Bleach Vs Naruto/Orochimaru: Difference between revisions
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MeleeWaluigi (talk | contribs) (Created page with "==Overview== {{ProConTable |pros= |cons= }} ==Moves== {{Navbox-BVN}} Category:Bleach Vs Naruto") |
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{| class="wikitable" style="float:right; margin-left: 10px;" | |||
|- | |||
! align="center" colspan="2" | Orochimaru | |||
|- | |||
| align="center" colspan="2" |[[File:BVN_Orochimaru.png|center|frameless]] | |||
|} | |||
==Overview== | ==Overview== | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* '''High damaging combos''': Orochimaru can do combos that deal 25% health or more even without meter. | |||
* '''Strong and safe zoning''': Orochimaru's WJ tracks the opponent and is jump cancellable even on whiff making it one of if not the safest zoning options in the game. | |||
|cons= | |cons= | ||
* '''Poor close ranged options''': Orochimaru's close up options lack range and are committal. | |||
* '''Relies on being up close to start his stronger combos''': While Orochimaru has strong combos, he normally doesn't get to do them often because he needs fight up close to do them which is a position unfavorable for him. | |||
}} | }} | ||
==Moves== | ==Moves== | ||
{{MoveData | |||
|name = J | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 20 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 0 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = JJ | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 20 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 0 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = JJJ | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 60 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 0 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = JJJJ | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 60 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 0 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = WJ | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 120 | |||
|dashcancel = No | |||
|jumpcancel = Yes | |||
|metergain = 5 | |||
|description = | |||
* Orochimaru's primary zoning tool, as it is safe due to it being jump cancellable and having a huge hitbox. | |||
* Horizontal spawn position is based on where the opponent is at. | |||
* Vertical spawn position is based on Orochimaru's position. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = SJ | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 90 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 10 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = SJJ | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 40 | |||
|dashcancel = Yes | |||
|jumpcancel = No | |||
|metergain = 0 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Air J | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 40 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 0 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = J Grab | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 50 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 0 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = U | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 140 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 5 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = WU | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 100 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 10 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = SU | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 90 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 10 | |||
|description = | |||
* Is a guard breaker. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Air U | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 100 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 5 | |||
|description = | |||
* Does not fill meter on whiff if used to cancel after WU. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = U Grab | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 150 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 0 | |||
}} | |||
}} | |||
{{MoveData | |||
|name = I | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 300 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 0 | |||
|description = | |||
* Has invincibility frames while Orochimaru is on the giant snake. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = WI | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 250 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 0 | |||
|description = | |||
* Horizontal spawn position is based on where the opponent is at. | |||
* Vertical spawn position is based on Orochimaru's position. }} | |||
}} | |||
{{MoveData | |||
|name = SI | |||
|data = | |||
{{AttackData-BVN | |||
|damage = 620 | |||
|dashcancel = No | |||
|jumpcancel = No | |||
|metergain = 0 | |||
}} | |||
}} | |||
==Other Information== | |||
===Recommended Assists=== | |||
*Minato - While Orochimaru has multiple options to attack from a far range, he is unable to start his high damaging combos from that range. Minato gives Orochimaru and additional long ranged option that allows him to punish from far distances while also allowing him a start a high damaging combo. | |||
*Yoruichi - Yoruichi's teleport gives Orochimaru an escape option for when his opponent manages to get close to him. | |||
*Dangai Ichigo - Dangai Ichigo grants Orochimaru a "get off me" option which covers his lack of strong close ranged options and can put him in a position where he can start zoning safely again. | |||
{{Navbox-BVN}} | {{Navbox-BVN}} | ||
[[Category:Bleach Vs Naruto]] | [[Category:Bleach Vs Naruto]] |
Latest revision as of 10:50, 17 December 2022
Orochimaru | |
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Overview
Strengths | Weaknesses |
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Moves
J
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JJ
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JJJ
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JJJJ
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WJ
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SJ
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SJJ
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Air J
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J Grab
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U
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WU
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SU
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Air U
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U Grab
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I
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WI
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SI
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Other Information
Recommended Assists
- Minato - While Orochimaru has multiple options to attack from a far range, he is unable to start his high damaging combos from that range. Minato gives Orochimaru and additional long ranged option that allows him to punish from far distances while also allowing him a start a high damaging combo.
- Yoruichi - Yoruichi's teleport gives Orochimaru an escape option for when his opponent manages to get close to him.
- Dangai Ichigo - Dangai Ichigo grants Orochimaru a "get off me" option which covers his lack of strong close ranged options and can put him in a position where he can start zoning safely again.