Under Night In-Birth/UNI2/Orie/Strategy

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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.

General Gameplan

Orie is a well-rounded character with an emphasis on playing a strong midrange game. Her whiff punish ability is second to none, thanks to her strong B normals and Divine Thrust. B Divine Thrust is her longest-reaching poke and converts into a combo with meter midscreen or in the corner thanks to its wallbounce. Her gameplan revolves around using and threatening 236B, along with her other strong pokes and air mobility. Playing Orie means figuring out what the opponent wants to do and countering it accordingly.

Orie does not have a fireball, nor does she have an easy way to get around them. Against characters with projectiles, she's forced to rely on system mechanics and her air mobility to take space. Having a hitbox on screen nullifies 236B's effectiveness as Orie can and will run right into it at worst or trade at best. However, once she does get in, she has an excellent suite of pressure normals and rebeats to keep her turn. Not to mention, Command Order (214X)'s B follow-up is plus on block and very hard to challenge when Orie is spaced out. Her j.2C and air Command Order moves are also plus, but require respect to use as they cannot be traditionally cancelled into on block.

Neutral

Orie wants to hold onto the midrange and push opponents towards the corner. Her strongest whiff punishes are her B normals and 236B, as they have great range and can convert into combos anywhere (with 236B needing meter or CS when midscreen). Once the opponent respects these options, she can run in and establish her turn using her excellent normals and movement.

Approach

236B, while strong as a whiff punish, is not a good approach tool as it is almost always negative on block. 236[B] is plus when it hits at the very tip of its range, but its difficult if not impossible to use against characters with projectiles. Instead, it's best to dash block and leverage Orie's normals and strong walk speed on the ground instead of relying on 236B. 236A is decent when in range, especially with resources. It leaves Orie at a strong spacing on block when used at around 5B range and the follow-up can be made plus with CS or 214C.

Orie's air options are an excellent complement to her ground approach. Assault j.C has massive reach and pulls Orie's hurtbox upwards, helping her hop over projectiles with a good read. j.214X is not counted as an air attack by the game, giving her a way to beat anti-airs while still being plus (if used on the way down). These options will lose to pre-emptive anti-airs, which in turn are snuffed by ground approaches.

Keep Away

Orie does not have a traditional projectile. The closest she has is 22X, which is highly matchup specific. Instead, its best to use her normals pre-emptively to wall out her opponent. 5A, 5B, 2B, 3B, and 2C are all excellent options for intercepting different kinds of approaches. 214B makes for a strong pre-emptive anti-air, as it hits very high up with a disjointed hitbox and comes with whiff-cancelable follow-ups. It also leads to a combo thanks to the hard knockdown it inflicts on airborne opponents.

Offense

Orie does not have any chargeable normals, limiting her ability to mess with timings. In exchange, she has good stagger windows and multiple 1-frame gaps she can take advantage of.

Pressure

Orie's best rebeat option is her 2A, with her 5A having 2f more total duration. In most cases she wants to start pressure with 2A. 5A has enough range that it won't end up whiffing most of the time she'd want it to. Thankfully, her Smart Steer route allows her to re-use her 2B and 5B (in that order) for a little bit more pressure before she has to cancel. Her B and C normals are different than most other characters, with her C normals being noticably shorter. She uses them earlier in a string than one might expect, often ending strings with 5A or 5B if a 2Aw isn't available. 5C is an important normal to get familiar with, as it is a natural frame trap from her A normals and 2B while also moving Orie closer to the opponent. Using it from around tip 2B range will cause it to whiff, leaving Orie very negative. Be careful against Shield-happy opponents.

A chart of Orie's rebeat options and natural gaps can be found here.

Aside from frame traps, Orie wants to build space in her pressure strings to set up spacing traps with rebeats or special moves like 236A and 214A. 236A has fantastic frame advantage for the range it covers along with having a follow-up Orie can use with CS or 214C to keep her turn on block. It converts easily on hit using the aforementioned options along with 236C if it was used for a delayed frame trap, although it's harder to confirm off of the follow-up using 236C. Building space before 214A allows Orie to safely use the B follow-up to be +4 on block, which is especially potent in the corner. There is a 7-frame gap between 214A and 214A~4B, but it is very easy to space to be out of 7f normal range. It's more likely that the opponent will try to use an EX reversal to get out than try to mash. This also picks up into a combo in the corner. The gap means the B follow-up can be purple shielded, but Orie is still +1 in that case (and can opt not to do the follow-up instead).

Okizeme

Most of Orie's combos in UNI2 end in 214B, which doesn't let her use 22X as a meaty. Fortunately, because of Shield, this isn't too big of an issue. Varying her options between throw, 2A, Assault buttons, and even 6B will keep the opponent from comfortably shielding on wakeup. 22X is best used when the opponent isn't ready for it, and Orie can set it up using a delay from an OTG 2C. She can also set up a 22X from the Smart Steer ender at low proration. Having 22X set up allows her to safely meaty against reversals while keeping her turn as the projectile will persist if she blocks.

Gimmicks

Orie doesn't have very many gimmicks in her kit, instead relying on a strong conditioning-based gameplan.

22C

This move would be amazing in Guilty Gear, but due to the multiple hits and superflash, it's very difficult to actually use on an opponent who isn't GRD broken. There are times where Orie is heavily encouraged to use it like getting okizeme after a midscreen throw, but it's not something she needs to rely on. The opponent gets at least one if not two Shield attempts, which heavily swings the GRD war in their favor. This is potentially even more devastating than in previous versions thanks to the introduction of Celestial Vorpal. However, if the opponent is GRD broken or otherwise unaware, 22C has a gigantic amount of blockstun and is visually distracting. Perfect for hiding things like:

  1. 6B, an overhead
  2. 4C > 2A, an overhead fake
  3. Assault j.A, a faster overhead

The opponent has a few options (aside from Shield) to get out as soon as Orie commits to an option. The first and worst option is attempting to reversal out before the move hits them, which Orie can choose to block while maintaining the threat of a safe mixup. Characters with counters or parries can simply be thrown. The next most common option is to GRD thrust out, which will again catch Orie if she goes for a mixup. Like attempting a reversal, this is easily punishable if blocked and additionally costs the same amount of meter as 22C. Orie has to watch for it more because it can be done out of blockstun, but she isn't at a resource deficit. The lowest risk/reward option for the opponent is to simply block it out, as Orie doesn't have anything incredibly scary to cover with the blockstun aside from Assault j.A.

Air Movement and Pressure

Orie's Force Function is best used sparingly as even though she can alter her jump arc, she is in a counterhit state. There are two distinct advantages that Force Function has over her normal jump: it rises faster initially and she can cancel into it from normals and Command Order. She can also use it in the air while in Vorpal.

Orie's j.2C and Air Command Order moves are much better suited for pressure, but are still somewhat gimmicky. Instant j.2C is usually around 0 on block and Orie can frame trap with j.214A. This becomes much more negative if it is Shielded, but it gives her access to a safe low crush otherwise. If TK'd, j.214A and j.214B both cover a decent amount of space in front of Orie. They aren't Head or Dive property, allowing them to beat anti-airs. j.214B is best used when up close as Thanatos going behind opponents is visually distracting. It will not cross up but it is highly plus if Orie is descending and will freeze her air momentum.

Defense

How to defend against, break, or escape pressure. Blocking and Shielding are typically the safest option but it's important to know how (and when) to challenge opponents who overextend.

Abare Options

  • 2A - Orie's quickest button at 5f of startup. Has pretty good range for a 5f 2A.
  • 5A - One of the best 5As in the game. Very long reach for its 6f of startup, can steal turns against pressure resets.
  • 3B - Orie's go to anti-air. At only 7f of startup, it is pretty useful against assault-happy opponents and is a decent option to throw out on defense, especially as an option select.
  • 2B - Farther range abare tool, but vulnerable to assault.
  • 5B - Very similar to 2B, but hits slightly farther at the cost of being 1f slower.
  • 236A - Has the same startup as 5B but hits farther at the cost of having a hurtbox. Very good at stealing turns if Orie goes for a Chain Shift after it.
  • Backdash - Orie has the most evasive backdash in the game. Despite its long duration, it goes extremely far and is very difficult to properly punish if she's far away from the corner. After using it, Orie will be able to reset neutral against most opponents, but she will lose a good deal of screen positioning. Overuse can lead to Orie cornering herself, so pay attention to where she is on the screen before going for it.

Reversal Tools

Tools that are invincible, strong, or fast at getting out of pressure/okizeme. All carry high risk, as they are highly negative and have counter hit recovery.

  • 623B - A fully invulnerable reversal. Very unsafe on block, so don't be too predictable with this.
  • 623A - Has no invulnerability at startup, but can be cancelled into j.214C to steal a turn or reset back to neutral.
  • 236B+C - Sacred Spire. Usually the best option after a defensive Chain Shift. It covers a very wide area and is more damaging than 623C and faster than 623B. Very punishable on block.
  • Veil Off - Universal reversal option. Will GRD break the opponent on a successful hit and works well as an option select. Very punishable on block.
  • 41236D - IW. Not as much of a hail mary as IWEXS, but very risky nonetheless. Orie can follow up with a combo if it hits, so it can be useful after a defensive Chain Shift. Extremely punishable on block.
  • IWEXS - Hail Mary. Might accidentally come out while trying to do a VO option select. You will die if it's blocked.

Option Selects

Inputs that cover multiple situations. Usually the lowest risk options, but not without counterplay.

  • 3B~AD - Anti-Air option select. Press 3B and then quickly press AD or plink your inputs from B to A to D. Will tech a throw if performed correctly and will throw out 3B if the opponent does something else. Loses to frame traps.
  • 2A~D - 2A throw tech option select. Loses to assault, but Orie's 2A is much faster than her 3B.
  • 4AB~D - Backdash option select. Can be done by quickly pressing D after a backdash. If properly done, Orie will tech a throw or backdash if the opponent does not go for a throw. Use with caution as Orie's backdash has a long total duration.
  • ABCD - VO option select. If the opponent tries to throw, you will tech it. If they do something else, VO comes out. Arguably the easiest option select in the game, so consider using it every once in a while. Be cautions when using it at below 30% HP and with 200 meter, as the slowe IWEXS will come out instead.

Counter Strategies

general ways to aid players having trouble fighting against this character

Videos

External Links

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