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.
She is an execution officer of the Licht Kreis -- an organization with their minds set on annihilating the Voids, and maintaining the peace for mankind. Having lost her parents at a young age, she was raised with an institution of the organization. To repay her debt to society, and to ensure there are no more children who suffer the same fate she has, Orie takes a stand and fights. Tonight, on orders of the Licht Kreis, she travels to the metropolis to investigate the large surge in In-Births, and the movements of the ever-expanding Amnesia. All the while, she also searches for the "Void who speaks" -- the creature responsible for her parents' deaths.
“
Strange... I will never forget what happened tonight, or about you.
So, I suggest you pass on in peace.
”
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. One thing Orie does lack is a meterless reversal.
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 walkspeed alone, but her dash is also excellent.
Buttons: Her close range and midrange buttons are some of the best in the game, and she also has a command overhead.
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.
Sideswap: Her highest damaging midscreen combos will force a side-swap, sometimes forcing her to make a sacrifice to maintain better positioning.
Midscreen Reward: Orie's throws send the opponent far away midscreen, limiting her ability to perform okizeme actions.
Comittal at Max Range: Many of her normals are difficult to confirm off at tip range, requiring a quick cancel into a specials which ends her turn without resources if blocked.
Poor Reversals: Orie's only reversal costs 100 meter and is not particularly good.
Some special attacks summon Thanatos, which performs attacks in Orie's stead.
Vorpal Trait
Force Function startup decreased.
Force Function can be cancelled into aerial version.
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 SP = Special Cancelable EX = EX/IW Cancelable CS = Chain Shift UNQ = Unique (See description) TH = Throw Cancelable X [hit only] = Hit canceleable only X [whiff OK] = 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
Decent range and start-up speed make for an excellent poke in neutral, or pressure starter.
Good cancel window for frame-trapping.
Provides a variety of routing options that give good damage (see Combos).
8AA provides a great addition to pressure and space manipulation.
Can still be out-ranged in some instances, especially if your opponent is knowledgeable of how useful this move is.
At the tip of this move, it does not compliment well with most other normals, mainly common compliments such as 2C or 5C, therefore your options to combo further out become a bit more limited
Does not have much verticality which makes it fairly easy to assault over.
A good poke button as a good midrange space control. It is very good at keeping opponents away.
A good button for mashing out of blockstrings that reset outside of 5A's range but within 5B's range.
High utility in hit-confirming with moves such as 214A~4B in the corner and J. 214A
A bit risky if it whiffs, it doesn’t cover vertically all that well, it is more for preemptively catching opponent jump startup so a bit of planning should be considered.
Not all that useful for blockstrings as it has a poor stagger window.
Limited compatibility with other moves at the range you will likely use this move in neutral, at long range, usually 214A.
Good head invul (from frame 7 to frame 9) makes it easy to use as an anti-air.
Good cancel window allows delayed follow ups for confirming and when it is used on block for strings.
On counterhit, it is completely untechable until the opponent hits the floor, allowing for CH 3B > 2A whiff > 2C to work (see possible combos in Combos).
Possible to jump cancel on hit or block.
Doesn’t have the best reach or angle sometimes, it can whiff in places you may be inclined to use it (i.e. directly overhead).
Minus on block and not cancellable at all, so your turn is potentiallyover after it's blocked. Any techniques such as whiffing, frame trapping or using it as an anti-air are hard callouts that you have to commit to.
Situationally good in pressure, used at maximum ranges the frame advantage can be reduced from -3 to -2 or -1, and to 0 if the absolute tip of the 3C is blocked.
Does still combo into various moves if used to juggle an airborne opponent, normally into 623A.
Used in a lot of her combos and blockstrings because it launches the opponent. This allows for an easy (but high) reward on frame-traps.
-4F on block is safe and has a good stagger window, so it's a good attack to reset pressure on.
As a standalone button, it is difficult to use effectively, it needs to be supplemented by other buttons for use as its a bad button to whiff (slow recovery).
Halts Orie's momentum in midair, allowing it to hit grounded opponents quickly and safely.
Note that this move does NOT hit overhead
Has use as both an air combo ender and mid-combo extension due to its long ground untechable time.
Can be TK'd: 9j.2C, 8j.2C, 7j.2C
Frame advantage differs depending on use. TKj.2C achieves a frame advantage of Zero. However, a run-up, cross-up TKj.2C can achieve up to +2 against some characters.
Can do air actions after frame 27 on the way down.
If she goes over the opponent, she will automatically turn around making this usable as a crossup (albeit a very obvious one).
Can be used to "jump cancel" blockstrings or to escape pressure, but be careful since it doesn't actually have invul.
Distance can be altered by forward (travels further) or backward (travels less) input.
B+C vorpal
Damage
Guard
Cancel
Property
Cost
Attribute
-
-
N, SP, EX, CS
-
0.5 GRD
-
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
[5 on landing]
47
-
1~3 Throw
Same as normal version.
You can perform air actions earlier after frame 21.
j.B+C normal
Damage
Guard
Cancel
Property
Cost
Attribute
-
-
N, SP, EX, CS
-
1 GRD
-
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
[5 on landing]
46
-
-
Similar to the grounded version, but cannot alter distance with forward or backwards input.
Can perform air actions after frame 25.
j.B+C vorpal
Damage
Guard
Cancel
Property
Cost
Attribute
-
-
N, SP, EX, CS
-
0.5 GRD
-
Startup
Active
Recovery
Overall
Advantage
Invul
-
-
[5 on landing]
42
-
-
Similar to the grounded version, but cannot alter distance with forward or backwards input.
You can perform air actions earlier after frame 19 and you can perform this version after the grounded version.
Universal reversal that blows the opponent back on hit.
Airborne: 1~52, Standing: 53~59.
For Full Charge version: Airborne: 1~101, Standing: 102~108.
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).
You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
Covers a good distance to allow greater interrupt range and whiff punishing opportunities.
Very oppressive to deal with when backed by Chain Shift.
EX cancellable even on whiff.
Will wall bounce the opponent if they touch the wall before being knocked down, which gives good combo opportunities/extensions.
Requires careful spacing, hitting the tip is the goal as it is much more safe but you also have to be more careful about getting it shielded as well (as shielding makes it more minus i.e. less safe and possibly punishable).
Unlike A version, it cannot be followed up with 5A.
Not able to be EX cancelled on block or landing unlike 623A.
Needs CS or VO to convert to a combo.
The angle is quite vertical so it might not be the best for anti-airing sometimes.
623C Invincible
Damage
Guard
Cancel
Property
Cost
Attribute
1872 [Min: 630]
Mid
CS
-
100 EXS
Strike
Startup
Active
Recovery
Overall
Advantage
Invul
1+5
7
49
61
-32
1~4 Full, 5~12 Strike
EX version sword uppercut.
Unlike the meterless versions, this one actually has full invulnerability during startup.
The angle is quite vertical so it might not be the best for anti-airing sometimes.
Very similar damage to 41236C and 214C, and marginally faster than the first, so it's a good ender for damage, especially if the opponent is outside of 41236C's effective range.
Orie summons Thanatos to attack with a large upwards-arching sword swing.
Will wallbounce the opponent which allows for extensions.
Unlike the A and B versions, 214C cannot be followed up with ~4A, ~4B, or or ~4C.
Can work as a blockstring extender as it is +7 on block.
What you can do with the plus frames depends on how your opponent responds and respects it. You may have to dash in to be in range to pressure and lose out on some of the plus frames, for example.
Following up with a combo off either is hit or miss depending on how the opponent got hit, there isn’t really a 100% consistent way to land a combo off them.
Has the highest minimum damage of all of Orie's specials, but due to the difficulty in getting all 3 hits to connect late into a combo, it's preferable to use 41236C instead.
EX version will wallbounce opponent allowing for extended followups and will always start from the ground, so can be used to combo grounded opponents from heights that normally wouldn't work.
Can be cancelled into air actions (e.g normals and assault) while falling.
Can be cancelled into j.B+C on hit or block.
Can only perform j.214x once per jump.
What you can do with the plus frames depends on how your opponent responds and respects it.
Orie may have to dash in after the j.214C to be in range to pressure and lose out on some of the plus frames.
j.214C pushes Orie backwards before appearing makes it viable to bait anti-airs.
j.214C’s appearance has to be accounted for, it may end up spawning not exactly where you wanted and end up missing, so it require careful use.
Following up with a combo off either is hit or miss depending on how the opponent got hit, there isn’t really a 100% consistent way to land a combo off j.214C.
Decently easy to confirm into after using j.2C, and almost identical minimum damage as the other EX specials.
Orie summons Thanatos. Thanatos floats slightly in front of Orie and makes a big energy sphere after a short delay.
Launches on hit and is extremely advantageous on block provided it doesn't get interrupted.
Provides a way to “safe-jump” wakeups by meaty-ing the opponent and allowing you to block possible wake-up actions.
Gives a good amount of plus frames for you to use for pressure.
Can absorb projectiles.
The startup for all variants are big and must be accounted for, making them require careful use for moves, movement or projectiles from the opponent that come out faster than anticipated.
On the opponents wakeup, you have to account for their wakeup timing, as delayed wakeups can ruin typical 22X timings, it can be accounted for, but you have to make the guess.
Orie summons Thanatos. Thanatos further in front of Orie compared to A version and makes a big energy sphere after a short delay.
Launches on hit and is extremely advantageous on block provided it doesn't get interrupted.
Provides a way to “safe-jump” wakeups by meaty-ing the opponent and allowing you to block possible wake-up actions.
Gives a good amount of plus frames for you to use for pressure.
Can absorb projectiles.
The startup for all variants are big and must be accounted for, making them require careful use for moves, movement or projectiles from the opponent that come out faster than anticipated.
On the opponents wakeup, you have to account for their wakeup timing, as delayed wakeups can ruin typical 22X timings, it can be accounted for, but you have to make the guess.
Orie summons Thanatos. Thanatos homes to the opponents location and makes a big energy sphere after a short delay.
Hits multiple times.
Using this for fullscreen oki will give you enough time to dash in and run a short mixup.
Launches on hit and is extremely advantageous on block provided it doesn't get interrupted.
Provides a way to “safe-jump” wakeups by meaty-ing the opponent and allowing you to block possible wake-up actions.
Gives a good amount of plus frames for you to use for pressure.
Can absorb projectiles.
The startup for all variants are big and must be accounted for, making them require careful use for moves, movement or projectiles from the opponent that come out faster than anticipated.
On the opponents wakeup, you have to account for their wakeup timing, as delayed wakeups can ruin typical 22X timings, it can be accounted for, but you have to make the guess.
Tthe lowest minimum damage of all of Orie's EX moves.