | Cons |
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Normal Moves[edit]
5A[edit]
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- Quick for it's range
5A is essentially your go-to poke in neutral
- 5AA is your hit confirm after 5A
If they pushblock 5AA you will end up doing this move into nothing without being able to cancel it.
Because 5AAA's multi-hit, you can use this in cross-combo mixups.
- 5AAAA Has a gap on block from 5AAA
You won't ever use this except for Cross Raid.
- Orie 5AAAA Hitbox.png
5AAAA
5B[edit]
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- Moves forward
Better scaling if you start combos with this rather than 5A, but those situations can be mostly limited to punishes due to the slower startup speed.
- Moves forward
Because 5B and 5BB both move forward, this can make hit confirms easier.
- Has a gap on block from 5BB
Like most smart combo enders, you won't use this much/at all
5C[edit]
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- Jumps forward before performing an overhead attack
2A[edit]
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- 5A > 2A (Rebeat): -10
- 5AA > 2A (Rebeat): -7
- 5B > 2A (Rebeat): -7
- 5BB > 2A (Rebeat): -7
- 2B > 2A (Rebeat): -7
- 2C > 2A (Rebeat): -5
2B[edit]
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- 5-11f Head Invulnerable
2C[edit]
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- Decent reach
Can be a mixup if you rebeat back to 2A afterward, but mostly you'll use this in combos
j.A[edit]
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j.A is decent on jump-in or air-to-air if they're about on level with you.
j.AA is mostly just for combos, but you can use the second hit for a double overhead if j.A hits early enough against a grounded opponent.
j.B[edit]
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- Hits the opponent upward
Good for air-to-air due to hitting slightly above and ahead.
Using this as part of your air combo can make Orie's combo loop easier to land.
j.C[edit]
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- Can cross up
- Knocks down on air to air hit
Universal Moves[edit]
Ground Throw[edit]
5B+C
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- Wall Bounces
Because Orie's run speed is decently quick, you can sometimes catch opponents off-guard with this.
Sacred Arrow[edit]
5A+D (air OK)
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- Good vertical range
Keep them out of your airspace.
Skills[edit]
Divine Thrust[edit]
236A/B
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- A version travels about 1/3 screen
- B version travels about 3/4 screen
- 25f to max travel distance
You can use this to get in if you see an opening.
Command Order[edit]
214A/B
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- A version hits low
Key part of Orie's mixup; 214A is a low while j.214A is a high, making this her fast high/low mixup option. You will need an assist to combo off it.
- B version knocks down on hit
- Has a decent hitbox above and in front of Orie
Doing only the first hit generally gives better oki, so consider only doing the first hit if you're using this as a combo ender.
You can use this as an anti-air against instant airdashes from far away, giving you oki after it hits.
Air Command Order[edit]
j.214A/B
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- A version hits overhead against grounded opponent
- Orie cannot act until she lands after using this
Used as a zoning tool or as an instant overhead
Keep in mind that if you are too close and it is blocked or whiffs, it's very easy to punish unless you have an assist backing you up.
- B version ground bounce on hit
- Orie cannot act until she lands after using this
Useful in throw combos as well as beating anti air attacks since it freezes Orie's air momentum.
Thick and Fast[edit]
214X > A
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- Has a gap on block
A combo ender
Succession[edit]
214X > B
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Decently large hitbox, and knocks the opponent into the air. Possibly some use in cross combos?
Aerial Leap[edit]
214X > C
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On a blocked 214A/B, you can get a crossup with this at some ranges.
Using this after a short delay when you end a combo with 214B is essentially a safejump. If you do it earlier, you lose the safejump but can go for the low instead, which can be super ambiguous.
Extra Skills[edit]
EX Divine Thrust[edit]
236C
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- 18f to max travel distance
Oblique Edge[edit]
214C (air OK)
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- Large hitbox, but slow startup
Mainly used in corner combos.
- Air version is +1 at Tiger-Knee height
Also used to bait anti-air attacks, can combo off it if you do it close enough to them.
Partner Skills[edit]
5P[edit]
Sacred Spire
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- The final leap up slash will only happen on hit
6P[edit]
Divine Thrust
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- Travels a good distance
Useful in many of the same situations it's useful when Orie is on point
4P[edit]
Sealing Hoplon
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- This assist cannot be pushblocked! If the opponent attempts to pushblock this, Orie will be pushed back but her stand will not
Distortion Skills[edit]
Sacred Spire Lucent[edit]
236B+C
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- 50F flash
Quick and easy to combo into
Luminous Embrace[edit]
214B+C
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- 60F Flash
Good for ending combos where the opponent is in the air, such as after your jump loops.
Distortion Skill Duo[edit]
Luminous Embrace[edit]
P during Partner's Distortion Skill
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- Does a set amount of damage, regardless of combo scaling
Used to get that last little bit of damage to finish off a character.
Astral Heat[edit]
Rest In Peace[edit]
222B+C
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- Combos after your 5BB smart combo
- Hits a short distance in front of Orie
External References[edit]
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To edit frame data, edit values in BBTag/Orie/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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