Under Night In-Birth/UNIEL/Orie: Difference between revisions
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| width="" style="background:#E8E8E8;"|''' <font size = "3">Command Order 「コマンドオーダー」 214 A/B/C</font> ''' | | width="" style="background:#E8E8E8;"|''' <font size = "3">Command Order 「コマンドオーダー」 214 A/B/C</font> ''' | ||
Orie summons her Stand to attack. A version is a fast, long-reaching low that combos off most moves. B version is a slower mid-hitting overhead that will not knock down a standing opponent, but will ground airborne ones long enough to follow up with 2C. EX version will wallbounce opponent allowing for extended followups. | Orie summons her Stand to attack. A version is a fast, long-reaching low that combos off most moves. B version is a slower mid-hitting overhead that will not knock down a standing opponent, but will ground airborne ones long enough to follow up with 2C. Can be done in the air but both versions will hit mid. EX version will wallbounce opponent allowing for extended followups and will always start from the ground, so can be used to combo grounded opponents from heights that normally wouldn't work. | ||
* '''Thick and Fast 「シックアンドファースト」 214 A''' | * '''Thick and Fast 「シックアンドファースト」 214 A''' |
Revision as of 23:51, 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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