- Strong meter fill on whiff: Orihime's WU is a move with low recovery that fills a lot of meter which allows her to build enough meter to be able to frequently use combo breakers and ghost step.
- Strong close up: Orihime's SJ is a great burst option with armor that makes her hard to deal with close up.
- Safe zoning: Orihime's Air U is a low recovery projectile that allows Orihime to safely fight at far ranges.
- Can heal herself: Orihime's WI heals some of Orihine's health back which allows her to live longer.
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- Easily loses in projectile wars: While Orihime's Air U is great against characters who do not have projectiles, there are many other characters who either throw more projectiles at once or have projectiles with higher durability which allow them to easily beat out Orihime's zoning.
- Struggles in the air: None of Orihime's aerials are good for landing which makes her have a hard time landing or attacking high in the air.
- Subpar mobility: Orihime's movement speed is subpar and her dash has higher recovery than most dashes which makes her struggle in running away to a position where she can zone safely.
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