Bleach Vs Naruto/Orochimaru: Difference between revisions
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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* High damaging combos. | * '''High damaging combos''': Orochimaru can do combos that deal 25% health or more even without meter. | ||
* Strong and safe zoning. | * '''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. | * '''Poor close ranged options''': Orochimaru's close up options lack range and are committal. | ||
* Relies on being up close to start his stronger combos. | * '''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. | ||
}} | }} |
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.