You can help by editing it.
Combo Notation Guide | |||||||||
---|---|---|---|---|---|---|---|---|---|
|
Combo List
Midscreen
Solo
- 2B (anti-air) > jc > jBA > jc > jAA > jC > jB, 2B > jc > jBA > jc > jAA > jC > jB, 2B > jc > jBC
- Throw > j.214B , IAD j.A > j.B , 2B > j.B > jc > j.B > delay j.C > j.A, 2C > delay 5BBB
- Does not work when throwing the opponent out of the corner
With Assists
Corner
Solo
With Assists
Combo Theory
Generally Orie wants her combos to lead into her aerial loop:
jBA > jc > jAA > jC > jB, 2B > ...
The key to properly executing the loop is to delay the jC slightly after the jAA, otherwise the jB on the way down will not connect.
Depending on your combo starter, the loop has to be shortened. It is advisable to try and end the loop with jC, as that puts your opponent into knockdown. You can also finish with your 214BC super instead after your last 2B. The key to mastering her loop is figuring out the potential length of it for each of your starters.
Here is an example of how to perform the loop - this is also the longest loop Orie can perform, using her aerial combo three times.
Video Examples
External Documents and References
- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- 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
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •
- Active Change
- Air Recovery
- Astral Heat
- Clash
- Clash Assault
- Cross Burst
- Cross Combo
- Cross Gauge
- Cross Raid
- Cross Gauge Cooldown
- Delayed Down Entrance
- Distortion Skills
- Distortion Skill Duo
- Duo Change
- Extra Assault
- Extra Skills
- Ground Recovery
- Guard Bonus
- Health
- Minimum Damage
- P1, P2
- Partner Skills
- Rampage Time
- Reject Guard
- Reversal Action
- Resonance Blaze
- Resonance Gauge
- Skill Gauge
- Skills
- Smart Combo
- Throw
- Throw Reject
- Throw Counter
- Throw Reject Miss