Under Night In-Birth/UNIEL/Orie: Difference between revisions
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| width="" style="background:#E8E8E8;"|''' <font size = "3"> | | width="" style="background:#E8E8E8;"|''' <font size = "3">5A</font> ''' | ||
Fast angled poke with sword. Doesn't hit low despite the animation. Dial A for an auto-combo (5A 5B 2C 4C 214B). | |||
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| width="" | ''' <font size = "3"> | | width="" | ''' <font size = "3">2A</font> ''' | ||
Short kick that hits low. Very short range so space it well. | |||
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| width="" style="background:#E8E8E8;"|''' <font size = "3">5B</font> ''' | |||
Forward thrust with sword. Has decent range but is actually shorter than the animation makes it appear. Hitbox is also narrower at the tip so it will whiff at max range on most crouching characters. | |||
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| width="" | ''' <font size = "3">2B</font> ''' | |||
Low-hitting version of 5B. Max range isn't as good as 5B but generally has better range against crouchers. | |||
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| width="" style="background:#E8E8E8;"|''' <font size = "3">5C</font> ''' | |||
Advancing spin kick. Fairly fast startup and moves Orie forward; combos from 5A so you can skip 5B and go straight to this if you need the better spacing. | |||
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| width="" | ''' <font size = "3">2C</font> ''' | |||
Low-hitting sweep kick. | |||
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| width="" style="background:#E8E8E8;"|''' <font size = "3">j.A</font> ''' | |||
Downward-angled stab. Very good downward hitbox that can hit opponents on the way up (although it won't hit overhead if done while rising). Note that the sword hitbox is very narrow and can whiff at point-blank so make sure you space it well. | |||
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| width="" | ''' <font size = "3">j.B</font> ''' | |||
Upward kick that hits in front of and above Orie. Good for air-to-air, but won't hit grounded opponents unless you do it fairly deep. | |||
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| width="" style="background:#E8E8E8;"|''' <font size = "3">j.C</font> ''' | |||
Downwards stab with a more horizontal angle than j.A. Has good forward range but a fairly narrow downwards hitbox so not so great for jump-in. | |||
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| width="" style="background:#E8E8E8;"|''' <font size = "3"> | | width="" style="background:#E8E8E8;"|''' <font size = "3">6B</font> ''' | ||
Overhead kick. Has a very slow startup but advances a long distance and can be special canceled on hit or block. Orie's only standing overhead. | |||
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| width="" | ''' <font size = "3"> | | width="" | ''' <font size = "3">3B</font> ''' | ||
Diagonally-upward stab with sword. Your go-to anti-air poke, also good for picking up airborne opponents from the ground. | |||
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| width="" style="background:#E8E8E8;"|''' <font size = "3">3C</font> ''' | |||
Floating spin kick that hits mid. Goes over lows and is fairly safe on block, but cannot be canceled into anything. Does still combo into various moves if used to juggle an airborne opponent. | |||
==Dash Normals== | ==Dash Normals== | ||
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| width="" style="background:#E8E8E8;"|''' <font size = "3"> | | width="" style="background:#E8E8E8;"|''' <font size = "3">66B</font> ''' | ||
Spinning side kick. Links into 5A on hit. | |||
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| width="" | ''' <font size = "3"> | | width="" | ''' <font size = "3">66C</font> ''' | ||
Rushes forward and stabs multiple times. | |||
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==Universal Mechanics== | ==Universal Mechanics== | ||
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| width="" style="background:#E8E8E8;"|''' <font size = "3"> | | width="" style="background:#E8E8E8;"|''' <font size = "3">Force Function B+C</font> ''' | ||
Orie flips forward while sparkling fabulously; can do air actions on the way down. If she goes over the opponent, she will automatically turn around making this usable as a crossup (albeit a very obvious one). Can be used to "jump cancel" blockstrings or to escape pressure, but be careful since it doesn't actually have invul. | |||
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| width="" | ''' <font size = "3"> | | width="" | ''' <font size = "3">Throw A+D</font> ''' | ||
Standard throw. Knocks down and blows away the opponent. | |||
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Revision as of 23:50, 26 July 2014
Introduction
fluff
Story
lol anime story
Unique Trait/Health
unique trait stuff
Health: 9,450
Gameplay
fluff
Move List
Normal Moves
5A
Fast angled poke with sword. Doesn't hit low despite the animation. Dial A for an auto-combo (5A 5B 2C 4C 214B). |
2A
Short kick that hits low. Very short range so space it well. |
5B
Forward thrust with sword. Has decent range but is actually shorter than the animation makes it appear. Hitbox is also narrower at the tip so it will whiff at max range on most crouching characters. |
2B
Low-hitting version of 5B. Max range isn't as good as 5B but generally has better range against crouchers. |
5C
Advancing spin kick. Fairly fast startup and moves Orie forward; combos from 5A so you can skip 5B and go straight to this if you need the better spacing. |
2C
Low-hitting sweep kick. |
j.A
Downward-angled stab. Very good downward hitbox that can hit opponents on the way up (although it won't hit overhead if done while rising). Note that the sword hitbox is very narrow and can whiff at point-blank so make sure you space it well. |
j.B
Upward kick that hits in front of and above Orie. Good for air-to-air, but won't hit grounded opponents unless you do it fairly deep. |
j.C
Downwards stab with a more horizontal angle than j.A. Has good forward range but a fairly narrow downwards hitbox so not so great for jump-in. |
Command Normals
6B
Overhead kick. Has a very slow startup but advances a long distance and can be special canceled on hit or block. Orie's only standing overhead. |
3B
Diagonally-upward stab with sword. Your go-to anti-air poke, also good for picking up airborne opponents from the ground. |
3C
Floating spin kick that hits mid. Goes over lows and is fairly safe on block, but cannot be canceled into anything. Does still combo into various moves if used to juggle an airborne opponent. Dash Normals
Universal Mechanics
Special Moves
Infinite Words
Infinite Words EXS
Combosstuff Colors
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