BBTag/Orie

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< BBTag
Revision as of 19:55, 17 April 2021 by 174.34.10.143 (talk) (→‎2C)
Overview

Template:CharaOverview

Normal Moves

5A

5B

5C

2A

2B

2C

j.A

j.B

j.C


Universal Moves

Ground Throw

5B+C

Sacred Arrow

5A+D (Air OK)


Skills

Divine Thrust

236A/B

Command Order

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
Ground 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.

Air Command Order

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
Air B

  • 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

214X -> A

Succession

214X -> B

Aerial Leap

214X -> C


Extra Skills

EX Divine Thrust

236C

Oblique Edge

214C (Air OK)


Partner Skills

5P

Sacred Spire

6P

Divine Thrust

4P

Sealing Hoplon


Distortion Skills

Sacred Spire Lucent

236B+C

Luminous Embrace

214B+C


Distortion Skill Duo

Luminous Embrace

P during Partner's Distortion Skill


Astral Heat

Rest In Peace

222B+C



External References

Navigation

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