Under Night In-Birth/UNI2/Orie/Matchups

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Match Ups

Hyde

Knowledge Checks
  • 5[FF] is his sole overhead and is 33f startup (30 in Vorpal).
    • 5FF 22A/B can check high shield attempts.
  • Hyde's j.236X can be 3D'd through between the sword and the projectile hits.

Neutral

Playing neutral against Hyde is a matter of dealing with his 236A. Dark Orbiter on its own is very good at shutting down Orie's approach options, and Hyde can use the A follow-up as a cheeky anti-air. Once 236A is out, Orie is forced to deal with it. The best option is to purple shield it, which starts RPS. Either Hyde will run all the way in and 2A or throw which can be checked with 5A, or he will 66C to call out the check. Getting hit by 66C hurts, and he can cancel into his FFs and then another special move to keep pressure on block.


Offense

Hyde is blessed with both a meterless reversal and a strong, horizontal reversal super.


Defense

As stated previously, Hyde has only one overhead and it is quite slow. Defending against Hyde is mostly a matter of dealing with his throw attempts, as he gets a combo in the corner. He can layer frame traps for days, making Shield the best option to deal with his pressure. Blocking Hyde deals a small amount of chip, but it's far better to block and play for cycle than get hit and explode. His rekkas are plus if delayed and can frame trap between follow-ups, but he will need to spend CS or meter to keep the last one safe. His other plus frame options are 22B, spaced 236A, and 5[C] 2Aw.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top

Linne
Waldstein

Knowledge Checks
  • 360B is an excellent 6f abare tool but it will Gold Throw on hit.

Neutral

Waldstein's neutral is surprisingly difficult to navigate for Orie thanks to his 22X. His long reaching buttons and clap cancels allow him to wall her out surprisingly effectively in tandem with is projectile. Her best option to deal with it is to farm GRD with Shield and dashblock her way into her normal attack range. If he whiffs a normal or a clap, she can usually punish with 236B.


Offense

Wald's normals are horrendously slow. So slow, in fact, that it's very difficult for him to deal with -1 rebeats like 5C or 2C into 2Aw. His normals being great anti-airs also works against them as their grounded reach is quite limited. Outside of 360B range, Wald functionally cannot do anything about 214A~4B aside from attempt to spend meter to get out.

In terms of reversals, Wald has 360C for a fast, command grab reversal and 623C for a slow, strike reversal. Attempting to jump before the superflash on a read can be called out by his own air-unblockable 3C.


Defense

Waldstein is a relatively traditional grappler. His main tools for fighting shield are his command grabs, but he also has overhead options with 6C and 236B. Because his 360B is so big, its only a good idea to Shield against his plus on block clap special when out of its range. Shielding within 360B range runs with a high risk of getting GRD broken. Wald is difficult to anti-air, as his j.C has tremendous downwards reach and he has j.2C to change his air momentum. His air options encourage using Stand shield, which again runs the risk of being command grabbed. Represent it as an option but be careful about it.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top

Carmine

Knowledge Checks
  • 5BB starts RPS on block.
    • 5BB 22A is a +2oB frame trap, encouraging crouch Shield after 5BB.
    • 5BBB is a command throw that Gold Throws on block, punishing Shield.

Neutral

Offense

Defense

Overview | Frame Data | Matchups | Strategy | Reverse Matchup | Match Videos Return to Top

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