Spectral vs Generation/Orochimaru: Difference between revisions
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* very few safe poking normals | * very few safe poking normals | ||
* few and predictable defensive options | * few and predictable defensive options | ||
* very very poor damage due to combo scaling | * very very poor damage due to combo scaling | ||
* stance moves can be easily parried | * stance moves can be easily parried | ||
* stance has a throw mixup, bu the dash is laggy enough to grab them first | * stance has a throw mixup, bu the dash is laggy enough to grab them first | ||
* his anti-airs can be punished with jumping attacks | * his anti-airs can be punished with jumping attacks | ||
* he has one good move(236A) that is used for : pressure, SOT combos and guard break. the downside is that it has less range than his 5b. and while 236C makes orochimaru move forward giving him more range, it is very minus on block which forces him to use SOT on block and the C version can be guard canceled on reaction since it's a multihit move | * he has one good move(236A) that is used for : pressure, SOT combos and guard break. the downside is that it has less range than his 5b. and while 236C makes orochimaru move forward giving him more range, it is very minus on block which forces him to use SOT on block and the C version can be guard canceled on reaction since it's a multihit move | ||
* 236236A/B/C's range is so short that most BNB combos can't end with it | * 236236A/B/C's range is so short that most BNB combos can't end with it |
Revision as of 14:17, 6 March 2021
Orochimaru | |
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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
Strengths | Weaknesses |
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Normals
Far Standing Normals
5A
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5B
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5C
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5D
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4D
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Close Standing Normals
cl.5A
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cl.5B Bonk Bonk
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cl.5C
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cl.5D
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Crouching Normals
2A
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2B
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3B
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2C
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2D
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Jumping Normals
j.A
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j.B
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j.C
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j.D
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Chain Specific Normals
A -> B -> C
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2B -> 2C
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Throws
A+D Forward Throw the 2nd coolest throw in the game the 2nd coolest throw in the game
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B+D Back Throw the coolest throw in the game the coolest throw in the game
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Sword Series Slash (Dust)
5B+C
Standing SSS |
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2B+C
Low SSS |
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Chaos Breaking (Parry)
A+B Standing Parry Standing Parry Crouching Parry Crouching Parry Jumping Parry Jumping Parry
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Special Moves
214A/B/C Rekka starter Rekka starter 214A/B/C - Rekka first followup 214A/B/C - Rekka first followup A/B/C - Rekka second followup A/B/C - Rekka second followup D - Rekka final followup D - Rekka final followup
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236A/B/C
236A/B/C |
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632146D
632146D |
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Stance Stance Stance Forward dash Forward dash Back dash Back dash 5A 5A 2A 2A B B C C
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Super Moves
Level 1 Supers
236-236A/B/C
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236-236D
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214-214A/B/C
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Level 3 Super
214-214-214D Translation : you dead Translation : you dead
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