Under Night In-Birth/UNI2/Orie/Matchups

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Disclaimer: This is a community written page and may contain opinions that not all players may agree with. Use at your own discretion.

Match Ups

Hyde

Knowledge Checks
  • 214A is strong as a round start against many of Hyde's options, particularly 236A.
  • TK Pogo pressure can be contested with Creeping Edge (3D) or by jumping and punishing Hyde on landing.
  • 2FF/2[FF] can be purple Shielded and even green Shielded somewhat reliably.
    • 2[FF] has a hitbox while charging that beats B Divine Thrust clean.

Neutral

Playing neutral against Hyde is a matter of dealing with his 236A. Dark Orbiter on its own is very good at shutting down Orie's approach options, and Hyde can use the A follow-up as a cheeky anti-air. Once 236A is out, Orie is forced to deal with it. The best option is to purple shield it, which starts RPS. Either Hyde will run all the way in and 2A or throw which can be checked with 5A, or he will 66C to call out the check. Getting hit by 66C hurts, and he can cancel into his Force Functions and then another special move to keep pressure on block.


Offense

Hyde is blessed with both a meterless reversal and a strong, horizontal reversal super.


Defense

As stated previously, Hyde has only one overhead and it is quite slow. Defending against Hyde is mostly a matter of dealing with his throw attempts, as he gets a combo in the corner. He can layer frame traps for days, making Shield the best option to deal with his pressure. Blocking Hyde deals a small amount of chip, but it's far better to block and play for cycle than get hit and explode. His rekkas are plus if delayed and can frame trap between follow-ups, but he will need to spend CS or meter to keep the last one safe. His other plus frame options are 22B, spaced 236A, and 5[C] 2Aw.

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Linne
Waldstein

Knowledge Checks
  • 360B is an excellent 6f abare tool but it will Gold Throw on hit.

Neutral

Waldstein's neutral is surprisingly difficult to navigate for Orie thanks to his 22X. His long reaching buttons and clap cancels allow him to wall her out surprisingly effectively in tandem with is projectile. Her best option to deal with it is to farm GRD with Shield and dashblock her way into her normal attack range. If he whiffs a normal or a clap, she can usually punish with 236B.


Offense

Wald's normals are horrendously slow. So slow, in fact, that it's very difficult for him to deal with -1 rebeats like 5C or 2C into 2Aw. His normals being great anti-airs also works against them as their grounded reach is quite limited. Outside of 360B range, Wald functionally cannot do anything about 214A~4B aside from attempt to spend meter to get out.

In terms of reversals, Wald has 360C for a fast, command grab reversal and 623C for a slow, strike reversal. Attempting to jump before the superflash on a read can be called out by his own air-unblockable 3C.


Defense

Waldstein is a relatively traditional grappler. His main tools for fighting shield are his command grabs, but he also has overhead options with 6C and 236B. Because his 360B is so big, its only a good idea to Shield against his plus on block clap special when out of its range. Shielding within 360B range runs with a high risk of getting GRD broken. Wald is difficult to anti-air, as his j.C has tremendous downwards reach and he has j.2C to change his air momentum. His air options encourage using Stand shield, which again runs the risk of being command grabbed. Represent it as an option but be careful about it.

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Carmine

Knowledge Checks
  • 5BB starts RPS on block.
    • 5BB 22A is a +2oB frame trap, encouraging crouch Shield after 5BB.
    • 5BBB is a command throw that Gold Throws on block, punishing Shield.

Neutral

Offense

Defense

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Orie

Mirror

Knowledge Checks
  • Use shield liberally after getting thrown into 22C.
  • Shield against j.2C if the opponent represents it as an option.

Hopefully you know them.


Neutral

Orie herself doesn't have a projectile that she can easily use to keep herself out. Instead, she must rely on using Thanatos with 214X and its whiff cancels, along with 22X if the opponent is playing too conservatively.


Offense

Defense

Her own 236A makes for a strong abare tool due to its reach.

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Gordeau
Merkava

Knowledge Checks
  • 22C is an overhead.
  • 236C is a -4 reversal. Punish with throw or Shield the last hit and punish with 5A.
  • 2A hits twice and chains into itself.

Neutral

Dashblocking is important for Orie's neutral and especially so against Merkava. Merk's 214A is a projectile in all but animation as his arm is entirely disjointed. It's very difficult to use 236B against him because of this. Merkava can afford to spend time in the air unlike much of the UNI cast, putting more value into 214B.


Offense

236C is an incredibly stupid reversal, all things considered. Merkava gets a combo on hit and is punished very lightly on block. Thanks to his j.2C, he also has a strong divekick OS. Using Assault against him is quite strong as his anti-airs are slow and his fastest normals are mapped to crouch.


Defense

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Vatista
Seth
Yuzuriha

Knowledge Checks
  • Full charge 5FF is unblockable.
  • Yuzu's stance options recover in the air.
    • She has a stance dodge that is also usable in the air.

Neutral

Dashblocking is incredibly important in this matchup, as well as checking Yuzu with 236B and whiff punishing her with 236[B] and 236C. Using Divine Thrust depends entirely on how much the Yuzu player is willing to teleport, as her teleporting behind Orie flips inputs. Otherwise, Orie can stand just outside Yuzu 236B range and threaten with Divine Thrust. When in Saki range, the basic RPS is between 236B 6Cw~D and 236B 6[C]w 6A. This looks like a mess of inputs (because it is) but Yuzu will do a slash and exit stance after a whiff or stay in stance. If she stays in stance her options are very limited as she's used two marks (but is +7) and exiting stance leaves her at +1. She wants to condition her opponent to sit still so she can use more fake pressure once the second 236X is expected.

This is where dash blocking comes in. It's very difficult to dashblock against her at +7, but her leaving stance and refreshing her options gives a bit more breathing room.


Offense

Yuzu has a metered reversal with 214C. She also has a full suite of anti-airs, with 5C and 2FF covering most of her options. 2FF on block can route directly into air stance and get her out.


Defense

Yuzu has a ton of frame traps at her disposal but her only real option to open people up is her throw game and the universal options around it. Good Yuzu players will adapt their gameplan to what you do on defense, which makes the goal on defense be staying unpredictable or reverse conditioning the opponent. As wild as she is, Yuzu has to interact in order to get anything done as blocking builds GRD.

214X is worth mentioning on its own as it allows Yuzu to reposition while staying plus. When TK'd with Yuzu exiting stance it's usually +3, but staying in stance makes it as advantageous as +10. She keeps her turn but can't really force anything as she can't high/low or throw from her stance.

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Hilda
Chaos
Nanase
Byakuya

Knowledge Checks
  • 623A is a slow command grab with invulnerability, make sure to jump it.
  • 214[X]~A and 214[X]~C are an overhead and a low but are slow enough to be interrupted.
  • 141 can remove webs above Orie's head with minimal risk to getting hit low. Keep in mind there is still a risk.
  • Byakuya has web options after 22X, make sure to check him if he approaches.
  • Shield if he does raw 22C in neutral for free GRD, it always hits 3 times.

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Phonon

Knowledge Checks
  • 22C is an overhead. Block high during superflashes.
  • 6FF~C is an overhead and she has no lows during or as follow-ups to 6FF. Block it high.
  • 66B > dl j.236A is plus on block, but the cancel is interruptable and Shielding 66B prevents the cancel at all.
    • Make sure to Shield high as 66[B] is an overhead.
Neutral

Offense

Defense

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Mika
Wagner

Knowledge Checks
  • Shielding her shield rush removes its cancel options.
    • In most strings she uses it, Shielding will also make it -2.
    • Don't do this all the time. If she rebeats and you Green Shielded, she can GRD break throw.
  • Wagner becomes extremely threatening with Sword buff as she can combo off her throw with meter/CS.
  • Shield buff gives her high/mid guard point on 214X/5FF, snipe it with 214A or 2C.
    • Shield buff also gives 214X increased frame advantage, she will still be plus on Shield.
  • 236A is -5 and the follow-ups are gapless. Punish with 2A or throw.
    • 236A CS is briefly in an airborne state.
  • Watch for autopilot 5[FF] 22A, it is highly negative on block.
Neutral

Wagner has an unparalleled ability to throw herself at her opponent. She has a fast dash, a fast special move with 236A (that can be cancelled into CS or 22C to be plus), 214X specials which are plus if spaced and hard to disrespect if she has Shield buff, and multiple ways to change her air momentum. Her longest reaching pokes, 5C and 6B, both have relatively long total durations. If she's a full screen away, she may try to buff up to encourage approaching her or to prepare for her own approach.


Offense

Wagner has some of the best and most consistent defensive tools in the game. Wagner players are also usually the type to represent them often. Primarily, she will use her 623B as it is an invulnerable reversal. Her 623A is not invulnerable, but looks similar and can cancel into j.236C which is plus on block and can catch punish attempts. Make sure to differentiate between the two. Her 623C not only has great reach, but also incredible speed at 3 frames. She can use it to punish moves that normally aren't punishable and CS it into a combo. Make sure to run tighter offense initially and mix in lows to catch reversal attempts.


Defense

Make sure to represent Shield as an option. 214A won't always be plus, but it is essentially guaranteed to be +1 at maximum 5C/6B range and will always be plus with Shield buff. If she spaces it too close, she has the option to cancel into 5FF to force a frame trap. Shielding removes this as an option entirely, but opens up the possibility of her doing rebeat strings and going for throws. She also is able to bait throws with high reward using j.4FF, which is plus in Vorpal (with the charge version always being plus). The second hit of j.4FF must be Shielded to get a punish at -7).

Wagner's Sword buff lets her use air normals and specials while airborne. Her j.C and j.B are the main options, and there are counterplay options in the corner. j.C can be walked under which will lose her turn. j.B hits behind her but can be Shielded for a punish.

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Enkidu
Londrekia

Knowledge Checks
  • Rekkas are whiff cancelable into follow-ups and will autocorrect.
    • Rekkas also whiff cancel into C moves.

Neutral

Londrekia has an excellent set of pokes and a particularly long-reaching anti-air with 214B.


Offense

Defense


Dealing with Rekkas

The basics:

  • 214A is -2, 214B is -7, and 214C is -4.
  • Hydro Blading (two hit extender) is -3.
  • All enders aside from A ender is -10 or worse.
  • A ender is -2.

Londrekia will use A rekka on its own as a safe special cancel due to it being -2 and can threaten a follow-up. Green shielding rekkas can always be thrown by Lond if he chooses not to do the next follow-up but is necissary to punish A rekka. Lond can try to steal a turn with FF after A rekka on block if it isn't shielded, which loses to throw. Lond's other common option is to backdash which has to be explicitly called out.

B rekka specifics:

  • 214B has head and dive invul, 214[B] has slightly less invul but more range.
  • 214[B] passes through opponents and reliably beats VO.
  • 214X~B also passes through and is more consistent vs DPs.
  • 214Bw can not only reset into throw, but also into [A] or [C] follow-ups to high/low and beat OSs.
    • Rising button OSs can deal with this pretty reliably.
    • VO will beat every mixup option and must be explicitly called out.
  • 214BwB is the fastest way to get Hydro Blading, a big two-hit sweep.
    • Both hits will always play out, making it weak to jump.

C rekka specifics:

  • 214C crushes lows and throws and can even go over some mids.
    • 214[C] is an overhead that retains 214C's crush properties.
  • 214C is head property and can be anti-aired reliably.
    • There is a "sweet spot" for Lond where he's really hard to anti-air, it's best to dash out of that zone.
    • 214C can be whiff punished, but walking backwards is vulnerable to Hydro Blading.
  • Lond's best use of 214[C] is as a Shield crush.
  • Using [C] rekka later in strings makes it progressively faster and more unsafe.
  • Shielding 214C's second hit makes it much more consistent to punish.

"There is no singular counterplay option that is all-encompassing." -Foxof42

Foxof's video on rekkas can be found here.

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Kaguya

Knowledge Checks
  • Back teching midscreen will invalidate all of her meterless setups.
  • Unless she spends meter, corner grenade setups are negative on hit.
    • Grenades persist on block. DPing is not recommended.

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Tsurugi

  • Tsurugi's armor works against highs and mids. Use 214A, 2C, and 2A against him.
    • Tsurugi's j.[C] is an armored jump-in. Use crossunders and DP against him more to avoid dying to it.
  • The only consistent way to beat roundstart 236C on reaction is an invulnerable reversal. It can be backdashed on a read, but that leaves Orie -4.
    • Shielding the last hit (by Green Shielding the second to last hit) reduces Tsurugi's frame advantage to +4 instead of +10.
    • 236C can be double Shielded with good timing.

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Kuon

Knowledge Checks
  • Kuon round start 236AA can be beaten pre-emptively with 236A or with a neutral jump.
    • 236A will lose to other round start options, particularly walking backwards.
    • Neutral jump is the safer of the two as Orie can dash up and 2C punish or use an air option if he didn't 236A.
  • Kuon's only cancel options from 3C on block are EX moves.

Neutral

Kuon's ability to control space outside of setting up a 214X ring is via threatening with 236X. His 236A has barely less range than Orie's 236B, making sitting just outside his ideal range where Orie wants to spend most of her time in the MU. Being in the midrange gives her more options to deal with him trying to set up charged or uncharged rings as well. If Kuon gets a charged ring up, it is very difficult for Orie to actually do anything about it besides avoid or Shield it. None of her ranged options have enough reach or are fast enough to stop it.

Aside from 236X and 214X, Kuon also has 22X pillars for controlling the airspace in front of him and a suite of teleports. The most effective way to approach Kuon is by dashblocking, but be careful as he can alter his timings very easily. Ground teleports are left/right and air teleports are high/low. UNI's crossup protection means ground teleports are more "get out of the corner" options and he can special cancel them on block. Air teleports must be EX cancelled to be safe and Orie can 623B them if she reacts fast enough.


Offense

Kuon has a charge reversal, giving him a particularly nasty set of defensive option selects. Be careful resetting pressure with Assault after Kuon has been crouching. Fortunately, his meterless reversal is relatively slow.


Defense

Kuon's Force Function allows him to cancel any normal and some special moves into a flight state, giving him access to very quick pressure resets at the cost of GRD. Only a low flight j.C is plus on Shield. Fly low j.A is usually 25f startup making even his fastest option somewhat reactable, but all his fly options are plus on normal block. It's important to know that any ring setup after throw in the corner is not reversal safe, don't let him get away with free pressure.

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