Under Night In-Birth/UNI2/Orie

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She judges. And hopes that the heavy weight placed on her frail shoulders may one day be
lifted. Delicate physique and delicate sword -- its point aimed at the monster responsible
for her parents death. Light fills her body, and the melody she sings resonates throughout
the city. The girl, a beacon of justice... no doubt her shadow will burn in the eyelids of her
enemies.

Orie

Uni2 profile Orie.png
Health
10600
Prejump
4f
Backdash
36f (1-8 Full, 9-10 Throw)
Unique Movement Options
Force Function
Fastest Attack
2A (5f)
Reversals
623B (8f), 623C (5f), 236B+C (8f)

Story

Orie is a member of Licht Kreis, an organization sworn to enforce order among EXS.
Catching wind of the incident that occurred in the city, she set off to defeat Paradox, the root of all evil, and prevailed.
But Orie's fight did not end there.
When Kuon the Aeon awakened and declared that he would destroy the world, Licht Kreis mobilized its forces... resulting in fatal orders being given to Orie's comrades.
Refusing to let her friends die, Orie abandons Licht Kreis and decides to face the Night on her own...

I can't afford any regrets!
I have to walk the path I chose to the very end.

Gameplay

Orie is a very well-rounded character with a strong neutral game. With her signature move, Divine Thrust, she can easily tag opponents from almost any range. For pressure, many of her normals have large cancel windows which she can use to frametrap mashing opponents. With her Force Function, she can opt to apply some pressure from the air as well. Orie holds the title of fastest walk speed in the game, so she can quickly weave in and out of the opponent's range and strike while they're recovering.

Being a well-rounded character, Orie has very few cons. Though her backdash is long in both duration and distance, she can use to reset back to neutral in most situations where she excels.


Strengths Weaknesses
  • Speed: Orie has the fastest walk speed in the game, both forwards and backwards. She can easily play around other character's normals with walk speed alone, but her dash is also excellent.
  • Buttons: Her close range and midrange buttons are some of the best in the game, and she can leverage their large stagger windows in pressure.
  • Divine Thrust: Orie's infamous sword thrust. Its fast startup and travel speed allows it to be used for whiff punishing and closing distance with resources while still remaining relatively safe on block.
  • Thanatos: Thanatos specials supplement her ranged game with relatively safe long range pokes with no hurtbox. The air versions are another way to manipulate air momentum and are not classified as air attacks.
  • Side Swap: Her most damaging midscreen combos will force a side swap, sometimes forcing her to sacrifice damage to maintain better positioning.
  • Midscreen Throw: Orie's throws send the opponent far away midscreen, limiting her ability to perform okizeme actions.
Unique Mechanics: Thanatos Summon

In many of Orie's special moves, she can summon Thanatos to attack in her stead. Thanatos moves cannot be summoned if she is already on-screen (for example during Sealing Hoplon). Some Thanatos moves can also be cancelled with Force Function. This includes Command Order, all Command Order followups, Air Command Order and Reverie Obelisk.

Vorpal Trait

In Vorpal, Orie can use Aerial Force Function after ground Force Function. Both types of Force Function also have decreased startup, which allows Orie to use air actions earlier.

Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into on hit or block, unless specially noted.
N = Normal Cancelable
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = Can additionally be cancelled during whiff
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible


Normal Moves

Standing Normals

5A
5A
5A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
200 Mid 6 2 13 -3 N, SP, EX, CS Strike
Fast, angled poke with her rapier. Easily one of Orie's best moves due to its speed and range, combined with a long cancel window. Leads to good damage and is most often chained into 5C for a combo on hit and a frame trap on block.
  • Vulnerable to Assault due to its low hitbox.
  • Chains into itself when input as 4A.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
20 /Data#5A
5A :
5B
5B
5B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
500 Mid 9 2 19 -4 N, SP, EX, CS Strike
Incredibly safe midrange poke. Very good at keeping opponents away and as an abare tool for spaces where 5A might whiff. At close range, this can be confirmed into 5C, and at further ranges by 214A or 214B instead. Doesn't have a great stagger window, but is safe on block without a cancel.
  • Thin hitbox, must be used pre-emptively to stop jumps or assaults.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
29 /Data#5B
5B :
5C
5C
5C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
590 Mid 12 4 22 -8 N, SP, EX, CS Strike
Orie steps forward and does a high reaching kick. Excellent frame trap and jump-out catch normal in pressure and makes for a great hitconfirm from 5A. 5C will always frame trap from 5A, 2A, and 2B. Frame traps from other normals will require a delay. Unfortunately, as much as it moves Orie forwards, it can whiff when canceling from 5B or 2B at longer ranges.
  • Lenient cancel window.
  • Moves Orie forwards.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
37 /Data#5C
5C :

Crouching Normals

2A
2A
2A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
140 Low 5 2 12 -2 N, SP, EX, CS Strike, Foot
Orie's fastest and shortest-reaching normal. Has a big enough cancel window that delayed 2A chains can frame trap. Its short range makes it good for intentionally whiffing as a rebeat while making it worse for abare.
  • Chains into itself.
  • Orie's best whiff rebeat A normal due to having short range and the shortest total duration out of any of her normals.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
18 /Data#2A
2A :
2B
2B
2B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
490 Mid 8 3 14 -5 N, SP, EX, CS Strike, Foot
Sword stab that hits close to the ground. Comes with slightly less range than 5B, but a shorter overall duration. Has similar issues to its standing counterpart where chaining into 5C will whiff at max range. A very nice complement to 5A when spaced outside 5C range.
  • Slightly disjointed hitbox.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
24 /Data#2B
2B :
2C
2C
2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
590 Low 9 5 20 -7 N, SP, EX, CS Strike, Foot
A breakdance sweep with quick startup and long recovery. Because of its hard knockdown property, this normal will usually trade in Orie's favor. Has enough startup and a long enough cancel window for Orie to choose whether she wants gapless pressure both to and from it.
  • 2C 2Aw can be picked up with 2B for a combo.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
33 Knockdown /Data#2C
2C :

Air Normals

j.A
jA
jA
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
140 High, Air Shield 8 2 17
[2 on landing
Varies N, SP, EX, CS Strike, Head
Downward-angled stab. Orie's fastest overhead when performed from an Assault.
  • Assault j.A can be canceled into Chain Shift to combo on hit or remain plus on block.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
26 /Data#jA
jA :
j.B
jB
jB
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
410 High, Air Shield 9 3 18
[3 on landing
Varies N, SP, EX, CS Strike, Head
Upward kick that hits in front of and above Orie. Makes for a strong for air-to-air against opponents that are above her, but mostly used in combos.
  • Strong vertical reach, good against opponents who like to hover over Orie's head.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
29 /Data#jB
jB :
j.C
jC
jC
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
570 High, Air Shield 12 6 12
[4 on landing
Varies N, SP, EX, CS Strike, Head
Incredibly long-reaching air normal. Very strong for holding space from a neutral jump or taking space from an Assault.
  • Shrinks Orie's low hurtbox.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
29 /Data#jC
jC :

Command Normals

6B
6B
6B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
480 High 26 4 22 (block/whiff), 20 (hit) -9 SP, EX, CS Strike
One of the fastest standing overheads in the game with a deceptive startup. That being said, it is still reactable with 26 frames of startup. Its best use is crushing Low Shield attempts.
  • Advances Orie forwards.
  • Special cancelable on hit and block.
  • Links into 2A on grounded opponents. Forces crouching on hit.
  • Causes a hard knockdown on airborne opponents.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
51 (block/whiff), 49 (hit) Knockdown /Data#6B
6B :
3B
3B
3B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
420 Mid 7 3 22 -7 N, SP, EX, CS Strike 7~9 Head
Orie's go-to anti-air as it is quite disjointed, fast, and has good invulnerability to boot.
  • Great cancel window.
  • Completely untechable on air counterhit.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
31 /Data#3B
3B :
3C
3C
3C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
780 Mid 16 4 11 -3~0 Strike 8~19 Foot
Floating spin kick that hits mid. Goes over lows and high reward on hit. Minus on block and not cancellable at all, so Orie's turn is essentially over after it's blocked.
  • Orie's dedicated low crush.
  • Can juggle afterwards if it hits an airborne opponent.
  • Can be up to 0 on block if spaced.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 Tumble on counter /Data#3C
3C :
4C
4C
4C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
590 Mid 16 5 15 -4 N, SP, EX, CS Strike
Used in a lot of her combos and blockstrings because it launches the opponent and also makes for a decent frame trap. Not very useful outside blockstrings or combos due to its slow startup.
  • Good cancel window and safe on block.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
35 Launch /Data#4C
4C :
j.2C
j2C
j2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
620 Mid, Air Shield 14 7 16~7
[5 on landing
-9~+2 SP, EX, CS Strike, Head
Downwards axe kick. Changes Orie's momentum and is airborne, lending it utility as a throw crush and a fake crossup. Can be cancelled into j.214X for combos and additional tricks on block.
  • Halts Orie's vertical momentum in midair if done while rising. Floats Orie slightly if done while falling.
  • Does not hit overhead.
  • Usually around 0 on block when used as close to the ground as possible.
  • Special cancelable on hit and block.
  • Jumping backwards and doing j.2C while rising has a lower height and lands roughly 4f earlier versus jumping forwards.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
36~27 Knockdown /Data#j2C
j2C :

Dash Moves

66B
66B
66B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
660 Mid 10 2 12 -2 SP, EX, CS Strike
Spinning side kick that causes tumble on normal hit, allowing an easy pick-up into a full combo by linking any normal that reaches. Often used as combo filler, but trades more favorably than 5B due to its on-hit properties.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
23 Tumble /Data#66B
66B :
66C
66C
66C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
978 Mid 11 24 21 -4~-1 SP, EX, CS Strike
Rushes forward and stabs multiple times. Frame advantage differs based on how and where it hits, but is only throw punishable unless it's shielded.
  • Excellent combo filler due to its speed and damage whenever Orie can link into it.
  • Final hits launch upward slightly on airborne opponents. In combos, canceling into 623A during these late hits gives additional height for links.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
55 /Data#66C
66C :

Universal Mechanics

Force Function

Aerial Leap
エアリアルリープ
B+C
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
B+C
1 GRD
Total 48 - N, SP, EX, CS 1~6 Throw
Orie flips forward while sparkling fabulously. Essentially a jump cancel at the cost of GRD.
  • Air actions available starting on frame 25.
  • Automatically corrects Orie's direction if it crosses up.
  • Distance traveled can be altered by holding 6 (farther) or 4 (shorter).
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
B+C (Vorpal)
0.5 GRD
Total 47 - N, SP, EX, CS 1~3 Throw
Has similar properties to the normal ground version, but is cancellable into other actions earlier.
  • Air actions available starting on frame 21.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
jB+C
1 GRD
Total 46 - N, SP, EX, CS
Similar to the grounded version, but cannot alter the distance traveled.
  • Air actions available starting on frame 22.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
jB+C (Vorpal)
0.5 GRD
Total 42 - N, SP, EX, CS
Slightly improved version of her normal air Force Function.
  • Air actions available starting on frame 19.
  • Usable after the ground version.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
B+C 48 /Data#B+C
B+C
(Vorpal)
47 /Data#B+C
jB+C 46 /Data#jB+C
jB+C
(Vorpal)
42 /Data#jB+C
B+C :

B+C (Vorpal):

jB+C :

jB+C (Vorpal):

Throw

Throw
投げ
A+D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
1580 Unblockable 4 3 24 +37 on hit Throw
Orie kicks the opponent away. Because of how she launches both herself and her opponent, it's very difficult to actually get a meaty midscreen without spending meter on 22C. However she can meaty normally in the corner because only her position is affected.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
30 Knockdown /Data#A+D
A+D :
Guard Thrust
Guard Thrust
Requires 100 EXS, All GRD
ガードスラスト
6A+B+C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
0 Mid 15 5 26 -12 Strike 1~15 Full, 16~45 Full on hit
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
45 Launch /Data#6A+B+C
6A+B+C :
Veil Off
Veil Off
ヴェールオフ
A+B+C
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
A+B+C
100+ EXS
0 All 15 2 Total 64 (54 on hit) -23 Strike 1~30 Full
Universal reversal that blows the opponent back on hit.
  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
A+B+C (during a move)
100+ EXS
0 All 2 4 20 +3 Strike 1~19 Full
Cancels an action and launches the opponent high into the air on hit.
  • CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
A+B+C 64 (54 on hit) Launch /Data#A+B+C
A+B+C
(during a move)
25 Launch /Data#A+B+C
A+B+C :

A+B+C (during a move):

Special Moves

236X
Divine Thrust
ルミナスエンブレイス
236X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236A 860 Mid 9 4 22 -4~-1 -EX-, -CS- Strike
Orie does an advancing thrust. This move is the cornerstone of her neutral, alongside 236B. 236A has better frame advantage on block and is best suited for closer midrange engagements. Orie is usually spaced far enough away and safe enough on block that actually challenging her is very difficult.
  • EX cancelable on hit, block, and whiff.
  • Requires meter or CS to combo after.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236A~6X 730 Mid 18 2 26 -10 -EX-, -CS- Strike
Follow-up to 236A. Unsafe on block and does not give a combo without resources on normal hit.
  • Brings Orie close to the opponent for 214C or 214BC cancels.
  • Cancel window from 236A is not large enough to introduce a gap to frame trap.
  • Can be whiff canceled into. If only this follow-up hits, it's +8 on counter hit, allowing links with 2B/5A into a combo.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236B 1250 Mid 13~21 7 23 -6~0 -EX-, -CS- Strike
The B version of Divine Thrust is strong anywhere due to its incredible reach, but particularly shines in the corner. Orie can either confirm into it using her strong normals or whiff punish with 236B by itself, which will convert into a combo thanks to its wallbounce. It's also strong as an abare tool against spaced pressure. 236B is unsafe on block when used up close, but can be spaced to be safe if it hits at the very tip of its range.

Once opponents have been whiff punished or forced to block this move a couple of times, Orie is freed up to try different approach options. While this move is strong, it ends Orie's turn on block. Opponents expecting a 236B in midrange will be far more likely to block something like Assault j.C or a dash in approach. Good use of 236B includes knowing when not to use it.

  • EX cancelable on hit, block, and whiff.
  • Wallbounces in the corner.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236[B] 1670 Mid 21 13 25 -6~+6 EX, CS Strike
A slower but longer-reaching and more rewarding version of 236B. Unlike 236B, charge B thrust can be spaced to be plus on block at tip range. Unfortunately, it's very difficult to use against characters with projectiles.
  • Launches opponents on hit and can be linked after.
  • Removes Orie's collision box.
  • EX cancelable on hit, block, and whiff.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
236C
100 EXS
1395 Mid 1+5 10 29 -10 to -1 -CS- Strike 1~3 Throw
Orie's main long-range confirm tool and an extremely fast whiff punish in its own right. Launches on hit and usually has enough launch height for Orie to pick if she wants to stay crossed up or go back to the original side with a dashing crossunder.
  • Removes Orie's collision box.
  • Similar range to 236B, but covers the distance more quickly.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236A 34 /Data#236A
236A~6X 45 /Data#236A~6X
236B 42~50 Knockdown /Data#236B
236[B] 58 No Collision, Launch /Data#236[B]
236C 44 No Collision, Launch /Data#236C
236A :

236A~6X :

236B :

236[B] :

236C :

623X
Sacred Arrow
セイクリッドアロー
623X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623A 1254 Mid 6 3 28
[12 (on block/whiff), 6 (on hit) on landing
-24 -EX-, -CS- Strike 1~4 Throw, 3~8 Head, 2~8 Dive
Orie's anti-air uppercut and combo extender. Can be linked after against airborne opponents, usually 5A, 2A, or 3B. Its travel angle is quite vertical, which makes shallow jumps quite difficult to anti-air with it.
  • EX cancellable on hit, block and whiff.
  • Head invulnerable from frame ? to ?.
    • Dive invulnerable from frame ? to ?.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623B 1330 Mid 8 6 35
[14 on landing
-32 (CS) Strike 1~? Full, ?~13 Strike
Orie's meterless reversal, 12 years in the making. Cannot be linked after in any way. Shares 623A's sharp upwards angle.
  • Cannot be cancelled.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
623C
100 EXS
1872 Mid 1+4 7 49 -32 (CS) Strike 1~4 Full, 5~12 Strike
EX version sword uppercut. Mostly outclassed as a combo ender by Sacred Spire as even though it has similar minimum damage, its horizontal range is a lot shorter.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
623A 49 (on block/whiff), 43 (on hit) Launch /Data#623A
623B 62 Launch /Data#623B
623C 60 /Data#623C
623A :

623B :

623C :

214X
Command Order
コマンドオーダー
214X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214A 777 Low 15 5 18 -7 -EX-, -CS- Strike, Foot
Orie summons Thanatos to attack with a low sword sweep. Has very long reach which pairs very well with 5B. Primarily used as a confirm tool, as Orie can pick up a combo midscreen from pokes with the 4C follow-up or in the corner with the 4B follow-up.
  • Inflicts a hard knockdown on hit.
  • Can be followed up with ~4A, ~4B, or ~4C on hit, block, and whiff.
  • EX whiff cancellable on hit, block, and whiff.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214B 777 Mid, Air 18 3 14 -5 -EX-, -CS- Strike
Orie summons Thanatos to attack with a slower downward sword swing. The swing itself is quite big, which lends some use as a situational anti-air or a way to clear things like Byakuya's webs. It's also more consistent from air connects than 214A due to its hitbox. Against airborne opponents it will link to 2C which is important for a lot of Orie's combos.
  • Hard knockdown on counterhit or against airborne opponents.
  • Can be followed up with ~4A, ~4B, or ~4C on hit, block, and whiff.
  • EX whiff cancellable on hit, block, and whiff.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
214C
100 EXS
350+646+929 (1925) Mid, Air 1+10 20 10 +7 (CS) Strike 1~3 Throw
Orie summons Thanatos to attack with a large upwards-arching sword swing. Orie's main way of maintaining her turn on block with meter, as 214BC's first hit is negative on block. She'll usually be spaced out a little bit after the opponent blocks this, requiring her to establish respect before capitalizing on its frame advantage.
  • Wallbounces anywhere for an extension.
  • Does not have follow-ups. Instead, it's plus.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
214A 37 Knockdown /Data#214A
214B 34 Knockdown /Data#214B
214C 40 Launch, Wall Bounce /Data#214C
214A :

214B :

214C :

214X~4A
Thick and Quick
シックアンドファースト
214X~4A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
444+666 (1110) Mid, Air 16 3(7)2 13 -11 (-2 on the last hit only) -EX-, -CS- Strike
Thanatos swings her sword horizontally. Always combos from either version of Command Order for additional damage at the cost of okizeme. Avoid using this on block.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
41 Wall Bounce /Data#214X~4A
214X~4A :
214X~4B
Succession
サクセッション
214X~4B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
497 Mid 22 4 10 +4 -EX-, -CS- Strike
Thanatos swings her sword in an arc over her head. Using this follow-up will have a gap from both 214A and 214B but actually challenging Orie there is incredibly difficult if she's spaced out. Links into 236B in the corner but has issues falling out when the link is attempted midscreen. Combos naturally from 214A, doing so against a grounded opponent will use a bounce.
  • Plus on block with high pushback.
  • 214A~4B has a 7 frame gap on block, 214B~4B has an 11 frame gap.
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Overall Blockstun Property Proration Combo Proration Data link
35 Launch /Data#214X~4B
214X~4B :
214X~4C
Oblique's Edge
オブリークスエッジ
214X~4C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
444+632 (1076) Mid, Air 15 14 14 -14 (-11 on the second hit only) -EX-, -CS- Strike
Oblique's Edge allows Orie to pick up far midscreen hits at the cost of some GRD, as she can cancel into her Force Function as a pseudo jump cancel. Avoid using this move on block as it is quite negative and has very poor cancel options.
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Overall Blockstun Property Proration Combo Proration Data link
42 Launch /Data#214X~4C
214X~4C :
j.214X
Command Order (Air)
コマンドオーダー
j214X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j214A 777 Mid, Air 16 4 36~7
[12 on landing
-18~+11 UNQ, CS Strike
Orie summons Thanatos to attack in the air. Visually resembles 214A and launches opponents on hit, which is useful as a combo extender depending on the route. Excellent as a space control tool due to its massive horizontal range.
  • All versions of j.214X are cancelable into j.BC on hit and block.
  • All versions of j.214X can only be used once per jump.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j214B 999 Mid, Air 22 5 31~2
[10 on landing
-14~+15 UNQ, CS Strike
Orie summons Thanatos to attack the opponent from behind. Changes Orie's air momentum and looks a little strange with how Thanatos attacks, but it cannot hit as a crossup. Mainly used as an extender early in a combo when combined with a jump cancel, as it deals high damage and is relatively easy to link after.
  • Applies hard knockdown against airborne opponents.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
j214C 350+646+929 (1925) Mid, Air 1+14 20 17~5
[13 on landing
+22~+4 UNQ, CS Strike
Very similar to the grounded version.
  • Thanatos is summoned on the ground slightly in front of Orie's current position. Using it also causes Orie to jump back in the air, pulling her out of the way of incoming anti-airs.
  • Orie has access to air options after recovery.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j214A 55~26 Launch /Data#j214A
j214B 57~28 Launch /Data#j214B
j214C 52~40 Launch /Data#j214C
j214A :

j214B :

j214C :

22X
Sealing Hoplon
シーリングホプロン
22X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
22A 740 Mid, Air 51 10 Total 38 +41 CS Strike 30~67 Projectile
Orie summons Thanatos, who floats in front of Orie and makes a big energy sphere after a short delay. Launches on hit and is extremely advantageous on block provided Orie doesn't get hit. Its slow startup makes it difficult to use as an anti-zoning tool, but it's generally useful as a meaty and situationally useful against characters who can't stop Orie from setting it up in neutral. It's highly active, but not quite active enough to stop delay tech. Doing so requires a different timing.
  • Absorbs projectiles during active frames.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
22B 740 Mid, Air 52 10 Total 40 +40 CS Strike 31~68 Projectile
Essentially the same move as the A version, but Thanatos is summoned farther away. Better to use midscreen, as Thanatos will be summoned off-screen in the corner.
Version Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
22C
100 EXS
1935 Mid, Air 53 58 Total 34 +102 CS Strike 1~3 Throw, 32~110 Projectile
Orie summons Thanatos to the opponent's position, who then creates a multi-hitting projectile orb. If used as a meaty (such as after a midscreen throw), Orie has enough time to run up and meaty at the cost of 100 meter (and most likely the GRD cycle).
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
22A 38 Null Projectile, Launch /Data#22A
22B 40 Null Projectile, Launch /Data#22B
22C 34 Null Projectile, Launch /Data#22C
22A :

22B :

22C :

236B+C
Sacred Spire
Requires 100 EXS
セイクリッドスパイア
236B+C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
2070 Mid, Air 1+7 24(5)4 40 -17 CS Strike 1~19 Full, 20~23 Throw
Orie charges forward and does a stab combo ending in an upward thrust. Sacred Spire is Orie's most horizontal reversal option and will work in a lot of places where 623B or 623C would whiff. It's also her highest damage combo ender outside her 200 meter options.
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Overall Blockstun Property Proration Combo Proration Data link
80 /Data#236B+C
236B+C :
214B+C
Reverie Obelisk
Requires 100 EXS
214B+C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
666, 888, 335 Mid, Air 18 18(16)18 Total 35 -2 (first hit), +40 (final hits) CS Strike
Orie summons Thanatos, who slices upwards and then falls back down, homing on the opponent after a short delay. Orie is negative after the first hit, limiting its use in blockstrings. She can try to steal a turn with 623B but will most likely be out of range and Thanatos is not delayed or plus enough to cover her. It's better used as a combo ender as it's highly plus on hit, allowing her to Concentrate and gain some GRD.
  • Actionable on frame 21.
  • Thanatos does not descend if Orie is hit.
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Overall Blockstun Property Proration Combo Proration Data link
35 Knockdown /Data#214B+C
214B+C :

Super Moves

Infinite Worth

Luminous Embrace
ルミナスエンブレイス
41236D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
3047 Mid, Air 1+8 2*12 61 -29~-14 Strike 1~26 Full, 27~31 Throw
Thanatos sends a giant multi-hitting wave across the entire stage. Deals great damage for 200 meter, but is best used midscreen to allow more hits of the wave to connect.
  • Cannot be used if Thanatos is already on screen.
  • If used in the corner, both players will return to midscreen on hit.
  • Can be linked into 236[B] off of a raw hit.
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Overall Blockstun Property Proration Combo Proration Data link
75 /Data#41236D
41236D :

Infinite Worth EXS

Rest in Peace
Requires 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit)
レストインピース
A+B+C+D
Damage Guard Startup Active Recovery On Block Cancel Attribute Invulnerability
3750 All 1+14 Total 67 -25 Strike 1~26 Full
Orie becomes surrounded by a pillar of light which goes into a cinematic on hit.
  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
67 Knockdown /Data#A+B+C+D
A+B+C+D (while at orange health):

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5C/2C/3B 2A -1
5B 2A -2
2B 2A -7
Gap Table
Attack Chain Frame Gap
5A/2A/2B 5C 1f
X X X
X X X

Videos

Orie Tutorial/Primer by Library

External Links

Colors

Default Colors

001 Justice Sprite
002 Night Shade
003 Tears of Salamander
004 Saint's Mother
005 Storm Sylphid
006 Undine Rain
007 Athena Light
008 Evil Knight
009 Scamper Emerald
010 Efreet Flare
011 Rizo de Agua
012 Fallen Angels
013 Dios de la Muerte
014 Calm Pink
015 Orange Yogurt
016 Crimson Rouge
017 Mistiltein
018 Green Magnolia
019 Lluvia Medium
020 Moon Water
021 Alice Blue
022 Spectrum Rose
023 Campanula Purple
024 Cavalier Du Lac
025 Dry Blood
026 Walder Abendrot
027 Shade Gardian
028 Honorable Scar
029 Lumiere Solaire
030 Memorial Black
031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast
Starter and Resources
Getting Started
FAQ
Controls
HUD & UI
Strategy
Frame Data
Glossary
Resources and Links
Mechanics
Movement
Offense
Defense
Gauges
Damage and Combo System
Attack Attributes
Characters