Under Night In-Birth/UNI2/Orie
Under Construction
|
“ |
She judges. And hopes that the heavy weight placed on her frail shoulders may one day be |
” |
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! |
” |
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 |
---|---|
|
|
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.
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
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
200 | Mid | 6 | 2 | 13 | -3 | N, SP, EX, CS | Strike |
- Vulnerable to Assault due to its low hitbox.
- Chains into itself when input as 4A.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
20 | /Data#5A |
5B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
500 | Mid | 9 | 2 | 19 | -4 | N, SP, EX, CS | Strike |
- Thin hitbox, must be used pre-emptively to stop jumps or assaults.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
29 | /Data#5B |
5C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
590 | Mid | 12 | 4 | 22 | -8 | N, SP, EX, CS | Strike |
- Lenient cancel window.
- Moves Orie forwards.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
37 | /Data#5C |
Crouching Normals
2A
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
140 | Low | 5 | 2 | 12 | -2 | N, SP, EX, CS | Strike, Foot |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
18 | /Data#2A |
2B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
490 | Mid | 8 | 3 | 14 | -5 | N, SP, EX, CS | Strike, Foot |
- Slightly disjointed hitbox.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
24 | /Data#2B |
2C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
590 | Low | 9 | 5 | 20 | -7 | N, SP, EX, CS | Strike, Foot |
- 2C 2Aw can be picked up with 2B for a combo.
Air Normals
j.A
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 |
- Assault j.A can be canceled into Chain Shift to combo on hit or remain plus on block.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
26 | /Data#jA |
j.B
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 |
- Strong vertical reach, good against opponents who like to hover over Orie's head.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
29 | /Data#jB |
j.C
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 |
- Shrinks Orie's low hurtbox.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
29 | /Data#jC |
Command Normals
6B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
480 | High | 26 | 4 | 22 (block/whiff), 20 (hit) | -9 | SP, EX, CS | Strike |
- 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.
3B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
420 | Mid | 7 | 3 | 22 | -7 | N, SP, EX, CS | Strike | 7~9 Head |
- Great cancel window.
- Completely untechable on air counterhit.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
31 | /Data#3B |
3C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
780 | Mid | 16 | 4 | 11 | -3~0 | Strike | 8~19 Foot |
- Orie's dedicated low crush.
- Can juggle afterwards if it hits an airborne opponent.
- Can be up to 0 on block if spaced.
4C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
590 | Mid | 16 | 5 | 15 | -4 | N, SP, EX, CS | Strike |
- Good cancel window and safe on block.
j.2C
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 |
- 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.
Dash Moves
66B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
660 | Mid | 10 | 2 | 12 | -2 | SP, EX, CS | Strike |
66C
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
978 | Mid | 11 | 24 | 21 | -4~-1 | SP, EX, CS | Strike |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
55 | /Data#66C |
Universal Mechanics
Force Function
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
B+C 1 GRD |
Total 48 | - | N, SP, EX, CS | 1~6 Throw |
- 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 |
- 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 |
- 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 |
- Air actions available starting on frame 19.
- Usable after the ground version.
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 (Vorpal):
jB+C :
jB+C (Vorpal):
Throw
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
1580 | Unblockable | 4 | 3 | 24 | +37 on hit | Throw |
Guard Thrust
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 |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
45 | Launch | /Data#6A+B+C |
Veil Off
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 |
- 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 |
- 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.
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 (during a move):
Special Moves
236X
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
236A | 860 | Mid | 9 | 4 | 22 | -4~-1 | -EX-, -CS- | Strike |
- 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 |
- 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 |
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 |
- 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 |
- Removes Orie's collision box.
- Similar range to 236B, but covers the distance more quickly.
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~6X :
236B :
236[B] :
236C :
623X
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 |
- 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 |
- 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 |
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 |
623B :
623C :
214X
Version | Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|---|
214A | 777 | Low | 15 | 5 | 18 | -7 | -EX-, -CS- | Strike, Foot |
- 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 |
- 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 |
- Wallbounces anywhere for an extension.
- Does not have follow-ups. Instead, it's plus.
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 |
214B :
214C :
214X~4A
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 |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
41 | Wall Bounce | /Data#214X~4A |
214X~4B
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
497 | Mid | 22 | 4 | 10 | +4 | -EX-, -CS- | Strike |
- Plus on block with high pushback.
- 214A~4B has a 7 frame gap on block, 214B~4B has an 11 frame gap.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
35 | Launch | /Data#214X~4B |
214X~4C
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 |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
42 | Launch | /Data#214X~4C |
j.214X
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 |
- 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 |
- 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 |
- 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.
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 |
j214B :
j214C :
22X
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 |
- 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 |
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 |
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 |
22B :
22C :
236B+C
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 |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
80 | /Data#236B+C |
214B+C
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 |
- Actionable on frame 21.
- Thanatos does not descend if Orie is hit.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
35 | Knockdown | /Data#214B+C |
Super Moves
Infinite Worth
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 |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
75 | /Data#41236D |
Infinite Worth EXS
Damage | Guard | Startup | Active | Recovery | On Block | Cancel | Attribute | Invulnerability |
---|---|---|---|---|---|---|---|---|
3750 | All | 1+14 | Total 67 | -25 | Strike | 1~26 Full |
- 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.
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
67 | Knockdown | /Data#A+B+C+D |
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5C/2C/3B | 2A | -1 |
5B | 2A | -2 |
2B | 2A | -7 |
Attack | Chain | Frame Gap |
---|---|---|
5A/2A/2B | 5C | 1f |
X | X | X |
X | X | X |
Videos
External Links
- Orie Primer by NorseFTX and FrozenCore
- Frozen's Core Guide to Orie by FrozenCore
- Orie Match Video Finder by FrozenCore