The Rumble Fish 2/Orville

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TRF2 MAIN ORVILLE.png

Introduction

ORVILLE COLORS.png
Gender Male Blood type A(Rh+) Birthday November 17th Fighting Style Wrestling Birthplace America Height 210cm Weight 150kg Voice Actor Fujita Yuuji

He can accurately pinpoint the time down to seconds without a clock. His hobby is Ironman racing.

Gameplay

Your trademark grappler in every fighting game. He's like an enhanced version of Potemkin from Guilty Gear, due to his tackle move with full armor (which is cancellable) and a half-circle input for his command grab instead of a full-circle.

If he can create the right situation, he has the potential to eat any strong character through his heavily damaging command grabs. However, if the opponent decides to keep away their distance or uses surprise attacks to get through, you'll be out of luck. It is important to use the gauge to gain damage and follow up in order to survive.

Pros Cons
Can approach with his cancellable tackle for damaging grabs. His mobility is limited and is at trouble when zoned out.
Can cause a lot of damage just from his specials and supers. Is limited in combo routes and can be juggled easily due to his size.
His tackle has armor that goes through almost every attack. Has trouble getting out of pressure at corner.

Version Differences

The following changes were made in the Nesica version:

  • Increased the damage of the Full Gravity Lock (v1.0)
  • Increased defense (v1.0)
  • Upgraded defense during Extension Heat (Boost Dive) (v1.1)
  • Dropkick's guard gauge attack strength has been increased (v1.1)
  • Reduced the gap between drop kicks after landing. (v1.1)
  • Upward attack radius of crouching Strong Punch has been widened. (v1.1)

Move Set

Standing Normals

5LP
ORVILLE LP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low 4 - - -1 or -2 No -

Move Description

5SP
ORVILLE SP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low 12 - - -9 No -

Move Description

cl.SP
ORVILLE CSP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low 7 - - -9 No -

Move Description


5LK
ORVILLE LK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low 5 - - -2 or -3 No Yes

Move Description

5SK
ORVILLE SK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low 23 - - -8 No -

Move Description

cl.SK
ORVILLE CSK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low 8 - - -9 No -

Move Description

Crouching Normals

2LP
ORVILLE 2LP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low - - - - No -

Move Description

2SP
ORVILLE 2SP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low - - - - No -

Move Description

2LK
ORVILLE 2LK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low - - - - No -

Move Description

2SK
ORVILLE 2SK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low - - - - No -

Move Description

Jumping Normals

j.LP
ORVILLE 8LP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low - - - - No -

Move Description

j.SP
ORVILLE 8SP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low - - - - No -

Move Description

j.LK
ORVILLE 8LK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low - - - - No -

Move Description

j.SK
ORVILLE 8SP.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low - - - - No -

Move Description

Command Normal

Drop Kick
6SK
ORVILLE 6SK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low 25 - - -20 No -

Exactly what it says on the tin. Has a quite long reach (it can hit from Round Start distance if the other player doesn't get away) and has a high Guard Crush value, but leaves you at disadvantage if used at close range to try Guard Crushing.

Low Drop Kick
3SK
ORVILLE 3SK.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- Low 16 - - -20 No Yes

A low version of the Dropkick, with roughly the same range but leaves you closer to the opponent and hits low. Comes out faster than standing Dropkick so it can be used in some few combos.

Special Moves

Assault Tackle
236P
ORVILLE 236P.PNG
ORVILLE 236P-P.PNG
==Additional Attack==
236P-P
==Additional Attack==
236P-P
Version Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
236P - High/Mid/Low - - - - - -

Orville charges and does a tackle if it hits the opponent, but you can stop his charge with K if the tackle hasn't hit yet. The charge can absorb mid/high attacks, but still can get stopped by lows.

Version Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
236P-P - High - - - - - -

Can follow up with another attack by pressing P if the tackle connected. Note that it has a bit of recovery so be careful of using this if the opponent is blocking you.

Sledge Revolver
214P
ORVILLE 623P.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low 13(WP)/18(SP) - - -9 - -

Orville does a swinging attack which sends the opponent through the screen if connected. You can cancel from it into the Offensive Art; preferably with the opponent near the corner/wall for a bounce that makes the damaging half of the OA connect. Causes the opponent to go upwards if Counter Hit, which can be followed with a Snipe Through.

Full Gravity Lock
632146P
ORVILLE 632146P.PNG
POTEMKIN BUSTER
POTEMKIN BUSTER
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low 1 - - - - -

One of Orville's strongest tools, has a noticeably bigger range than a normal throw, makes twice the damage and comes out at frame 1. It also gets you one half bar of the Offensive Gauge in an instant.

Snipe Through
623K
ORVILLE 623K'.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low - - - - - -

Orville diagonally hops forward from the ground and grabs the opponent mid-air, throwing them through the screen if connected. Weak version is faster than Strong version (?), but Strong version has a higher hop.

Assault Through
236K
ORVILLE 236K.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low 33 - - - - -

Orville charges forward like in Assault Tackle, but grabs the opponent instead of tackling if it reaches. Unlike Assault Tackle, it can't be cancelled.

Universal Mechanics

Throw
4/6SP
ORVILLE THROW.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low - - - - No -

Move Description

Extension Heat
LK+SP/LP+SK
ORVILLE BOOST.PNG
Boost Dive
Boost Dive
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low - - - - No -

Orville gains super armor until the bars runs out. He still can be thrown or knocked down from a sweep in this state, and any attacks received will still cause damage.

Jolt Attack (air OK)
LP+LK
ORVILLE JOLT.PNG
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low - - - - No -

Move Description

Advancing Attack
SP+SK
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low - - - - No -

Super Arts

Mega Gravity Bridge
236236P
ORVILLE OA.PNG
Offensive Arts
Offensive Arts
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low 9 - - -9 No -

Orville does two upward swings, with the second one sending the opponent high and Orville jumping to grab them then execute a backbreaker with his body on the fall. If the second hit connects an airborne opponent, Orville will automatically attempt the finishing jump and grab.

Hammer Fang
236P (while guarding)
ORVILLE DA.PNG
Defensive Arts
Defensive Arts
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low 8 - - - No -

Orville does a downward swing then an upward swing. This must be used while on blockstun, which means that you have to input the move as soon as you block the attack. While the second swing won't hit most of the time, there are certain circumstances where it will hit and guarantee a high enough juggle to follow with a Snipe Through.

Full Graviton Fall
63214632146P
ORVILLE CA.PNG
Critical Arts
Critical Arts
Damage Guard Startup Active Recovery Frame Adv I-Blow OK Punishes G.Dodge
- High/Mid/Low 12 - - - No -

Takes over an entire single health bar in a throw. Can use meter in less expensive ways and doesn't have the same big range as Full Gravity Lock so it is risky, but it can be cancelled off a GD and causes HUGE damage (over 60%).

Combos

  • LP > Close SP > 214 + LP
  • AA > SP > 214 + LP
  • LP > 2HK > 3HK
  • LP > Close SP > AA > LP > Close SP > 214 + LP
  • AA > Close SP > 214 + LP > 236236 + P (Must be near corner for opponent to bounce and CA1 confirm)
  • LP > Close SP > AA > LP > Close SP > 214 + LP > 236236 + P (Must be near corner for opponent to bounce and CA1 confirm)

Strategy

quit mashing and block!

External Links

youtube.com twitch.tv


General
FAQ
Controls
HUD
System
Strategy
Glossary
Netplay
Links
Characters
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Beatrice
Boyd
Garnet
Greed
Hazama
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Lud
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Orville
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Viren
Zen