Spectral vs Generation/Orochimaru: Difference between revisions
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'''Pros''' | '''Pros''' | ||
*good pokes | |||
*useful stance mixups | |||
*can Dust loop Earth, Erile, Hiro, Hiro2, Jadou2, and Ryuken | |||
'''Cons''' | '''Cons''' | ||
*cannot dustloop Jadou, Krayce, Mayura, Orochimaru, Roze, or Wells | |||
* all his moves lack disjoints, which means you can hit the sword and it deals damage to him | |||
* no projectiles | |||
* very few safe poking normals | |||
* extremely slow air speed | |||
* stance moves can be easily parried | |||
* stance has a throw mixup, bu the dash is laggy enough to grab them first | |||
* his anti-airs can be punished with jumping attacks | |||
* his rekka has lenient timing so it's very useful for mixups. but the 3 moves combined deal too little damage for it to be worth using alone | |||
* he has one good move(236A) that is used for : pressure, SOT combos and guard break. the downside is that it has less range than his 5b. and while 236C makes orochimaru move forward giving him more range, it is very minus on block which forces him to use SOT on block and the C version can be guard canceled on reaction since it's a multihit move | |||
* 236236A/B/C's range is so short that most BNB combos can't end with it | |||
* 214214A/B/C is so awfully slow you can do it while the opponent is attacking you and they ''still'' have enough time to recover and block | |||
* 214214A/B/C against an opponent in the air is still so slow that most of the time they can air dash forward and end up behind you with a lot of time to combo | |||
* 236236D will '''NOT''' activate if the opponent's move is active on it's superflash. this means it can only be reliably used as prediction. it can be beaten by grabs, lows, and projectiles | |||
* level 3 super requires 214214214(3 times). meaning it's hard to get used to doing it mid-combo and is very easy to see coming if used raw | |||
==Normals== | ==Normals== |
Revision as of 03:48, 6 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 Overview
Orochimaru 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
Pros
- good pokes
- useful stance mixups
- can Dust loop Earth, Erile, Hiro, Hiro2, Jadou2, and Ryuken
Cons
- cannot dustloop Jadou, Krayce, Mayura, Orochimaru, Roze, or Wells
- all his moves lack disjoints, which means you can hit the sword and it deals damage to him
- no projectiles
- very few safe poking normals
- extremely slow air speed
- stance moves can be easily parried
- stance has a throw mixup, bu the dash is laggy enough to grab them first
- his anti-airs can be punished with jumping attacks
- his rekka has lenient timing so it's very useful for mixups. but the 3 moves combined deal too little damage for it to be worth using alone
- he has one good move(236A) that is used for : pressure, SOT combos and guard break. the downside is that it has less range than his 5b. and while 236C makes orochimaru move forward giving him more range, it is very minus on block which forces him to use SOT on block and the C version can be guard canceled on reaction since it's a multihit move
- 236236A/B/C's range is so short that most BNB combos can't end with it
- 214214A/B/C is so awfully slow you can do it while the opponent is attacking you and they still have enough time to recover and block
- 214214A/B/C against an opponent in the air is still so slow that most of the time they can air dash forward and end up behind you with a lot of time to combo
- 236236D will NOT activate if the opponent's move is active on it's superflash. this means it can only be reliably used as prediction. it can be beaten by grabs, lows, and projectiles
- level 3 super requires 214214214(3 times). meaning it's hard to get used to doing it mid-combo and is very easy to see coming if used raw
Normals
Far Standing Normals
5A
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5B
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5C
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5D
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4D
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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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3B
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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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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
214A/B/C
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236A/B/C
236A/B/C |
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632146D
632146D |
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Stance
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Super Moves
Level 1 Supers
236-236A/B/C
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236-236D
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214-214A/B/C
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Level 3 Super
214-214-214D
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