BBTag/Orie

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Overview

Overview
Orie is a mid-range footsies character that can switch between defensive walling and quick rushdown. Her 5A, j.A, 2B, and 214A have long reach that can contest many approaches, but she can close the gap at any time using her Divine Thrust. Once she's in, she has potent mixup using her grounded and air Command Order specials. However, if she is left solo her mix becomes unsafe and unrewarding, leaving her with simple strike-throw mix and stagger pressure.
Orie


BBTag Orie Portrait.png
Health
17,000
Prejump
4F
Backdash
41F (1~11F Inv All)
Fastest Attack
5A (7F)
2A (7F)
Reversals
A+D (10F)
236B+C (15F)
214B+C (15F)

 Orie

Pros
Cons
  • Instant Overhead and Low with j.214A and 214A. Both are very long range.
  • Strong Air Normals. j.A controls lots of space in front of Orie and recovery quickly, j.C is fast and hits behind her, useful for crossups.
  • Command Order Followups gives lots of flexibility for active switch setups
  • EX Divine Thrust is great for button checking the opponent from full screen and is + on block
  • Low Damage: Orie's damage potential is low, even with decent starters
  • Difficulties Getting In: Lacking a projectile and threatening options outside of the mid-range, Orie can struggle versus zoners.

Normal Moves

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1000 All 7 2 19 -7 B
5AA 1500 All 9 2 23 -8 B
5AAA 170×12 All 11 2×12 23 -9 B
5AAAA 1700 All 16 10 Total: 54 -15 P
  • 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.

Version Level P1 P2
5A 2 100 75
5AA 3 100 80
5AAA 3 100 80
5AAAA 4 80 85

5A:
5AA:
5AAA:
5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 12 4 21 -8 B
5BB 1500 All 15 5 16 -4 B
5BBB 1700 All 18 4 24 -9 B
  • 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

Version Level P1 P2
5B 3 100 80
5BB 3 100 80
5BBB 4 100 85

5B:
5BB:
5BBB:


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 5+13L -4 H
  • Jumps forward before performing an overhead attack

Useful as a throwbait, since Orie is put airborne. Otherwise not really worth using if you have j.214A and an assist available due to how much slower it is. If solo, occasionally alright to check the opponent but then your turn ends.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 7 2 15 -5 F
  • 5A > 2A (Rebeat): -10
  • 5AA > 2A (Rebeat): -7
  • 5B > 2A (Rebeat): -7
  • 5BB > 2A (Rebeat): -7
  • 2B > 2A (Rebeat): -7
  • 2C > 2A (Rebeat): -5

One of Orie's main pressure tools. This move can be throw canceled for tick throws or jump canceled into j.214A or instant airdash j.C, or even instant airdash back to bait a whiffed move. During blockstrings, Orie will generally want to rebeat back into this move to keep her safe and mix the opponent.

2A is a natural frametrap into 5B and 236A, so if the opponent likes to challenge Orie after blocking 2A she can go into either of those moves for a counter hit confirm. This sequence is also useful during sandwiches, as active switching between 2A and 5B/236A has a very small gap that the opponent has to switch directions between. If they blocked the 2A they get crossed up, and if they got hit then you get a combo from your partner.

Level P1 P2
1 90 70


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 9 3 24 -10 B 5~11 H

A strong anti air with the famous "ahoge hitbox", which hits slightly behind Orie's head. This move has a good amount of head invulnerability which starts early, making it your go to anti air. If this move hits the opponent in the air, Orie can go into 2 loops of her ladder and still retain proper oki. On the ground, she can cancel into 5A or 2C to still get a single ladder. That situation is common when using 2B to beat bursts, which can be done on reaction to the flash.

A niche use of 2B is using it to hit an assist coming from behind Orie. This commonly occurs when the opponent airdashes or jumps over her and calls assist, hoping to create a sandwich. The ahoge hitbox will tend to beat out assists before they become active.

Level P1 P2
3 90 80

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 11 5 21 -7 F
  • Decent reach

Can be a mixup if you rebeat back to 2A afterward, but mostly you'll use this in combos

Level P1 P2
4 90 75


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 10 6 12 H
j.AA 1500 High 7 2 17 H

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.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 High 11 5 16 H
  • 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.

Level P1 P2
3 80 80

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 High 12 7 16 H
  • Fast cross up
  • Knocks down on air to air hit
Level P1 P2
4 80 85


Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T
  • Wall Bounces

Because Orie's run speed is decently quick, you can sometimes catch opponents off-guard with this.

Level P1 P2
0, 4 100 50
  • Minimum damage 2000


Sacred Arrow

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 800×6 Air Unblockable 10 2×6 36+15L -38 B 1~19 All
j.AD 800×6 All 12 2×6 Until L+11L H 1~23 All
  • Good vertical range

Keep them out of your airspace.

Version Level P1 P2
AD 4 80 60
j.AD 4 80 60

AD:

  • Minimum Damage 40×6 (240)


j.AD:

  • Minimum Damage 40×6 (240)



Skills

Divine Thrust

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 2000 All 12 4 21 -4 B
236B 2200 All 21 6 16 -1 B
  • 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.

Version Level P1 P2
236A 4 80 85
236B 5 80 90

236A:

  • Minimum Damage 100


236B:

  • 25f / +4 at max range
  • Minimum Damage 110


Command Order

214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1700 Low 13 5 Total: 39 -8 F
214B 2000 All 22 3 Total: 44 -4 B
  • 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.

Version Level P1 P2
214A 4 80 85
214B 4 80 85

214A:

  • Minimum Damage 85


214B:

  • Minimum Damage 100


Air Command Order

j.214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.214A 1700 High 16 4 Total: Until L+24L H
j.214B 2000 High 29 5 Total: Until L+17L H
  • 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.

Version Level P1 P2
j.214A 4 80 85
j.214B 4 80 85

j.214A:

  • Minimum Damage 85


j.214B:

  • Minimum Damage 100


Thick and Fast

214X -> A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200×2 All 13 3(7)2 Total: 62 -21 B
  • Has a gap on block

A combo ender. Also used for corner CC combo loops(specifically 214B~A) when looping 236B is not an option or difficult.

Can be used to cover ground space in neutral after 214A/B. Not recommended due to extremely large recovery and difficulty to convert off even with assists.

Level P1 P2
4 80 85
  • Minimum Damage 60×2 (120)


Succession

214X -> B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All 15 4 Total: 45 -12 B

Has a large vertical hitbox that can be used as an anti air.

Launches the opponent into the air on hit.

Has a natural gap on block after 214A

If the opponent is hit at certain heights, and on counter hit, you are able to convert off this move solo.

Be mindful of the dead zone right in front of Orie, as whiffing this move while the opponent is right on top of you is not unreasonable.

Level P1 P2
4 80 85
  • Minimum Damage 100


Aerial Leap

214X -> C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
??+0L

Can cancel into attacks on 23f.

You are unable to block during the entirety of the animation, making Orie very vulnerable to air to airs and anti airs.

Can cause a cross up with j.C, at some spacings.

Useful tool to approach or evade danger after 214A/B, if you see an opportunity to do so.

Level P1 P2
  • Can cancel into attacks on 23F


Extra Skills

EX Divine Thrust

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2200, 220×5 All 11 8 [(16)4×5] 28 [40] +2 B, P0×5
  • 18f to max travel distance

One of Orie’s best tools to force offense or to check the opponent from a distance.

Does not hit fullscreen (travels about 3/4th the screen).

Orie will always swap sides after 236C, even in the corner, making this a great move to create sandwiches.

Despite this move being +2, your opponent can usually avoid pressure by upbacking after 236C or just simply pushblocking.

Level P1 P2
5×6 80, 100×5 80, 100×5
  • 18f to reach maximum range
  • Minimum Damage 220, 22×5 (330)

Oblique Edge

214C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 800×2, 2000 All 16 6,5,9 Total: 61 -9 B
j.214C 800×2, 2000 All 25 6,5,9 Total: Until L+15L H
  • Large hitbox, but slow startup

Mainly used in corner combos.

Can be used as an anti air, though 214X~B or 2B are usually better, more efficient options.


  • Air version is +1 at Tiger-Knee height

Primarily used to bait and punish anti airs.

Always combos into 236C, even midscreen. You can pick up with other moves but it's dependent on positioning.

Incredibly effective against most character’s anti air options, but be careful against characters with long vertical reaching anti airs(i.e Hyde) as it's not unreasonable for you to still get counter hit when using this.

Has a niche use in combos after a 5BBB hard knockdown midscreen, allowing you to get a bit more damage.

Version Level P1 P2
214C 4 80 85
j.214C 4 80 85

214C:

  • Minimum Damage 80×2, 200 (360)


j.214C:

  • +1 at tk height
  • Minimum Damage 80×2, 200 (360)


Partner Skills

5P

Sacred Spire

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700×3, 1700 All (18)+12 5,4,4 [5,4,4(5)4] 23 [23+20L] -10 B
  • The final leap up slash will only happen on hit

Standard combo assist. The final leap allows plenty of time to confirm off of. This assist does a surprisingly large amount of damage, so a lot of partners will want to use this assist for their optimal punishes. It has a decent amount of blockstun for pressure and leaves Orie close to the opponent. If the opponent is opened up during the active frames the last hit will still come out.

Level P1 P2
3 70 85
  • Only does followup rising attack (values in []) on hit
  • Minimum Damage 35×4, 85 (190)


6P

Divine Thrust

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2200 All (18)+21 6 20 -5 B
  • Travels a good distance, up to around 3/4th the screen

Standard thrust assist. Not as versitile as a projectile assist but it can still be used in neutral using Orie herself as a bullet to get her in. This assist also does a lot of damage due to its high P2 and good base damage, though many characters can't convert off it due to its far launch distance and angle. It's generally about as good as 5P when both are applicable, however.

Level P1 P2
5 70 90
  • Minimum Damage 110


4P

Sealing Hoplon

Damage Guard Startup Active Recovery On-Block Attribute Invuln
450×8 All (18)+55 3×8 Total: (18)+60 +48 P1
  • This assist cannot be pushblocked! If the opponent attempts to pushblock this, Orie will be pushed back but Thanatos will not

Simply a huge ball of lockdown. Generally this will be used in the corner after a knockdown for oki, or in neutral if the opponent is trying to chase you down. If you call cross combo and don't use Orie, she will remain intangible and the assist will be uninteruptable, leading to strong inescapable lockdown.

Level P1 P2
3 70 80
  • Minimum Damage 22×8 (176)


Distortion Skills

Sacred Spire Lucent

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
850×6, 2200, 4900
[850×6, 2200, 500, 800×5, 3100]
All 1+(50 Flash)+14 4×6(5)4 33+27L -45 B 1~20 All

Quick and easy to combo into. Higher minimum damage and better oki makes this preferred for ending combos.

Level P1 P2
3×6, 4
[3×6, 4, 5, 4×6]
80 60
  • Values in [] are for Enhanced version
  • Minimum Damage: 85×6, 220, 931 (1611)
  • [Minimum Damage: 85×6, 220, 50, 80×5, 620 (1800)]
  • Crumple Duration 15F, Crumple Fall 60F


Luminous Embrace

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700, 1280×6
[1700, 700×12, 2000]
All 2+(60 Flash)+13 Until Hit×7 [×12] Total: 151 -60 P2 1~15 All

Good for ending combos where the opponent is in the air, such as after your jump loops. Better at hitting both characters or finishing at awkward combo heights. The enhanced version provides notably better better oki.

Level P1 P2
5 80 60
  • Values in [] are for Enhanced version
  • Minimum Damage: 225, 202×6 (1407)
  • [Minimum Damage: 225, 105×12, 120 (1605)]


Distortion Skill Duo

Luminous Embrace

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500, 250×6
[500, 125×12, 500]
All 1+(96 Flash)+1 Until Hit Total: 92 -64 P2 1~5 All
  • Does a set amount of damage, regardless of combo scaling

Used to get that last little bit of damage to finish off a character.

Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]


Astral Heat

Rest In Peace

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 5+(85 Flash)+11 4(20)4,4,4,4 Total: 102 -27 P2 1~75 All
  • Combos after your 5BB smart combo
  • Hits a short distance in front of Orie
Level P1 P2
5


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