Spectral vs Generation/Orochimaru: Difference between revisions
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* '''A Plethora Of Serious Flaws''': Unfortunately, Orochimaru has the biggest shortcomings in this game. Having the slowest air dash, no disjoints on his normals, useless buttons and chain combos, poor combo damage, weak reward off command grab, unsafe pressure options without meter outside of stance-cancellable options ([https://youtu.be/EXhRf9FIwFM and the list goes on]), Orochimaru has the highest risk of any character while also having very low reward for pulling anything off. | * '''A Plethora Of Serious Flaws''': Unfortunately, Orochimaru has the biggest shortcomings in this game. Having the slowest air dash, no disjoints on his normals, useless buttons and chain combos, poor combo damage, weak reward off command grab, unsafe pressure options without meter outside of stance-cancellable options ([https://youtu.be/EXhRf9FIwFM and the list goes on]), Orochimaru has the highest risk of any character while also having very low reward for pulling anything off. | ||
* '''Zoning Woes''': Because of aformentioned flaws, and the fact that he has no fireball himself, Oro suffers a lot from zoning and genuinely has a difficult time even approaching characters who can keep their distance without much worry. | * '''Zoning Woes''': Because of aformentioned flaws, and the fact that he has no fireball himself, Oro suffers a lot from zoning and genuinely has a difficult time even approaching characters who can keep their distance without much worry. | ||
* '''Really Weak Super Options''': | * '''Really Weak Super Options''': From a fire pillar super (214214X) which is your best combo ender but not only has poor scaling but also so much startup that you can't use it on reaction to jump-ins AND has a blind spot in the corner, a tornado super (236236X) which is so stubby you'll never find any way to properly utilize it in your gameplan, a counter super which is a contender for the '''WORST''' one in fighting game history alongside 3S Remy's Blue Nocturne SA3, and a LVL 3, while good, has a very awkward input. Orochimaru has very poor super options. | ||
}} | }} | ||
Latest revision as of 01:38, 14 April 2024
Orochimaru | |
---|---|
Health | 500 |
Pre-Jump Frames | 4 |
Play Style | All-Around |
Dash Type | Run |
Character Background
Race: Dragon
Motivation: To preserve order
Weapon: Rising Sun
Likes: Alcohol, Women, Fighting
Dislikes: Marriage
Gameplay Overview
Playstyle
Orochimaru (usually shorted down to "Oro") is the most neutral heavy character in the game. he relies on excellent positioning, great intuition and smart use of his stance to take advantage. he benefits from an easy execution for his optimal combos and good pokes. However, he is rewarded with extremely poor damage compared to everyone else for relatively high risk. Which, coupled with his lack of disjoints, projectiles and his very slow air speed, lands him at the bottom of all tier lists. Orochimaru is a character who excels in neutral, but sadly not much else. |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
5A
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5B
|
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5C
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5D
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Close Standing Normals
cl.5A
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cl.5B
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cl.5C
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cl.5D
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Crouching Normals
2A
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2B
|
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2C
|
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2D
|
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Jumping Normals
j.A
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j.B
|
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j.C
|
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j.D
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Command Normals
3B
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4D
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Chain Specific Normals
A -> B -> C
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2B -> 2C
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Throws
A+D
Forward Throw |
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B+D
Back Throw |
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Sword Series Slash (Dust)
5B+C
Standing SSS |
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2B+C
Low SSS |
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Chaos Breaking (Parry)
A+B
|
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Special Moves
Fire Dragon Wave
236A/B/C |
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Vertical Slicer
214A/B/C |
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Vertical Gale
Vertical Slicer ~> 214A/B/C |
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V Gale Dragon Crest
Vertical Gale ~> A/B/C |
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Static Dragon
V Gale Dragon Crest ~> D |
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Unclean Killer
632146D |
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Readiness
A+B After 5B/cl.5C/Vertical Gale On Hit/Block |
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Reverse Fire
Readiness ~> 5A |
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Dragon Slice
Readiness ~> 2A |
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Fire Dragon
Readiness ~> B |
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Dragon Chop
Readiness ~> C |
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Super Moves
Level 1 Supers
Reverse Blade Dragon Flash
214214A/B/C |
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Single Slice Howling Gale
236236A/B/C |
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Emperor Dragon Thunder
236236D |
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Level 3 Super
Seven Blades: Pegasus
214214214D |
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Strategy
Neutral
Offence (On Hit)
HKD OKI
Offence (On Block)
Defense
Combos
- Need help reading the combos? Check out the Glossary for explanations on notation and game specific terms!
Chain Combos
Basic Combos
Combo | Total Damage | Notes | |||
Meterless BnB | |||||
B+D >> 3B | Back throw combo. | ||||
9C >> 5A -> 5B -> 5C > 236A | |||||
9C >> cl.5C > 214B ~> 214B ~> B ~> D | Oro's most damaging meterless combo. | ||||
632146D >> (DU) 5A -> 5B -> 5C > 236C | Command grab starter, dash up to link 5A. | ||||
One Bar Combos | |||||
9C >> 5A -> 5B -> 214B ~> 214B ~> B ~> D (SOT) >> (DU) B+C | Extremely good corner carry. Run with the opponent when they're in SOT and it'll carry them to the wall. | ||||
9C >> 5A -> 5B -> 5C > 236A (SOT) >> B+C | |||||
Two Bar Combo | |||||
9C >> 5A -> 5B -> 5C > 236A (SOT) >> cl.B -> C > 236A (SOT) >> B+C | |||||
Three Bar Combos | |||||
9C >> 5A -> 5B -> 5C > 236C (3 hits) > 214214214D >> (OTG) 3B | You'll have to walk up to link 3B OTG outside of the corner. | ||||
632146D >> (DU) 5A -> 5B -> 5C > 236C (3 hits) > 214214214D >> (OTG) 3B | Command grab starter, dash up to link 5A. You'll have to walk up to link 3B OTG outside of the corner. | ||||
Burst | |||||
9C >> 5A -> 5B -> 5C -> 236A (SOT) >> cl.B -> C > 236A (SOT) >> Burst (whiff) >> [cl.B -> C > 236A (SOT)] x3 >> cl.B -> 5C -> 236B > 214214214D >> (OTG) 3B |
Two bar burst combo. You'll have to walk up to link 3B OTG outside of the corner. |