Spectral vs Generation/Orochimaru

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Orochimaru
Spectral VS Generation Orochimaru Image.jpg
Health 500
Pre-Jump Frames 4
Play Style All-Around
Dash Type Run

Character Background

Race: Dragon
Motivation: To preserve order
Weapon: Rising Sun
Likes: Alcohol, Women, Fighting
Dislikes: Marriage

Gameplay Overview

Playstyle

Orochimaru (usually shorted down to "Oro") is the most neutral heavy character in the game. he relies on excellent positioning, great intuition and smart use of his stance to take advantage. he benefits from an easy execution for his optimal combos and good pokes. However, he is rewarded with extremely poor damage compared to everyone else for relatively high risk. Which, coupled with his lack of disjoints, projectiles and his very slow air speed, lands him at the bottom of all tier lists.

Orochimaru is a character who excels in neutral, but sadly not much else.
Pros Cons
  • Strong Neutral: Oro's neutral game is very powerful. Having good pokes in 5A, 2A and 5C to check his opponents, and a very powerful air-to-air in j.B which is very difficult for anyone to contest.
  • Good Pressure: With his stance making his most common pressure options safe, his 236A being Seal Of Time'd and even having access to a command grab which you can combo from, Oro has surprisingly good pressure.
  • Dustloop: Not a joke. Orochimaru has an actual Dustloop in this game. While being character specific (Earth, Erile, Hiro, Hiro2, Jadou2 and Ryuken), it's a very effective timer-scam method if you're consistent with your inputs.
  • A Plethora Of Serious Flaws: Unfortunately, Orochimaru has the biggest shortcomings in this game. Having the slowest air dash, no disjoints on his normals, useless buttons and chain combos, poor combo damage, weak reward off command grab, unsafe pressure options without meter outside of stance-cancellable options (and the list goes on), Orochimaru has the highest risk of any character while also having very low reward for pulling anything off.
  • Zoning Woes: Because of aformentioned flaws, and the fact that he has no fireball himself, Oro suffers a lot from zoning and genuinely has a difficult time even approaching characters who can keep their distance without much worry.
  • Really Weak Super Options: From a fire pillar super (214214X) which is your best combo ender but not only has poor scaling but also so much startup that you can't use it on reaction to jump-ins AND has a blind spot in the corner, a tornado super (236236X) which is so stubby you'll never find any way to properly utilize it in your gameplan, a counter super which is a contender for the WORST one in fighting game history alongside 3S Remy's Blue Nocturne SA3, and a LVL 3, while good, has a very awkward input. Orochimaru has very poor super options.

Normals

Far Standing Normals

5A
SVG Orochimaru Far5A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 Mid Specials - - - -

Orochimaru does a light wide slice
while having fast startup, it cannot combo into anything so 5B is generally more useful


5B
SVG Orochimaru Far5B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
35 Mid Specials - - - -

can cancel into stance
Your main poking tool. very fast startup and one of the longest normals in the game


5C
SVG Orochimaru Far5C.png
Making Haomaru proud
Making Haomaru proud
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
55 Mid - - - - -

Orochimaru does a heavy slash that slightly staggers oppnents on hit. it's very unsafe on hit so other than 5B>5C this is rarely used other than predictions


5D
SVG Orochimaru Far5D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 Mid Specials - - - -

a quick kick, but better normals do the same job
can not be added to BNBs and is outclassed by 5B in every aspect

Close Standing Normals

cl.5A
SVG Orochimaru Close5A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 Mid Specials - - - -

Orochimaru taps the enemy with the pommel of his sword, has fast startup and recovery, allowing you to tick throw with this


cl.5B
SVG Orochimaru Close5B.png
Bonk
Bonk
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
35 Mid Specials - - - -

very quick attack
the most common close BNB starter alongside cl.5A


cl.5C
SVG Orochimaru Close5C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
55 Mid Specials - - - -

can cancel into stance
quick vertical slash with average range
visually identical to 2C with a few differences


cl.5D
SVG Orochimaru Close5D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 Mid Specials - - - -

5D but a bit lower

Crouching Normals

2A
SVG Orochimaru 2A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 Mid - - - - -

very similar to 5A but he is crouching


2B
SVG Orochimaru 2B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
35 Mid Specials - - - -

slash slightly longer than 2A


2C
SVG Orochimaru Close5C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
55 Low Specials - - - -

visually identical to cl.5C with a few differences


2D
SVG Orochimaru 2D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 Low Specials - - - -

A short kick.

Jumping Normals

j.A
SVG Orochimaru j.A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 High - - - - -

Orochimaru pokes his sword out downwards until he lands.


j.B
SVG Orochimaru j.B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
35 High - - - - -

completely horizontal slash
Orochimaru's best air-to-air


j.C
SVG Orochimaru j.C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
55 High - - - - -

wide slash, Orochimaru's main jump-in
good damage and can combo off of it if done low enough


j.D
SVG Orochimaru j.D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 High - - - - -

Air kick.

Command Normals

3B
SVG Orochimaru 3B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
40 Mid - - - - -

stab that causes a hard knockdown. this is the most frequent and reliable way orochimaru gets knockdowns
hits OTG


4D
SVG Orochimaru 4D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 Mid - - - - -

Orochimaru jumps in the air and kicks
immune to low enough attacks

Chain Specific Normals

A -> B -> C
SVG Orochimaru Far5B.png
SVG Orochimaru 5C2.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B 17, C 28 High Specials - - - -

5B and 5C are faster than their non-chain counterparts


2B -> 2C
SVG Orochimaru 2C2.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
28 High - - - - -

2C becomes an upward slash that slightly launches opponents. this property is yet to receive any practical use

Throws

A+D
Forward Throw
SVG Orochimaru Grab1.png
the 2nd coolest throw in the game
the 2nd coolest throw in the game
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
60 Throw N/A - - - -

Orochimaru grabs his opponent and headbutts them


B+D
Back Throw
SVG Orochimaru Grab2.png
the coolest throw in the game
the coolest throw in the game
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
70 Throw N/A - - - -

similar to A+D but instead they get throw behind
fully untechable and can be followed up with OTG 3B

Sword Series Slash (Dust)

5B+C
Standing SSS
SVG Orochimaru Close5C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
150 High N/A - - - -

Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.


2B+C
Low SSS
SVG Orochimaru 3B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
145 Low N/A - - - -

Same as standing SSS but hits low. Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.

Chaos Breaking (Parry)

A+B
SVG Orochimaru GroundParry.png
Standing Parry
Standing Parry
SVG Orochimaru CrouchParry.png
Crouching Parry
Crouching Parry
SVG Orochimaru AirParry.png
Jumping Parry
Jumping Parry
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- - - - - - -

Dodges projectiles and counters any physical, non-grab attacks.
The Standing and Jumping versions parry anything that can be blocked High, but is vulnerable to grabs. The Crouching version only parries lows and cannot be grabbed.

Special Moves

Fire Dragon Wave
236A/B/C
SVG Orochimaru 236ABC.png
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A 50 High/Low Super - - - -

big move that can SOT cancel
A version is stationary and is a single hit

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B 51 High/Low Super - - - -

big move that can SOT cancel
B version is 3 hits and advances Orochimaru

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
C 56 High/Low Super - - - -

big move that can SOT cancel
C version is 4 hits and advances Orochimaru


Vertical Slicer
214A/B/C
SVG Orochimaru 214ABC1.png
Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
A 11 Mid Vertical Gale, Super - - - -

short slash with somewhat slow startup

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
B 15 Mid Vertical Gale, Super - - - -

short slash with somewhat slow startup

Version Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
C 19 Mid Vertical Gale, Super - - - -

short slash with somewhat slow startup

Vertical Gale
Vertical Slicer ~> 214A/B/C
SVG Orochimaru 214ABC2.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
24-27 Mid V Gale Dragon Crest, Readiness - - - -

followup to 214A/B/C
can cancel into stance

V Gale Dragon Crest
Vertical Gale ~> A/B/C
SVG Orochimaru 214ABC3.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
26-33 Mid Static Dragon, SoT - - - -

final followup. can SOT cancel. D can be added for extra damage and a wallbounce
it's possible to get a wallbounce and SOT at the same time if the inputs are done fast enough

Static Dragon
V Gale Dragon Crest ~> D
SVG Orochimaru 214ABC4.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
32 Mid N/A - - - -

final followup. can SOT cancel. D can be added for extra damage and a wallbounce
it's possible to get a wallbounce and SOT at the same time if the inputs are done fast enough


Unclean Killer
632146D
SVG Orochimaru 632146D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
45 N/A N/A - - - -

Command grab with decent range
can be comboed off of but scales combos a lot


Readiness
A+B After 5B/cl.5C/Vertical Gale On Hit/Block
SVG Orochimaru Stance.png
This Is The Stance
This Is The Stance
SVG Orochimaru Stance fdash.png
Forward dash
Forward dash
SVG Orochimaru Stance bdash.png
Back dash
Back dash
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
N/A Mid N/A - - - -

Stance that can be entered with 5B, cl.5C, or 214A/B/C ~> 214A/B/C
Stance can also cancel into throw or (very difficult) command throw
will disable automatically if no followup is selected

Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
N/A Mid N/A - - - -

Orochimaru hops forward a short distance
has a fair ammount of end lag so the opponent can grab you first if you attempt to grab them
Can side swap if you are close enough

Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
N/A Mid N/A - - - -

Orochimaru does a short hop backwards
exits the stance

Reverse Fire
Readiness ~> 5A
SVG Orochimaru Stance 5A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
50 High N/A - - - -

quick overhead that causes a hard knockdown
exits the stance

Dragon Slice
Readiness ~> 2A
SVG Orochimaru Stance 2A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
45 Low N/A - - - -

quick low that causes a hard knockdown
exits the stance

Fire Dragon
Readiness ~> B
SVG Orochimaru Stance B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
40 Mid N/A - - - -

very fast and very damaging poke

Dragon Chop
Readiness ~> C
SVG Orochimaru Stance C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
80 Mid Super - - - -

armored move that guard breaks on block or causes a knockdown on hit
Will Combo into Single Slice Howling Gale on Hit/Block anywhere. In the corner it can combo into Reverse Blade Dragon Flash for more damage.
is stopped by multihits and lows and parries
needs further testing, but if attacked near the end of the animation orochimaru will attack instantly
exits the stance

Super Moves

Level 1 Supers

Reverse Blade Dragon Flash
214214A/B/C
SVG Orochimaru 214214A-B-C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
131 Mid N/A - - - -

fire pillar super with good reach
has a very long startup. opponents can attack on the superflash but still recover and block in time
aerial opponents can air dash forward on the superflash and end up behind you
it is often used in long advanced combos but it scales damage a lot


Single Slice Howling Gale
236236A/B/C
SVG Orochimaru 236236A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
134 Mid N/A - - - -

very very short attack that on hit initiates a sequence ending in a knockdown
while it can be used as a reversal, it can't reliably punish jump-ins
it's range is so short that most BNBs can't end with it


Emperor Dragon Thunder
236236D
SVG Orochimaru 236236D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- - N/A - - - -

this breaks mizuumi guidelines but please never use this
a parry super with tons of damage however :
- if the opponent's attack is active during the superflash it will not counter it
- it's beaten by lows
- it's beaten by throws
- it will almost never be timed correctly to punish a jump-in, since they can empty jump when they see the superflash

Level 3 Super

Seven Blades: Pegasus
214214214D
SVG Orochimaru 214214214D1.png
SVG Orochimaru 214214214D2.png
Translation : you dead
Translation : you dead
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
339 Mid N/A - - - -

a very wide slash that on hit initiates a short sequence
the main damage comes from a single slash so it's not affected by scaling as much as other level 3s
while one of the best level 3 supers,it is hindered a lot by it's 3 motion input, as it makes it very reactable when done raw and a bit hard to get used to doing it fast enough mid combo

Strategy

Neutral

Offence (On Hit)

HKD OKI

Offence (On Block)

Defense

Combos

Need help reading the combos? Check out the Glossary for explanations on notation and game specific terms!

Chain Combos

Basic Combos

Combo Total Damage Notes
Meterless BnB
B+D >> 3B Back throw combo.
9C >> 5A -> 5B -> 5C > 236A
9C >> cl.5C > 214B ~> 214B ~> B ~> D Oro's most damaging meterless combo.
632146D >> (DU) 5A -> 5B -> 5C > 236C Command grab starter, dash up to link 5A.
One Bar Combos
9C >> 5A -> 5B -> 214B ~> 214B ~> B ~> D (SOT) >> (DU) B+C Extremely good corner carry. Run with the opponent when they're in SOT and it'll carry them to the wall.
9C >> 5A -> 5B -> 5C > 236A (SOT) >> B+C
Two Bar Combo
9C >> 5A -> 5B -> 5C > 236A (SOT) >> cl.B -> C > 236A (SOT) >> B+C
Three Bar Combos
9C >> 5A -> 5B -> 5C > 236C (3 hits) > 214214214D >> (OTG) 3B You'll have to walk up to link 3B OTG outside of the corner.
632146D >> (DU) 5A -> 5B -> 5C > 236C (3 hits) > 214214214D >> (OTG) 3B Command grab starter, dash up to link 5A. You'll have to walk up to link 3B OTG outside of the corner.
Burst
9C >> 5A -> 5B -> 5C -> 236A (SOT) >> cl.B -> C > 236A (SOT) >> Burst (whiff) >>

[cl.B -> C > 236A (SOT)] x3 >> cl.B -> 5C -> 236B > 214214214D >> (OTG) 3B

Two bar burst combo. You'll have to walk up to link 3B OTG outside of the corner.



General
Controls
System Specifics
HUD
FAQ
Stages
Glossary
Characters
Hiro
Hiro2
Welles
Ryuken
Erile
Mayura
Roze
Krayce
Orochimaru
Earth
Jadou
Jadou2