Under Night In-Birth/UNI2/Orie/Combos
Under Construction
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Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
X+Y | Buttons "X" and "Y" must be input simultaneously. |
X/Y | Input "X" or "Y" can be used. |
dl.X | There should be delay before inputting "X". |
w.X | Attack "X" should whiff and not hit the opponent. |
j.X | Button "X" is input while jumping or in the air. |
dj.X | Button "X" is input after a double jump. |
jc | Jump cancel the previous action. Usually will be omitted due to being obvious. |
md.X | Perform a micro-dash before performing "X". |
TK.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
(X) | Input "X" is optional. Typically the combo will be easier if omitted. |
[X] | Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input "X" is released. Will only appear if a button is previously held down. |
{X} | Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version. |
X(#) | Attack "X" should only hit # of times. |
X > Y | Cancel "X" into "Y". |
X, Y | Link "X" into "Y", allowing "X" to fully recover before "Y". |
X~Y | This notation has two meanings.
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CH | The first attack must be Counter Hit. |
CS | Perform a Chain Shift, which is performed by inputting D twice. |
CVO | Perform a Cross Cast Veil Off, which is performed by inputting A+B+C. |
IW | Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO. |
IWEX | Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D. |
Getting Started
Starter Combos
Basic easy intro combos to start off with that lead into a knockdown. If in doubt, end your combo in a knockdown by canceling a normal into 5AB for the Smart Steer ender.
Combo | Damage | Cost | Meter Gain | Location |
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... > 4C > jc > j.A > j.B > j.C, 3B > 214B, 66C > 214B/236BC | Anywhere | |||
A basic combo that works off essentially any starter when Orie is close. This is all you need in order to get started with the character. | ||||
... > 5B > 214A~4A (> 236BC) | Anywhere | |||
Far version of the above combo. Orie gets more damage than just this, but you have to learn a much longer combo. |
FAQ
How do I link after 623A?
Height is the main deciding factor when it comes to linking after 623A. Very low 623A connects will only allow for 2A, whereas most connects allow for 5A. For high 623A connects, you can link with 3B, or even 5B/2C if they're very high. The opponent's height in a combo can be manipulated by delays and what normals are used before 623A.
Another factor is hitstun decay. Depending on how late 623A is used in a combo, the opponent may be too high or tech out of the combo before anything can link from it. In most cases, 5A is the best choice. Make sure to practice your combos to find what normal works where.
How do I figure out the timing for 2C/66C after 214B?
Since it is a link, you have to learn how to time it and not mash it out. A helpful visual reference to look for is Orie lowering her hand when she uses 214B.
Why does 2C 22X not work sometimes when I use it at the end of a combo?
Thanatos has a cooldown before she can appear again. You are likely trying to do 2C 22X too fast after 214B, so try delaying the 22X input a bit.
BnB Combos
Theory
In UNI2, Orie gets the most damage by using a jump cancel early in a combo with 4C > jump cancel > j.214B. This is an important piece of combo theory to learn, as most of her optimal conversions use it. If she doesn't use her jump cancel there, she can use it towards the end of a combo with j.2C to get a little bit more damage.
Using bounces is usually a matter of hard knockdowns for Orie. Depending on how scaled the combo is, 5C or 2C make for the most damaging pickups that still allow for extensions afterwards. 66B is a middle ground, still allowing for 623A links with a delay. 66C makes for a good pickup after a hard knockdown towards the end of a combo, but only if Orie has already used her jump cancel. If she still has a jump cancel available, it's better to do 2C 4C/5C j.2C instead.
Instant j.214B
Combo | Cost | Location |
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5C > 4C > dl j.214B, 66B, dl.2C > 3C, 623A, 5A > 3B > 214B, 66C > 214B | Midscreen | |
Generic punish combo. Most of Orie's other j.214B routes are derived from this one. This is also the most difficult, as missing the j.214B or 2C delays mean 623A can drop enough hits to not have the height to link after. Notated with the 66C ender but any ender works here. | ||
X > 5C/2C > 4C > dl j.214B, 5C > 3C, 623A, 5A > 3B > 214B, Ender | Midscreen | |
Works from any single-hit starter and is generally very consistent. Essentially the same combo, but forgoes some of the filler due to hitstun decay. | ||
X > X > 5C/2C > 4C > dl j.214B, 66B, dl 623A, 5A > 5B/3B > 214B, Ender | Midscreen | |
Scaled version of the combo. Works after starters like 2A 2A and is very reliable. Use 2A rather than 5A if there was no delay for 623A. |
j.B j.C j.214A
Combo | Cost | Location |
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X > 5C/2C > 4C > j.B > j.C > j.214A, 623A, 5A > 3B > 214B, Ender | Anywhere | |
Easier route at the cost of some damage. Comes with the notable benefit that it also works in the corner. While not as damaging as some other routes, this one is good to know as it is easily confirmable from 5C/2C > 4C which will frame trap after many of Orie's normals. It also works in the corner after 236B's wallbounce using 2C 4C and midscreen after 236B 236C using 5C (and skipping 4C). |
Corner 236B
Combo | Cost | Location |
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X > 236B, 66C > 214A~4B, 623A, (5A >) 3B > 214B, 2C > 4C > j.2C | Corner | |
Corner combo from Orie's premier special move. 66C 214A is height specific and may require delaying 66C depending on how late 236B connects. Notated with the jump cancel ender but any ender works here. | ||
X > 236B, 2C > 4C > j.B > j.C > j.214A, 623A, 5A > 3B > 214B, Ender | Corner | |
Adapted version of the j.B j.C combo. |
Command Order (214X)
Combo | Cost | Location |
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X > 214A~4C > 6FF > j.B > j.C, 66C > dl 623A, 5A > 3B > j.2C > j.214B, 66C > 214B | Anywhere | |
Main combo for converting 5B, 2B, and CH 5A hits when outside 5C range. | ||
X > 214A~4B, 236B, 623A, 3B > dl.5C > 214B, 66C > 214B | Corner | |
Corner specific but doesn't use Force Function. 3B dl.5C can be used off high 623A connects for a smidge more damage as a general optimization but may drop at higher hitstun decay. |
Ending Combos
All of these are assumed to be preceded by 2C pickup.
Combo | Cost | Location |
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4C > 214B | Anywhere | |
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4C > 214B~4A | Anywhere | |
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22A/B/C | Variable | Variable |
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4/5C > j.2C (> j.214B) | Anywhere | |
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dl.2B > 236B | Anywhere | |
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w.2A | Anywhere | |
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236A~6X | Anywhere | |
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4C > 5AB | Anywhere | |
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These enders follow an OTG, usually after 214B or j.214B.
Combo | Cost | Location |
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66C > 214B | Anywhere | |
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66C > 236A~6X > 214BC > dl 236[B] | 100 EXS | Anywhere |
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66C > 236[B] > 236C > 214B | 100 EXS | Anywhere |
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66C > 236A~6X > 214C > FF > j.2C | 100 EXS, .5 GRD | Anywhere |
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Combo List
Notes:
- Unless otherwise notated, all jump cancels are assumed to be done holding up+forward (9), particularly for j.B, j.2C, and j.214B.
- For jump cancels into j.214B, you can press or hold 9 any time after the previous move has hit, and then time the 214B input during jump startup or after you've left the ground, rather than doing a 'true' instant air special/tiger knee input shortcut like 2149B. In most combos, j.214B does not need to be done immediately after leaving the ground and it's actually better to delay it if possible, since it leaves you closer and with more frame advantage.
A Starters
Combo | Damage | Cost | Meter Gain | Location |
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5A > 5C > 4C > 9 dl.j.214B > 66B > 2C > 3C > 623A > 5A > 5B > 214B > 66C > 214B | 3248 | 0.76 | Midscreen | |
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2A(AA) > 5C > 4C > j.214B > 66B > dl 623A > 5A > 3B > 214B > 66C > 214B | 2997 | 0.65 | Midscreen | |
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5A > 5C > 4C > dl.j.B > j.C > j.214A > 623A > 5A > 3B > 214B > 2C > Ender | 3028 | Anywhere | ||
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5A > 5C > j.2C > j.214A > 66B > dl.623A > 3B > 5C > 214B > 2C > Ender | 2991 | Anywhere | ||
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5A > 5C > (2C >) 4C > dl.623A > 2A (or 5A) > 3B > j.2C > j.214B > 66C > 214B | 2780 | Anywhere | ||
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5A > 2C > dl.2B > 236[B] > 66B > dl.623A > 5A > 5C > j.2C > j.214B > 2C > Ender | 2948 | Anywhere | ||
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5A > 5C > 2C > 3C, 2B > 236[B], 623A, 3B > 5C > j.2C > j.214B, 66C > 214B | 3386 | 0.83 | Corner | |
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2A(AA) > 2C > 4C > dl.623A > 5A > 5C > J. 2C > J. 214B > 2C > Ender | 2371 | Anywhere | ||
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2A(AA) > 2C > 4C > dl.623A > 5A > 5C > J. 2C > J. 214B > 2C > Ender | 2371 | Anywhere | ||
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2A > 2C > 3C > 2B > 236[B] > 623A > 3B > 5C > J. 2C > J. 214B > 66C > 214B | 3225 | 0.75 | Corner | |
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2A > 2C > 4C > 9dl.j.214B > microdash 2B > 5C > 623A > 5A > 3B > 214B > Ender | 2686 | 0.54 | Midscreen | |
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B Starters
Combo | Damage | Cost | Meter Gain | Location |
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5B > 5C > 4C > dl.j.B > j.C > j.214A > 623A > 5A > 5C > 214B > 2C > Ender | 3108 | Anywhere | ||
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5B > 214A~4B > 236B | 2056 | Anywhere | ||
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5B > 214A~4B > 236B > 236C > walk under > 5B > 214B > 2C > Ender | 3227 | 100 EXS | Anywhere | |
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5B > 214A~4C > 5FF/2FF > j.B > j.214A > 5C > j.2C > j.214B > Ender | 2851 | .5 GRD | Anywhere | |
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5B > 214A~4C > 6FF > dl j.B > j.C > 2C > 3C > 623A > 3B > 5C > j.2C > j.214B > 66C > 214B | 3291 | .5 GRD | Anywhere | |
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5B > 214A~4C > 2FF > dl j.C > j.214A > (walk) 5C > 623A > 3B > 5C > j.2C > j.214B > 66C > 214B | 3343 | .5 GRD | Anywhere | |
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5B > 214A~4B > dl. 66C > 623A > 2B > 236[B] > 5A > 3B > 214B > 2C > Ender | 3399 | .5 GRD | Corner | |
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2B > 2C > 4C > j.214B > 5C > 3C > 623A > 5A > 5C > 214B > 2C > Ender | 3197 | Anywhere | ||
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3B > 2A(AA) > 2C > 4C > 623A > 5A > 5C > j.2C > j.214B > 66C > 214B | 2657 | Anywhere | ||
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66B > 5B > 214A~4C > 6FF > dl j.B > j.C > 623A > 2A > 3B > j.2C > j.214B > 66C > 214B | 3215 | .5 GRD | Anywhere | |
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6B > 214A~4B > 66C > 623A > 5A > 5C > 214B > 2C > Ender | 3140 | Anywhere | ||
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6B > 214A~4B > 236B | 2056 | Anywhere | ||
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C Starters
Combo | Damage | Cost | Meter Gain | Location |
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5C > 4C > j.214B > 2C > 3C > 2B > 236[B] > 623A > 5A > 5C > 3B > 214B > 66C > 214B | 3859 | Anywhere | ||
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5C > 4C > j.214B > 2C > 3C > 66B > 66C > 623A > 3B > 5B > 214B > 66C > 214B | 3659 | Anywhere | ||
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5C > (2C >) 4C > j.214B > 5C > 3C > 623A > 5A > 5C > 214B > 2C> Ender | 3400 | Anywhere | ||
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5C > 4C > j.214B > walkback 2B > 236[B] > 66B > 623A > 2A > 5B > 214B > 2C > Ender | 3529 | Anywhere | ||
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5C > 4C > 236[B] > 3C > 623A > 2B > 214A~4B > 5C > j.2C > j.214B > 66C > 214B | 3936 | Corner | ||
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5C > 4C > j.214B > 2C > 3C > 2B > 236[B] > 623A > 2A > 5B > 214B > 2C > Ender | 3695 | Corner | ||
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2C > 4C > dl.j.B > j.C > j.214A > 623A > 5A > 5C > 214B > 2C > Ender | 2989 | Anywhere | ||
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4C > w.2A > 3B > dl.j.B > j.C > j.214A > 623A > 5A > 5C > 214B > 2C > Ender | 3062 | Anywhere | ||
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Assault Starters
Combo | Damage | Cost | Meter Gain | Location |
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6D > j.C, 5A > 5C > 4C > j.214B, 66B > 623A, 2A > 5B > 214B, 66C > 214B | 2781 | 0.67 | Anywhere | |
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6D > j.C > 5A > 5C > 4C > 623A > 5A > 5C > j.2C > j.214B > 2C > Ender | 2522 | Anywhere | ||
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6D > j.A > CS > j.C > 5C > 4C > j.214B > 66B > 623A > 5A > 5B > 3B > 214B > 66C > 214B | 2809 (2856) | Vorpal | Anywhere | |
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6D > j.A > CS > j.C > j.214A > 4C > 623A > 5A > 5C > j.2C > j.214B > 2C > Ender | 2643 | Vorpal | Anywhere | |
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Anti-Air Starters
Combo | Damage | Cost | Meter Gain | Location |
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Counter Hit 3B > w.2A > 2C > 4C > 623A > 5A > 5C > j.2C > j.214B > 66C > 214B | 2892 | Anywhere | ||
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Other Starters
Combo | Damage | Cost | Meter Gain | Location |
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214A~4B > 236C, j.B > j.C > j.214A, 623A, 3B > 5C > 214B > 66C > 214B | 3666 | 100 EXS | 0.29 | Anywhere |
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CH 214A > 66C > 2C > 3C > 2B > 236[B] > 66B > 623A > 3B > 5C > 214B > 2C > Ender | 3665 | Anywhere | ||
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236B > 5B > 236[B] > 623A > 2A > 5B > 3B > 214B > 2C > Ender | 3006 | Corner | ||
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236B > 236C > dash 2C > 4C > j.214B > dash 5C > 3C > 623A > 5A > 3B > 214B > 66C > 214B | 3622 | 100 EXS | 0.28 | Anywhere |
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236B > CS > 66C > 2C > 4C > j.B > j.C > j.214A > 623A > 3B > 5C > 214B > 2C > Ender | 3438 (3587) | Vorpal | 0.32 | Anywhere |
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236B > CS > 66C > 2C > 4C > j.214B > 2B > 236[B] > 623A > 2A > 3B > 214B > 2C > Ender | 3463 | Vorpal | 0.33 | Anywhere |
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236[B] > 2C > 4C > j.214B > dash 5C > 3C > 623A > 3B > 5C > 214B > 66C > 214B | 4000 | Anywhere | ||
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236[B] > 2C > 4C > dl.j.B > j.C > j.214A > 623A > 5A > 5C > 214B > 2C > Ender | 3770 | Anywhere | ||
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623B > CS > 2C > 2B > 236[B], 66B > 623A, 3B > j.2C > j.214B, 66C > 214B | 2889 | Vorpal | Anywhere | |
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IAS j.214A > 5FF > j.A > 5A > 5B > 3B > 623A > 2C > 4C > j.214B > 66C > 214B > 2C > 4C > 214B | 3012 | .5 GRD | 0.74 | Anywhere |
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IAS j.214A > 5FF > j.C > 2C > 3C > 2B > 236[B] > 66B > 623A > 3B > 5C > j.2C > j.214B > 66C > 214B | 3506 | .5 GRD | 0.96 | Anywhere |
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Videos
External Links
- Orie optimal combos (unisc update) compiled by KT. Recommended resource as of 2024/4/17.
- Orie CLR Combos doc compiled by FrozenCore, additional credit to Psykotik, Suna, Exzelsios, GomenNasai, Geinonen, Pfhor and SHABAMsicle. This doc has a more exhaustive list of routes than on this page.
- Frozen's Core Guide to Orie by FrozenCore
- UNICLR COMBOS by Kamone
- uni2 オリエコンボ (Orie combos) by ryu-orie