Introduction
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
4
|
-
|
-
|
-1 or -2
|
No
|
-
|
|
|
5SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
12
|
-
|
-
|
-9
|
No
|
-
|
|
|
cl.SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
7
|
-
|
-
|
-9
|
No
|
-
|
|
|
5LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
5
|
-
|
-
|
-2 or -3
|
No
|
Yes
|
|
|
5SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
23
|
-
|
-
|
-8
|
No
|
-
|
|
|
cl.SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
8
|
-
|
-
|
-9
|
No
|
-
|
|
|
Crouching Normals
2LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
2SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
2LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
2SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Jumping Normals
j.LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
j.SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
j.LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
j.SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Command Normal
Drop Kick 6SK
|
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
|
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 ==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
|
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 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
|
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
|
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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Extension Heat LK+SP/LP+SK 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
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
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 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) 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 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