BBTag/Orie/Strategy

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 Orie


Team Synergy

Point

Orie is very good at setting up the assist and getting them in with her normals and especially 236C. After Orie gets a knockdown, she has a variety of ways to safely switch to the assist. Both 214A and j.214A are good tools for forcing your opponent to block a mix-up while switching to the assist and still have enough time to convert into a combo on hit. 236C has a large amount of blockstun and is the ideal move to keep the opponent blocking. 236D~C has enough blockstun to allow your point character to do a gapless empty jump low. If the point character has a strong instant overhead, 236C is active long enough to easily convert into a full combo on hit. 236C can also set up for a free unblockable DP if the opponent is blocking in the air, but be mindful of a pushblock as it can make the DP whiff.

Assist

5P

This assist has a quick startup, so it can catch the opponent off guard while in neutral and meaty them on their recovery without spending any assist meter. Additionally, any stray hits from this assist is easy to convert into a full combo due to the final launching attack. The point character can also take advantage of the long animation for positioning or for any character-specific setup. The high base damage also makes it good for looping in CC. A downside to this assist is that it can easily lose to projectiles and large disjointed moves.

6P

The main use for this assist is to loop it while using CC due to its good damage and scaling. The high blockstun from this assist also makes it useful for setting up a fuzzy attack for characters that have them. Other than these points, this assist is average as Orie can easily be hit out of it or punished if blocked and not covered.

4P

There are two main ways to use this assist: lockdown and left/right mix-ups. Due to the roughly one second startup of this assist, the point character will need to cover Orie and force the opponent to stay in place before taking advantage of the lockdown. If the opponent is in a sandwich situation, then switching to Orie after she uses 4P is a strong option as Thanatos will still continue the attack after the switch.

Anchor

As an anchor, Orie's strong points are her strong neutral game, and her ability to do a full combo into her supers without the need for an assist or resonance. Her mixups become less potent, however, as she cannot combo off 214A or an instant j214A without an assist.

Recommended Partners

The following points are things that will greatly benefit Orie and should be prioritized when creating a team around Orie: - Assists with long blockstun to safely run her high/low mix-up - Partner with high damage via assists or on point to make up for her lackluster damage - Projectile assist or an assist that can cover her approach as she can have trouble dealing with zoners or characters with large moves

The following points are things that are nice to have for Orie, but does not severely impact her game plan: - Converting off of 236(4/5)C+P without AS or CC, ideally off of 6P to minimize execution errors - Converting off of IAD j.A+5/6P on the opponent's back tech when at midscreen - Converting off of TK j.214A at various distances - Ending a combo with 214B+(4/5/6)P~C to force a sandwich on all tech directions

With all that in mind, some good partners are:

Yumi - Her 5P provides some of the best lockdown in the game, and her 6P is a strong neutral tool which even allows you to meaty with the aforementioned 214B+6P~C tech. Orie gives Yumi strong lockdown in 4P to run her mix in the corner, and 5p allows Yumi to 214B>A combos for huge damage.

Vatista - Like Yumi, Vatista's 5P provides strong lockdown. Though it has less blockstun, it's harder to pushblock has greatly increased travel distance which comes in handy for converting off TK j.214A in many scenarios. 6P provides a good fireball which allows you to meaty with 214B+6P~C. 236C+P even allows Orie to convert without using assist gauge or active switch. 4P is a strong ground to air tool which helps Orie control the skies. Vatista, as a zoner, likes Orie's forward moving assists for looping lasers and setting up fullscreen. Both these characters individually have low damage, but they work surprisingly well together in cross combo, where Vatista can loop lasers with Orie's assists and Orie can loop 214BB with Vatista's 4P, both giving good damage.

Yu - Yu is probably the best partner for Orie where she plays support instead of point. Yu himself is already very self sufficient in neutral, so Orie is used to accentuate his pressure instead. Her 4P and 5P are both strong lockdown options for Yu to run his high/low game in the corner, and 5P and 6P are still good enough to let him run his already impressive neutral. Yu inherently does good damage, and Orie's assists allow him to reach even 16,000 Hp dp punishes. When he plays assist, he provides decent lockdown for Orie via 5P and a good approach tool in 6P, which even enables 236C+P.

For more thoughts on various partners, see LonLily's Partner List Collection which contains synergy charts from various contributors on Discord.

General Tactics

Orie is an offensive mid-range character, and plays well at her max range due to her auto-combos moving her forward.

5A and jA are your best pokes, and 236A/B can be used to close the distance when you have an opening. 214A and j214A can be a high-low mixup poke outside of 5A range, however you will need to use an assist to convert this into a combo or continue pressure.

Neutral

Orie is most effective when she is in close range to the opponent. To do this, Orie has multiple tools to close the gap. Divine Thrust can be used to force her way to close range, Thanatos to slow down or stop the opponent as she approaches, and her fast run speed allows her to quickly get in range.

When paired with an assist, EX Divine Thrust and Aerial Leap can be used to skip neutral and force offense. It is important to note that EX Divine Thrust does NOT work from fullscreen and will easily lose to projectiles and lose or clash with preemptive buttons.

Once Orie’s normals are within range of the opponent, her game plan changes to applying stagger pressure, running a mix-up with Thanatos, and/or whiff punishing the opponent.

Pressure

Orie’s pressure is similar to many UNI characters due to Reverse Beat. The idea is to stagger her buttons to create frame traps to beat opponents trying to mash. Be sure to save either 5A or 2A for ending the blockstring as these are the only jump cancellable buttons to back off and reset neutral or run a high/low mix-up. If both 5A and 2A were used in a blockstring, then A Divine Thrust can be used to safely end the blockstring. If the opponent is respecting Orie’s pressure, then B/EX Divine Thrust and whiff 2A can be used to reset pressure.

Mix-ups

Orie's main solo mix-ups consists of the following:

Mix-up Notes
214A vs j.214A Orie’s iconic mix-up. Has the farthest reach, but will need an assist to convert into a full combo. Be careful of being too obvious with this mix-up. Orie has a lot of recovery on j.214A and there is a big enough gap for the opponent to anti-air, DP, or super. If 214A is blocked and the opponent is close, then it can be punished by a fast button if no follow up is done.

The following are a few common ways of setting up the mix-up:

  • Raw 214A/j.214A
  • During a blockstring after 5A/2A
  • After j.A/j.AA for a double/triple overhead
IADB j.A Useful as a throw bait and as a DP bait against some characters. Can only convert solo if there is a counter hit, otherwise an assist is needed to continue the combo.
IAD j.C Can be useful during a blockstring to catch an opponent not paying attention. Calling an assist will also result in a sandwich unless the assist passes through the opponent. Do not overuse this as it is easily reactable and punishable.
Tick throws Throw can be cancelled from 5A, 5AA, and 2A. Since throws only connect if the opponent is not in blockstun, doing a tick throw from 2A is the fastest as it has the least amount of blockstun. Mixing in grabs with a tick throw from 2A is a common TRM setup.

Okizeme

In general, okizeme consists of either a meaty attack, whether done by the point character or assist, or a safe jump setup.

Meaty Attack

To set up a meaty attack as Orie, it is easiest to do after a 214B ender. After ending the combo with 214B, time an assist that will connect with the opponent as they recover from the knockdown. If done properly, then it is possible to visually confirm that the opponent is blocking and run a mix-up or continue pressure. The benefits of using an assist to meaty the opponent over using Orie is that it is DP safe and the opponent is forced to deal with any mix-up you choose.

Example

Safe Jump

For all safe jump setups, an assist can be called along with the normal to make it easier to hit confirm or have greater frame advantage on block. Also, the higher the opponent is before the knockdown, the frame advantage will generally be higher.

NOTE: It is generally NOT advised to do a safe jump setup against characters with “guard point” reversals, counters, and/or command grab distortion skills.

Important benchmarks to test safe jump setups
Character(s) Move Reason
Ruby A+D 13f startup.
Ragna/Yu/Hyde/etc. A+D 10f startup. Most common "standard" Reversal Action startup.
Hyde 214B+C 9f startup. Makoto's Reversal Action is also 9f, but Hyde 214B+C is easier to use for accurate testing.
Azrael 214B+C 8f startup.
Mitsuru 236B+C 7f startup.
Mai 236B+C 6f startup.
Yosuke 214B+C 5f startup.
Ragna 4A 5f normal that can catch poorly executed safe jumps
Main Safe Jumps
Setup Position Video Notes
214B Midscreen Video Safe jump done via 8/9IAD > j.A and covers different options depending on the direction. 866/8A+B will cover forward tech, neutral tech, and back tech on certain characters. 966/9A+B will cover back and neutral tech. What reversals the setup beats is directly proportional to the height of the opponent. The higher the opponent, the better the setup.

You can manipulate the opponent’s height to improve the frame advantage. For example j.BCA > 5B > 2B > 214B beats 9f reversals if hitstun decay permits.

Beats 9-10f reversals.

8/9j.C Corner Video Air dashing back after j.C lets you react to the tech direction and punish with j.A or j.C depending on the tech.

9j.C > IADB > j.A will cover back and neutral tech, but loses to forward tech. 9j.C > IADB > j.C will cover forward tech, but whiffs on neutral and back tech. 9j.C will always lose the corner on forward tech.

8j.C > IADB > j.A/j.C only covers back tech, but you will keep the corner. Only works off j.AACB routes.

Beats 9f reversals.

Other Niche Safe Jumps
Setup Position Video Notes
2B > 214B Corner Video IADB + assist will force a sandwich if the opponent techs forward. Follows the same concept as the midscreen version.
2C > (dl)2B > 236B Corner Video Only works from j.BCA routes. Holding 7 allows you to cover all tech directions with j.A or j.C. Does not keep the corner. Same idea as the j.C safe jump setup, but an additional air action can be taken (though the safe jump is lost).

Beats 9f reversals.

5BBB Corner Video 5BBB providing a knockdown paired with a jump cancel makes this a very strong safe jump setup if timed properly. 7j.A can be timed where it will cover all tech directions while keeping the corner and air actions. The timing for this is very strict and is easy to miss.

Beats all reversals besides counters and command grab supers.

5BBB > 5C Corner Video Results are character dependent. One of the following will happen:
  • j.A will cover all tech directions, keep the corner, and keep air actions.
  • Corner is lost, need to react with j.A or j.C depending on the tech direction.
  • 5C will whiff, typically on UNI characters.

Beats 10f reversals.

2C > (5BBB) > A+D Corner Video IADB j.A will keep the corner and will catch forward tech, but miss back and neutral tech. Holding down P will result in a free assist call and be used to cover back and neutral tech.

Beats 5f reversals and Tager’s DP.

236B+C Corner Video Same concept as the DP safe jump above, but holding down P too early will result in a DHC.
Enhanced 214B+C Corner Video Hold 7 to cover forward tech and keep the corner. Hold 8/9 to cover back and neutral tech.

Beats 12f reversals.

Cross Raid Corner Video IAD j.C will cover all tech directions. Will lose the corner on forward tech, but the j.C will cross up.

Beats 12f reversals.

Safe jump layers

After conditioning the opponent to block high on j.C, there are a couple of options to layer the mix-up:

  • 2C for a quick low and a decent combo starter, since people will be expecting the overhead
  • When doing the j.C safe jump setup, you can choose to do either 8j.C or 9j.C. When using 9j.C, you get the standard safe jump which covers both tech options, but allows the opponent to escape the corner. If 8j.C is used, you can keep the corner on forward tech and set up a left/right mix-up. Unfortunately, you can no longer meaty an attack on back or neutral tech. Example
  • j.A > j.214A for a double overhead along , j.A > 214A for an overhead to low, and whiff j.A > 214A for a low. Some assists, such as Vatista and Yumi 5P, allow Orie to easily hit confirm and pick up the combo. Other assists may require CC or AS to pick up the combo. Example
  • 214A/j.214A mix-up. If an assist is called along with j.C, you can activate CC in order to continue the combo. Example
  • Jump or IAD while the opponent is blocking the assist and do the high/low mix-up again.
  • 236C steals the corner, so you can call this and activate CC for an immediate sandwich. Note that a pushblock will get the opponent out of the sandwich. Example
  • 214(5/6)A+P > CC > ~(4/5/6)C is an easy way to set up CC mix in the corner. The ~(4/5/6)C input simultaneously activates Aerial Leap and calls the assist, so you get one high/low mix in addition to starting up CC pressure. If the opponent pushblocks 214A, you can use Aerial Leap to get back in range. Example

214B~C Forced Sandwiches

After doing 2B > 214B midscreen oki, you can call an assist and use Aerial Leap (214xC) to set up a sandwich. Some assists, such as Yumi 6P, are perfectly timed to meaty on all tech directions. Depending on the assist, you also have enough time to AS after the opponent finishes recovering. This means you can go for a one time double cross up or activate CC for extended pressure and mix-up opportunities. Note that the total CC time will be reduced. In the case that the opponent forward techs, 236B or 236C is still in range to hit them. If the opponent back or neutral techs, 236B AS is DP safe due to the distance from your assist. Example

Corner DP Resets

Orie has access to two different DP resets, and depending on the assist can combo off either one.

OTG 2A: Orie can use 2A DP on an opponent is on the ground or very low to the ground, and the DP will cover all tech options. Generally, this is set up by doing an extended combo into 5BBB 2A ender, but some partners may enable it with an active switch (e.g. Yumi). Escape this by timing a neutral tech to dodge the DP (no one will do this). Most people will opt to no-tech it though, which still gives a blue beat combo. Example

2C 2B DP: Orie can end in 2C 2B DP and if the combo has gone long enough (gold diamonds), then the opponent will recover just above the ground but not high enough to escape via a directional tech. Then just DP again. This can be set up from the end of a cross combo, or by cleverly adding delays to your normal BNB. Escape this by no-teching it, which will allow you to hit the ground and avoid the DP. Some assists, like Vatista, still keep Orie safe. Orie can scout this situation out by doing a 5B on the air tech instead, and with the use of assist she can active switch DP instead. Example 1 Example 2 Example 3

4P

Orie’s 4P is a hugeball of hitstun and blockstun, making it effective for oki. Unfortunately, it can’t hit meaty without using assist gauge, but even setting it up with a free assist is a good way to set up mix and convert. In fact, if you call cross combo and don’t move Orie, then the 4P is invulnerable and impossible to pushblock! Example

4P DP

As a funny consequence of the cross combo invulnerability, Orie enables a funny gimmick where you use a meaty DP + assist setup to force the opponent to sit down. This will tend to beat most wakeup options, including fuzzy throw tech, fuzzy jump, and wakeup DP. It even beats most supers, except for the very active and invulnerable ones like Ragna’s Devour By Darkness. Most people will tend to get hit by this a few times before being convinced to just sit down and block, which then makes reacting to your other mix much harder thanks to eliminating fuzzy options. Example

Blockstrings

Tips and Tricks

Q: How do I connect j.A/j.B in her BnB?

A: When in doubt, add delays.

Fighting Orie

There are a few ways to deal with 236C. It is important to know that 236C does not reach from fullscreen and there is a decent amount of recovery if it whiffs. 236C also does not have any invulnerability frames, so preemptively using a projectile or long disjoint will make the player waste one meter and get hit (or possibly clash if using a physical attack) for attempting to rush in with 236C. Also be wary if the player has two meter available as it is possible to pushblock and use 236C to punish a move with long recovery.

The best way to react to 214A vs TK j.214A is to watch for Orie leaving the ground. 214A is 15 frames while TK j.214A is at best 21 frames, so it is reactable with practice.

Orie’s 236B is -1 at point blank and her fastest normal is 5a at 7f. This means that if you have a 7f normal or better, you will beat her in the exchange. If you have an 8f normal, you will trade with her. If you are not confident in mashing exactly when the blockstun ends, another alternative is to DP or reversal super the startup of 236B. Orie does not have a gapless string from a normal to 236B and the startup 236B is 22f, so it is possible to react to the startup with practice.

Orie’s 9j.C safe jump setup does not allow her to keep the corner. If the player continues to use the same setup, the best answer to it is to tech forward and pushblock the IADB j.C in order to escape to neutral. Uncommonly, the player may decide to use 8j.C to set up a left/right mix-up on forward tech. When this happens, back and neutral tech are no longer covered and it is possible to jump out if no assist is called. Alternatively, you can back or neutral tech and pushblock Orie’s j.A to escape her pressure.

If the player likes to do the double overhead using j.A > j.214A, pushblock the j.A and block high. If the player went for j.214A, then Thanatos will still appear in front of you, but you will be blocking correctly. If the player went for a low, then the pushblock will have created enough distance that you will not be hit and can possibly punish the whiffed move.

If the player likes to do a delayed j.214A as they are landing and you are not covered by a lockdown assist, you can fuzzy jump it. Look out for a possible j.A, wait a beat, then jump. This should cover the timing for a late overhead and a low. Alternatively, if you have the read that they will do a late overhead, you can anti-air the delayed j.214A.

External Documents and References

BBTAG v2.x Orie Primer

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