BBTag/Orie: Difference between revisions

From Dustloop Wiki
m (→‎Navigation: clean up, replaced: | → |size=)
 
(58 intermediate revisions by 8 users not shown)
Line 1: Line 1:
{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
{{BBTag_Construction_Card}}
 
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{BBTag/CharacterLinks}}
{{CharaOverview
<div id="home-content" class="home-grid">
|overview=  
{{card|width=4
|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.
|header=Overview
|voice_actor=  
|content=Orie is a mid-range footsies character that can switch between defensive walling and quick rushdown. Her {{clr|1|5A}}, {{clr|1|j.A}}, {{clr|2|2B}}, and {{clr|1|214A}} have long reach that can contest many approaches, but she can close the gap at any time using her Divine Thrust. Once she's in, she has potent mixup using her grounded and air Command Order specials. However, if she is left solo her mix becomes unsafe and unrewarding, leaving her with simple strike-throw mix and stagger pressure.
|quote= As long as we walk the path of righteousness..., we shall never know defeat
}}
|summary= 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.
{{BBTag/Infobox
| fastestAttack = [[#5A|5A]] (7F)<br/>[[#2A|2A]] (7F)
| reversal = [[#Sacred Arrow|A+D]] (10F)<br/>[[#Sacred Spire Lucent|236B+C]] (15F)<br/>[[#Luminous Embrace|214B+C]] (15F)
}}
{{ProsAndCons
|intro=
|pros=
|pros=
*'''Instant Overhead and Low''' with j.214A and 214A. Both are very long range.
*'''Instant Overhead and Low''' with {{clr|1|j.214A}} and {{clr|1|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.
*'''Strong Air Normals'''. {{clr|1|j.A}} controls lots of space in front of Orie and recovery quickly, {{clr|3|j.C}} is fast and hits behind her, useful for crossups.
*'''Command Order Followups''' gives lots of flexibility for active switch setups
*'''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
*'''EX Divine Thrust''' is great for button checking the opponent from full screen and is + on block
|cons=
|cons=
*'''Low Damage''': Orie's damage potential is low, even with decent starters
*'''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
*'''Difficulties Getting In''': Lacking a projectile and threatening options outside of the mid-range, Orie can struggle versus zoners.
}}
}}
</div>


==Normal Moves==
==Normal Moves==
===<big>5A</big>===
===<big>{{clr|1|5A}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=5A,5AA,5AAA,5AAAA
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
BBTag_Orie_5A.png | The Nun's Holy Knee Decapitator™
|description=
BBTag_Orie_5AA.png | The Nun's Holy Nipple Pierver™
BBTag_Orie_5AAA.png | The Nun's Holy Paper Shredder™
BBTag_Orie_5AAAA.png | The Nun's Holy Horny Jail™
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=5A}}
{{#lst:{{PAGENAME}}/Data|5A}}
|-
{{AttackVersion|name=5AA}}
{{#lst:{{PAGENAME}}/Data|5AA}}
|-
{{AttackVersion|name=5AAA}}
{{#lst:{{PAGENAME}}/Data|5AAA}}
|-
{{AttackVersion|name=5AAAA}}
{{#lst:{{PAGENAME}}/Data|5AAAA}}
|}
==== ====
* Quick for it's range
* Quick for it's range


5A is essentially your go-to poke in neutral
{{clr|1|5A}} is essentially your go-to poke in neutral
----
----
* 5AA is your hit confirm after 5A
* {{clr|1|5AA}} is your hit confirm after {{clr|1|5A}}
----
----
If they pushblock 5AA you will end up doing this move into nothing without being able to cancel it.
If they pushblock {{clr|1|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.
Because {{clr|1|5AAA}}'s multi-hit, you can use this in cross-combo mixups.
----
----
* 5AAAA Has a gap on block from 5AAA
* {{clr|1|5AAAA}} Has a gap on block from {{clr|1|5AAA}}


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


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
===<big>{{clr|2|5B}}</big>===
Orie 5A Hitbox.png|5A
{{BBTag Move Card|game=BBTag
Orie 5AA Hitbox.png|5AA
|input=5B,5BB,5BBB
Orie 5AAA Hitbox.png|5AAA
|versioned=input
Orie 5AAAA Hitbox.png|5AAAA
|description=
</gallery>
</div>
</div>
 
===<big>5B</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Orie_5B.png |
BBTag_Orie_5BB.png |
BBTag_Orie_5BBB.png |She does those kicks in heels.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=5B}}
{{#lst:{{PAGENAME}}/Data|5B}}
|-
{{AttackVersion|name=5BB}}
{{#lst:{{PAGENAME}}/Data|5BB}}
|-
{{AttackVersion|name=5BBB}}
{{#lst:{{PAGENAME}}/Data|5BBB}}
|}
==== ====
* Moves forward
* 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 {{clr|1|5A}}, but those situations can be mostly limited to punishes due to the slower startup speed.
----
----
* Moves forward
* Moves forward


Because 5B and 5BB both move forward, this can make hit confirms easier.
Because {{clr|2|5B}} and {{clr|2|5BB}} both move forward, this can make hit confirms easier.
----
----
* Has a gap on block from 5BB
* Has a gap on block from {{clr|2|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
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
}}
Orie 5B Hitbox.png|5B
 
Orie 5BB Hitbox.png|5BB
Orie 5BBB Hitbox.png|5BBB
</gallery>
</div>
</div>


===<big>5C</big>===
===<big>{{clr|3|5C}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=5C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Orie_5C.png | The Nun's Holy Neck Stabber™
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|5C}}
|}
==== ====
* Jumps forward before performing an overhead attack
* Jumps forward before performing an overhead attack


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
Useful as a throwbait, since Orie is put airborne. Otherwise not really worth using if you have {{clr|1|j.214A}} and an assist available due to how much slower it is. If solo, occasionally alright to check the opponent but then your turn ends.
Orie 5C Hitbox.png|5C
 
</gallery>
}}
</div>
 
</div>
 
===<big>{{clr|1|2A}}</big>===
{{BBTag Move Card|game=BBTag
|input=2A
|description=
* {{clr|1|5A}} > {{clr|1|2A}} (Rebeat): -10
* {{clr|1|5AA}} > {{clr|1|2A}} (Rebeat): -7
* {{clr|2|5B}} > {{clr|1|2A}} (Rebeat): -7
* {{clr|2|5BB}} > {{clr|1|2A}} (Rebeat): -7
* {{clr|2|2B}} > {{clr|1|2A}} (Rebeat): -7
* {{clr|3|2C}} > {{clr|1|2A}} (Rebeat): -5
 
One of Orie's main pressure tools. This move can be throw canceled for tick throws or jump canceled into {{clr|1|j.214A}} or instant airdash {{clr|3|j.C}}, or even instant airdash back to bait a whiffed move. During blockstrings, Orie will generally want to rebeat back into this move to keep her safe and mix the opponent.
 
{{clr|1|2A}} is a natural frametrap into {{clr|2|5B}} and {{clr|1|236A}}, so if the opponent likes to challenge Orie after blocking {{clr|1|2A}} she can go into either of those moves for a counter hit confirm. This sequence is also useful during sandwiches, as active switching between {{clr|1|2A}} and {{clr|2|5B}}/{{clr|1|236A}} has a very small gap that the opponent has to switch directions between. If they blocked the {{clr|1|2A}} they get crossed up, and if they got hit then you get a combo from your partner.
 
}}
 


===<big>2A</big>===
===<big>{{clr|2|2B}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=2B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Orie_2A.png | The Nun's Holy Reverse Beat™
A strong anti air with the famous "ahoge hitbox", which hits slightly behind Orie's head. This move has a good amount of head invulnerability which starts early, making it your go to anti air. If this move hits the opponent in the air, Orie can go into 2 loops of her ladder and still retain proper oki. On the ground, she can cancel into {{clr|1|5A}} or {{clr|3|2C}} to still get a single ladder. That situation is common when using {{clr|2|2B}} to beat bursts, which can be done on reaction to the flash.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|2A}}
|}
==== ====
* 5A > 2A (Rebeat): -10
* 5AA > 2A (Rebeat): -7
* 5B > 2A (Rebeat): -7
* 5BB > 2A (Rebeat): -7
* 2B > 2A (Rebeat): -7
* 2C > 2A (Rebeat): -5
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
Orie 2A Hitbox.png|2A
</gallery>
</div>
</div>


===<big>2B</big>===
A niche use of {{clr|2|2B}} is using it to hit an assist coming from behind Orie. This commonly occurs when the opponent airdashes or jumps over her and calls assist, hoping to create a sandwich. The ahoge hitbox will tend to beat out assists before they become active.
<div class="attack-container">
}}
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Orie_2B.png | "No." - Orie mains when someone jumps, probably
</gallery>
</div>
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
[[File:Orie 2B Hitbox.png|200px]]
2B
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|2B}}
|}
==== ====
* 5-11f Head Invulnerable
</div>
</div>


===<big>2C</big>===
===<big>{{clr|3|2C}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=2C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Orie_2C.png | The Nun's Holy Physically Impossible Kick™
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|2C}}
|}
==== ====
* Decent reach
* 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 {{clr|1|2A}} afterward, but mostly you'll use this in combos
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
}}
Orie 2C Hitbox.png|2C
 
</gallery>
</div>
</div>


===<big>j.A</big>===
===<big>{{clr|1|j.A}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=j.A,j.AA
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
BBTag_Orie_jA.png |
|description=
BBTag_Orie_jAA.png |
{{clr|1|j.A}} is decent on jump-in or air-to-air if they're about on level with you.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=j.A}}
{{#lst:{{PAGENAME}}/Data|j.A}}
|-
{{AttackVersion|name=j.AA}}
{{#lst:{{PAGENAME}}/Data|j.AA}}
|}
==== ====
j.A is decent on jump-in or air-to-air if they're about on level with you.


j.AA is 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.
{{clr|1|j.AA}} is mostly just for combos, but you can use the second hit for a double overhead if {{clr|1|j.A}} hits early enough against a grounded opponent.
}}


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
Orie j.A Hitbox.png|j.A
Orie j.AA Hitbox.png|j.AA
</gallery>
</div>
</div>


===<big>j.B</big>===
===<big>{{clr|2|j.B}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=j.B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Orie_jB.png |I stick m legy out real far
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|j.B}}
|}
==== ====
* Hits the opponent upward
* Hits the opponent upward


Line 253: Line 132:


Using this as part of your air combo can make Orie's combo loop easier to land.
Using this as part of your air combo can make Orie's combo loop easier to land.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
}}
Orie j.B Hitbox.png|j.B
</gallery>
</div>
</div>


===<big>j.C</big>===
===<big>{{clr|3|j.C}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=j.C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Orie_jC.png | Stop praying for the Nun, for she has become too powerful.
* Fast cross up
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|j.C}}
|}
==== ====
* Can cross up
* Knocks down on air to air hit
* Knocks down on air to air hit
 
}}
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
Orie j.C(1) Hitbox.png|j.C (1)
Orie j.C(2) Hitbox.png|j.C (2)
</gallery>
</div>
</div>
 
<br style="clear:both;"/>
<br style="clear:both;"/>


==Universal Moves==
==Universal Moves==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''5B+C'''</span>
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=BC
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Orie_GroundThrow.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|BC}}
|}
==== ====
* Wall Bounces
* 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.
</div>
}}
</div>
 


===<big>Sacred Arrow</big>===
===<big>Sacred Arrow</big>===
<span class="input-badge">'''5A+D (Air OK)'''</span>
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}} (Air OK)}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=AD,j.AD
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
BBTag_Orie_SacredArrow.png |
|description=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|AD}}
|-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.AD}}
|}
==== ====
* Good vertical range
* Good vertical range


Keep them out of your airspace.
Keep them out of your airspace.
}}


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
Orie 5AD Hitbox.png|5AD
</gallery>
</div>
</div>


<br style="clear:both;"/>
<br style="clear:both;"/>
Line 340: Line 171:
==Skills==
==Skills==
===<big>Divine Thrust</big>===
===<big>Divine Thrust</big>===
<span class="input-badge">'''236A/B'''</span>
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=236A,236B
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
BBTag_Orie_DivineThrust.png |footsies
|description=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=A}}
{{#lst:{{PAGENAME}}/Data|236A}}
|-
{{AttackVersion|name=B}}
{{#lst:{{PAGENAME}}/Data|236B}}
|}
==== ====
* A version travels about 1/3 screen
* A version travels about 1/3 screen
* B version travels about 3/4 screen
* B version travels about 3/4 screen
Line 363: Line 181:


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


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
Orie 236A Hitbox.png|236A/B (1)
Orie 236B(2) Hitbox.png|236A/B (2)
</gallery>
</div>
</div>


===<big>Command Order</big>===
===<big>Command Order</big>===
<span class="input-badge">'''214A/B'''</span>
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=214A,214B
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
BBTag_Orie_CommandOrder.png | This is giving me Persona 5 vibes!
|description=
BBTag_Orie_CommandOrder2.png | "Oh, you thought I was DONE with that combo?"
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=Ground A}}
{{#lst:{{PAGENAME}}/Data|214A}}
|-
{{AttackVersion|name=Ground B}}
{{#lst:{{PAGENAME}}/Data|214B}}
|}
==== ====
* A version hits low
* 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.
Key part of Orie's mixup; {{clr|1|214A}} is a low while {{clr|1|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
* B version knocks down on hit
Line 401: Line 200:


You can use this as an anti-air against instant airdashes from far away, giving you oki after it hits.
You can use this as an anti-air against instant airdashes from far away, giving you oki after it hits.
}}


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
Orie 214A Hitbox.png|214A
Orie 214B Hitbox.png|214B
</gallery>
</div>
</div>


===<big>Air Command Order</big>===
===<big>Air Command Order</big>===
<span class="input-badge">'''j.214A/B'''</span>
{{InputBadge|{{clr|1|j.214A}}/{{clr|2|B}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=j.214A,j.214B
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
BBTag_Orie_AirCommandOrder.png |
|description=
BBTag_Orie_AirCommandOrder2.png | The name Thanatos must also be a Persona reference!
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=Air A}}
{{#lst:{{PAGENAME}}/Data|j.214A}}
|-
{{AttackVersion|name=Air B}}
{{#lst:{{PAGENAME}}/Data|j.214B}}
|}
==== ====
* A version hits overhead against grounded opponent
* A version hits overhead against grounded opponent


Line 442: Line 222:


Useful in throw combos as well as beating anti air attacks since it freezes Orie's air momentum.  
Useful in throw combos as well as beating anti air attacks since it freezes Orie's air momentum.  
}}


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
Orie j.214A Hitbox.png|j.214A
Orie j.214B Hitbox.png|j.214B
</gallery>
</div>
</div>


===<big>Thick and Fast</big>===
===<big>Thick and Fast</big>===
<span class="input-badge">'''214X -> A'''</span>
{{InputBadge|214X -> {{clr|1|A}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=214X > A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Orie_ThickAndFast.png |"That was my nickname in high school"
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|214XA}}
|}
==== ====
* Has a gap on block
* Has a gap on block


A combo ender
A combo ender. Also used for corner CC combo loops(specifically {{clr|2|214B}}~{{clr|1|A}}) when looping {{clr|2|236B}} is not an option or difficult.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 
Orie 214AA Hitbox.png|214AA
Can be used to cover ground space in neutral after {{clr|1|214A}}/{{clr|2|B}}. Not recommended due to extremely large recovery and difficulty to convert off even with assists.
</gallery>
}}
</div>
 
</div>


===<big>Succession</big>===
===<big>Succession</big>===
<span class="input-badge">'''214X -> B'''</span>
{{InputBadge|214X -> {{clr|2|B}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=214X > B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Orie_Succession.png | She do be successive
Has a large vertical hitbox that can be used as an anti air.
</gallery>
 
</div>
Launches the opponent into the air on hit.
<div class="attack-info">
 
{| class="wikitable attack-data"
Has a natural gap on block after {{clr|1|214A}}
{{FrameDataHeader-BBTag}}
 
|-
If the opponent is hit at certain heights, and on counter hit, you are able to convert off this move solo.
{{#lst:{{PAGENAME}}/Data|214XB}}
 
|}
Be mindful of the dead zone right in front of Orie, as whiffing this move while the opponent is right on top of you is not unreasonable.
==== ====
 
Decently large hitbox, and knocks the opponent into the air. Possibly some use in cross combos?
}}


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
Orie 214BB Hitbox.png|214XB
</gallery>
</div>
</div>


===<big>Aerial Leap</big>===
===<big>Aerial Leap</big>===
<span class="input-badge">'''214X -> C'''</span>
{{InputBadge|214X -> {{clr|3|C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=214X > C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Orie_AerialLeap.png | Finesse'em
Can cancel into attacks on 23f.
</gallery>
 
</div>
You are unable to block during the entirety of the animation, making Orie very vulnerable to air to airs and anti airs.
<div class="attack-info">
 
{| class="wikitable attack-data"
Can cause a cross up with {{clr|3|j.C}}, at some spacings.
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|214XC}}
|}
==== ====
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.
Useful tool to approach or evade danger after {{clr|1|214A}}/{{clr|2|B}}, if you see an opportunity to do so.
</div>
</div>


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


==Extra Skills==
==Extra Skills==
===<big>EX Divine Thrust</big>===
===<big>EX Divine Thrust</big>===
<span class="input-badge">'''236C'''</span>
{{InputBadge|{{clr|3|236C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=236C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Orie_DivineThrust.png |Hit a button. I dare you.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|236C}}
|}
==== ====
* 18f to max travel distance
* 18f to max travel distance


</div>
One of Orie’s best tools to force offense or to check the opponent from a distance.
</div>
 
Does not hit fullscreen (travels about 3/4th the screen).
 
Orie will always swap sides after {{clr|3|236C}}, even in the corner, making this a great move to create
sandwiches.
 
Despite this move being +2, your opponent can usually avoid pressure by upbacking after {{clr|3|236C}} or just simply pushblocking.
 
}}


===<big>Oblique Edge</big>===
===<big>Oblique Edge</big>===
<span class="input-badge">'''214C (Air OK)'''</span>
{{InputBadge|{{clr|3|214C}} (Air OK)}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=214C,j.214C
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
BBTag_Orie_ObliqueEdge.png | For when your giant-ass anti-air isn't giant enough.
|description=
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|214C}}
|-
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.214C}}
|}
==== ====
* Large hitbox, but slow startup
* Large hitbox, but slow startup
Mainly used in corner combos.
Mainly used in corner combos.
Can be used as an anti air, though 214X~{{clr|2|B}} or {{clr|2|2B}} are usually better, more efficient options.
----
----
* Air version is +1 at Tiger-Knee height
* Air version is +1 at Tiger-Knee height
Also used to bait anti-air attacks, can combo off it if you do it close enough to them.
Primarily used to bait and punish anti airs.


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
Always combos into {{clr|3|236C}}, even midscreen. You can pick up with other moves but it's dependent on positioning.
Orie 214C(1) Hitbox.png|214C (1)
 
Orie 214C (2) Hitbox.png|214C (2)
Incredibly effective against most character’s anti air options, but be careful against characters with long vertical reaching anti airs(i.e Hyde) as it's not unreasonable for you to still get counter hit when using this.  
Orie 214C(3) Hitbox.png|214C (3)
 
Orie 214C(4) Hitbox.png|214C (4)
Has a niche use in combos after a {{clr|2|5BBB}} hard knockdown midscreen, allowing you to get a bit more damage.
</gallery>
</div>
</div>


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


==Partner Skills==
==Partner Skills==
===<big>5P</big>===
===<big>{{clr|5|5P}}</big>===
<span class="input-badge">'''Sacred Spire'''</span>
{{InputBadge|Sacred Spire}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=5P
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Orie_SacredSpire.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|5P}}
|}
==== ====
* The final leap up slash will only happen on hit
* The final leap up slash will only happen on hit


</div>
Standard combo assist. The final leap allows plenty of time to confirm off of. This assist does a surprisingly large amount of damage, so a lot of partners will want to use this assist for their optimal punishes. It has a decent amount of blockstun for pressure and leaves Orie close to the opponent. If the opponent is opened up during the active frames the last hit will still come out.
</div>
 
}}
 


===<big>6P</big>===
===<big>{{clr|5|6P}}</big>===
<span class="input-badge">'''Divine Thrust'''</span>
{{InputBadge|Divine Thrust}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=6P
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Orie_DivineThrust.png |Not Coup Droit
* Travels a good distance, up to around 3/4th the screen
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|6P}}
|}
==== ====
* Travels a good distance


Useful in many of the same situations it's useful when Orie is on point
Standard thrust assist. Not as versitile as a projectile assist but it can still be used in neutral using Orie herself as a bullet to get her in. This assist also does a lot of damage due to its high P2 and good base damage, though many characters can't convert off it due to its far launch distance and angle. It's generally about as good as 5P when both are applicable, however.


</div>
}}
</div>


===<big>4P</big>===
<span class="input-badge">'''Sealing Hoplon'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Orie_SealingHoplon.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|4P}}
|}
==== ====
* This assist cannot be pushblocked! If the opponent attempts to pushblock this, Orie will be pushed back but her stand will not


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
===<big>{{clr|5|4P}}</big>===
Orie 4P Hitbox.png
{{InputBadge|Sealing Hoplon}}
</gallery>
{{BBTag Move Card|game=BBTag
</div>
|input=4P
</div>
|description=
* This assist cannot be pushblocked! If the opponent attempts to pushblock this, Orie will be pushed back but Thanatos will not


Simply a huge ball of lockdown. Generally this will be used in the corner after a knockdown for oki, or in neutral if the opponent is trying to chase you down. If you call cross combo and don't use Orie, she will remain intangible and the assist will be uninteruptable, leading to strong inescapable lockdown.
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skills==
==Distortion Skills==
===<big>Sacred Spire Lucent</big>===
===<big>Sacred Spire Lucent</big>===
<span class="input-badge">'''236B+C'''</span>
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=236BC
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Orie_SacredSpire.png |Say your prayers
Quick and easy to combo into. Higher minimum damage and better oki makes this preferred for ending combos.
</gallery>
}}
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|236BC}}
|}
==== ====
* 50F flash
 
Quick and easy to combo into


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
Orie 236BC (1) Hitbox.png|
Orie 236BC (2) Hitbox.png|
</gallery>
</div>
</div>


===<big>Luminous Embrace</big>===
===<big>Luminous Embrace</big>===
<span class="input-badge">'''214B+C'''</span>
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=214BC
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Orie_LuminousEmbrace.png |Magnetic SHOCKWAVE
Good for ending combos where the opponent is in the air, such as after your jump loops. Better at hitting both characters or finishing at awkward combo heights. The enhanced version provides notably better better oki.
</gallery>
}}
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|214BC}}
|}
==== ====
* 60F Flash
 
Good for ending combos where the opponent is in the air, such as after your jump loops.
 
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
Orie 214BC (1) Hitbox.png|Travels along the screen
</gallery>
</div>
</div>
 
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skill Duo==
==Distortion Skill Duo==
===<big>Luminous Embrace</big>===
===<big>Luminous Embrace</big>===
<span class="input-badge">'''P during Partner's Distortion Skill'''</span>
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=Distortion Skill Duo
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Orie_LuminousEmbrace.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}}
|}
==== ====
* Does a set amount of damage, regardless of combo scaling
* 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.


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


==Astral Heat==
==Astral Heat==
===<big>Rest In Peace</big>===
===<big>Rest In Peace</big>===
<span class="input-badge">'''222B+C'''</span>
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=222BC
<gallery widths="210px" heights="210px" mode="nolines">
|description=
BBTag_Orie_RestInPeace.png | The Holy T-Pose™
* Combos after your {{clr|2|5BB}} smart combo
BBTag_Orie_RestInPeace2.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#lst:{{PAGENAME}}/Data|222BC}}
|}
==== ====
* Combos after your 5BB smart combo
* Hits a short distance in front of Orie
* Hits a short distance in front of Orie
}}


<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
Orie Astral Hitbox.png
</gallery>
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Colors==
*[https://blazblue.wiki/wiki/Orie#Palettes Color Palettes on https://blazblue.wiki]


==External References==
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|BBTag|Orie|size=36px}}</center>
{{BBTag/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-BBTag}}
 
{{BBTag/Navigation}}

Latest revision as of 05:03, 13 December 2023


BBTag Construction.png
Requesting backup!

The BBTag wiki has major gaps in information. The game has gone through numerous significant changes since its release. As a result, many BBTag pages on Dustloop Wiki are out of date or lacking important information.

We need your help expanding the content for this game. If you have knowledge to share, or know people who can help, please contribute to the wiki by editing sections where you can.

Overview

Overview
Orie is a mid-range footsies character that can switch between defensive walling and quick rushdown. Her 5A, j.A, 2B, and 214A have long reach that can contest many approaches, but she can close the gap at any time using her Divine Thrust. Once she's in, she has potent mixup using her grounded and air Command Order specials. However, if she is left solo her mix becomes unsafe and unrewarding, leaving her with simple strike-throw mix and stagger pressure.
Orie


BBTag Orie Portrait.png
Health
17,000
Prejump
4F
Backdash
41F (1~11F Inv All)
Fastest Attack
5A (7F)
2A (7F)
Reversals
A+D (10F)
236B+C (15F)
214B+C (15F)

 Orie

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
  • Difficulties Getting In: Lacking a projectile and threatening options outside of the mid-range, Orie can struggle versus zoners.

Normal Moves

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
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
  • 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.

Version Level P1 P2
5A 2 100 75
5AA 3 100 80
5AAA 3 100 80
5AAAA 4 80 85

5A:
5AA:
5AAA:
5AAAA:

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 12 4 21 -8 B
5BB 1500 All 15 5 16 -4 B
5BBB 1700 All 18 4 24 -9 B
  • 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.


  • Moves forward

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


  • Has a gap on block from 5BB

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

Version Level P1 P2
5B 3 100 80
5BB 3 100 80
5BBB 4 100 85

5B:
5BB:
5BBB:


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 5+13L -4 H
  • Jumps forward before performing an overhead attack

Useful as a throwbait, since Orie is put airborne. Otherwise not really worth using if you have j.214A and an assist available due to how much slower it is. If solo, occasionally alright to check the opponent but then your turn ends.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 7 2 15 -5 F
  • 5A > 2A (Rebeat): -10
  • 5AA > 2A (Rebeat): -7
  • 5B > 2A (Rebeat): -7
  • 5BB > 2A (Rebeat): -7
  • 2B > 2A (Rebeat): -7
  • 2C > 2A (Rebeat): -5

One of Orie's main pressure tools. This move can be throw canceled for tick throws or jump canceled into j.214A or instant airdash j.C, or even instant airdash back to bait a whiffed move. During blockstrings, Orie will generally want to rebeat back into this move to keep her safe and mix the opponent.

2A is a natural frametrap into 5B and 236A, so if the opponent likes to challenge Orie after blocking 2A she can go into either of those moves for a counter hit confirm. This sequence is also useful during sandwiches, as active switching between 2A and 5B/236A has a very small gap that the opponent has to switch directions between. If they blocked the 2A they get crossed up, and if they got hit then you get a combo from your partner.

Level P1 P2
1 90 70


2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 All 9 3 24 -10 B 5~11 H

A strong anti air with the famous "ahoge hitbox", which hits slightly behind Orie's head. This move has a good amount of head invulnerability which starts early, making it your go to anti air. If this move hits the opponent in the air, Orie can go into 2 loops of her ladder and still retain proper oki. On the ground, she can cancel into 5A or 2C to still get a single ladder. That situation is common when using 2B to beat bursts, which can be done on reaction to the flash.

A niche use of 2B is using it to hit an assist coming from behind Orie. This commonly occurs when the opponent airdashes or jumps over her and calls assist, hoping to create a sandwich. The ahoge hitbox will tend to beat out assists before they become active.

Level P1 P2
3 90 80

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 Low 11 5 21 -7 F
  • Decent reach

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

Level P1 P2
4 90 75


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1500 High 10 6 12 H
j.AA 1500 High 7 2 17 H

j.A is decent on jump-in or air-to-air if they're about on level with you.

j.AA is 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.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:


j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 High 11 5 16 H
  • 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.

Level P1 P2
3 80 80

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 High 12 7 16 H
  • Fast cross up
  • Knocks down on air to air hit
Level P1 P2
4 80 85


Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T
  • Wall Bounces

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

Level P1 P2
0, 4 100 50
  • Minimum damage 2000


Sacred Arrow

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 800×6 Air Unblockable 10 2×6 36+15L -38 B 1~19 All
j.AD 800×6 All 12 2×6 Until L+11L H 1~23 All
  • Good vertical range

Keep them out of your airspace.

Version Level P1 P2
AD 4 80 60
j.AD 4 80 60

AD:

  • Minimum Damage 40×6 (240)


j.AD:

  • Minimum Damage 40×6 (240)



Skills

Divine Thrust

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 2000 All 12 4 21 -4 B
236B 2200 All 21 6 16 -1 B
  • A version travels about 1/3 screen
  • B version travels about 3/4 screen
  • 25f to max travel distance

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

Version Level P1 P2
236A 4 80 85
236B 5 80 90

236A:

  • Minimum Damage 100


236B:

  • 25f / +4 at max range
  • Minimum Damage 110


Command Order

214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1700 Low 13 5 Total: 39 -8 F
214B 2000 All 22 3 Total: 44 -4 B
  • 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.

Version Level P1 P2
214A 4 80 85
214B 4 80 85

214A:

  • Minimum Damage 85


214B:

  • Minimum Damage 100


Air Command Order

j.214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.214A 1700 High 16 4 Total: Until L+24L H
j.214B 2000 High 29 5 Total: Until L+17L H
  • 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.

Version Level P1 P2
j.214A 4 80 85
j.214B 4 80 85

j.214A:

  • Minimum Damage 85


j.214B:

  • Minimum Damage 100


Thick and Fast

214X -> A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200×2 All 13 3(7)2 Total: 62 -21 B
  • Has a gap on block

A combo ender. Also used for corner CC combo loops(specifically 214B~A) when looping 236B is not an option or difficult.

Can be used to cover ground space in neutral after 214A/B. Not recommended due to extremely large recovery and difficulty to convert off even with assists.

Level P1 P2
4 80 85
  • Minimum Damage 60×2 (120)


Succession

214X -> B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All 15 4 Total: 45 -12 B

Has a large vertical hitbox that can be used as an anti air.

Launches the opponent into the air on hit.

Has a natural gap on block after 214A

If the opponent is hit at certain heights, and on counter hit, you are able to convert off this move solo.

Be mindful of the dead zone right in front of Orie, as whiffing this move while the opponent is right on top of you is not unreasonable.

Level P1 P2
4 80 85
  • Minimum Damage 100


Aerial Leap

214X -> C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
??+0L

Can cancel into attacks on 23f.

You are unable to block during the entirety of the animation, making Orie very vulnerable to air to airs and anti airs.

Can cause a cross up with j.C, at some spacings.

Useful tool to approach or evade danger after 214A/B, if you see an opportunity to do so.

Level P1 P2
  • Can cancel into attacks on 23F


Extra Skills

EX Divine Thrust

236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2200, 220×5 All 11 8 [(16)4×5] 28 [40] +2 B, P0×5
  • 18f to max travel distance

One of Orie’s best tools to force offense or to check the opponent from a distance.

Does not hit fullscreen (travels about 3/4th the screen).

Orie will always swap sides after 236C, even in the corner, making this a great move to create sandwiches.

Despite this move being +2, your opponent can usually avoid pressure by upbacking after 236C or just simply pushblocking.

Level P1 P2
5×6 80, 100×5 80, 100×5
  • 18f to reach maximum range
  • Minimum Damage 220, 22×5 (330)

Oblique Edge

214C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 800×2, 2000 All 16 6,5,9 Total: 61 -9 B
j.214C 800×2, 2000 All 25 6,5,9 Total: Until L+15L H
  • Large hitbox, but slow startup

Mainly used in corner combos.

Can be used as an anti air, though 214X~B or 2B are usually better, more efficient options.


  • Air version is +1 at Tiger-Knee height

Primarily used to bait and punish anti airs.

Always combos into 236C, even midscreen. You can pick up with other moves but it's dependent on positioning.

Incredibly effective against most character’s anti air options, but be careful against characters with long vertical reaching anti airs(i.e Hyde) as it's not unreasonable for you to still get counter hit when using this.

Has a niche use in combos after a 5BBB hard knockdown midscreen, allowing you to get a bit more damage.

Version Level P1 P2
214C 4 80 85
j.214C 4 80 85

214C:

  • Minimum Damage 80×2, 200 (360)


j.214C:

  • +1 at tk height
  • Minimum Damage 80×2, 200 (360)


Partner Skills

5P

Sacred Spire

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700×3, 1700 All (18)+12 5,4,4 [5,4,4(5)4] 23 [23+20L] -10 B
  • The final leap up slash will only happen on hit

Standard combo assist. The final leap allows plenty of time to confirm off of. This assist does a surprisingly large amount of damage, so a lot of partners will want to use this assist for their optimal punishes. It has a decent amount of blockstun for pressure and leaves Orie close to the opponent. If the opponent is opened up during the active frames the last hit will still come out.

Level P1 P2
3 70 85
  • Only does followup rising attack (values in []) on hit
  • Minimum Damage 35×4, 85 (190)


6P

Divine Thrust

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2200 All (18)+21 6 20 -5 B
  • Travels a good distance, up to around 3/4th the screen

Standard thrust assist. Not as versitile as a projectile assist but it can still be used in neutral using Orie herself as a bullet to get her in. This assist also does a lot of damage due to its high P2 and good base damage, though many characters can't convert off it due to its far launch distance and angle. It's generally about as good as 5P when both are applicable, however.

Level P1 P2
5 70 90
  • Minimum Damage 110


4P

Sealing Hoplon

Damage Guard Startup Active Recovery On-Block Attribute Invuln
450×8 All (18)+55 3×8 Total: (18)+60 +48 P1
  • This assist cannot be pushblocked! If the opponent attempts to pushblock this, Orie will be pushed back but Thanatos will not

Simply a huge ball of lockdown. Generally this will be used in the corner after a knockdown for oki, or in neutral if the opponent is trying to chase you down. If you call cross combo and don't use Orie, she will remain intangible and the assist will be uninteruptable, leading to strong inescapable lockdown.

Level P1 P2
3 70 80
  • Minimum Damage 22×8 (176)


Distortion Skills

Sacred Spire Lucent

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
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

Quick and easy to combo into. Higher minimum damage and better oki makes this preferred for ending combos.

Level P1 P2
3×6, 4
[3×6, 4, 5, 4×6]
80 60
  • 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


Luminous Embrace

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700, 1280×6
[1700, 700×12, 2000]
All 2+(60 Flash)+13 Until Hit×7 [×12] Total: 151 -60 P2 1~15 All

Good for ending combos where the opponent is in the air, such as after your jump loops. Better at hitting both characters or finishing at awkward combo heights. The enhanced version provides notably better better oki.

Level P1 P2
5 80 60
  • Values in [] are for Enhanced version
  • Minimum Damage: 225, 202×6 (1407)
  • [Minimum Damage: 225, 105×12, 120 (1605)]


Distortion Skill Duo

Luminous Embrace

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500, 250×6
[500, 125×12, 500]
All 1+(96 Flash)+1 Until Hit Total: 92 -64 P2 1~5 All
  • Does a set amount of damage, regardless of combo scaling

Used to get that last little bit of damage to finish off a character.

Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]


Astral Heat

Rest In Peace

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 5+(85 Flash)+11 4(20)4,4,4,4 Total: 102 -27 P2 1~75 All
  • Combos after your 5BB smart combo
  • Hits a short distance in front of Orie
Level P1 P2
5


Colors

Navigation

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


Blazblue

Persona 4 Arena

Under Night In-Birth

RWBY

Guest Entries
System Pages
Mechanics
Application & Advanced Information
Archived Information