Orochimaru
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Health |
500
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Pre-Jump Frames |
4
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Play Style |
All-Around
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Dash Type |
Run
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Character Background
Race: Dragon
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
Strengths |
Weaknesses
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- Super easy combos.
- Huge range on his back throw.
- 3B is a good OTG tool that also acts as a sweep.
- 5B, 2A, 5C are good pokes buttons.
- 8B is an excellent air to air, few can rival it.
- 5B, cl.C and his rekka can be canceled into Orochimaru's stance.
- Stance cancels can make some pressure safe.
- 2A > 2B > 2C chain is good for setting up a tech chase.
- 214A/B/C > 214A > A > D is an excellent corner carry in Seal of Time.
- 236A is good for pressure, optimal SOT combos and easy guard break combos.
- 632146D command grab is good for Oro's mixup options.
- 214-214A/B/C can be extended off of in the corner if spaced properly.
- 214-214-214D is an excellent super with big damage and a guaranteed OTG after.
- Has access to dust loops on these characters: Earth, Erile, Hiro, Hiro2, Jadou2, and Ryuken
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- Slow air dash.
- No disjoints on normals. Most buttons trade with jabs.
- Struggles to deal with zoning thanks to the two points above.
- Only 5B is a safe poke since it can be stance canceled.
- Poor combo damage thanks to his lack of a varied toolset.
- Stance moves can be easily parried since some do not naturally link.
- Stance dash can be thrown out of, negating Oro's throw mixup out of stance dash.
- 4D is useless as an overhead, Oro jumps too high to actually hit anyone. Too short for an anti-air.
- 5A > 5B > 9C chain combo is useless since it cannot be linked off of. You can also parry the 9C overhead.
- 632146D command grab scales combos hard.
- 236A has a poor range compared to its B and C versions. 5B has more range than 236A.
- 236A/B/C is a terrible anti-air since it can be beaten out by any active grounded or air normal.
- 236A/B/C is very unsafe on block, forcing Oro to use meter to make it safe via SOT.
- 236B/C scale heavily since it's multi-hit.
- 236236A/B/C's hitbox is very low on the ground, making it hard to end combos with. It's also very unsafe on block/wiff.
- 214214A/B/C is a terrible anti-air, despite looking like one, thanks to its slow start-up speed.
- 214214A/B/C suffers in the corner due to the hitbox going off-screen, dropping combos if not spaced properly.
- 214214A/B/C scales heavily since it's multi-hit.
- 236-236D is a counter super which can be beaten by throws, lows, and projectiles.
- 214-214-214D has no invincibility frames, trades can happen often in your favor but you lose 3 bar for a 2-second stun.
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Normals
Far Standing Normals
5A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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Specials
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-
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-
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-
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-
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Orochimaru does a light wide slice while having fast startup, it cannot combo into anything so 5B is generally more useful
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5B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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Specials
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-
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-
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-
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-
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can cancel into stance Your main poking tool. very fast startup and one of the longest normals in the game
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5C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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-
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-
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-
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-
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-
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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
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5D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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Specials
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-
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-
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-
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-
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a quick kick, but better normals do the same job can not be added to BNBs and is outclassed by 5B in every aspect
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4D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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-
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-
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-
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-
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-
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Orochimaru jumps in the air and kicks immune to low enough attacks
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Close Standing Normals
cl.5A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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Specials
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-
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-
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-
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-
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Orochimaru taps the enemy with the pommel of his sword, has fast startup and recovery, allowing you to tick throw with this
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cl.5B Bonk Bonk
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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Specials
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-
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-
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-
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-
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very quick attack the most common close BNB starter alongside cl.5A
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cl.5C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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Specials
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-
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-
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-
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-
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can cancel into stance quick vertical slash with average range visually identical to 2C with a few differences
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cl.5D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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Specials
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-
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-
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-
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-
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Crouching Normals
2A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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-
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-
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-
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-
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-
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very similar to 5A but he is crouching
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2B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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Specials
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-
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-
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-
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-
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slash slightly longer than 2A
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3B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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-
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-
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-
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-
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-
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stab that causes a hard knockdown. this is the most frequent and reliable way orochimaru gets knockdowns hits OTG
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2C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Low
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Specials
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-
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-
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-
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-
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visually identical to cl.5C with a few differences
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2D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Low
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Specials
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-
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-
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-
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-
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Jumping Normals
j.A
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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-
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-
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-
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-
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-
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Orochimaru pokes his sword out downwards until he lands.
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j.B
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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-
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-
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-
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-
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-
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completely horizontal slash Orochimaru's best air-to-air
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j.C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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-
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-
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-
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-
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-
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wide slash, Orochimaru's main jump-in good damage and can combo off of it if done low enough
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j.D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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10
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High
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-
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-
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-
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-
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-
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Chain Specific Normals
A -> B -> C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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Specials
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-
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-
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-
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-
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5B and 5C are faster than their non-chain counterparts
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2B -> 2C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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-
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-
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-
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-
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-
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2C becomes an upward slash that slightly launches opponents. this property is yet to receive any practical use
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Throws
A+D Forward Throw the 2nd coolest throw in the game the 2nd coolest throw in the game
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Throw
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N/A
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-
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-
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-
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-
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Orochimaru grabs his opponent and headbutts them
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B+D Back Throw the coolest throw in the game the coolest throw in the game
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Throw
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N/A
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-
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-
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-
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-
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similar to A+D but instead they get throw behind fully untechable and can be followed up with OTG 3B
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Sword Series Slash (Dust)
5B+C Standing SSS
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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N/A
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-
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-
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-
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-
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Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.
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2B+C Low SSS
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Low
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N/A
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-
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-
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-
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-
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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.
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Chaos Breaking (Parry)
A+B Standing Parry Standing Parry Crouching Parry Crouching Parry Jumping Parry Jumping Parry
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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-
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-
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-
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-
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-
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-
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Dodges projectiles and counters any physical, non-grab attacks.
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.
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Special Moves
214A/B/C Rekka starter Rekka starter 214A/B/C - Rekka first followup 214A/B/C - Rekka first followup A/B/C - Rekka second followup A/B/C - Rekka second followup D - Rekka final followup D - Rekka final followup
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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-
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-
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-
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-
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-
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short slash with somewhat slow startup
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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-
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-
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-
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-
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-
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followup to 214A/B/C can cancel into stance
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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-
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-
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-
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-
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-
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final followup. can SOT cancel. D can be added for extra damage and a wallbounce it's possible to get a wallbounce and SOT at the same time if the inputs are done fast enough
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236A/B/C 236A/B/C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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Super
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-
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-
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-
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-
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big move that can SOT cancel A version is stationary and is a single hit B and C versions are multihits and advance Orochimaru
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632146D 632146D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Command throw
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N/A
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-
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-
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-
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-
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Command grab with decent range can be comboed off of but scales combos a lot
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Stance Stance Stance Forward dash Forward dash Back dash Back dash 5A 5A 2A 2A B B C C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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-
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-
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-
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-
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-
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Stance that can be entered with cl.5C, 5B, 214A/B/C ~> 214A/B/C Stance can also cancel into throw or (very difficult) command throw will disable automatically if no followup is selected
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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-
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-
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-
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-
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-
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Orochimaru hops forward a short distance has a fair ammount of end lag so the opponent can grab you first if you attempt to grab them
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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-
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-
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-
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-
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-
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Orochimaru does a short hop backwards exits the stance
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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-
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-
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-
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-
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-
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quick overhead that causes a hard knockdown exits the stance
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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-
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-
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-
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-
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-
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quick low that causes a hard knockdown exits the stance
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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-
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-
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-
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-
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-
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very fast and very damaging poke
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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-
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-
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-
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-
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-
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armored move that guard breaks on block or causes a knockdown on hit is stopped by multihits and lows and parries needs further testing, but if attacked near the end of the animation orochimaru will attack instantly exits the stance
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Super Moves
Level 1 Supers
236-236A/B/C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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N/A
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-
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-
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-
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-
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very very short attack that on hit initiates a sequence ending in a knockdown while it can be used as a reversal, it can't reliably punish jump-ins it's range is so short that most BNBs can't end with it
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236-236D
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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-
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N/A
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-
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-
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-
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-
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this breaks mizuumi guidelines but please never use this a parry super with tons of damage however : - if the opponent's attack is active during the superflash it will not counter it - it's beaten by lows - it's beaten by throws - it will almost never be timed correctly to punish a jump-in, since they can empty jump when they see the superflash
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214-214A/B/C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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N/A
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-
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-
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-
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-
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fire pillar super with good reach has a very long startup. opponents can attack on the superflash but still recover and block in time aerial opponents can air dash forward on the superflash and end up behind you it is often used in long advanced combos but it scales damage a lot
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Level 3 Super
214-214-214D Translation : you dead Translation : you dead
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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N/A
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-
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-
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-
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-
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a very wide slash that on hit initiates a short sequence the main damage comes from a single slash so it's not affected by scaling as much as other level 3s 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
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Strategy
Combos
Chain Combos
Basic Combos