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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. | ||
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{{#lst:BBTag/Orie/Data|Links}} | {{#lst:BBTag/Orie/Data|Links}} | ||
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==Normal Moves== | ==Normal Moves== | ||
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==Universal Moves== | ==Universal Moves== | ||
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==Skills== | ==Skills== | ||
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|image=BBTag_Orie_CommandOrder.png |caption= | |image=BBTag_Orie_CommandOrder.png |caption= | ||
|image2=BBTag_Orie_CommandOrder2.png |caption2= | |image2=BBTag_Orie_CommandOrder2.png |caption2= | ||
|input=214A/B | |||
|input=214A/B | |||
|name=Command Order | |name=Command Order | ||
|data= | |data= | ||
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{{#lsth:BBTag/Orie/Data|214A}} | {{#lsth:BBTag/Orie/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Knocks down on hit | {{Description|7|text=* 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. | 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. | |||
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====== <font style="visibility:hidden" size="0">Air Command Order</font> ====== | |||
{{MoveData | |||
|image=BBTag_Orie_AirCommandOrder.png |caption= | |||
|image2=BBTag_Orie_AirCommandOrder2.png |caption2=Persona! | |||
|input=j.214A/B | |||
|name=Air Command Order | |||
|data= | |||
{{AttackDataHeader-BBTag|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air A}} | {{AttackVersion|name=Air A}} | ||
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{{Description|7|text=* Ground bounce on hit | {{Description|7|text=* Ground bounce on hit | ||
Useful in throw combos as well as beating anti air attacks since it freezes Orie's air momentum | * 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. | |||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:BBTag/Orie/Data|214A > | {{#lsth:BBTag/Orie/Data|214A > X}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* Has a gap on block | {{Description|6|text=* Has a gap on block | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:BBTag/Orie/Data|214B > | {{#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? | {{Description|6|text=Decently large hitbox, and knocks the opponent into the air. Possibly some use in cross combos? | ||
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}} | }} | ||
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==Extra Skills== | ==Extra Skills== | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Large hitbox, but slow startup | {{Description|7|text=* Large hitbox, but slow startup | ||
Mainly used in corner combos. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Orie/Data|j.214C}} | {{#lsth:BBTag/Orie/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{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. | |||
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}} | }} | ||
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==Partner Skills== | ==Partner Skills== | ||
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==Distortion Skills== | ==Distortion Skills== | ||
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==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
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}} | }} | ||
}} | }} | ||
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==Astral Heat== | ==Astral Heat== | ||
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}} | }} | ||
}} | }} | ||
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==Navigation== | ==Navigation== | ||
{{#lsth:BBTag/Orie/Data|Links}} | {{#lsth:BBTag/Orie/Data|Links}} |
Revision as of 01:47, 10 September 2019
Orie |
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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 | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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2A
2A | Template:AttackDataHeader-BBTag | ||||
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2B
2B | Template:AttackDataHeader-BBTag | ||||
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2C
2C | Template:AttackDataHeader-BBTag | ||||
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Can be a mixup if you rebeat back to 2A afterward, but mostly you'll use this in combos |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag | ||||
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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 |
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Universal Moves
Ground Throw
Ground Throw 5B+C |
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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) |
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Skills
Divine Thrust
Divine Thrust 236A/B |
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Command Order
Command Order 214A/B |
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Air Command Order
Air Command Order j.214A/B |
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Thick and Fast
Thick and Fast 214A > A/B/C |
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Succession
Succession 214B > A/B/C |
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Extra Skills
EX Divine Thrust
EX Divine Thrust 236C |
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Oblique Edge
Oblique Edge 214C (air OK) |
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Partner Skills
5P
5P Sacred Spire |
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6P
6P Divine Thrust |
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Useful in many of the same situations it's useful when Orie is on point |
4P
4P Sealing Hoplon |
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Distortion Skills
Sacred Spire Lucent
Sacred Spire Lucent 236B+C |
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Quick and easy to combo into |
Luminous Embrace
Luminous Embrace 214B+C |
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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 |
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Used to get that last little bit of damage to finish off a character. |
Astral Heat
Rest In Peace 222B+C |
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and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
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- Susano'o [★]
Click [★] for character's full frame data
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Frame Data & System Data •
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