Spectral vs Generation/Orochimaru Weaknesses

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Orochimaru is considered the worst character in SVG

Orochimaru cool pose.jpg


while very capable of winning games, he just needs a lot more effort then his fellow fighters. this tier list placement will likely never be changed. so why is he considered bad?
see how when you play guilty gear or KOF, if you think you can do it then you probably can. orochimaru is the complete opposite

  • all his moves lack disjoints, which means you can hit the sword and it deals damage to him
  • no projectiles
  • very few safe poking normals
  • extremely slow air speed
  • stance moves can be easily parried
  • stance has a throw mixup, bu the dash is laggy enough to grab them first
  • his anti-airs can be punished with jumping attacks
  • his rekka has lenient timing so it's very useful for mixups. but the 3 moves combined deal too little damage for it to be worth using alone
  • he has one good move(236A) that is used for : pressure, SOT combos and guard break. the downside is that it has less range than his 5b. and while 236C makes orochimaru move forward giving him more range, it is very minus on block which forces him to use SOT on block and the C version can be guard canceled on reaction since it's a multihit move
  • 236236A/B/C's range is so short that most BNB combos can't end with it
  • 214214A/B/C is so awfully slow you can do it while the opponent is attacking you and they still have enough time to recover and block
  • 214214A/B/C against an opponent in the air is still so slow that most of the time they can air dash forward and end up behind you with a lot of time to combo
  • 236236D will NOT activate if the opponent's move is active on it's superflash. this means it can only be reliably used as prediction. it can be beaten by grabs, lows, and projectiles
  • level 3 super requires 214214214(3 times). meaning it's hard to get used to doing it mid-combo and is very easy to see coming if used raw


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