BBTag/Orie: Difference between revisions

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;Movement Options
;Movement Options
* Double Jump, 1 Airdash, Dash Type: Run
* Double Jump, 1 Airdash, Dash Type: Run
;Playstyle
:Mid-range, Aggressive
;Team role
:Point
|}
|}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
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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.
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.
<br clear=all/>
<br style="clear:both;"/>


{{#lsth:BBTag/Orie/Data|Links2}}
{{#lst:BBTag/Orie/Data|Links}}
<br clear=all/>
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==
Line 43: Line 49:
|name=5A
|name=5A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=5A
{{!}}-
|damage=1000 |guard=All
{{AttackVersion|name=5A}}
|startup= 7|active= |recovery= |frameAdv= -7
{{#lsth:BBTag/Orie/Data|5A}}
|description=
{{!}}-
* Decent poke
{{Description|7|text=* Quick for it's range


Detailed description of the usefulness of the move go here
Essentially your go-to poke in neutral
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AA}}
|version=5AA
{{#lsth:BBTag/Orie/Data|5AA}}
|damage=1500 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv= -8
{{Description|7|text=* Hit confirm after 5A
|description=
* Hit confirm after 5A


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AAA}}
|version=5AAA
{{#lsth:BBTag/Orie/Data|5AAA}}
|damage=170*12 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv= -9
{{Description|7|text=If they pushblock 5AA you will end up doing this move into nothing without being able to cancel it.
|description=
 
* 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.


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5AAAA}}
|version=5AAAA
{{#lsth:BBTag/Orie/Data|5AAAA}}
|damage=1700 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=-15
{{Description|7|text=* Has a gap on block from 5AAA
|description=
* Has a gap on block from 5AAA


Detailed description of the usefulness of the move go here
You won't ever use this.
  }}
  }}
}}
}}
Line 91: Line 91:
|name=5B
|name=5B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=5B
{{!}}-
|damage=1500 |guard=All
{{AttackVersion|name=5B}}
|startup= 12|active= |recovery= |frameAdv= -8
{{#lsth:BBTag/Orie/Data|5B}}
|description=
{{!}}-
* Important points go here
{{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.
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.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5BB}}
|version=5BB
{{#lsth:BBTag/Orie/Data|5BB}}
|damage=1500 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv= -4
{{Description|7|text=* Moves forward
|description=
* Important points go here


Detailed description of the usefulness of the move go here
Because 5B and 5BB both move forward, this can make hit confirms easier.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=5BBB}}
|version=5BBB
{{#lsth:BBTag/Orie/Data|5BBB}}
|damage=1700 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv= -9
{{Description|7|text=* Has a gap on block from 5BB
|description=
* Has a gap on block from 5BB


Detailed description of the usefulness of the move go here
Like most smart combo enders, you won't use this much/at all
  }}
  }}
}}
}}
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|name=5C
|name=5C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=800+ |guard=High
{{!}}-
|startup= 26|active= |recovery= |frameAdv= -4
{{#lsth:BBTag/Orie/Data|5C}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* Jumps forward before performing an overhead attack
 


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
Line 142: Line 138:
|name=2A
|name=2A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=1000 |guard=Low
{{!}}-
|startup= 7|active= |recovery= |frameAdv= -5
{{#lsth:BBTag/Orie/Data|2A}}
|description=
{{!}}-
* 5A > 2A (Rebeat): -10
{{Description|6|text=* 5A > 2A (Rebeat): -10
* 5AA > 2A (Rebeat): -7
* 5AA > 2A (Rebeat): -7
* 5B > 2A (Rebeat): -7
* 5B > 2A (Rebeat): -7
Line 160: Line 156:
|name=2B
|name=2B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=1500 |guard=All
{{!}}-
|startup=9 |active=3 |recovery= |frameAdv=-10
{{#lsth:BBTag/Orie/Data|2B}}
|description=
{{!}}-
* 5-11f Head Invulnerable
{{Description|6|text=* 5-11f Head Invulnerable
  }}
  }}
}}
}}
Line 173: Line 169:
|name=2C
|name=2C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=1700 |guard=Low
{{!}}-
|startup= 11|active= |recovery= |frameAdv= -8
{{#lsth:BBTag/Orie/Data|2C}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* Decent reach


Detailed description of the usefulness of the move go here
Can be a mixup if you rebeat back to 2A afterward, but mostly you'll use this in combos
  }}
  }}
}}
}}
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|name=j.A
|name=j.A
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=j.A
{{!}}-
|damage=1500 |guard=High
{{AttackVersion|name=j.A}}
|startup= 11|active= |recovery= |frameAdv=
{{#lsth:BBTag/Orie/Data|j.A}}
|description=
{{!}}-
* Important points go here
{{Description|7|text=Decent on jump-in or air-to-air if they're about on level with you.
 
Decent on jump-in or air-to-air if they're about on level with you.
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=j.AA}}
|version=j.AA
{{#lsth:BBTag/Orie/Data|j.AA}}
|damage=1500 |guard=High
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{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.
|description=
* Important points go here


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}
Line 215: Line 206:
|name=j.B
|name=j.B
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=1700 |guard=High
{{!}}-
|startup= 11|active= |recovery= |frameAdv=
{{#lsth:BBTag/Orie/Data|j.B}}
|description=
{{!}}-
* Important points go here
{{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.
  }}
  }}
}}
}}
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|name=j.C
|name=j.C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=2000 |guard=High
{{!}}-
|startup= 12|active= |recovery= |frameAdv=
{{#lsth:BBTag/Orie/Data|j.C}}
|description=
{{!}}-
* Can cross up
{{Description|6|text=* Can cross up
* Knocks down on air to air hit
* Knocks down on air to air hit


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}


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==Universal Moves==
==Universal Moves==
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|input=5B+C
|input=5B+C
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=0, 2000 |guard=Throw
{{!}}-
|startup=7 |active= |recovery= |frameAdv=
{{#lsth:BBTag/Orie/Data|BC}}
|description=
{{!}}-
* Wall Bounces
{{Description|6|text=* Wall Bounces


Detailed description of the usefulness of the move go here
Because Orie's run speed is decently quick, you can sometimes catch opponents off-guard with this.
  }}
  }}
}}
}}
Line 267: Line 259:
|input=5A+D (air ok)
|input=5A+D (air ok)
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=Ground
{{!}}-
|damage=800*5 |guard=Air Unblockable
{{AttackVersion|name=Ground}}
|startup= 10|active= |recovery= |frameAdv= -38
{{#lsth:BBTag/Orie/Data|AD}}
|description=
{{!}}-
* Important points go here
{{Description|7|text=* Good vertical range


Detailed description of the usefulness of the move go here
Keep them out of your airspace
  }}
  }}
  {{AttackData-BBTag
  {{!}}-
|header=no
{{AttackVersion|name=Air}}
|version=Air
{{#lsth:BBTag/Orie/Data|j.AD}}
|damage=800*5 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{Description|7|text=* Basically identical to the ground version
|description=
* Important points go here


Detailed description of the usefulness of the move go here
  }}
  }}
}}
}}


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


==Skills==
==Skills==
Line 297: Line 286:
|name=Divine Thrust
|name=Divine Thrust
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=A
{{!}}-
|damage=2000 |guard=All
{{AttackVersion|name=A}}
|startup=12 |active= |recovery= |frameAdv=-4
{{#lsth:BBTag/Orie/Data|236A}}
|description=
{{!}}-
* Travels about 1/3 screen
{{Description|7|text=* Travels about 1/3 screen


Detailed description of the usefulness of the move go here


  }}
  }}
{{AttackData-BBTag
{{!}}-
|version=B |header=no
{{AttackVersion|name=B}}
|damage=2200 |guard=All
{{#lsth:BBTag/Orie/Data|236B}}
|startup=21 |active= |recovery= |frameAdv=-1 ~ +4
{{!}}-
|description=
{{Description|7|text=* Travels about 3/4 screen
* Travels about 3/4 screen
* 25f to max travel distance
* 25f to max travel distance


Detailed description of the usefulness of the move go here
You can use this to get in if you see an opening.


  }}
  }}
Line 324: Line 311:
|image=BBTag_Orie_CommandOrder.png |caption=
|image=BBTag_Orie_CommandOrder.png |caption=
|image2=BBTag_Orie_CommandOrder2.png |caption2=
|image2=BBTag_Orie_CommandOrder2.png |caption2=
|image3=BBTag_Orie_AirCommandOrder.png |caption3=
|input=214A/B
|image4=BBTag_Orie_AirCommandOrder2.png |caption4=Persona!
|input=214A/B (air OK)
|name=Command Order
|name=Command Order
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=Ground A
{{!}}-
|damage=1700 |guard=Low
{{AttackVersion|name=Ground A}}
|startup= 15|active= |recovery= |frameAdv= -6
{{#lsth:BBTag/Orie/Data|214A}}
|description=
{{!}}-
* Important points go here
{{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.
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.


  }}
  }}
{{AttackData-BBTag
{{!}}-
|version=Ground B |header=no
{{AttackVersion|name=Ground B}}
|damage=2000 |guard=All
{{#lsth:BBTag/Orie/Data|214B}}
|startup= 24|active= |recovery= |frameAdv= -2
{{!}}-
|description=
{{Description|7|text=* Knocks down on hit
* Important points go here
 
* 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.
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.


  }}
  }}
{{AttackData-BBTag
}}
|version=Air A |header=no
====== <font style="visibility:hidden" size="0">Air Command Order</font> ======
|damage=1700 |guard=High
{{MoveData
|startup= 16|active= |recovery= |frameAdv=
|image=BBTag_Orie_AirCommandOrder.png |caption=
|description=
|image2=BBTag_Orie_AirCommandOrder2.png |caption2=Persona!
* Important points go here
|input=j.214A/B
|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


Used as a zoning tool or as an instant overhead
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.


  }}
  }}
{{AttackData-BBTag
{{!}}-
|version=Air B |header=no
{{AttackVersion|name=Air B}}
|damage=2000 |guard=High
{{#lsth:BBTag/Orie/Data|j.214B}}
|startup= 29|active= |recovery= |frameAdv=
{{!}}-
|description=
{{Description|7|text=* Ground bounce on hit
* Ground bounce on hit


Useful in throw combos as well as beating anti air attacks since it freezes Orie's air momentum. Beware that this has a lot of ground recovery so missing is very scary.
* 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.  


  }}
  }}
Line 376: Line 377:
|name=Thick and Fast
|name=Thick and Fast
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=800*2 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv= -19
{{#lsth:BBTag/Orie/Data|214A > X}}
|description=
{{!}}-
* Has a gap on block
{{Description|6|text=* Has a gap on block


Detailed description of the usefulness of the move go here
A combo ender
  }}
  }}
}}
}}
Line 392: Line 393:
|name=Succession
|name=Succession
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=2000 |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv= -12
{{#lsth:BBTag/Orie/Data|214B > X}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=Decently large hitbox, and knocks the opponent into the air. Possibly some use in cross combos?
 
Detailed description of the usefulness of the move go here


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


==Extra Skills==
==Extra Skills==
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|name=EX Divine Thrust
|name=EX Divine Thrust
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=2200,220*5 |guard=All
{{!}}-
|startup=11 |active= |recovery= |frameAdv=+2
{{#lsth:BBTag/Orie/Data|236C}}
|description=
{{!}}-
* 18f to max travel distance
{{Description|6|text=* 18f to max travel distance


  }}
  }}
Line 426: Line 425:
|name=Oblique Edge
|name=Oblique Edge
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag|version=yes}}
|version=Ground
{{!}}-
|damage=800*2, 2000 |guard=All
{{AttackVersion|name=Ground}}
|startup= 16|active= |recovery= |frameAdv= -15
{{#lsth:BBTag/Orie/Data|214C}}
|description=
{{!}}-
* Important points go here
{{Description|7|text=* Large hitbox, but slow startup
 
Mainly used in corner combos.
Detailed description of the usefulness of the move go here
 
  }}
  }}
{{AttackData-BBTag
{{!}}-
|version=Air |header=no
{{AttackVersion|name=Air}}
|damage=800*2, 2000 |guard=All
{{#lsth:BBTag/Orie/Data|j.214C}}
|startup= 25|active= |recovery= |frameAdv=
{{!}}-
|description=
{{Description|7|text=* +1 at Tiger-Knee height
* +1 at Tiger-Knee height
Also used to bait anti-air attacks, can combo off it if you do it close enough to them.
 
Detailed description of the usefulness of the move go here
 
  }}
  }}
}}
}}


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


==Partner Skills==
==Partner Skills==
Line 458: Line 452:
|name=5P
|name=5P
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=700*3, 1700 |guard=All
{{!}}-
|startup=30 |active=N/A |recovery=N/A |frameAdv=+35
{{#lsth:BBTag/Orie/Data|5P}}
|description=
{{!}}-
* The final leap up slash will only happen on hit
{{Description|6|text=* The final leap up slash will only happen on hit


  }}
  }}
Line 473: Line 467:
|name=6P
|name=6P
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=2200 |guard=All
{{!}}-
|startup=39 |active=N/A |recovery=N/A |frameAdv=+29
{{#lsth:BBTag/Orie/Data|6P}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* Travels a good distance


Detailed description of the usefulness of the move go here
Useful in many of the same situations it's useful when Orie is on point


  }}
  }}
Line 490: Line 484:
|name=4P
|name=4P
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=450*8 |guard=All
{{!}}-
|startup=73 |active=N/A |recovery=N/A |frameAdv=+53
{{#lsth:BBTag/Orie/Data|4P}}
|description=
{{!}}-
* This assist cannot be pushblocked! If the opponent attempts to pushblock this, Orie will be pushed back but her stand will not
{{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
  }}
  }}
}}
}}


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==Distortion Skills==
==Distortion Skills==
Line 507: Line 501:
|name=Sacred Spire Lucent
|name=Sacred Spire Lucent
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=850*6, 1400, 4200<br/>[850*6, 1400, 500*6, 2800] |guard=All
{{!}}-
|startup=1+14|active= |recovery= |frameAdv=-37
{{#lsth:BBTag/Orie/Data|236BC}}
|description=
{{!}}-
* 50F flash
{{Description|6|text=* 50F flash


Detailed description of the usefulness of the move go here
Quick and easy to combo into


  }}
  }}
Line 524: Line 518:
|name=Luminous Embrace
|name=Luminous Embrace
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage=1700, 1350*N<br/>[1700, 720*N, 2800] |guard=All
{{!}}-
|startup=2+10|active= |recovery= |frameAdv=-65 ~ -39
{{#lsth:BBTag/Orie/Data|214BC}}
|description=
{{!}}-
* 60F Flash
{{Description|6|text=* 60F Flash


Detailed description of the usefulness of the move go here
Good for ending combos where the opponent is in the air, such as after your jump loops.


  }}
  }}
}}
}}


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


==Distortion Skill Duo==
==Distortion Skill Duo==
Line 543: Line 537:
|name=Luminous Embrace
|name=Luminous Embrace
|data=
|data=
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Orie/Data|Distortion Skill Duo}}
|description=
{{!}}-
* Important points go here
{{Description|6|text=* Does a set amount of damage, regardless of combo scaling


Detailed description of the usefulness of the move go here
Used to get that last little bit of damage to finish off a character.


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


==Astral Heat==
==Astral Heat==
Line 562: Line 556:
|name=Rest In Peace
|name=Rest In Peace
|data=  
|data=  
  {{AttackData-BBTag
  {{AttackDataHeader-BBTag}}
|damage= |guard=All
{{!}}-
|startup= |active= |recovery= |frameAdv=
{{#lsth:BBTag/Orie/Data|222BC}}
|description=  
{{!}}-
* Important points go here
{{Description|6|text=* Combos after your 5BB smart combo
 
* Hits a short distance in front of Orie
Detailed description of the usefulness of the move go here


  }}
  }}
}}
}}
<br clear=all/>
<br style="clear:both;"/>
----
==Navigation==
{{#lsth:BBTag/Orie/Data|Links}}
{{#lsth:BBTag/Orie/Data|Links}}
{{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.}}
{{Navbar-BBTag}}
{{Navbar-BBTag}}
[[Category:BlazBlue Cross Tag Battle]]
[[Category:BlazBlue Cross Tag Battle]]
[[Category:Orie]]
[[Category:Orie]]

Revision as of 01:47, 10 September 2019

Orie
BBTag Orie Portrait.png
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 5AAAA.png
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 7 2 19 -7 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBTag Orie 5A.png
BBTag Orie 5A Hitbox.png
  • Quick for it's range

Essentially your go-to poke in neutral

5AA


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 9 2 23 -8 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Orie 5AA.png
Why wasn't this her 5A?
BBTag Orie 5AA Hitbox.png
  • Hit confirm after 5A
5AAA


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
170×12 All 11 2×12 23 -9 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 19 22 24 36 1/-1 -1 -1
BBTag Orie 5AAA.png
BBTag Orie 5AAA Hitbox.png

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


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 16 10 Total: 54 -15 P - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 Launch 75 0/+5 +5 +10
BBTag Orie 5AAAA.png
You're not gonna see this move a lot.
BBTAG Orie 5AAAA Hitbox.png
  • 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.
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 12 4 21 -8 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 19 17 24 31 11 +0 +2
BBTag Orie 5B.png
BBTag Orie 5B Hitbox.png
  • 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


5BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 15 5 16 -4 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 19 23 24 37 11 +0 +2
BBTag Orie 5BB.png
BBTag Orie 5BB Hitbox.png
  • Moves forward

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

5BBB


5BBB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 18 4 24 -9 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 30 + Down 23 24 45 + Down 23 12 +0 +5
BBTag Orie 5BBB.png
BBTag Orie 5BBB Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800+ High 26 3 5+13L -4 H - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBTag Orie 5C.png
BBTag Orie 5C Hitbox.png
  • Jumps forward before performing an overhead attack
2A
2A
BBTag Orie 2A.png
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 Low 7 2 15 -5 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 1 11 12 12 16 23 9 +0 +0
BBTag Orie 2A.png
BBTag Orie 2A Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 9 3 24 -10 B 5~11 H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 24 22 38 11 +0 +2
BBTag Orie 2B.png
"No." - Orie mains when someone jumps, probably
BBTag Orie 2B Hitbox.png
  • 5-11f Head Invulnerable
2C
2C
BBTag Orie 2C.png
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 Low 11 5 21 -7 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 26 Launch 41 12 +0 +5
BBTag Orie 2C.png
BBTag Orie 2C Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 10 6 12 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Orie jA.png
BBTag Orie j.A Hitbox.png

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

j.AA


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 7 2 17 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Orie jAA.png
BBTag Orie j.AA Hitbox.png

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
Template:AttackDataHeader-BBTag
j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 11 5 16 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 22 22 36 11 +0 +2
BBTag Orie jB.png
Going uuuuuup!
BBTag Orie j.B Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 High 12 7 16 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 45 24 60 12 +0 +5
BBTag Orie jC.png
Going doooooooown!
BBTag Orie j.C Hitbox-1.pngBBTag Orie j.C Hitbox-2.png


  • Can cross up
  • Knocks down on air to air hit


Universal Moves

Ground Throw
Ground Throw
5B+C
BBTag Orie GroundThrow.png
Template:AttackDataHeader-BBTag
BC
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 2000 Throw 7~30 3 23 - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0, 4 - Launch 60 + WBounce - - - - 0, 12 -
Minimum damage 2000
BBTag Orie GroundThrow.png
BBTAG Orie Throw Hitbox.png


  • 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
Template:AttackDataHeader-BBTag
Ground


AD
Sacred Arrow
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800×6 Air Unblockable 10 2×6 36+15L -38 B 1~19 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 60 Launch 75 5 +0 +5
Minimum Damage 40×6 (240)
BBTag Orie SacredArrow.png
BBTag Orie 5AD Hitbox.png
  • Good vertical range

Keep them out of your airspace

Air


j.AD
Air Sacred Arrow
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800×6 All 12 2×6 Until L+11L - H 1~23 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 42 Launch 57 5 +0 +5
Minimum Damage 40×6 (240)
BBTag Orie SacredArrow.png
BBTag Orie 5AD Hitbox.png
  • Basically identical to the ground version


Skills

Divine Thrust
Divine Thrust
236A/B
BBTag Orie DivineThrust.png
footsies
Template:AttackDataHeader-BBTag
A


236A
A Divine Thrust
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 12 4 21 -4 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 20 25 45 30 60 9 +0 +5
Minimum Damage 100
BBTag Orie DivineThrust.png
footsies
BBTag Orie 236A Hitbox-1.pngBBTag Orie 236B Hitbox-2.png
236A
  • Travels about 1/3 screen
B


236B
B Divine Thrust
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200 All 21 6 16 -1 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 45 Launch 61 9 +0 +8
25f / +4 at max range
Minimum Damage 110
BBTag Orie DivineThrust.png
footsies
BBTag Orie 236A Hitbox-1.pngBBTag Orie 236B Hitbox-2.png
236B
  • 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
Template:AttackDataHeader-BBTag
Ground A


214A
A Command Order
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 Low 13 5 Total: 39 -8 F - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 30 Launch 45 12 +0 +6
Minimum Damage 85
BBTag Orie CommandOrder.png
BBTag Orie 214A Hitbox.png
214A
  • 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


214B
B Command Order
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 22 3 Total: 44 -4 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 40 + GBounce Launch 55 + GBounce 12 -3 -3
Minimum Damage 100
BBTag Orie CommandOrder2.png
BBTag Orie 214B Hitbox.png
j.214A
  • 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!
Template:AttackDataHeader-BBTag
Air A


j.214A
Air A Command Order
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 16 4 Total: Until L+24L - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 30 Launch 45 12 +0 +5
Minimum Damage 85
BBTag Orie AirCommandOrder.png
BBTag Orie j.214A Hitbox.png
  • 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


j.214B
Air B Command Order
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 High 29 5 Total: Until L+17L - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 75 + GBounce Launch 90 + GBounce 12 - +5
Minimum Damage 100
BBTag Orie AirCommandOrder2.png
BBTag Orie j.214B Hitbox.png
j.214B
  • 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"
Template:AttackDataHeader-BBTag
  • Has a gap on block

A combo ender

Succession
Succession
214B > A/B/C
BBTag Orie Succession.png
Template:AttackDataHeader-BBTag

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.
Template:AttackDataHeader-BBTag
236C
EX Divine Thrust
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200, 220×5 All 11 8 [(16)4×5] 28 [40] +2 B, P0×5 - - 80, 100×5
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80, 100×5 5×6 20, 25×5 21, Launch×5 Stand, 60×5 27, Launch×5 Stand, 76×5 3/+20, 0/+3×4, 0/+8 +20, +3×4, +8 +20, +11×4, +16
18f to reach maximum range
Minimum Damage 220, 22×5 (330)
BBTag Orie DivineThrust.png
Hit a button. I dare you.
BBTAG Orie 236C Hitbox.pngBBTAG Orie 236C2 Hitbox.png
Lots of small hits
  • 18f to max travel distance
Oblique Edge
Oblique Edge
214C (air OK)
BBTag Orie ObliqueEdge.png
Template:AttackDataHeader-BBTag
Ground


214C
Oblique Edge
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800×2, 2000 All 16 6,5,9 Total: 61 -9 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 Launch 75 0/+1 +1 +1
Minimum Damage 80×2, 200 (360)
BBTag Orie ObliqueEdge.png
BBTag Orie 214C Hitbox-1.pngBBTag Orie 214C Hitbox-2.pngBBTag Orie 214C Hitbox-3.pngBBTag Orie 214C Hitbox-4.png
  • Large hitbox, but slow startup

Mainly used in corner combos.

Air


j.214C
Air Oblique Edge
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800×2, 2000 All 25 6,5,9 Total: Until L+15L - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 Launch 75 0/+1 +1 +1
+1 at tk height
Minimum Damage 80×2, 200 (360)
BBTag Orie ObliqueEdge.png
BBTag Orie 214C Hitbox-1.pngBBTag Orie 214C Hitbox-2.pngBBTag Orie 214C Hitbox-3.pngBBTag Orie 214C Hitbox-4.png
  • +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

5P
5P
Sacred Spire
BBTag Orie SacredSpire.png
Template:AttackDataHeader-BBTag
5P
Sacred Spire
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
700×3, 1700 All (18)+12 5,4,4 [5,4,4(5)4] 23 [23+20L] -10 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 3 16 17×3, Launch 19×3, 150 - - 3 +0 +2
Only does followup rising attack (values in []) on hit
Minimum Damage 35×4, 85 (190)
BBTag Orie SacredSpire.png
BBTAG Orie 5P Hitbox.png
  • The final leap up slash will only happen on hit
6P
6P
Divine Thrust
BBTag Orie DivineThrust.png
Not Coup Droit
Template:AttackDataHeader-BBTag
6P
Divine Thrust
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200 All (18)+21 6 20 -5 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 60 - - 9 +0 -
Minimum Damage 110
BBTag Orie DivineThrust.png
BBTAG Orie 6P Hitbox.png
  • 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
Template:AttackDataHeader-BBTag
4P
Sealing Hoplon
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
450×8 All (18)+55 3×8 Total: (18)+60 +48 P1 - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 45 - - 0/+2 +4 -
Minimum Damage 22×8 (176)
BBTag Orie SealingHoplon.png
BBTag Orie 4P Hitbox.png


  • 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
Template:AttackDataHeader-BBTag
236BC
Sacred Spire Lucent
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
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 - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 3×6, 4
[3×6, 4, 5, 4×6]
16×6, 18 Crumple×6, Launch [×8] Stand×6, 150
[Stand×6, 150, 60, 150×6]
Crumple×6, Launch [×8] Stand×6, 165
[Stand×6, 165, 76, 165×6]
1 1×7, 20
[1×7, 0/+62, 3×5, 30]
+
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
BBTag Orie SacredSpire.png
BBTag Orie 236BC Hitbox-1.pngBBTag Orie 236BC Hitbox-2.png


  • 50F flash

Quick and easy to combo into

Luminous Embrace
Luminous Embrace
214B+C
BBTag Orie LuminousEmbrace.png
Magnetic SHOCKWAVE
Template:AttackDataHeader-BBTag
214BC
Luminous Embrace
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700, 1280×6
[1700, 700×12, 2000]
All 2+(60 Flash)+13 Until Hit×7 [×12] Total: 151 -60 P2 1~15 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 5 20 Launch 30 + GBounce + Down 23, 90×6
[30 + GBounce + Down 23, 90×10, 180 + Down 23]
- - 0/+2 0/+2 [0/+2×13, 0/+25] -
Values in [] are for Enhanced version
Minimum Damage: 225, 202×6 (1407)
[Minimum Damage: 225, 105×12, 120 (1605)]
BBTag Orie LuminousEmbrace.png
BBTag Orie 214BC Hitbox.png


  • 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
Template:AttackDataHeader-BBTag
Distortion Skill Duo
Luminous Embrace
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
500, 250×6
[500, 125×12, 500]
All 1+(96 Flash)+1 Until Hit Total: 92 -64 P2 1~5 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 5 20 Launch 30 + GBounce + Down 23, 90×6
[30 + GBounce + Down 23, 90×10, 180 + Down 23]
- - 0/+2 0/+2 [0/+2×13, 0/+25] -
Values in [] are for Enhanced version
Minimum Damage: 2000 [2500]
BBTag Orie LuminousEmbrace.png
BBTag Orie 214BC Hitbox.png


  • 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
Template:AttackDataHeader-BBTag
222BC
Rest In Peace
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- All 5+(85 Flash)+11 4(20)4,4,4,4 Total: 102 -27 P2 1~75 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 5 30, 20×4 - - - - 0/+3 - -
BBTag Orie RestInPeace.pngBBTag Orie RestInPeace2.png
BBTAG Orie 222BC Hitbox.png


  • Combos after your 5BB smart combo
  • Hits a short distance in front of Orie


Navigation

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.