Wonderful World/Orphe

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Orphe Folkrai
オルフェ・フォークライ
Age: 18
Occupation: Bounty Hunter
Height: 157 cm
Weight: 48 kg
Likes: Collecting magic items, street sales
Dislikes: Being taken care of
Values: Friends
Weapon: The twin swords "Renge" and flame magic

Character Specific Data

  • Health: -
  • Starting Guts Correction: -
  • Guts Correction: -
  • Total Effective Health: -
  • Weight: -
  • Shave Value: -
  • Combo Correction Value: -

Playstyle

Orphe is a mid-ranged offensive powerhouse that tends to rely on using the auto-blocking properties of her guard point normals and her guard points' unique followups to force her way in on the opponent and lock them down. This also makes her a formidable threat to projectile and zoning characters who give her too many opportunities to use her guard points to get through their attacks. Her main weaknesses lie in how committal her guard point followups are--which is only made more dangerous by the fact that she takes increased damage from counterhits--and a relatively weaker air and anti-air game in comparison to how dominating she can be on the ground.


Strengths Weaknesses
  • Guard points enable aggressive offense. Using Orphe's guard points properly will allow her to power through the opponent's attacks and continue her offense while allowing her to defend herself. This even works against projectiles, allowing Orphe to bulldog her way in even on opponents that are trying to keep her out.
  • Good mixups. Aside from her Just Break, Orphe's 6P is a throw invulnerable 22F overhead and can be confirmed into a full combo, which gives her a dangerous mixup game when mixed with her low attacks and other skills.
  • Extremely vulnerable to counterattacks. Using Orphe's Original Abilities after a guard point will almost always be more unsafe than the uncanceled guard point normal, so a careful opponent can capitalize on this and force her to overcommit, which is dangerous to her because she takes increased counterhit damage.
  • Weak air and anti-air game. While Orphe does have attacks that can hit anti-air, she generally has a tougher time contesting aerial attacks, and none of her jumping normals have guard points on them, meaning that she is largely most effective on the ground.

Movelist

Original Abilities
Blade Shield / 刃の盾 The startup of specific attacks have guard points.
Risk of Failure / 失敗のリスク Orphe takes 140% damage from counterhits.
Command Moves
Butt Attack / 尻アタック 6+P
Rasen / 螺旋 5O after a successful Blade Shield
Sangeshou / 散華粧 6+O after a successful Blade Shield
Enma / 炎魔 4+O after a successful Blade Shield
Shunkyaku / 瞬脚 66 after a successful Blade Shield
Rasen Kaidan / 螺旋階段 214+O after a successful Blade Shield (costs 50% of the Skill Gauge)
Skills
Gurenge / 紅蓮華 236+P
Hirenge / 悲蓮華 236+S (air OK)
Harenge / 漣蓮華 236+HS (or 5HS during Gurenge or Hirenge)
Fuusharin / 風車輪 623+HS
Setsuna / 刹那 214+S
Kousen Gaeshi / 黄泉返し In air, 236+K
Finish Skills (cost 100% of the Skill Gauge)
Guren Fuusharin / 紅蓮風車輪 2364+S

Original Abilities Overview

Orphe has two passive Original Abilities. The first, Blade Shield, causes Orphe's standing and crouching S and HS normals to have guard points that let her defend against attacks and continue attacking. She can cancel normals with guard points into other normals with guard points if the first normal catches an attack, provided that she is going further up the cancel chain. Moves that utilize the O button are only available after an opponent triggers one of Orphe's guard points, with a slight buffer to make the input easier.

Orphe's guard point hitboxes are not immediately active, and can only absorb one hit. Additionally, guard point normals will either have an upper body or full body hitbox for the guardpoint, depending on the move. Each normal's specific guard point information will be covered in their frame data box. Of note are these categories:

  • Startup is the amount of time before the first frame of guard point activates.
  • Duration is the duration of the Guard Point itself.
  • Recovery is the amount of frames remaining after the guard point has finished until the actual active frames of the attack.

Orphe's second Original Ability, Risk of Failure, causes her to take 40% more damage from counterhits.

Normal Moves & Original Abilities

5P
5P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

A short-ranged slap. Doesn't whiff against crouching opponents, and works as a good anti-air against jumps at the right angle.

5K
5K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

Relatively fast kick that doesn't whiff on crouching opponents. Not a bad move, but not generally used over 2K.

cl.5S
cl.5S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

Good hitbox, but use is limited by the fact you need to be pretty close to use it. When not being used as chain filler, this move can be useful against people jumping while cornered.

Guard Point

  • Startup: 5f
  • Duration: 12f
  • Recovery: 0f
  • Guard point type: Upper Body

This move is mostly more useful when you are close to the opponent, but must be timed carefully, as it has the longest startup of all her guard point normals. However, it is tied for duration with 2HS, with no recovery frames afterwards, and on a successful catch can be canceled into either f.5S, 2S, or 5HS in addition to her O button followups.

5S
5S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

Good range and jump cancel-ability make this move pretty important. This is a good move to use for both its GP qualities, as well as its range as a poking tool.

Guard Point

  • Startup: 0f
  • Duration: 8f
  • Recovery: 10f
  • Guard point type: Upper Body

The combination of near instant startup and good reach make this a prime choice for poking against mid and high level pokes. Still has some good uses against high/mid projectiles, as well as very tight IAD gaps in blockstrings where 2S might not be fast enough.

Be careful using this move uncanceled, because it has the longest gap between GP ending and the actual attack portion of the move.

5HS
5HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

Another one of Orphe's best moves. The GP on 5HS is extra long compared to all the others, making it easy to use. The forward momentum and range (second hit) on this move are huge. Be wary of the long startup and EXTREMELY long recovery on this move; if it misses for whatever reason you're in for a beating.

Guard Point

  • Startup: 0f
  • Duration: 17f
  • Recovery: 3f
  • Guard point type: Upper Body

Very important GP move because it's the only one with 0F startup that you can use while close to the opponent. It also has the longest duration, making it the most effective against stagger pressure, and the most accessible to new Orphe players.

There are plenty of situations where this blindspot is only covered by the powerful reach of 5HS, and many of them are a garunteed 5HS hit. However a 5HS wiff is still very dangerous, so be wary of situations where it can be baited.

2P
2P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

A crouching version of 5P and Orphe's fastest poke.

2K
2K
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Low - - - - 1 ? ?

Fast low kick that's only a frame slower than 2P. This is the move you generally want to poke around with at closer ranges. The fact it hits low also makes it centric to Orphe's high/low game.

2S
2S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Low - - - - 1 ? ?

One of Orphe's best normals. Anti-airs on both sides of her body Negative pushback on block and hit make it very centric to her blockstrings and combos as well.

Guard Point

  • Startup: 4f
  • Duration: 9f
  • Recovery: 5f
  • Guard point type: Upper Body

2S has a full body GP box, and attack itself also has a good hitbox, meaning if you don't go into a followup, the attack itself is pretty likely to hit.

This only enhances its use as an anti-air button (landing recovery ensures that you will get a punish on jump-in, and the fact it's air unblockable means a double jump bait is highly unlikely). Its guardpoint also makes it good for beating low pokes and is a great anti-projectile tool.

2HS
2HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Low - - - - 1 ? ?

Low hitting sweep with no range. It hits on both sides so you can use it against Aiwhen's teleport crossups. This move is mostly used either for its guard point or during combos.

Guard Point

  • Startup: 3f
  • Duration: 12f
  • Recovery: 8f
  • Guard point type: Full Body

2HS's full body GP means it's similar to 2S in use. However, as it's a sweep... it is generally not useful against jump-ins, and is better suited to use against projectiles in almost all situations.

Still useful against low pokes and projectiles, choose between 2S and 2HS is generally a matter of preference. 2HS GP starts up only 1 frame faster than 2S, which is barely a difference but it can count. More importantly it has significantly more active frames, meaning countering with it tends to be quite a bit easier, especially against staggered pressure.

It does on the flip side have more recovery than 2S, but the low profile of the hitbox tend to make that difference fairly negligible. If you don't cancel into something, 2S will generally lead into a more damaging combo than 2HS as well.

j.P
j.P
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High - - - - 1 ? ?

Description.

5O
Translated name
kana name

5O
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

Describe 5O effects here.

22O
Rasen Kaidan
螺旋階段

214+O
Costs 50% Skill Gauge to use. (blank this line if not applicable)
Costs 50% Skill Gauge to use. (blank this line if not applicable)
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

Describe 214O effects here.

Command Moves

j.2S
Translated name
kana name

Input.
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

Description

Universal Moves

6HS
Just Break
6+HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High 4 - - foobar 1 ? ?

Universal overhead option.

Throw
Throw
When close, 4 / 6+HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 4 - - - 1 ? ?

Description.

Air Throw
Air Throw
In air, 4 / 6+HS when close
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 4 - - - 1 ? ?

Description.

Skills

236P
Translated name
kana name

Input.
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

Description

Finish Skills

2146S
Translated name
kana name

Input.
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

Description

236236S
Translated name
kana name

Input.
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid - - - - 1 ? ?

Description

Gameplan & Strategy

Matchups

Combos

Videos

External Links

Colors

P Button K Button S Button HS Button
O Button SP Button Hidden


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Ryuza
Duna
Lemius
Aiwhen
Corona
Sasari
Lunathia
Orphe
Cielo
Alicephia
Sabe
Neva
Lynia
Friede
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Chartette
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Semnia
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