Spectral vs Generation/Orochimaru: Difference between revisions
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==Normals== | ==Normals== | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
{{MoveData | {{MoveData | ||
|name=5A | |name=5A | ||
|image= | |image=SVG_Orochimaru_Far5A.png | ||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Orochimaru does a light wide slice<br>while having fast startup, it cannot combo into anything so 5B is generally more useful | |||
}} | |||
}} | |||
{{MoveData | |||
|name=5B | |||
|image=SVG_Orochimaru_Far5B.png | |||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = | ||
| guard = | | guard = Mid | ||
| cancel = Specials | |||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = '''can cancel into stance'''<br>Your main poking tool. very fast startup and one of the longest normals in the game | ||
}} | |||
}} | |||
{{MoveData | |||
|name=5C | |||
|image=SVG_Orochimaru_Far5C.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Orochimaru does a heavy slash that slightly staggers oppnents on hit. it's very unsafe on hit so other than 5B>5C this is rarely used other than predictions | |||
}} | |||
}} | |||
{{MoveData | |||
|name=5D | |||
|image=SVG_Orochimaru_Far5D.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = a quick kick, but better normals do the same job<br>can be added to BNBs but the extra combo scaling negates the damage added | |||
}} | }} | ||
}} | }} | ||
{{MoveData | |||
|name=4D | |||
|image=SVG_Orochimaru_4D.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Orochimaru jumps in the air and kicks<br>immune to low enough attacks | |||
}} | |||
}} | |||
===Close Standing Normals=== | ===Close Standing Normals=== | ||
{{MoveData | |||
|name=cl.5A | |||
|image=SVG_Orochimaru_Close5A.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Orochimaru taps the enemy with the pommel of his sword, has fast startup and recovery, allowing you to tick throw with this | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cl.5B | |||
|image=SVG_Orochimaru_Close5B.png | |||
|caption=''Bonk'' | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = very quick attack<br>the most common close BNB starter alongside cl.5A | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cl.5C | |||
|image=SVG_Orochimaru_Close5C.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = '''can cancel into stance'''<br>quick vertical slash with average range<br>visually identical to 2C with a few differences | |||
}} | |||
}} | |||
{{MoveData | |||
|name=cl.5D | |||
|image=SVG_Orochimaru_Close5D.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = 5D but a bit lower | |||
}} | |||
}} | |||
===Crouching Normals=== | ===Crouching Normals=== | ||
{{MoveData | |||
|name=2A | |||
|image=SVG_Orochimaru_2A.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = very similar to 5A but he is crouching | |||
}} | |||
}} | |||
{{MoveData | |||
|name=2B | |||
|image=SVG_Orochimaru_2B.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 30 | |||
| guard = Mid | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = slash slightly longer than 2A | |||
}} | |||
}} | |||
{{MoveData | |||
|name=3B | |||
|image=SVG_Orochimaru_3B.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = stab that causes a hard knockdown. this is the most frequent and reliable way orochimaru gets knockdowns<br>hits OTG | |||
}} | |||
}} | |||
{{MoveData | |||
|name=2C | |||
|image=SVG_Orochimaru_2C.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Low | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = visually identical to cl.5C with a few differences | |||
}} | |||
}} | |||
{{MoveData | |||
|name=2D | |||
|image=SVG_Orochimaru_2D.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Low | |||
| cancel = Specials | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = A short kick. | |||
}} | |||
}} | |||
===Jumping Normals=== | ===Jumping Normals=== | ||
=== | {{MoveData | ||
|name=j.A | |||
|image=SVG_Orochimaru_j.A.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = High | |||
| cancel = - | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Orochimaru pokes his sword out downwards until he lands. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.B | |||
|image=SVG_Orochimaru_j.B.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = High | |||
| cancel = - | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = completely horizontal slash<br>Orochimaru's best air-to-air | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.C | |||
|image=SVG_Orochimaru_j.C.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = High | |||
| cancel = - | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = wide slash, Orochimaru's main jump-in<br> good damage and can combo off of it if done low enough | |||
}} | |||
}} | |||
{{MoveData | |||
|name=j.D | |||
|image=SVG_Orochimaru_j.D.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = 10 | |||
| guard = High | |||
| cancel = - | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Air kick. | |||
}} | |||
}} | |||
===Chain Specific Normals=== | ===Chain Specific Normals=== | ||
{{MoveData | |||
|name=A -> B -> C | |||
|image=SVG_Orochimaru_5C2.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = High | |||
| cancel = None | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = 5B and 5C are faster than their non-chain counterparts | |||
}} | |||
}} | |||
{{MoveData | |||
|name=2B -> 2C | |||
|image=SVG_Orochimaru_2C2.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = High | |||
| cancel = None | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = 2C becomes an upward slash that slightly launches opponents. this property is yet to receive any practical use | |||
}} | |||
}} | |||
===Throws=== | ===Throws=== | ||
=== | |||
=== | {{MoveData | ||
|name=A+D | |||
|subtitle=Forward Throw | |||
|caption=the 2nd coolest throw in the game | |||
|image=SVG_Orochimaru_Grab1.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Throw | |||
| cancel = N/A | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Orochimaru grabs his opponent and headbutts them | |||
}} | |||
}} | |||
{{MoveData | |||
|name=B+D | |||
|subtitle=Back Throw | |||
|caption=the coolest throw in the game | |||
|image=SVG_Orochimaru_Grab2.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Throw | |||
| cancel = N/A | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = similar to A+D but instead they get throw behind<br>fully untechable and can be followed up with OTG 3B | |||
}} | |||
}} | |||
===Sword Series Slash (Dust)=== | |||
{{MoveData | |||
|name=5B+C | |||
|image=SVG_Orochimaru_SSS.png | |||
|subtitle=Standing SSS | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = High | |||
| cancel = N/A | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=2B+C | |||
|subtitle=Low SSS | |||
|image=SVG_Orochimaru_SSS_Down.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Low | |||
| cancel = N/A | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Same as standing SSS but hits low. Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D. | |||
}} | |||
}} | |||
===Chaos Breaking (Parry)=== | |||
{{MoveData | |||
|name=A+B | |||
|image=SVG_Orochimaru_GroundParry.png | |||
|caption=Standing Parry | |||
|image2=SVG_Orochimaru_CrouchParry.png | |||
|caption2=Crouching Parry | |||
|image3=SVG_Orochimaru_AirParry.png | |||
|caption3=Jumping Parry | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = | |||
| cancel = | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Dodges projectiles and counters any physical, non-grab attacks. | |||
</Br>The Standing and Jumping versions parry anything that can be blocked High, but is vulnerable to grabs. The Crouching version only parries lows and cannot be grabbed. | |||
}} | |||
}} | |||
==Special Moves== | ==Special Moves== | ||
{{MoveData | {{MoveData | ||
|name= | |name=214A/B/C | ||
| | |image=SVG_Orochimaru_214ABC1.png | ||
| | |image2=SVG_Orochimaru_214ABC2.png | ||
|image3=SVG_Orochimaru_214ABC3.png | |||
|image4=SVG_Orochimaru_214ABC4.png | |||
|caption=Rekka starter | |||
|caption2=214A/B/C - Rekka first followup | |||
|caption3=A/B/C - Rekka second followup | |||
|caption4=D - Rekka final followup | |||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = | ||
| guard = Mid | |||
| cancel = Super | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = short slash with somewhat slow startup | |||
}} | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | | guard = Mid | ||
| cancel = Super | |||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = followup to 214A/B/C | ||
}} | }} | ||
{{AttackData-SVG | |||
| damage = | | damage = | ||
| guard = Mid | | guard = Mid | ||
| cancel = Super | |||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = final followup. can SOT cancel, D can be added for extra damage and a wallbounce<br>it's possible to get a wallbounce ''and'' SOT at the same time if the inputs are done fast enough | ||
}} | }} | ||
}} | |||
{{MoveData | |||
|name=236A/B/C | |||
|input=236A/B/C | |||
|image=SVG_Orochimaru_236ABC.png | |||
|data= | |||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = | ||
| guard = | | guard = High | ||
| cancel = Super | |||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = big move that can SOT cancel<br>A version is stationary and is a single hit<br>B and C versions are multihits and advance Orochimaru | ||
}} | }} | ||
}} | }} | ||
{{MoveData | |||
|name=632146D | |||
|input=632146D | |||
|image=SVG_Orochimaru_214D.png | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Command throw | |||
| cancel = N/A | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Command grab with decent range<br>can be comboed off of but scales combos a lot | |||
}} | |||
}} | |||
{{MoveData | {{MoveData | ||
|name= | |name=Stance | ||
| | |image=SVG_Orochimaru_Stance.png | ||
| | |image2=SVG_Orochimaru_Stance_fdash.png | ||
|image3=SVG_Orochimaru_Stance_bdash.png | |||
|image4=SVG_Orochimaru_Stance_5A.png | |||
|image5=SVG_Orochimaru_Stance_2A.png | |||
|image6=SVG_Orochimaru_Stance_B.png | |||
|image7=SVG_Orochimaru_Stance_C.png | |||
|caption=Stance | |||
|caption2=Forward dash | |||
|caption3=Back dash | |||
|caption4=5A | |||
|caption5=2A | |||
|caption6=B | |||
|caption7=C | |||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = | ||
| guard = Mid | |||
| cancel = - | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Stance that can be entered with cl.5C, 5B, 214A/B/C ~> 214A/B/C<br>Stance can also cancel into throw or (very difficult) command throw<br>will disable automatically if no followup is selected | |||
}} | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = - | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Orochimaru hops forward a short distance<br>has a fair ammount of end lag so the opponent can grab you first if you attempt to grab them | |||
}} | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = - | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = Orochimaru does a short hop backwards<br>exits the stance | |||
}} | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = - | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = quick overhead that causes a hard knockdown<br>exits the stance | |||
}} | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = - | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = quick low that causes a hard knockdown<br>exits the stance | |||
}} | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | | guard = Mid | ||
| cancel = - | |||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = very fast and very damaging poke | ||
}} | }} | ||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = - | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = armored move that guard breaks on block or causes a knockdown on hit<br>is stopped by multihits and lows<br>needs further testing, but if attacked near the end of the animation orochimaru will attack instantly<br>exits the stance | |||
}} | |||
}} | |||
==Super Moves== | |||
===Level 1 Supers=== | |||
{{MoveData | |||
|name=236-236A/B/C | |||
|image=SVG_Orochimaru_236236A.png | |||
|caption= | |||
|data= | |||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = | ||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | |||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = very very short attack that on hit initiates a sequence ending in a knockdown<br>while it can be used as a reversal, it can't reliably punish jump-ins<br>it's range is so short that most BNBs can't end with it | ||
}} | }} | ||
}} | |||
{{MoveData | |||
|name=236-236D | |||
|image=SVG_Orochimaru_236236D.png | |||
|caption= | |||
|data= | |||
{{AttackData-SVG | {{AttackData-SVG | ||
| damage = | | damage = | ||
| guard = - | |||
| cancel = N/A | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = this breaks mizuumi guidelines but '''please never use this'''<br>a parry super with tons of damage however :<br>- if the opponent's attack is active during the superflash it will not counter it<br>- it's beaten by lows<br>- it's beaten by throws<br>- it will almost never be timed correctly to punish a jump-in, since they can empty jump when they see the superflash | |||
}} | |||
}} | |||
{{MoveData | |||
|name=214-214A/B/C | |||
|image=SVG_Orochimaru_214214A/B/C.png | |||
|caption= | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | | guard = Mid | ||
| cancel = N/A | |||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = fire pillar super with good reach<br>has a very long startup. opponents can attack on the superflash but still recover and block in time<br>aerial opponents can air dash forward on the superflash and end up behind you<br>it is often used in long advanced combos but it scales damage a lot | ||
}} | }} | ||
}} | }} | ||
===Level 3 Super=== | ===Level 3 Super=== | ||
{{MoveData | |||
|name=214-214-214D | |||
|image=SVG_Orochimaru_214214214D.png | |||
|caption= | |||
|data= | |||
{{AttackData-SVG | |||
| damage = | |||
| guard = Mid | |||
| cancel = N/A | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| description = a very wide slash that on hit initiates a short sequence<br>the main damage comes from a single slash so it's not affected by scaling as much as other level 3s<br>while one of the best level 3 supers,it is hindered a lot by it's 3 motion input, as it makes it very reactable when done raw and a bit hard to get used to doing it fast enough mid combo | |||
}} | |||
}} | |||
==Strategy== | ==Strategy== | ||
==Combos== | ==Combos== |
Revision as of 14:39, 5 March 2021
Orochimaru | |
---|---|
Health | 500 |
Pre-Jump Frames | 4 |
Play Style | All-Around |
Dash Type | Run |
Character Background
Race: Drgon
Motivation: To preserve order
Weapon: Rising Sun
Likes: Alcohol, Women, Fighting
Dislikes: Marriage
Character Info
Pros
Cons
Normals
Far Standing Normals
5A
|
---|
5B
|
---|
5C
|
---|
5D
|
---|
4D
|
---|
Close Standing Normals
cl.5A
|
---|
cl.5B
|
---|
cl.5C
|
---|
cl.5D
|
---|
Crouching Normals
2A
|
---|
2B
|
---|
3B
|
---|
2C
|
---|
2D
|
---|
Jumping Normals
j.A
|
---|
j.B
|
---|
j.C
|
---|
j.D
|
---|
Chain Specific Normals
A -> B -> C
|
---|
2B -> 2C
|
---|
Throws
A+D
Forward Throw |
---|
B+D
Back Throw |
---|
Sword Series Slash (Dust)
5B+C
Standing SSS |
---|
2B+C
Low SSS |
---|
Chaos Breaking (Parry)
A+B
|
---|
Special Moves
214A/B/C
|
---|
236A/B/C
236A/B/C |
---|
632146D
632146D |
---|
Stance
|
---|
Super Moves
Level 1 Supers
236-236A/B/C
|
---|
236-236D
|
---|
214-214A/B/C
|
---|
Level 3 Super
214-214-214D
|
---|