BBTag/Orie: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
{{BBTag_Construction_Card}}
|-
==Overview==
!Orie
{{BBTag/CharacterLinks}}
|-
<div id="home-content" class="home-grid">
||
{{card|width=4
[[File:BBTag_Orie_Portrait.png|350x500px|center]]
|header=Overview
|-
|content=Orie is a mid-range footsies character that can switch between defensive walling and quick rushdown. Her {{clr|1|5A}}, {{clr|1|j.A}}, {{clr|2|2B}}, and {{clr|1|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.
||
}}
{{#lsth:BBTag/Orie/Data|SystemData}}
{{BBTag/Infobox
;Movement Options
| fastestAttack = [[#5A|5A]] (7F)<br/>[[#2A|2A]] (7F)
* Double Jump, 1 Airdash, Dash Type: Run
| reversal = [[#Sacred Arrow|A+D]] (10F)<br/>[[#Sacred Spire Lucent|236B+C]] (15F)<br/>[[#Luminous Embrace|214B+C]] (15F)
 
}}
;Playstyle
{{ProsAndCons
:Mid-range, Aggressive
|intro=
 
|pros=
;Team role
*'''Instant Overhead and Low''' with {{clr|1|j.214A}} and {{clr|1|214A}}. Both are very long range.
:Point
*'''Strong Air Normals'''. {{clr|1|j.A}} controls lots of space in front of Orie and recovery quickly, {{clr|3|j.C}} is fast and hits behind her, useful for crossups.
|}
*'''Command Order Followups''' gives lots of flexibility for active switch setups
<div style="float:left; margin-right:25px;">
*'''EX Divine Thrust''' is great for button checking the opponent from full screen and is + on block
{{TOC limit|2}}
|cons=
*'''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.
}}
</div>
</div>
==Overview==


''"As long as we walk the path of righteousness..., we shall never know defeat"''
==Normal Moves==
===<big>{{clr|1|5A}}</big>===
{{BBTag Move Card|game=BBTag
|input=5A,5AA,5AAA,5AAAA
|versioned=input
|description=
* Quick for it's range


===Backstory===
{{clr|1|5A}} is essentially your go-to poke in neutral
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.
----
* {{clr|1|5AA}} is your hit confirm after {{clr|1|5A}}
----
If they pushblock {{clr|1|5AA}} you will end up doing this move into nothing without being able to cancel it.


===Playstyle===
Because {{clr|1|5AAA}}'s multi-hit, you can use this in cross-combo mixups.
----
* {{clr|1|5AAAA}} Has a gap on block from {{clr|1|5AAA}}


===Strengths/Weaknesses===
You won't ever use this except for Cross Raid.
}}


===EXS of Purity: Thanatos===
===<big>{{clr|2|5B}}</big>===
Orie's EXS allows her to materialize the spirit Thanatos from her rapier to assist her in combat. Thanatos can be summoned through many special moves as well as some supers and assists. Pushblocking Thanatos attacks pushes Orie away but Thanatos will stay where it is.
{{BBTag Move Card|game=BBTag
|input=5B,5BB,5BBB
|versioned=input
|description=
* Moves forward


'''Moves that Summon Thanatos:'''
Better scaling if you start combos with this rather than {{clr|1|5A}}, but those situations can be mostly limited to punishes due to the slower startup speed.
* Sealing Hoplon
----
* Command Order
* Moves forward
* Thick and Fast
* Succession
* Oblique Edge
* Sacred Spire Lucent (enhanced version, on hit only)
* Luminous Embrace
* Rest in Peace


<br style="clear:both;"/>
Because {{clr|2|5B}} and {{clr|2|5BB}} both move forward, this can make hit confirms easier.
{{#lst:BBTag/Orie/Data|Links}}
----
<br style="clear:both;"/>
* Has a gap on block from {{clr|2|5BB}}


==Normal Moves==
Like most smart combo enders, you won't use this much/at all
}}


====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData
|image=BBTag_Orie_5A.png |caption=
|image2=BBTag_Orie_5AA.png |caption2=
|image3=BBTag_Orie_5AAA.png |caption3=
|image4=BBTag_Orie_5AAAA.png |caption4=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:Orie_5A_Hitbox.png|200px|5A]]
5A
[[File:Orie_5AA_Hitbox.png|200px|5AA]]
5AA
[[File:Orie_5AAA_Hitbox.png|200px|5AAA]]
5AAA
[[File:Orie 5AAAA Hitbox.jpg|200px]]
5AAAA
</div>
|name=5A
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Orie/Data|5A}}
{{!}}-
{{Description|7|text=* Quick for it's range


Essentially your go-to poke in neutral
===<big>{{clr|3|5C}}</big>===
}}
{{BBTag Move Card|game=BBTag
{{!}}-
|input=5C
{{AttackVersion|name=5AA}}
|description=
{{#lsth:BBTag/Orie/Data|5AA}}
* Jumps forward before performing an overhead attack
{{!}}-
{{Description|7|text=* Hit confirm after 5A


}}
Useful as a throwbait, since Orie is put airborne. Otherwise not really worth using if you have {{clr|1|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.
{{!}}-
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Orie/Data|5AAA}}
{{!}}-
{{Description|7|text=If they pushblock 5AA you will end up doing this move into nothing without being able to cancel it.


Because it's multi-hit, you can use this in cross-combo mixups.
}}


}}
{{!}}-
{{AttackVersion|name=5AAAA}}
{{#lsth:BBTag/Orie/Data|5AAAA}}
{{!}}-
{{Description|7|text=* Has a gap on block from 5AAA


You won't ever use this.
===<big>{{clr|1|2A}}</big>===
}}
{{BBTag Move Card|game=BBTag
}}
|input=2A
|description=
* {{clr|1|5A}} > {{clr|1|2A}} (Rebeat): -10
* {{clr|1|5AA}} > {{clr|1|2A}} (Rebeat): -7
* {{clr|2|5B}} > {{clr|1|2A}} (Rebeat): -7
* {{clr|2|5BB}} > {{clr|1|2A}} (Rebeat): -7
* {{clr|2|2B}} > {{clr|1|2A}} (Rebeat): -7
* {{clr|3|2C}} > {{clr|1|2A}} (Rebeat): -5


====== <font style="visibility:hidden" size="0">5B</font> ======
One of Orie's main pressure tools. This move can be throw canceled for tick throws or jump canceled into {{clr|1|j.214A}} or instant airdash {{clr|3|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.
{{MoveData
|image=BBTag_Orie_5B.png |caption=
|image2=BBTag_Orie_5BB.png |caption2=
|image3=BBTag_Orie_5BBB.png |caption3=She does those kicks in heels.
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:Orie 5B Hitbox.png|200px]]
5B
[[File:Orie 5BB Hitbox.png|200px]]
5BB
[[File:Orie 5BBB Hitbox.png|200px]]
5BBB
</div>
|name=5B
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5B}}
{{#lsth:BBTag/Orie/Data|5B}}
{{!}}-
{{Description|7|text=* 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.
{{clr|1|2A}} is a natural frametrap into {{clr|2|5B}} and {{clr|1|236A}}, so if the opponent likes to challenge Orie after blocking {{clr|1|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 {{clr|1|2A}} and {{clr|2|5B}}/{{clr|1|236A}} has a very small gap that the opponent has to switch directions between. If they blocked the {{clr|1|2A}} they get crossed up, and if they got hit then you get a combo from your partner.
}}
{{!}}-
{{AttackVersion|name=5BB}}
{{#lsth:BBTag/Orie/Data|5BB}}
{{!}}-
{{Description|7|text=* Moves forward


Because 5B and 5BB both move forward, this can make hit confirms easier.
}}
{{!}}-
{{AttackVersion|name=5BBB}}
{{#lsth:BBTag/Orie/Data|5BBB}}
{{!}}-
{{Description|7|text=* Has a gap on block from 5BB
Like most smart combo enders, you won't use this much/at all
}}
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
|image=BBTag_Orie_5C.png |caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:Orie 5C Hitbox.png|200px]]
5C
</div>
|name=5C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Orie/Data|5C}}
{{!}}-
{{Description|6|text=* Jumps forward before performing an overhead attack


===<big>{{clr|2|2B}}</big>===
{{BBTag Move Card|game=BBTag
|input=2B
|description=
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 {{clr|1|5A}} or {{clr|3|2C}} to still get a single ladder. That situation is common when using {{clr|2|2B}} to beat bursts, which can be done on reaction to the flash.


}}
A niche use of {{clr|2|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.
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|3|2C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Orie_2A.png |caption=
|input=2C
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|description=
[[File:Orie 2A Hitbox.png|200px]]
* Decent reach
2A
 
</div>
Can be a mixup if you rebeat back to {{clr|1|2A}} afterward, but mostly you'll use this in combos
|name=2A
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Orie/Data|2A}}
{{!}}-
{{Description|6|text=* 5A > 2A (Rebeat): -10
* 5AA > 2A (Rebeat): -7
* 5B > 2A (Rebeat): -7
* 5BB > 2A (Rebeat): -7
* 2B > 2A (Rebeat): -7
* 2C > 2A (Rebeat): -5
}}
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
|image=BBTag_Orie_2B.png |caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:Orie 2B Hitbox.png|200px]]
2B
</div>
|name=2B
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Orie/Data|2B}}
{{!}}-
{{Description|6|text=* 5-11f Head Invulnerable
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
===<big>{{clr|1|j.A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Orie_2C.png |caption=
|input=j.A,j.AA
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|versioned=input
[[File:Orie 2C Hitbox.png|200px]]
|description=
2C
{{clr|1|j.A}} is decent on jump-in or air-to-air if they're about on level with you.
</div>
|name=2C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Orie/Data|2C}}
{{!}}-
{{Description|6|text=* Decent reach


Can be a mixup if you rebeat back to 2A afterward, but mostly you'll use this in combos
{{clr|1|j.AA}} is mostly just for combos, but you can use the second hit for a double overhead if {{clr|1|j.A}} hits early enough against a grounded opponent.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
|image=BBTag_Orie_jA.png |caption=
|image2=BBTag_Orie_jAA.png |caption2=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:Orie j.A Hitbox.png|200px]]
j.A (1)
[[File:Orie j.AA Hitbox.png|200px]]
j.A (2)
</div>
|name=j.A
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=j.A}}
{{#lsth:BBTag/Orie/Data|j.A}}
{{!}}-
{{Description|7|text=Decent on jump-in or air-to-air if they're about on level with you.
}}
{{!}}-
{{AttackVersion|name=j.AA}}
{{#lsth:BBTag/Orie/Data|j.AA}}
{{!}}-
{{Description|7|text=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.


}}
===<big>{{clr|2|j.B}}</big>===
}}
{{BBTag Move Card|game=BBTag
 
|input=j.B
====== <font style="visibility:hidden" size="0">j.B</font> ======
|description=
{{MoveData
* Hits the opponent upward
|image=BBTag_Orie_jB.png |caption=I stick m legy out real far
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:Orie j.B Hitbox.png|200px]]
j.B
</div>
|name=j.B
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Orie/Data|j.B}}
{{!}}-
{{Description|6|text=* Hits the opponent upward


Good for air-to-air due to hitting slightly above and ahead.
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.
Using this as part of your air combo can make Orie's combo loop easier to land.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
===<big>{{clr|3|j.C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Orie_jC.png |caption=
|input=j.C
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|description=
[[File:Orie j.C(1) Hitbox.png|200px]]
* Fast cross up
j.C (1)
[[File:Orie j.C(2) Hitbox.png|200px]]
j.C (2)
</div>
|name=j.C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Orie/Data|j.C}}
{{!}}-
{{Description|6|text=* Can cross up
* Knocks down on air to air hit
* Knocks down on air to air hit
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Universal Moves==
==Universal Moves==
 
===<big>Ground Throw</big>===
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Orie_GroundThrow.png |caption=
|input=BC
|name=Ground Throw
|description=
|input=5B+C
* Wall Bounces
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Orie/Data|BC}}
{{!}}-
{{Description|6|text=* Wall Bounces


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


====== <font style="visibility:hidden" size="0">Sacred Arrow</font> ======
{{MoveData
|image=BBTag_Orie_SacredArrow.png |caption=
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:Orie 5AD Hitbox.png|200px]]
5AD
</div>
|name=Sacred Arrow
|input=5A+D (air ok)
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Orie/Data|AD}}
{{!}}-
{{Description|7|text=* Good vertical range


Keep them out of your airspace
===<big>Sacred Arrow</big>===
}}
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}} (Air OK)}}
{{!}}-
{{BBTag Move Card|game=BBTag
{{AttackVersion|name=Air}}
|input=AD,j.AD
{{#lsth:BBTag/Orie/Data|j.AD}}
|versioned=input
{{!}}-
|description=
{{Description|7|text=* Basically identical to the ground version
* Good vertical range


}}
Keep them out of your airspace.
}}
}}


<br style="clear:both;"/>
<br style="clear:both;"/>


==Skills==
==Skills==
====== <font style="visibility:hidden" size="0">Divine Thrust</font> ======
===<big>Divine Thrust</big>===
{{MoveData
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}}
|image=BBTag_Orie_DivineThrust.png |caption=footsies
{{BBTag Move Card|game=BBTag
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|input=236A,236B
[[File:Orie 236A Hitbox.png|200px]]
|versioned=input
236A/B (1)
|description=
[[File:Orie 236B(2) Hitbox.png|200px]]
* A version travels about 1/3 screen
236A/B (2)
* B version travels about 3/4 screen
</div>
|input=236A/B
|name=Divine Thrust
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=A}}
{{#lsth:BBTag/Orie/Data|236A}}
{{!}}-
{{Description|7|text=* Travels about 1/3 screen
 
 
}}
{{!}}-
{{AttackVersion|name=B}}
{{#lsth:BBTag/Orie/Data|236B}}
{{!}}-
{{Description|7|text=* Travels about 3/4 screen
* 25f to max travel distance
* 25f to max travel distance


You can use this to get in if you see an opening.
You can use this to get in if you see an opening.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Command Order</font> ======
{{MoveData
|image=BBTag_Orie_CommandOrder.png |caption=
|image2=BBTag_Orie_CommandOrder2.png |caption2=
|input=214A/B
|name=Command Order
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Ground A}}
{{#lsth:BBTag/Orie/Data|214A}}
{{!}}-
{{Description|7|text=* 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.


}}
===<big>Command Order</big>===
{{!}}-
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}}
{{AttackVersion|name=Ground B}}
{{BBTag Move Card|game=BBTag
{{#lsth:BBTag/Orie/Data|214B}}
|input=214A,214B
{{!}}-
|versioned=input
{{Description|7|text=* Knocks down on hit
|description=
* A version hits low
Key part of Orie's mixup; {{clr|1|214A}} is a low while {{clr|1|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
* Has a decent hitbox above and in front of Orie
Line 403: Line 200:


You can use this as an anti-air against instant airdashes from far away, giving you oki after it hits.
You can use this as an anti-air against instant airdashes from far away, giving you oki after it hits.
}}


}}
===<big>Air Command Order</big>===
}}
{{InputBadge|{{clr|1|j.214A}}/{{clr|2|B}}}}
====== <font style="visibility:hidden" size="0">Air Command Order</font> ======
{{BBTag Move Card|game=BBTag
{{MoveData
|input=j.214A,j.214B
|image=BBTag_Orie_AirCommandOrder.png |caption=
|versioned=input
|image2=BBTag_Orie_AirCommandOrder2.png |caption2=Persona!
|description=
|input=j.214A/B
* A version hits overhead against grounded opponent
|name=Air Command Order
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=Air A}}
{{#lsth:BBTag/Orie/Data|j.214A}}
{{!}}-
{{Description|7|text=* Hits overhead against grounded opponent


* Orie cannot act until she lands after using this
* Orie cannot act until she lands after using this
Line 425: Line 216:


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.
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
{{!}}-
{{AttackVersion|name=Air B}}
{{#lsth:BBTag/Orie/Data|j.214B}}
{{!}}-
{{Description|7|text=* Ground bounce on hit


* Orie cannot act until she lands after using this
* 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.  
Useful in throw combos as well as beating anti air attacks since it freezes Orie's air momentum.  
}}


}}
 
===<big>Thick and Fast</big>===
{{InputBadge|214X -> {{clr|1|A}}}}
{{BBTag Move Card|game=BBTag
|input=214X > A
|description=
* Has a gap on block
 
A combo ender. Also used for corner CC combo loops(specifically {{clr|2|214B}}~{{clr|1|A}}) when looping {{clr|2|236B}} is not an option or difficult.
 
Can be used to cover ground space in neutral after {{clr|1|214A}}/{{clr|2|B}}. Not recommended due to extremely large recovery and difficulty to convert off even with assists.
}}
}}


====== <font style="visibility:hidden" size="0">Thick and Fast</font> ======
{{MoveData
|image=BBTag_Orie_ThickAndFast.png |caption="That was my nickname in high school"
|input=214A > A/B/C
|name=Thick and Fast
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Orie/Data|214A > X}}
{{!}}-
{{Description|6|text=* Has a gap on block


A combo ender
===<big>Succession</big>===
}}
{{InputBadge|214X -> {{clr|2|B}}}}
{{BBTag Move Card|game=BBTag
|input=214X > B
|description=
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 {{clr|1|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. 
 
}}
}}


====== <font style="visibility:hidden" size="0">Succession</font> ======
{{MoveData
|image=BBTag_Orie_Succession.png |caption=
|input=214B > A/B/C
|name=Succession
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Orie/Data|214B > X}}
{{!}}-
{{Description|6|text=Decently large hitbox, and knocks the opponent into the air. Possibly some use in cross combos?


}}
===<big>Aerial Leap</big>===
{{InputBadge|214X -> {{clr|3|C}}}}
{{BBTag Move Card|game=BBTag
|input=214X > C
|description=
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 {{clr|3|j.C}}, at some spacings.
 
Useful tool to approach or evade danger after {{clr|1|214A}}/{{clr|2|B}}, if you see an opportunity to do so. 
 
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Extra Skills==
==Extra Skills==
====== <font style="visibility:hidden" size="0">EX Divine Thrust</font> ======
===<big>EX Divine Thrust</big>===
{{MoveData
{{InputBadge|{{clr|3|236C}}}}
|image=BBTag_Orie_DivineThrust.png |caption=Hit a button. I dare you.
{{BBTag Move Card|game=BBTag
|input=236C
|input=236C
|name=EX Divine Thrust
|description=
|data=
* 18f to max travel distance
{{AttackDataHeader-BBTag}}
 
{{!}}-
One of Orie’s best tools to force offense or to check the opponent from a distance.
{{#lsth:BBTag/Orie/Data|236C}}
 
{{!}}-
Does not hit fullscreen (travels about 3/4th the screen).
{{Description|6|text=* 18f to max travel distance
 
Orie will always swap sides after {{clr|3|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 {{clr|3|236C}} or just simply pushblocking.


}}
}}
}}


====== <font style="visibility:hidden" size="0">Oblique Edge</font> ======
===<big>Oblique Edge</big>===
{{MoveData
{{InputBadge|{{clr|3|214C}} (Air OK)}}
|image=BBTag_Orie_ObliqueEdge.png |caption=
{{BBTag Move Card|game=BBTag
|input=214C (air OK)
|input=214C,j.214C
|name=Oblique Edge
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
* Large hitbox, but slow startup
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Orie/Data|214C}}
{{!}}-
{{Description|7|text=* Large hitbox, but slow startup
Mainly used in corner combos.
Mainly used in corner combos.
}}
 
{{!}}-
Can be used as an anti air, though 214X~{{clr|2|B}} or {{clr|2|2B}} are usually better, more efficient options.
{{AttackVersion|name=Air}}
----
{{#lsth:BBTag/Orie/Data|j.214C}}
* Air version is +1 at Tiger-Knee height
{{!}}-
Primarily used to bait and punish anti airs.
{{Description|7|text=* +1 at Tiger-Knee height
 
Also used to bait anti-air attacks, can combo off it if you do it close enough to them.
Always combos into {{clr|3|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 {{clr|2|5BBB}} hard knockdown midscreen, allowing you to get a bit more damage. 
 
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==
===<big>{{clr|5|5P}}</big>===
{{InputBadge|Sacred Spire}}
{{BBTag Move Card|game=BBTag
|input=5P
|description=
* The final leap up slash will only happen on hit


====== <font style="visibility:hidden" size="0">5P</font> ======
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.
{{MoveData
|image=BBTag_Orie_SacredSpire.png |caption=
|input=Sacred Spire
|name=5P
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Orie/Data|5P}}
{{!}}-
{{Description|6|text=* The final leap up slash will only happen on hit


}}
}}
}}


====== <font style="visibility:hidden" size="0">6P</font> ======
{{MoveData
|image=BBTag_Orie_DivineThrust.png |caption=Not Coup Droit
|input=Divine Thrust
|name=6P
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Orie/Data|6P}}
{{!}}-
{{Description|6|text=* Travels a good distance


Useful in many of the same situations it's useful when Orie is on point
===<big>{{clr|5|6P}}</big>===
{{InputBadge|Divine Thrust}}
{{BBTag Move Card|game=BBTag
|input=6P
|description=
* 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.


}}
}}
}}


====== <font style="visibility:hidden" size="0">4P</font> ======
 
{{MoveData
===<big>{{clr|5|4P}}</big>===
|image=BBTag_Orie_SealingHoplon.png |caption=
{{InputBadge|Sealing Hoplon}}
|input=Sealing Hoplon
{{BBTag Move Card|game=BBTag
|name=4P
|input=4P
|data=
|description=
{{AttackDataHeader-BBTag}}
* This assist cannot be pushblocked! If the opponent attempts to pushblock this, Orie will be pushed back but Thanatos will not
{{!}}-
 
{{#lsth:BBTag/Orie/Data|4P}}
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.
{{!}}-
{{Description|6|text=* This assist cannot be pushblocked! If the opponent attempts to pushblock this, Orie will be pushed back but her stand will not
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skills==
==Distortion Skills==
====== <font style="visibility:hidden" size="0">Sacred Spire Lucent</font> ======
===<big>Sacred Spire Lucent</big>===
{{MoveData
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}}
|image=BBTag_Orie_SacredSpire.png |caption=Say your prayers
{{BBTag Move Card|game=BBTag
|input=236B+C
|input=236BC
|name=Sacred Spire Lucent
|description=
|data=
Quick and easy to combo into. Higher minimum damage and better oki makes this preferred for ending combos.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Orie/Data|236BC}}
{{!}}-
{{Description|6|text=* 50F flash
 
Quick and easy to combo into
 
}}
}}
}}


====== <font style="visibility:hidden" size="0">Luminous Embrace</font> ======
{{MoveData
|image=BBTag_Orie_LuminousEmbrace.png |caption=Magnetic SHOCKWAVE
|input=214B+C
|name=Luminous Embrace
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Orie/Data|214BC}}
{{!}}-
{{Description|6|text=* 60F Flash


Good for ending combos where the opponent is in the air, such as after your jump loops.
===<big>Luminous Embrace</big>===
 
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}}
}}
{{BBTag Move Card|game=BBTag
|input=214BC
|description=
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.
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skill Duo==
==Distortion Skill Duo==
{{MoveData
===<big>Luminous Embrace</big>===
|image=BBTag_Orie_LuminousEmbrace.png |caption=
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
{{BBTag Move Card|game=BBTag
[[File:Orie 214BC (1) Hitbox.png|200px]]
|input=Distortion Skill Duo
Travels along the screen
|description=
</div>
* Does a set amount of damage, regardless of combo scaling
|input=P during Main Character's Distortion Skill  
|name=Luminous Embrace
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Orie/Data|Distortion Skill Duo}}
{{!}}-
{{Description|6|text=* Does a set amount of damage, regardless of combo scaling


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


}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Rest In Peace</big>===
|image=BBTag_Orie_RestInPeace.png |caption= The Holy T-Pose™
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
|image2=BBTag_Orie_RestInPeace2.png |caption2=
{{BBTag Move Card|game=BBTag
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
|input=222BC
[[File:Orie Astral Hitbox.png|200px]]
|description=
Ripperoni
* Combos after your {{clr|2|5BB}} smart combo
</div>
|input=222B+C
|name=Rest In Peace
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Orie/Data|222BC}}
{{!}}-
{{Description|6|text=* Combos after your 5BB smart combo
* Hits a short distance in front of Orie
* Hits a short distance in front of Orie
}}


}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>
==Colors==
*[https://blazblue.wiki/wiki/Orie#Palettes Color Palettes on https://blazblue.wiki]


==Navigation==
==Navigation==
{{#lsth:BBTag/Orie/Data|Links}}
<center>{{Character Label|BBTag|Orie|size=36px}}</center>
{{notice|To edit frame data, edit values in [[BBTag/Orie/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{BBTag/CharacterLinks}}
{{Navbar-BBTag}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:Orie]]
{{BBTag/Navigation}}

Latest revision as of 05:03, 13 December 2023


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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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