Normal Moves
5A
- 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.
- Orie 5A Hitbox.png
5A
- Orie 5AA Hitbox.png
5AA
- Orie 5AAA Hitbox.png
5AAA
- Orie 5AAAA Hitbox.png
5AAAA
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.
- 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
- Orie 5B Hitbox.png
5B
- Orie 5BB Hitbox.png
5BB
- Orie 5BBB Hitbox.png
5BBB
5C
- Jumps forward before performing an overhead attack
- Orie 5C Hitbox.png
5C
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
- Orie 2A Hitbox.png
2A
2B
- 5-11f Head Invulnerable
2C
- Decent reach
Can be a mixup if you rebeat back to 2A afterward, but mostly you'll use this in combos
- Orie 2C Hitbox.png
2C
j.A
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.
- Orie j.A Hitbox.png
j.A
- Orie j.AA Hitbox.png
j.AA
j.B
- 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.
- Orie j.B Hitbox.png
j.B
j.C
- Can cross up
- Knocks down on air to air hit
- Orie j.C(1) Hitbox.png
j.C (1)
- Orie j.C(2) Hitbox.png
j.C (2)
Universal Moves
Ground Throw
5B+C
- 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)
- Good vertical range
Keep them out of your airspace.
- Orie 5AD Hitbox.png
5AD
Skills
Divine Thrust
236A/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.
- Orie 236A Hitbox.png
236A/B (1)
- Orie 236B(2) Hitbox.png
236A/B (2)
Command Order
214A/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.
- Orie 214A Hitbox.png
214A
- Orie 214B Hitbox.png
214B
Air Command Order
j.214A/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.
- Orie j.214A Hitbox.png
j.214A
- Orie j.214B Hitbox.png
j.214B
Thick and Fast
214X -> A
- Has a gap on block
A combo ender
- Orie 214AA Hitbox.png
214AA
Succession
214X -> B
Decently large hitbox, and knocks the opponent into the air. Possibly some use in cross combos?
- Orie 214BB Hitbox.png
214XB
Aerial Leap
214X -> C
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
- 18f to max travel distance
Oblique Edge
214C (Air OK)
- 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.
- Orie 214C(1) Hitbox.png
214C (1)
- Orie 214C (2) Hitbox.png
214C (2)
- Orie 214C(3) Hitbox.png
214C (3)
- Orie 214C(4) Hitbox.png
214C (4)
Partner Skills
5P
Sacred Spire
- The final leap up slash will only happen on hit
6P
Divine Thrust
- Travels a good distance
Useful in many of the same situations it's useful when Orie is on point
4P
Sealing Hoplon
- This assist cannot be pushblocked! If the opponent attempts to pushblock this, Orie will be pushed back but her stand will not
- Orie 4P Hitbox.png
Distortion Skills
Sacred Spire Lucent
236B+C
- 50F flash
Quick and easy to combo into
- Orie 236BC (1) Hitbox.png
- Orie 236BC (2) Hitbox.png
Luminous Embrace
214B+C
- 60F Flash
Good for ending combos where the opponent is in the air, such as after your jump loops.
- Orie 214BC (1) Hitbox.png
Travels along the screen
Distortion Skill Duo
Luminous Embrace
P during Partner's Distortion Skill
- 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
- Combos after your 5BB smart combo
- Hits a short distance in front of Orie
- Orie Astral Hitbox.png
External References
- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
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- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
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