Spectral vs Generation/Orochimaru: Difference between revisions
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* 8B is an excellent air to air, few can rival it. | * 8B is an excellent air to air, few can rival it. | ||
* 5B, cl.C and his rekka can be canceled into Orochimaru's stance. | * 5B, cl.C and his rekka can be canceled into Orochimaru's stance. | ||
* Stance cancels can make some pressure safe. | |||
* 2A > 2B > 2C chain is good for setting up a tech chase. | |||
* 214A/B/C > 214A > A > D is an excellent corner carry in Seal of Time. | * 214A/B/C > 214A > A > D is an excellent corner carry in Seal of Time. | ||
* 236A is good for pressure, optimal SOT combos and easy guard break combos. | * 236A is good for pressure, optimal SOT combos and easy guard break combos. | ||
* 632146D command grab is good for Oro's mixup options. | * 632146D command grab is good for Oro's mixup options. | ||
* 214-214A/B/C can be extended off of in the corner if spaced properly. | * 214-214A/B/C can be extended off of in the corner if spaced properly. | ||
* 214-214-214D is an excellent super with big damage and a guaranteed OTG after. | * 214-214-214D is an excellent super with big damage and a guaranteed OTG after. | ||
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* Stance moves can be easily parried since some do not naturally link. | * Stance moves can be easily parried since some do not naturally link. | ||
* Stance dash can be thrown out of, negating Oro's throw mixup out of stance dash. | * Stance dash can be thrown out of, negating Oro's throw mixup out of stance dash. | ||
* 5A > 5B > 9C chain combo is useless since it cannot be linked off of. You can also parry the 9C. | * 4D is useless as an overhead, Oro jumps too high to actually hit anyone. Too short for an anti-air. | ||
* 5A > 5B > 9C chain combo is useless since it cannot be linked off of. You can also parry the 9C overhead. | |||
* 632146D command grab scales combos hard. | |||
* 236A has a poor range compared to its B and C versions. 5B has more range than 236A. | * 236A has a poor range compared to its B and C versions. 5B has more range than 236A. | ||
* 236A/B/C is a terrible anti-air since it can be beaten out by any active grounded or air normal. | * 236A/B/C is a terrible anti-air since it can be beaten out by any active grounded or air normal. | ||
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* 236B/C scale heavily since it's multi-hit. | * 236B/C scale heavily since it's multi-hit. | ||
* 236236A/B/C's hitbox is very low on the ground, making it hard to end combos with. It's also very unsafe on block/wiff. | * 236236A/B/C's hitbox is very low on the ground, making it hard to end combos with. It's also very unsafe on block/wiff. | ||
* 214214A/B/C is a terrible anti-air, despite looking like one, thanks to | * 214214A/B/C is a terrible anti-air, despite looking like one, thanks to its slow start-up speed. | ||
* 214214A/B/C suffers in the corner due to the hitbox going off-screen, dropping combos if not spaced properly. | * 214214A/B/C suffers in the corner due to the hitbox going off-screen, dropping combos if not spaced properly. | ||
* 214214A/B/C scales heavily since it's multi-hit. | * 214214A/B/C scales heavily since it's multi-hit. | ||
* 236-236D is a counter super which can be beaten by throws, lows, and projectiles. | * 236-236D is a counter super which can be beaten by throws, lows, and projectiles. | ||
* 214-214-214D has no invincibility frames, trades can happen often in your favor but you lose 3 bar for a 2 second stun. | * 214-214-214D has no invincibility frames, trades can happen often in your favor but you lose 3 bar for a 2-second stun. | ||
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Revision as of 18:11, 14 May 2021
Orochimaru | |
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Health | 500 |
Pre-Jump Frames | 4 |
Play Style | All-Around |
Dash Type | Run |
Character Background
Race: Dragon
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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