Difference between revisions of "BBTag/Orie"

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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.
 
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.
  
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Revision as of 15:29, 9 September 2019

Orie
BBTag Orie Portrait.png

Health: 16,000

Jump Startup: 4F

Backdash Time 41F / Invul: 1-11F All


Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Mid-range, Aggressive
Team role
Point

Overview

"As long as we walk the path of righteousness..., we shall never know defeat"

Backstory

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.

Playstyle

Strengths/Weaknesses

EXS of Purity: Thanatos

Orie's EXS allows her to materialize a spirit from her rapier that she can control. Thanatos makes an appearance in gameplay in the form of a variety of specials that have Orie summon Thanatos to perform an attack.




Normal Moves

5A
5A
BBTag Orie 5A.png
BBTag Orie 5AA.png
BBTag Orie 5AAA.png
BBTag Orie SealingHoplon.png
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1000 All 7 2 19 -7
  • Quick for it's range

Essentially your go-to poke in neutral

5AA 1500 All 9 2 23 -8
  • Hit confirm after 5A
5AAA 170*12 All 11 2*12 23 -9

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.

5AAAA 1700 All 16 10 Total: 54 -15
  • Has a gap on block from 5AAA

You won't ever use this.


5B
5B
BBTag Orie 5B.png
BBTag Orie 5BB.png
BBTag Orie 5BBB.png
She does those kicks in heels.
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500 All 12 4 21 -8
  • 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.

5BB 1500 All 15 5 16 -4
  • Moves forward

Because 5B and 5BB both move forward, this can make hit confirms easier.

5BBB 1700 All 18 4 24 -9
  • Has a gap on block from 5BB

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


5C
5C
BBTag Orie 5C.png
Damage Guard Startup Active Recovery Frame Adv.
800+ High 26 3 5+13L -4
  • Jumps forward before performing an overhead attack


2A
2A
BBTag Orie 2A.png
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 7 2 15 -5
  • 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
2B
BBTag Orie 2B.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All 9 3 24 -10
  • 5-11f Head Invulnerable


2C
2C
BBTag Orie 2C.png
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 11 5 21 -7
  • Decent reach

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


j.A
j.A
BBTag Orie jA.png
BBTag Orie jAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High 10 6 12 -

Decent on jump-in or air-to-air if they're about on level with you.

j.AA 1500 High 7 2 17 -

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
j.B
BBTag Orie jB.png
I stick m legy out real far
Damage Guard Startup Active Recovery Frame Adv.
1700 High 11 5 16 -
  • 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
j.C
BBTag Orie jC.png
Damage Guard Startup Active Recovery Frame Adv.
2000 High 12 7 16 -
  • Can cross up
  • Knocks down on air to air hit



Universal Moves

Ground Throw
Ground Throw
5B+C
BBTag Orie GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv.
0, 2000 Throw 7~30 3 23 -
  • Wall Bounces

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


Sacred Arrow
Sacred Arrow
5A+D (air ok)
BBTag Orie SacredArrow.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 800*6 Air Unblockable 10 2*6 36+15L -38
  • Good vertical range

Keep them out of your airspace

Air 800*6 All 12 2*6 Until L+11L -
  • Basically identical to the ground version



Skills

Divine Thrust
Divine Thrust
236A/B
BBTag Orie DivineThrust.png
footsies
Version Damage Guard Startup Active Recovery Frame Adv.
A 2000 All 12 4 21 -4
  • Travels about 1/3 screen
B 2200 All 21 6 16 -1
  • Travels about 3/4 screen
  • 25f to max travel distance

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


Command Order
Command Order
214A/B
BBTag Orie CommandOrder.png
BBTag Orie CommandOrder2.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground A 1700 Low 15 5 Total: 39 -6
  • 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.

Ground B 2000 All 24 3 Total: 44 -2
  • 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
Air Command Order
j.214A/B
BBTag Orie AirCommandOrder.png
BBTag Orie AirCommandOrder2.png
Persona!
Version Damage Guard Startup Active Recovery Frame Adv.
Air A 1700 High 16 4 Total: Until L+24L -
  • 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.

Air B 2000 High 29 5 Total: Until L+17L -
  • 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
Thick and Fast
214A > A/B/C
BBTag Orie ThickAndFast.png
"That was my nickname in high school"
Damage Guard Startup Active Recovery Frame Adv.
1200*2 All 15 3(7)2 Total: 62 -19
  • Has a gap on block

A combo ender


Succession
Succession
214B > A/B/C
BBTag Orie Succession.png
Damage Guard Startup Active Recovery Frame Adv.
2000 All 15 4 Total: 45 -12

Decently large hitbox, and knocks the opponent into the air. Possibly some use in cross combos?


Extra Skills

EX Divine Thrust
EX Divine Thrust
236C
BBTag Orie DivineThrust.png
Hit a button. I dare you.
Damage Guard Startup Active Recovery Frame Adv.
2200, 220*5 All 11 8 [(16)4*5] 28 [40] +2
  • 18f to max travel distance


Oblique Edge
Oblique Edge
214C (air OK)
BBTag Orie ObliqueEdge.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 800*2, 2000 All 16 6,5,9 Total: 61 -9
  • Large hitbox, but slow startup
Air 800*2, 2000 All 25 6,5,9 Total: Until L+15L -
  • +1 at Tiger-Knee height



Partner Skills

5P
5P
Sacred Spire
BBTag Orie SacredSpire.png
Damage Guard Startup Active Recovery Frame Adv.
700*3 All (18)+12 5,4,4 [5,4,4(5)4] 23 [23+20L] -10
  • The final leap up slash will only happen on hit


6P
6P
Divine Thrust
BBTag Orie DivineThrust.png
Not Coup Droit
Damage Guard Startup Active Recovery Frame Adv.
2200 All (18)+21 6 20 -5
  • Travels a good distance

Useful in many of the same situations it's useful when Orie is on point


4P
4P
Sealing Hoplon
BBTag Orie SealingHoplon.png
Damage Guard Startup Active Recovery Frame Adv.
450*2 All (18)+55 3*8 Total: (18)+60 +48
  • This assist cannot be pushblocked! If the opponent attempts to pushblock this, Orie will be pushed back but her stand will not



Distortion Skills

Sacred Spire Lucent
Sacred Spire Lucent
236B+C
BBTag Orie SacredSpire.png
Say your prayers
Damage Guard Startup Active Recovery Frame Adv.
850*6, 1400, 4200
[850*6, 1400, 500*6, 2800]
All 1+14 4*6(5)4 33+27L -45
  • 50F flash

Quick and easy to combo into


Luminous Embrace
Luminous Embrace
214B+C
BBTag Orie LuminousEmbrace.png
Magnetic SHOCKWAVE
Damage Guard Startup Active Recovery Frame Adv.
1700, 1350*6
[1700, 720*12, 2800]
All 2+13 Until Hit Total: 151 -60
  • 60F Flash

Good for ending combos where the opponent is in the air, such as after your jump loops.



Distortion Skill Duo

Luminous Embrace
P during Main Character's Distortion Skill
BBTag Orie LuminousEmbrace.png
Damage Guard Startup Active Recovery Frame Adv.
500, 250*6
[500, 125*12, 500]
All 1+1 Until Hit Total: 92 -64
  • 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

Rest In Peace
222B+C
BBTag Orie RestInPeace.png
The Holy T-Pose™
BBTag Orie RestInPeace2.png
Damage Guard Startup Active Recovery Frame Adv.
- All 5+11 4(20)4,4,4,4 Total: 102 -27
  • Combos after your 5BB smart combo
  • Hits a short distance in front of Orie


Navigation


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BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Arcana Heart
Senran Kagura
Akatsuki/En-Eins
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc