BBTag/Orie

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Overview[edit]
Overview

"As long as we walk the path of righteousness..., we shall never know defeat"
Lore: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
BBTag Orie Icon.png Orie is a well-rounded character with many strong tools. Although Orie does not have a projectile, she can be played in a variety of playstyles with the options she does have.
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
  • Poor Assists: Orie's assists require a very specific team to be used well. 4P is too slow to work with most characters, and 5P and 6P are unremarkable

Normal Moves[edit]

5A[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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 -

[edit]

  • 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.

5B[edit]

5C[edit]

2A[edit]

2B[edit]

2C[edit]

j.A[edit]

j.B[edit]

j.C[edit]


Universal Moves[edit]

Ground Throw[edit]

5B+C

Sacred Arrow[edit]

5A+D (Air OK)


Skills[edit]

Divine Thrust[edit]

236A/B

Command Order[edit]

214A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground A 1700 Low 13 5 Total: 39 -8 F -
Ground B 2000 All 22 3 Total: 44 -4 B -

[edit]

  • 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.

Air Command Order[edit]

j.214A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Air A 1700 High 16 4 Total: Until L+24L - H -
Air B 2000 High 29 5 Total: Until L+17L - H -

[edit]

  • 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.

Thick and Fast[edit]

214X -> A

Succession[edit]

214X -> B

Aerial Leap[edit]

214X -> C


Extra Skills[edit]

EX Divine Thrust[edit]

236C

Oblique Edge[edit]

214C (Air OK)


Partner Skills[edit]

5P[edit]

Sacred Spire

6P[edit]

Divine Thrust

4P[edit]

Sealing Hoplon


Distortion Skills[edit]

Sacred Spire Lucent[edit]

236B+C

Luminous Embrace[edit]

214B+C


Distortion Skill Duo[edit]

Luminous Embrace[edit]

P during Partner's Distortion Skill


Astral Heat[edit]

Rest In Peace[edit]

222B+C



External References[edit]

Navigation[edit]

Ambox notice.png To edit frame data, edit values in BBTag/Orie/Data.