BBTag/Orie: Difference between revisions

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Line 73: Line 73:
{{#lst:BBTag/Orie/Data|5A}}
{{#lst:BBTag/Orie/Data|5A}}
{{!}}-
{{!}}-
{{Description|7|text=* Quick for it's range
{{Description|8|text=* Quick for it's range


Essentially your go-to poke in neutral
Essentially your go-to poke in neutral
Line 81: Line 81:
{{#lst:BBTag/Orie/Data|5AA}}
{{#lst:BBTag/Orie/Data|5AA}}
{{!}}-
{{!}}-
{{Description|7|text=* Hit confirm after 5A
{{Description|8|text=* Hit confirm after 5A


  }}
  }}
Line 88: Line 88:
{{#lst:BBTag/Orie/Data|5AAA}}
{{#lst: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.
{{Description|8|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.
Because it's multi-hit, you can use this in cross-combo mixups.
Line 97: Line 97:
{{#lst:BBTag/Orie/Data|5AAAA}}
{{#lst:BBTag/Orie/Data|5AAAA}}
{{!}}-
{{!}}-
{{Description|7|text=* Has a gap on block from 5AAA
{{Description|8|text=* Has a gap on block from 5AAA


You won't ever use this except for Cross Raid.
You won't ever use this except for Cross Raid.
Line 123: Line 123:
{{#lst:BBTag/Orie/Data|5B}}
{{#lst:BBTag/Orie/Data|5B}}
{{!}}-
{{!}}-
{{Description|7|text=* Moves forward
{{Description|8|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.
Line 131: Line 131:
{{#lst:BBTag/Orie/Data|5BB}}
{{#lst:BBTag/Orie/Data|5BB}}
{{!}}-
{{!}}-
{{Description|7|text=* Moves forward
{{Description|8|text=* Moves forward


Because 5B and 5BB both move forward, this can make hit confirms easier.
Because 5B and 5BB both move forward, this can make hit confirms easier.
Line 139: Line 139:
{{#lst:BBTag/Orie/Data|5BBB}}
{{#lst:BBTag/Orie/Data|5BBB}}
{{!}}-
{{!}}-
{{Description|7|text=* Has a gap on block from 5BB
{{Description|8|text=* Has a gap on block from 5BB


Like most smart combo enders, you won't use this much/at all
Like most smart combo enders, you won't use this much/at all
Line 158: Line 158:
{{#lst:BBTag/Orie/Data|5C}}
{{#lst:BBTag/Orie/Data|5C}}
{{!}}-
{{!}}-
{{Description|6|text=* Jumps forward before performing an overhead attack
{{Description|7|text=* Jumps forward before performing an overhead attack




Line 177: Line 177:
{{#lst:BBTag/Orie/Data|2A}}
{{#lst:BBTag/Orie/Data|2A}}
{{!}}-
{{!}}-
{{Description|6|text=* 5A > 2A (Rebeat): -10
{{Description|7|text=* 5A > 2A (Rebeat): -10
* 5AA > 2A (Rebeat): -7
* 5AA > 2A (Rebeat): -7
* 5B > 2A (Rebeat): -7
* 5B > 2A (Rebeat): -7
Line 199: Line 199:
{{#lst:BBTag/Orie/Data|2B}}
{{#lst:BBTag/Orie/Data|2B}}
{{!}}-
{{!}}-
{{Description|6|text=* 5-11f Head Invulnerable
{{Description|7|text=* 5-11f Head Invulnerable
  }}
  }}
}}
}}
Line 216: Line 216:
{{#lst:BBTag/Orie/Data|2C}}
{{#lst:BBTag/Orie/Data|2C}}
{{!}}-
{{!}}-
{{Description|6|text=* Decent reach
{{Description|7|text=* Decent reach


Can be a mixup if you rebeat back to 2A afterward, but mostly you'll use this in combos
Can be a mixup if you rebeat back to 2A afterward, but mostly you'll use this in combos
Line 239: Line 239:
{{#lst:BBTag/Orie/Data|j.A}}
{{#lst:BBTag/Orie/Data|j.A}}
{{!}}-
{{!}}-
{{Description|7|text=Decent on jump-in or air-to-air if they're about on level with you.
{{Description|8|text=Decent on jump-in or air-to-air if they're about on level with you.
  }}
  }}
  {{!}}-
  {{!}}-
Line 245: Line 245:
{{#lst:BBTag/Orie/Data|j.AA}}
{{#lst: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.
{{Description|8|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.


  }}
  }}
Line 263: Line 263:
{{#lst:BBTag/Orie/Data|j.B}}
{{#lst:BBTag/Orie/Data|j.B}}
{{!}}-
{{!}}-
{{Description|6|text=* Hits the opponent upward
{{Description|7|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.
Line 286: Line 286:
{{#lst:BBTag/Orie/Data|j.C}}
{{#lst:BBTag/Orie/Data|j.C}}
{{!}}-
{{!}}-
{{Description|6|text=* Can cross up
{{Description|7|text=* Can cross up
* Knocks down on air to air hit
* Knocks down on air to air hit


Line 306: Line 306:
{{#lst:BBTag/Orie/Data|BC}}
{{#lst:BBTag/Orie/Data|BC}}
{{!}}-
{{!}}-
{{Description|6|text=* Wall Bounces
{{Description|7|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.
Line 327: Line 327:
{{#lst:BBTag/Orie/Data|AD}}
{{#lst:BBTag/Orie/Data|AD}}
{{!}}-
{{!}}-
{{Description|7|text=* Good vertical range
{{Description|8|text=* Good vertical range


Keep them out of your airspace
Keep them out of your airspace
Line 335: Line 335:
{{#lst:BBTag/Orie/Data|j.AD}}
{{#lst:BBTag/Orie/Data|j.AD}}
{{!}}-
{{!}}-
{{Description|7|text=* Basically identical to the ground version
{{Description|8|text=* Basically identical to the ground version


  }}
  }}
Line 360: Line 360:
{{#lst:BBTag/Orie/Data|236A}}
{{#lst:BBTag/Orie/Data|236A}}
{{!}}-
{{!}}-
{{Description|7|text=* Travels about 1/3 screen
{{Description|8|text=* Travels about 1/3 screen




Line 368: Line 368:
{{#lst:BBTag/Orie/Data|236B}}
{{#lst:BBTag/Orie/Data|236B}}
{{!}}-
{{!}}-
{{Description|7|text=* Travels about 3/4 screen
{{Description|8|text=* Travels about 3/4 screen
* 25f to max travel distance
* 25f to max travel distance


Line 396: Line 396:
{{#lst:BBTag/Orie/Data|214A}}
{{#lst:BBTag/Orie/Data|214A}}
{{!}}-
{{!}}-
{{Description|7|text=* Hits low
{{Description|8|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.


Line 404: Line 404:
{{#lst:BBTag/Orie/Data|214B}}
{{#lst:BBTag/Orie/Data|214B}}
{{!}}-
{{!}}-
{{Description|7|text=* Knocks down on hit
{{Description|8|text=* 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 435: Line 435:
{{#lst:BBTag/Orie/Data|j.214A}}
{{#lst:BBTag/Orie/Data|j.214A}}
{{!}}-
{{!}}-
{{Description|7|text=* Hits overhead against grounded opponent
{{Description|8|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 448: Line 448:
{{#lst:BBTag/Orie/Data|j.214B}}
{{#lst:BBTag/Orie/Data|j.214B}}
{{!}}-
{{!}}-
{{Description|7|text=* Ground bounce on hit
{{Description|8|text=* Ground bounce on hit


* Orie cannot act until she lands after using this
* Orie cannot act until she lands after using this
Line 471: Line 471:
{{#lst:BBTag/Orie/Data|214XA}}
{{#lst:BBTag/Orie/Data|214XA}}
{{!}}-
{{!}}-
{{Description|6|text=* Has a gap on block
{{Description|7|text=* Has a gap on block


A combo ender
A combo ender
Line 491: Line 491:
{{#lst:BBTag/Orie/Data|214XB}}
{{#lst:BBTag/Orie/Data|214XB}}
{{!}}-
{{!}}-
{{Description|6|text=Decently large hitbox, and knocks the opponent into the air. Possibly some use in cross combos?
{{Description|7|text=Decently large hitbox, and knocks the opponent into the air. Possibly some use in cross combos?


  }}
  }}
Line 505: Line 505:
{{#lst:BBTag/Orie/Data|214XC}}
{{#lst:BBTag/Orie/Data|214XC}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
On a blocked 214A/B, you can get a crossup with this at some ranges.  
On a blocked 214A/B, you can get a crossup with this at some ranges.  


Line 525: Line 525:
{{#lst:BBTag/Orie/Data|236C}}
{{#lst:BBTag/Orie/Data|236C}}
{{!}}-
{{!}}-
{{Description|6|text=* 18f to max travel distance
{{Description|7|text=* 18f to max travel distance


  }}
  }}
Line 551: Line 551:
{{#lst:BBTag/Orie/Data|214C}}
{{#lst:BBTag/Orie/Data|214C}}
{{!}}-
{{!}}-
{{Description|7|text=* Large hitbox, but slow startup
{{Description|8|text=* Large hitbox, but slow startup
Mainly used in corner combos.
Mainly used in corner combos.
  }}
  }}
Line 558: Line 558:
{{#lst:BBTag/Orie/Data|j.214C}}
{{#lst:BBTag/Orie/Data|j.214C}}
{{!}}-
{{!}}-
{{Description|7|text=* +1 at Tiger-Knee height
{{Description|8|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.
Also used to bait anti-air attacks, can combo off it if you do it close enough to them.
  }}
  }}
Line 577: Line 577:
{{#lst:BBTag/Orie/Data|5P}}
{{#lst:BBTag/Orie/Data|5P}}
{{!}}-
{{!}}-
{{Description|6|text=* The final leap up slash will only happen on hit
{{Description|7|text=* The final leap up slash will only happen on hit


  }}
  }}
Line 592: Line 592:
{{#lst:BBTag/Orie/Data|6P}}
{{#lst:BBTag/Orie/Data|6P}}
{{!}}-
{{!}}-
{{Description|6|text=* Travels a good distance
{{Description|7|text=* Travels a good distance


Useful in many of the same situations it's useful when Orie is on point
Useful in many of the same situations it's useful when Orie is on point
Line 612: Line 612:
{{#lst:BBTag/Orie/Data|4P}}
{{#lst:BBTag/Orie/Data|4P}}
{{!}}-
{{!}}-
{{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
{{Description|7|text=* This assist cannot be pushblocked! If the opponent attempts to pushblock this, Orie will be pushed back but her stand will not
  }}
  }}
}}
}}
Line 635: Line 635:
{{#lst:BBTag/Orie/Data|236BC}}
{{#lst:BBTag/Orie/Data|236BC}}
{{!}}-
{{!}}-
{{Description|6|text=* 50F flash
{{Description|7|text=* 50F flash


Quick and easy to combo into
Quick and easy to combo into
Line 656: Line 656:
{{#lst:BBTag/Orie/Data|214BC}}
{{#lst:BBTag/Orie/Data|214BC}}
{{!}}-
{{!}}-
{{Description|6|text=* 60F Flash
{{Description|7|text=* 60F Flash


Good for ending combos where the opponent is in the air, such as after your jump loops.
Good for ending combos where the opponent is in the air, such as after your jump loops.
Line 675: Line 675:
{{#lst:BBTag/Orie/Data|Distortion Skill Duo}}
{{#lst:BBTag/Orie/Data|Distortion Skill Duo}}
{{!}}-
{{!}}-
{{Description|6|text=* Does a set amount of damage, regardless of combo scaling
{{Description|7|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.
Line 698: Line 698:
{{#lst:BBTag/Orie/Data|222BC}}
{{#lst:BBTag/Orie/Data|222BC}}
{{!}}-
{{!}}-
{{Description|6|text=* Combos after your 5BB smart combo
{{Description|7|text=* Combos after your 5BB smart combo
* Hits a short distance in front of Orie
* Hits a short distance in front of Orie



Revision as of 06:05, 16 April 2020

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 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.

Moves that Summon Thanatos:

  • Sealing Hoplon
  • Command Order
  • Thick and Fast
  • Succession
  • Oblique Edge
  • Sacred Spire Lucent (enhanced version, on hit only)
  • Luminous Embrace
  • Rest in Peace



Normal Moves

5A
5A
BBTag Orie 5A.png
BBTag Orie 5AA.png
BBTag Orie 5AAA.png
BBTag Orie 5AAAA.png
Template:AttackDataHeader-BBTag
5A
  • Quick for it's range

Essentially your go-to poke in neutral

5AA
  • Hit confirm after 5A
5AAA

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
  • Has a gap on block from 5AAA

You won't ever use this except for Cross Raid.

5B
5B
BBTag Orie 5B.png
BBTag Orie 5BB.png
BBTag Orie 5BBB.png
She does those kicks in heels.
Template:AttackDataHeader-BBTag
5B
  • 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
  • Moves forward

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

5BBB
  • 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
  • Jumps forward before performing an overhead attack
2A
2A
BBTag Orie 2A.png
Template:AttackDataHeader-BBTag
  • 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
  • 5-11f Head Invulnerable
2C
2C
BBTag Orie 2C.png
Template:AttackDataHeader-BBTag
  • 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

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

j.AA

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
  • 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
  • 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
  • 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
  • Good vertical range

Keep them out of your airspace

Air
  • Basically identical to the ground version


Skills

Divine Thrust
Divine Thrust
236A/B
BBTag Orie DivineThrust.png
footsies
Template:AttackDataHeader-BBTag
A
  • Travels about 1/3 screen
B
  • 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
  • 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
  • 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
  • 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
  • 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
214X > A
BBTag Orie ThickAndFast.png
"That was my nickname in high school"
Template:AttackDataHeader-BBTag
  • Has a gap on block

A combo ender

Succession
Succession
214X > B
BBTag Orie Succession.png
Template:AttackDataHeader-BBTag

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

Aerial Leap
Aerial Leap
214X > C
BBTag Orie AerialLeap.png
Finesse'em
Template:AttackDataHeader-BBTag

On a blocked 214A/B, you can get a crossup with this at some ranges.

Using this after a short delay when you end a combo with 214B is essentially a safejump. If you do it earlier, you lose the safejump but can go for the low instead, which can be super ambiguous.


Extra Skills

EX Divine Thrust
EX Divine Thrust
236C
BBTag Orie DivineThrust.png
Hit a button. I dare you.
Template:AttackDataHeader-BBTag
  • 18f to max travel distance
Oblique Edge
Oblique Edge
214C (air OK)
BBTag Orie ObliqueEdge.png
Template:AttackDataHeader-BBTag
Ground
  • Large hitbox, but slow startup

Mainly used in corner combos.

Air
  • +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
  • The final leap up slash will only happen on hit
6P
6P
Divine Thrust
BBTag Orie DivineThrust.png
Not Coup Droit
Template:AttackDataHeader-BBTag
  • 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
  • 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
  • 50F flash

Quick and easy to combo into

Luminous Embrace
Luminous Embrace
214B+C
BBTag Orie LuminousEmbrace.png
Magnetic SHOCKWAVE

File:Orie 214BC (1) Hitbox.png Travels along the screen

Template:AttackDataHeader-BBTag
  • 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
  • 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
  • Combos after your 5BB smart combo
  • Hits a short distance in front of Orie


Roadmap

Template:Roadmap

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.