BBTag/Orie

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Overview
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.

 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
  • 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


Orie
BBTag Orie Portrait.png

Normal Moves

5A

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5A
5AA
5AAA
5AAAA

  • 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

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5B
5BB
5BBB

  • 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

5C

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  • Jumps forward before performing an overhead attack

2A

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  • 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

2C

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  • Decent reach

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

j.A

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j.A
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.

j.B

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  • 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

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  • Can cross up
  • Knocks down on air to air hit


Universal Moves

Ground Throw

5B+C

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  • Wall Bounces

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

Sacred Arrow

5A+D (air OK)

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Ground
Air

  • Good vertical range

Keep them out of your airspace.


Skills

Divine Thrust

236A/B

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A
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.

Command Order

214A/B

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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

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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

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  • Has a gap on block

A combo ender

Succession

214X > B

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

Aerial Leap

214X > C

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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

236C

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  • 18f to max travel distance

Oblique Edge

214C (air OK)

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Ground
Air

  • Large hitbox, but slow startup

Mainly used in corner combos.


  • 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.


Partner Skills

5P

Sacred Spire

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  • The final leap up slash will only happen on hit

6P

Divine Thrust

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  • Travels a good distance

Useful in many of the same situations it's useful when Orie is on point

4P

Sealing Hoplon

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  • 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

236B+C

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  • 50F flash

Quick and easy to combo into

Luminous Embrace

214B+C

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  • 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 Partner's Distortion Skill

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  • 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

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  • Combos after your 5BB smart combo
  • Hits a short distance in front of Orie



External References

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.