Under Night In-Birth/UNIEL/Orie

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File:Movelist-orie.jpg
Orie's Movelist

Introduction

fluff

Story

lol anime story

Unique Trait/Health

unique trait stuff
Health: 9,450

Gameplay

fluff

Move List

Normal Moves

5A

Fast angled poke with sword. Doesn't hit low despite the animation. Dial A for an auto-combo (5A 5B 2C 4C 214B).

2A

Short kick that hits low. Very short range so space it well.

5B

Forward thrust with sword. Has decent range but is actually shorter than the animation makes it appear. Hitbox is also narrower at the tip so it will whiff at max range on most crouching characters.

2B

Low-hitting version of 5B. Max range isn't as good as 5B but generally has better range against crouchers.

5C

Advancing spin kick. Fairly fast startup and moves Orie forward; combos from 5A so you can skip 5B and go straight to this if you need the better spacing.

2C

Low-hitting sweep kick.

j.A

Downward-angled stab. Very good downward hitbox that can hit opponents on the way up (although it won't hit overhead if done while rising). Note that the sword hitbox is very narrow and can whiff at point-blank so make sure you space it well.

j.B

Upward kick that hits in front of and above Orie. Good for air-to-air, but won't hit grounded opponents unless you do it fairly deep.

j.C

Downwards stab with a more horizontal angle than j.A. Has good forward range but a fairly narrow downwards hitbox so not so great for jump-in.

Command Normals

6B

Overhead kick. Has a very slow startup but advances a long distance and can be special canceled on hit or block. Orie's only standing overhead.

3B

Diagonally-upward stab with sword. Your go-to anti-air poke, also good for picking up airborne opponents from the ground.

3C

Floating spin kick that hits mid. Goes over lows and is fairly safe on block, but cannot be canceled into anything. Does still combo into various moves if used to juggle an airborne opponent.

j.2C

Downwards axe kick. Halts Orie's momentum in midair, allowing it to hit grounded opponents quickly and safely. Note that this move does NOT hit overhead; primarily used to knock down the opponent as an air combo ender.

Dash Normals

66B

Spinning side kick. Links into 5A on hit.

66C

Rushes forward and stabs multiple times.

Universal Mechanics

Force Function B+C

Orie flips forward while sparkling fabulously; can do air actions on the way down. If she goes over the opponent, she will automatically turn around making this usable as a crossup (albeit a very obvious one). Can be used to "jump cancel" blockstrings or to escape pressure, but be careful since it doesn't actually have invul.

Throw A+D

Standard throw. Knocks down and blows away the opponent.

Special Moves

Divine Thrust 「ディバインスラスト」 236 A/B/C

Coup Droit-style advancing thrust. B version goes further and knocks down on it. Can be charged to increase distance; full charge goes through the opponent and floats, allowing followup. EX version hits multiple times and causes a long float allowing an easy followup.

Sacred Arrow 「セイクリッドアロー」 623 A/B/C

Reversal DP. A version doesn't have invul but can be followed up with 5A if it hits the opponent high enough; B and EX versions have invul and deal more damage.

Command Order 「コマンドオーダー」 214 A/B/C

Orie summons her Stand to attack. A version is a fast, long-reaching low that combos off most moves. B version is a slower mid-hitting overhead that will not knock down a standing opponent, but will ground airborne ones long enough to follow up with 2C. Can be done in the air but both versions will hit mid. EX version will wallbounce opponent allowing for extended followups and will always start from the ground, so can be used to combo grounded opponents from heights that normally wouldn't work.

  • Thick and Fast 「シックアンドファースト」 214 A

Followup to 214A/B. Spinning slash that wallbounces the opponent, good as a combo ender for extra damage.

  • Succession 「サクセッション」 214 B/C

Alternate followup to 214A/B. Uppercut that launches the opponent. Blows pretty far back so can be difficult to combo midscreen, but leads to extended followups in corner.

Sealing Hoplon 「シーリングホプロン」 22 A/B/C

Orie's Stand floats forward and makes a big energy sphere after a short delay. Launches on hit and is extremely advantageous on block provided it doesn't get interrupted. A version summons Stand at a close distance, B version summons it far, and EX version tracks the opponent and hits multiple times.

Sacred Spire 「セイクリッドスパイア」 41236 C

EX-only special. Orie charges forward and does a stab combo ending in an upward thrust. Has a fair bit of invul on startup but isn't particularly fast and is super punishable on block, so be careful when throwing this out without confirming your combo first.

Infinite Words

Luminous Embrace 「ルミナスエンブレイス」 41236 D

Orie's Stand sends a giant multi-hitting wave across the entire stage.

Infinite Words EXS

Rest In Peace 「レストインピース」 A+B+C

ANIME

Combos

stuff

Colors

Justice Sprite Night Shade Tears of Salamander Saint's Mother Storm Sylphid
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Undine Rain Athena Light Evil Knight Scamper Emerald Efreet Flare
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Rizo de Agua Fallen Angels Dios de la Muerte Calm Pink Orange Yogurt
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Crimson Rouge Mistiltein Green Magnolia Lluvia Medium Moon Water
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