Under Night In-Birth/UNIEL/Orie: Difference between revisions

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==Universal Mechanics==
==Universal Mechanics==
{| border="0" cellspacing="5" width="100%"
{{UNIEL-Move
| width="" style="background:#E8E8E8;"|''' <font size = "3">Force Function B+C</font> '''
|image=
 
|caption=
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.  
|name=Force Function  
 
|input=B+C
|-
|data=
| width="" | ''' <font size = "3">Force Function (charged) [B+C]</font>  '''
{{UNIEL-Data
 
|damage=x
fluff
|cancel=x
 
|guard=x
|-
|startup=x
{| border="0" cellspacing="5" width="100%"
|active=x
| width="" style="background:#E8E8E8;"|''' <font size = "3">Throw A+D</font> '''
|recovery=x
 
  |frameAdv=x
Standard throw. Knocks down and blows away the opponent.  
|hitbox=
 
|description=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.  
|-
}}
|}
}}
{{UNIEL-Move
|image=
|caption=
|name=Throw
|input=A+D
|data=
{{UNIEL-Data
|damage=x
|cancel=x
|guard=x
|startup=x
|active=x
|recovery=x
  |frameAdv=x
|hitbox=
|description=Standard throw. Knocks down and blows away the opponent.
}}
}}


==Special Moves==
==Special Moves==

Revision as of 22:54, 6 August 2014

File:Movelist-orie.jpg
Orie's Movelist

Introduction

fluff

Story

lol anime story

Unique Trait/Health

unique trait stuff
Health: 9,450

Gameplay

fluff

Move List

Normal Moves

5A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Fast angled poke with sword. Doesn't hit low despite the animation.

2A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Short kick that hits low. This is her fastest ground normal, and it has very short range so space it well.

5B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

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. This move can be late canceled so use that to your advantage in pressure.

2B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Crouching stab similar to 5b, but despite appearances it does not hit low. Technically less range than 5b but hits crouchers at longer ranges.

5C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

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. The very lenient cancel window on this normal makes it a perfect tool for creating gaps to catch mashing.

2C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Low-hitting sweep kick. Very fast with decent range. The long untechable time on counterhit makes it a perfect tool for catching those who don't respect your blockstrings.

j.A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Diagonally-upward stab with sword. Your go-to anti-air poke, also good for picking up airborne opponents from the ground.

3C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

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.

4C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

fluff

j.2C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Downwards axe kick. Halts Orie's momentum in midair, allowing it to hit grounded opponents quickly and safely. Note that this move does NOT hit overhead; primarily used to knock down the opponent as an air combo ender.


Dash Normals

66B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Spinning side kick. Links into 5A on hit.

66C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Rushes forward and stabs multiple times.


Universal Mechanics

Force Function
B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

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.

Throw
A+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Standard throw. Knocks down and blows away the opponent.


Special Moves

Divine Thrust 「ディバインスラスト」 236 A/B/C

Coup Droit-style advancing thrust. B version goes further and knocks down on it. Can be charged to increase distance; full charge goes through the opponent and floats, allowing followup. EX version hits multiple times and causes a long float allowing an easy followup.

Sacred Arrow 「セイクリッドアロー」 623 A/B/C

Reversal DP. A version doesn't have invul but can be followed up with 5A if it hits the opponent high enough; B and EX versions have invul and deal more damage.

Command Order 「コマンドオーダー」 214 A/B/C

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

Followup to 214A/B. Spinning slash that wallbounces the opponent, good as a combo ender for extra damage.

  • Succession 「サクセッション」 214 B/C

Alternate followup to 214A/B. Uppercut that launches the opponent. Blows pretty far back so can be difficult to combo midscreen, but leads to extended followups in corner.

Sealing Hoplon 「シーリングホプロン」 22 A/B/C

Orie's Stand floats forward and makes a big energy sphere after a short delay. Launches on hit and is extremely advantageous on block provided it doesn't get interrupted. A version summons Stand at a close distance, B version summons it far, and EX version tracks the opponent and hits multiple times.

Sacred Spire 「セイクリッドスパイア」 41236 C

EX-only special. Orie charges forward and does a stab combo ending in an upward thrust. Has a fair bit of invul on startup but isn't particularly fast and is super punishable on block, so be careful when throwing this out without confirming your combo first.

Infinite Words

Luminous Embrace 「ルミナスエンブレイス」 41236 D

Orie's Stand sends a giant multi-hitting wave across the entire stage.

Infinite Words EXS

Rest In Peace 「レストインピース」 A+B+C+D

RIP. Same properties as all other IWEs.

Combos

Midscreen Starter

5A starter
   5A 5B 5C 2C 4C j.delayBC 3B 214B 2C > ender
   5A 5C 2C 4C delay 623A 5A 5C 214B 2C > ender
5B starter
   5B 2C 5C 3C 623A 5A 5C 214B 2C > ender
Special starter
   236A/B 236C dash 2C 5C 623A 5A 5C 214B 2C > ender
   236[B] 5A 5C 623A 5A 5C 214B 2C > ender
   22A/B 5C 623A 5A 5C 214B 2C > ender
Overhead starter
   6B 236B 236C 5A 5C 623A 5A 5C 214B 2C > ender

Corner Starter

5B starter
   5B 5C 214A~214B 623A 5A 5C 214B 2C > ender

Enders

delay 22B
4C 214B
5C 4C 623B
41236C
4C 214B 214A xx 41236C (only if proration allows)

Colors

Justice Sprite Night Shade Tears of Salamander Saint's Mother Storm Sylphid
Orie-1.png
Orie-2.png
Orie-3.png
Orie-4.png
Orie-5.png
Undine Rain Athena Light Evil Knight Scamper Emerald Efreet Flare
Orie-6.png
Orie-7.png
Orie-8.png
Orie-9.png
Orie-10.png
Rizo de Agua Fallen Angels Dios de la Muerte Calm Pink Orange Yogurt
Orie-11.png
Orie-12.png
Orie-13.png
Orie-14.png
Orie-15.png
Crimson Rouge Mistiltein Green Magnolia Lluvia Medium Moon Water
Orie-16.png
Orie-17.png
Orie-18.png
Orie-19.png
Orie-20.png

Template:UNIB