Wonderful World/Orphe: Difference between revisions
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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* '''Guard points enable aggressive offense.''' Using Orphe's guard points properly will allow her to power through the opponent's options and | * '''Guard points enable aggressive offense.''' Using Orphe's guard points properly will allow her to power through the opponent's options and continue to bully them even after | ||
* '''Good mixups.''' In addition to her Just Break, Orphe's 6P is a throw invulnerable 22F overhead and can be confirmed into a full combo, which gives her a dangerous mixup game. | * '''Good mixups.''' In addition to her Just Break, Orphe's 6P is a throw invulnerable 22F overhead and can be confirmed into a full combo, which gives her a dangerous mixup game. | ||
|cons= | |cons= | ||
* '''Guard points require heavy commitment.''' Using Orphe's Original Abilities after a guard point will almost always be more unsafe than the uncanceled guard point normal | * '''Guard points and followups require heavy commitment.''' Using Orphe's Original Abilities after a guard point will almost always be more unsafe than the uncanceled guard point normal. | ||
* '''Extremely vulnerable to counterattacks.''' Orphe passively takes more damage from counterhits to offset the strength of her guard points, which makes it especially dangerous to whiff her normals or get baited into whiffing a guard point followup. | * '''Extremely vulnerable to counterattacks.''' Orphe passively takes more damage from counterhits to offset the strength of her guard points, which makes it especially dangerous to whiff her normals or get baited into whiffing a guard point followup. | ||
}} | }} | ||
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| colspan=2 style="background:#B0B0B0" | '''Original Abilities''' | | colspan=2 style="background:#B0B0B0" | '''Original Abilities''' | ||
|- | |- | ||
| Blade Shield / 刃の盾 || The | | Blade Shield / 刃の盾 || The startup of specific attacks have guard points. | ||
|- | |- | ||
| Risk of Failure / 失敗のリスク || Orphe takes 140% damage from counterhits. | | Risk of Failure / 失敗のリスク || Orphe takes 140% damage from counterhits. | ||
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Orphe's guard point hitboxes are not immediately active, and can only absorb one hit. Additionally, guard point normals will either have an upper body or full body hitbox for the guardpoint, depending on the move. | Orphe's guard point hitboxes are not immediately active, and can only absorb one hit. Additionally, guard point normals will either have an upper body or full body hitbox for the guardpoint, depending on the move. | ||
Each normal's specific guard point information will be covered in their frame data box | Each normal's specific guard point information will be covered in their frame data box. Of note are these categories: | ||
- Startup is the amount of time before the first frame of guard point activates. | |||
- Duration is the duration of the Guard Point itself. | |||
- Recovery is the amount of frames remaining after the guard point has finished until the actual active frames of the attack. | |||
Orphe's second Original Ability, Risk of Failure, causes her to take 40% more damage from counterhits. | Orphe's second Original Ability, Risk of Failure, causes her to take 40% more damage from counterhits. | ||
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|GFA=? | |GFA=? | ||
|AFA=? | |AFA=? | ||
|description= | |description= A short-ranged slap. Doesn't whiff against crouching opponents, and works as a good anti-air against jumps at the right angle. | ||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">5K</font> ====== | |||
{{MoveData | |||
|image=WanWan_Orphe_5K.PNG | |||
|caption= | |||
|name=5K | |||
|data= | |||
{{AttackData-WW | |||
|damage= | |||
|guard=Mid | |||
|startup=- | |||
|active=- | |||
|recovery=- | |||
|canceltype= | |||
|level=1 | |||
|GFA=? | |||
|AFA=? | |||
|description=Relatively fast kick that doesn't whiff on crouching opponents. Not a bad move, but not generally used over 2K. | |||
}} | }} | ||
}} | }} | ||
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|GFA=? | |GFA=? | ||
|AFA=? | |AFA=? | ||
|description= | |description= Good hitbox, but use is limited by the fact you need to be pretty close to use it. When not being used as chain filler, this move can be useful against people jumping while cornered. | ||
<br><br> | |||
''Guard Point'' | |||
* Startup: 5f | |||
* Duration: 12f | |||
* Recovery: 0f | |||
* Guard point type: Upper Body | |||
This move is mostly more useful when you are close to the opponent, but must be timed carefully, as it has the longest startup of all her guard point normals. However, it is tied for duration with 2HS, with no recovery frames afterwards, and on a successful catch can be canceled into either f.5S, 2S, or 5HS in addition to her O button followups. | |||
}} | }} | ||
}} | }} | ||
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|GFA=? | |GFA=? | ||
|AFA=? | |AFA=? | ||
|description= | |description= Good range and jump cancel-ability make this move pretty important. This is a good move to use for both its GP qualities, as well as its range as a poking tool. | ||
<br><br> | |||
''Guard Point'' | |||
* Startup: 0f | |||
* Duration: 8f | |||
* Recovery: 10f | |||
* Guard point type: Upper Body | |||
The combination of near instant startup and good reach make this a prime choice for poking against mid and high level pokes. Still has some good uses against high/mid projectiles, as well as very tight IAD gaps in blockstrings where 2S might not be fast enough. | |||
Be careful using this move uncanceled, because it has the longest gap between GP ending and the actual attack portion of the move. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">5HS</font> ====== | |||
{{MoveData | |||
|image=WanWan_Orphe_5HS.PNG | |||
|caption= | |||
|name=5HS | |||
|data= | |||
{{AttackData-WW | |||
|damage= | |||
|guard=Mid | |||
|startup=- | |||
|active=- | |||
|recovery=- | |||
|canceltype= | |||
|level=1 | |||
|GFA=? | |||
|AFA=? | |||
|description= Another one of Orphe's best moves. The GP on 5HS is extra long compared to all the others, making it easy to use. The forward momentum and range (second hit) on this move are huge. Be wary of the long startup and EXTREMELY long recovery on this move; if it misses for whatever reason you're in for a beating. | |||
<br><br> | |||
''Guard Point'' | |||
* Startup: 0f | |||
* Duration: 17f | |||
* Recovery: 3f | |||
* Guard point type: Upper Body | |||
Very important GP move because it's the only one with 0F startup that you can use while close to the opponent. It also has the longest duration, making it the most effective against stagger pressure, and the most accessible to new Orphe players. | |||
There are plenty of situations where this blindspot is only covered by the powerful reach of 5HS, and many of them are a garunteed 5HS hit. However a 5HS wiff is still very dangerous, so be wary of situations where it can be baited. | |||
}} | |||
}} | |||
====== <font style="visibility:hidden" size="0">2P</font> ====== | ====== <font style="visibility:hidden" size="0">2P</font> ====== | ||
{{MoveData | {{MoveData |
Revision as of 20:41, 29 May 2024
Character Specific Data
- Health: -
- Starting Guts Correction: -
- Guts Correction: -
- Total Effective Health: -
- Weight: -
- Shave Value: -
- Combo Correction Value: -
Playstyle
Playstyle description here.
Strengths | Weaknesses |
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Movelist
Original Abilities Overview
Orphe has two passive Original Abilities. The first, Blade Shield, causes Orphe's standing and crouching S and HS normals to have guard points that let her defend against attacks and continue attacking. She can cancel normals with guard points into other normals with guard points if the first normal catches an attack, provided that she is going further up the cancel chain. Moves that utilize the O button are only available after an opponent triggers one of Orphe's guard points, with a slight buffer to make the input easier.
Orphe's guard point hitboxes are not immediately active, and can only absorb one hit. Additionally, guard point normals will either have an upper body or full body hitbox for the guardpoint, depending on the move. Each normal's specific guard point information will be covered in their frame data box. Of note are these categories: - Startup is the amount of time before the first frame of guard point activates. - Duration is the duration of the Guard Point itself. - Recovery is the amount of frames remaining after the guard point has finished until the actual active frames of the attack.
Orphe's second Original Ability, Risk of Failure, causes her to take 40% more damage from counterhits.
Normal Moves & Original Abilities
5P
5P
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5K
5K
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cl.5S
cl.5S
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5S
5S
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5HS
5HS
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2P
2P
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j.P
j.P
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5O
22O
Costs 50% Skill Gauge to use. (blank this line if not applicable) Costs 50% Skill Gauge to use. (blank this line if not applicable)
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Command Moves
j.2S
Translated name
kana name Input. |
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Universal Moves
6HS
Throw
Air Throw
Skills
236P
Translated name
kana name Input. |
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Finish Skills
2146S
Translated name
kana name Input. |
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236236S
Translated name
kana name Input. |
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Gameplan & Strategy
Matchups
Combos
Videos
External Links
Colors
P Button | K Button | S Button | HS Button |
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O Button | SP Button | Hidden | |