Spectral vs Generation/Orochimaru: Difference between revisions

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Revision as of 03:46, 6 March 2021

Orochimaru
Spectral VS Generation Orochimaru Image.jpg
Health 500
Pre-Jump Frames 4
Play Style All-Around
Dash Type Run

Character Background

Race: Drgon
Motivation: To preserve order
Weapon: Rising Sun
Likes: Alcohol, Women, Fighting
Dislikes: Marriage

Character Overview

Orochimaru is the most neutral heavy character in the game. he relies on excellent positioning, great intuition and smart use of his stance to take advantage. he benefits from an easy execution for his optimal combos and good pokes
However, he is rewarded with extremely poor damage compared to everyone else for relatively high risk. Which, coupled with his lack of disjoints, projectiles and his very slow air speed, lands him at the bottom of all tier lists

Pros


Cons

Normals

Far Standing Normals

5A
SVG Orochimaru Far5A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid Specials - - - -

Orochimaru does a light wide slice
while having fast startup, it cannot combo into anything so 5B is generally more useful


5B
SVG Orochimaru Far5B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid Specials - - - -

can cancel into stance
Your main poking tool. very fast startup and one of the longest normals in the game


5C
SVG Orochimaru Far5C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid Specials - - - -

Orochimaru does a heavy slash that slightly staggers oppnents on hit. it's very unsafe on hit so other than 5B>5C this is rarely used other than predictions


5D
SVG Orochimaru Far5D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid Specials - - - -

a quick kick, but better normals do the same job
can not be added to BNBs and is outclassed by 5B in every aspect


4D
SVG Orochimaru 4D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid Specials - - - -

Orochimaru jumps in the air and kicks
immune to low enough attacks

Close Standing Normals

cl.5A
SVG Orochimaru Close5A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid Specials - - - -

Orochimaru taps the enemy with the pommel of his sword, has fast startup and recovery, allowing you to tick throw with this


cl.5B
SVG Orochimaru Close5B.png
Bonk
Bonk
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid Specials - - - -

very quick attack
the most common close BNB starter alongside cl.5A


cl.5C
SVG Orochimaru Close5C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid Specials - - - -

can cancel into stance
quick vertical slash with average range
visually identical to 2C with a few differences


cl.5D
SVG Orochimaru Close5D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid Specials - - - -

5D but a bit lower

Crouching Normals

2A
SVG Orochimaru 2A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid Specials - - - -

very similar to 5A but he is crouching


2B
SVG Orochimaru 2B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 Mid Specials - - - -

slash slightly longer than 2A


3B
SVG Orochimaru 3B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid - - - - -

stab that causes a hard knockdown. this is the most frequent and reliable way orochimaru gets knockdowns
hits OTG


2C
SVG Orochimaru Close5C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low Specials - - - -

visually identical to cl.5C with a few differences


2D
SVG Orochimaru 2D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low Specials - - - -

A short kick.

Jumping Normals

j.A
SVG Orochimaru j.A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - - - - -

Orochimaru pokes his sword out downwards until he lands.


j.B
SVG Orochimaru j.B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - - - - -

completely horizontal slash
Orochimaru's best air-to-air


j.C
SVG Orochimaru j.C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - - - - -

wide slash, Orochimaru's main jump-in
good damage and can combo off of it if done low enough


j.D
SVG Orochimaru j.D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 High - - - - -

Air kick.

Chain Specific Normals

A -> B -> C
SVG Orochimaru 5C2.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High None - - - -

5B and 5C are faster than their non-chain counterparts

2B -> 2C
SVG Orochimaru 2C2.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High None - - - -

2C becomes an upward slash that slightly launches opponents. this property is yet to receive any practical use

Throws

A+D
Forward Throw
SVG Orochimaru Grab1.png
the 2nd coolest throw in the game
the 2nd coolest throw in the game
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Throw N/A - - - -

Orochimaru grabs his opponent and headbutts them


B+D
Back Throw
SVG Orochimaru Grab2.png
the coolest throw in the game
the coolest throw in the game
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Throw N/A - - - -

similar to A+D but instead they get throw behind
fully untechable and can be followed up with OTG 3B

Sword Series Slash (Dust)

5B+C
Standing SSS
SVG Orochimaru Close5C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High N/A - - - -

Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.


2B+C
Low SSS
SVG Orochimaru 3B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low N/A - - - -

Same as standing SSS but hits low. Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.

Chaos Breaking (Parry)

A+B
SVG Orochimaru GroundParry.png
Standing Parry
Standing Parry
SVG Orochimaru CrouchParry.png
Crouching Parry
Crouching Parry
SVG Orochimaru AirParry.png
Jumping Parry
Jumping Parry
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- - - - - - -

Dodges projectiles and counters any physical, non-grab attacks.
The Standing and Jumping versions parry anything that can be blocked High, but is vulnerable to grabs. The Crouching version only parries lows and cannot be grabbed.

Special Moves

214A/B/C
SVG Orochimaru 214ABC1.png
Rekka starter
Rekka starter
SVG Orochimaru 214ABC2.png
214A/B/C - Rekka first followup
214A/B/C - Rekka first followup
SVG Orochimaru 214ABC3.png
A/B/C - Rekka second followup
A/B/C - Rekka second followup
SVG Orochimaru 214ABC4.png
D - Rekka final followup
D - Rekka final followup
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid Super - - - -

short slash with somewhat slow startup

Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid Super - - - -

followup to 214A/B/C
can cancel into stance

Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid Super - - - -

final followup. can SOT cancel. D can be added for extra damage and a wallbounce
it's possible to get a wallbounce and SOT at the same time if the inputs are done fast enough


236A/B/C
236A/B/C
SVG Orochimaru 236ABC.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High Super - - - -

big move that can SOT cancel
A version is stationary and is a single hit
B and C versions are multihits and advance Orochimaru


632146D
632146D
SVG Orochimaru 632146D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Command throw N/A - - - -

Command grab with decent range
can be comboed off of but scales combos a lot


Stance
SVG Orochimaru Stance.png
Stance
Stance
SVG Orochimaru Stance fdash.png
Forward dash
Forward dash
SVG Orochimaru Stance bdash.png
Back dash
Back dash
SVG Orochimaru Stance 5A.png
5A
5A
SVG Orochimaru Stance 2A.png
2A
2A
SVG Orochimaru Stance B.png
B
B
SVG Orochimaru Stance C.png
C
C
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid - - - - -

Stance that can be entered with cl.5C, 5B, 214A/B/C ~> 214A/B/C
Stance can also cancel into throw or (very difficult) command throw
will disable automatically if no followup is selected

Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid - - - - -

Orochimaru hops forward a short distance
has a fair ammount of end lag so the opponent can grab you first if you attempt to grab them

Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid - - - - -

Orochimaru does a short hop backwards
exits the stance

Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid - - - - -

quick overhead that causes a hard knockdown
exits the stance

Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid - - - - -

quick low that causes a hard knockdown
exits the stance

Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid - - - - -

very fast and very damaging poke

Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid - - - - -

armored move that guard breaks on block or causes a knockdown on hit
is stopped by multihits and lows and parries
needs further testing, but if attacked near the end of the animation orochimaru will attack instantly
exits the stance

Super Moves

Level 1 Supers

236-236A/B/C
SVG Orochimaru 236236A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid N/A - - - -

very very short attack that on hit initiates a sequence ending in a knockdown
while it can be used as a reversal, it can't reliably punish jump-ins
it's range is so short that most BNBs can't end with it

236-236D
SVG Orochimaru 236236D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- - N/A - - - -

this breaks mizuumi guidelines but please never use this
a parry super with tons of damage however :
- if the opponent's attack is active during the superflash it will not counter it
- it's beaten by lows
- it's beaten by throws
- it will almost never be timed correctly to punish a jump-in, since they can empty jump when they see the superflash

214-214A/B/C
SVG Orochimaru 214214A-B-C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid N/A - - - -

fire pillar super with good reach
has a very long startup. opponents can attack on the superflash but still recover and block in time
aerial opponents can air dash forward on the superflash and end up behind you
it is often used in long advanced combos but it scales damage a lot

Level 3 Super

214-214-214D
SVG Orochimaru 214214214D1.png
SVG Orochimaru 214214214D2.png
Translation : you dead
Translation : you dead
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid N/A - - - -

a very wide slash that on hit initiates a short sequence
the main damage comes from a single slash so it's not affected by scaling as much as other level 3s
while one of the best level 3 supers,it is hindered a lot by it's 3 motion input, as it makes it very reactable when done raw and a bit hard to get used to doing it fast enough mid combo

Strategy

Combos

Chain Combos

Basic Combos

General
Controls
System Specifics
HUD
FAQ
Stages
Glossary
Characters
Hiro
Hiro2
Welles
Ryuken
Erile
Mayura
Roze
Krayce
Orochimaru
Earth
Jadou
Jadou2