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: 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
Strengths |
Weaknesses
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- good pokes
- useful stance mixups
- can Dust loop Earth, Erile, Hiro, Hiro2, Jadou2, and Ryuken
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- 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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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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Specials
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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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Specials
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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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Specials
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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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30
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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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None
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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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None
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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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Super
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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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Super
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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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Super
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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
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