Rivals of Aether/Ori and Sein

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Story

play ori and the blind forest lol.

Gameplay

Playstyle
Ori is an X who does Y with Z
Pros Cons
  • Pro:
  • Con:



Sein

Sein follows Ori around, allowing Ori to extend combos, win neutral, and kill confirm!

Notable Players

Name Color Activity Notes Contact
Kusi
Roa cat col 00.png
Jesier
Roa cat col 00.png
Ahntye
Roa cat col 00.png
Nbad
Roa cat col 00.png

Moveset

Jabs

Jab Combo
Attack > Attack > Attack
Roa ori jab1.png
Jab 1
Roa ori jab2.png
Jab 2
Roa ori jab3.png
Jab 3
Roa ori jab1 h.png
Jab 1
Roa ori jab2 h.png
Jab 2
Roa ori jab3 h.png
Jab 3
Hitboxes Off
Hitboxes On

Jab 1

cat_jab1

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


Begin by explaining the move's purpose: is it a neutral tool? a kill move? a mobility option? is it useful for techchase / combo extensions / juggles / edgeguards / spacing?

What makes this move worth using? Highlight some key strengths (comes out quickly, has lots of active frames, has high knockback, etc.) that pertain to its function. What are some important details that are worth knowing (the sweetspot does X, the angle flipper allows it to do Y, the disjoint allows it to challenge Z, etc.)?

A mention of important combo routes can be helpful ("notably, this move combos into Up Strong for a reliable kill confirm"), but don't go into extensive detail outlining entire combo trees. Combo strategy is best saved for the Strategy pages.

A paragraph should be sufficient for more simple moves, but feel free to use multiple to explain different features, functions, interactions, etc. as needed.

As always, give adequate detail, but be concise. Aim to be unbiased, but good use of flavorful descriptions can help emphasize key information.

  • Make sure to double check your facts before posting!
  • Don't overdo it with move captions! Consider adding captions which add additional info, emphasize a main takeaway, or some interesting trivia in the context of the character/game when appropriate, but not every move necessarily needs a caption. Feel free to inject some humor or jokes when appropriate for flavor, but keep these to a small handful at most.
  • Feel free to include a few bullet points at the beginning or end to cover other key points that don't otherwise fit into the body of the text (for example, "fastest aerial", "can be canceled into X on hit", "has invulnerability on frames A thru B", etc.).
  • If a Special Move has a known official name, list it in the Title field of the MoveDataCargo structure. Otherwise, use a common community-given name if such a name exists and is commonly understood. If a move has a known official name AND a DIFFERENT community name, list the official name in the Title field and include a bullet point at the beginning of the move's text field which indicates the commonly-used community term. See Sylvanos Down Special for an example.

Jab 2

cat_jab2

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


If a move consists of multiple distinct components, provide separate tables for each. In general, sweetspot/soutspot distinctions can be marked in one table in the character's Frame Data directly. (Discuss how to standardize this with brackets / slashes / parentheses)

Jab 3

cat_jab3

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Dash Attack

(while running) Attack
Roa ori dattack1.png
Roa ori dattack2.png
Roa ori dattack1 h.png
Roa ori dattack2 h.png
Hitboxes Off
Hitboxes On

cat_dattack

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Tilts

Forward Tilt

Roa ori ftilt.png
Roa ori ftilt h.png
Hitboxes Off
Hitboxes On

cat_ftilt

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Up Tilt

Roa ori utilt1.png
Roa ori utilt2.png
Roa ori utilt1 h.png
Roa ori utilt2 h.png
Hitboxes Off
Hitboxes On

cat_utilt

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Down Tilt

Roa ori dtilt1.png
Roa ori dtilt2.png
Roa ori dtilt3.png
Roa ori dtilt1 h.png
Roa ori dtilt2 h.png
Roa ori dtilt3 h.png
Hitboxes Off
Hitboxes On

cat_dtilt

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Strong Attacks

Forward Strong

(Forward/Back +) Strong
Roa ori fstrong.png
Roa ori fstrongc1.png
Roa ori fstrongc2.png
Roa ori fstrongc3.png
Roa ori fstrong h.png
Roa ori fstrongc1 h.png
Roa ori fstrongc2 h.png
Roa ori fstrongc3 h.png
Hitboxes Off
Hitboxes On

cat_fstrong

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Up Strong

Up + Strong
Roa ori ustrong1.png
Roa ori ustrong2.png
Roa ori ustrongc1.png
Roa ori ustrongc2.png
Roa ori ustrong1 h.png
Roa ori ustrong2 h.png
Roa ori ustrongc1 h.png
Roa ori ustrongc2 h.png
Hitboxes Off
Hitboxes On

cat_ustrong

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Down Strong

Down + Strong
Roa ori dstrong1.png
Roa ori dstrong2.png
Roa ori dstrong3.png
Roa ori dstrong1c.png
Roa ori dstrong2c.png
Roa ori dstrong3c.png
Roa ori dstrong4c.png
Roa ori dstrong5c.png
Roa ori dstrong6c.png
Roa ori dstrong1 h.png
Roa ori dstrong2 h.png
Roa ori dstrong3 h.png
Roa ori dstrong1c h.png
Roa ori dstrong2c h.png
Roa ori dstrong3c h.png
Roa ori dstrong4c h.png
Roa ori dstrong5c h.png
Roa ori dstrong6c h.png
Hitboxes Off
Hitboxes On

cat_dstrong

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Aerials

Neutral Air

(while airborne) Attack
Roa ori nair.png
Roa ori nair h.png
Hitboxes Off
Hitboxes On

cat_nair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Forward Air

(while airborne) Forward + Attack
Roa ori fair1.png
Roa ori fair2.png
Roa ori fair1 h.png
Roa ori fair2 h.png
Hitboxes Off
Hitboxes On

cat_fair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Back Air

(while airborne) Back + Attack
Roa ori bair.png
Roa ori bair h.png
Hitboxes Off
Hitboxes On

cat_bair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Up Air

(while airborne) Up + Attack
Roa ori uair1.png
Roa ori uair2.png
Roa ori uair3.png
Roa ori uair1 h.png
Roa ori uair2 h.png
Roa ori uair3 h.png
Hitboxes Off
Hitboxes On

cat_uair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Down Air

(while airborne) Down + Attack
Roa ori dair1.png
Roa ori dair2.png
Roa ori dair1 h.png
Roa ori dair2 h.png
Hitboxes Off
Hitboxes On

cat_dair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Specials

Neutral Special

Special (Air OK)
Roa ori nspecial1.png
Roa ori nspecial2.png
Roa ori nspecial1 h.png
Roa ori nspecial2 h.png
Hitboxes Off
Hitboxes On

cat_nspecial

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • AKA "Sein Taps" and "Sein Charge," respectively.

Forward Special

Forward/Back + Special (Air OK) (Hold OK)
Roa ori fspecial.png
Roa ori fspecial orb.png
Roa ori fspecial h.png
Roa ori fspecial orb h.png
Hitboxes Off
Hitboxes On

cat_fspecial

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


  • red and blue side b angles are the middle and farthest angle respectively

Up Special

Up + Special (Air OK)
Roa ori uspecial1.png
Roa ori uspecial2.png
Roa ori uspecial3.png
Roa ori uspecial1 h.png
Roa ori uspecial2 h.png
Roa ori uspecial3 h.png
Hitboxes Off
Hitboxes On

cat_uspecial

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Down Special

Down + Special (Air OK)
Roa ori dspecial.png
Roa ori dspecial h.png
Hitboxes Off
Hitboxes On

cat_dspecial

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Alternate Palettes

Default Colors

Unlockable Skins

  • Custom Color 2: Beat story mode.
  • Abyss: Reach Abyss level 10 with Ori.
  • Ranked: Reach Gold rank with Ori.
Default
Alt Cyan
Alt Red
Alt Green
Alt Dark
Pink
Custom Color 1
Custom Color 2
Abyss
Ranked

Seasonal Colors

Current seasonal skins rotate every 3 months in the following order (hemisphere dependent):

  • Valentines (Feb-Apr)/(Aug-Oct)
  • Summer (May-Jul)/(Nov-Jan)
  • Halloween (Aug-Oct)/(Feb-Apr)
  • Christmas (Nov-Jan)/(May-Jul)
Genesis Old (removed)
Frostbite 2018 (removed)
Valentines
Summer 2017 (removed)
Summer
Halloween
Christmas

Premium Skins

How to Get

  • Champion: Obtainable via the developers.
  • EA: Purchase a Steam key for RoA via Humble Bundle.
Champion
Early Access Promo
Infamous (unobtainable)

Other

Use with Readek's Recolor Tool for properly recolored Ori skins.

Recolor Tool

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Ori and Sein
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Mechanics