Under Night In-Birth/UNICLR/Orie/Combos

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Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

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.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
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

Combos to start off with

Combo Damage Cost Meter Gain Location
  • Day 1 Orie combo
  • Works off of just about any normal starter (non-CH 6B/3C won't work)
  • 4C > J.A > J.B > J.C is a useful sequence for confirming from stray hits

Theory

Combo theory

  • ground normals > X > air normals > ender

FAQ

How do I connect 5A/2A after 623A?

Height will be the determining factor a lot of the time when deciding. You usually want to use 5A when 623A hits higher and you can purposefully create that height as well. For example, by slightly delaying 623A after 4C. The delay allows more height after the 623A for 5A pick up, otherwise you would 2A. Some combos can only be followed up with 2A or 5A, not both, for example 4C J. B J. C J. 214A 623A only allows 5A pickup because they will always tech before they get low enough for 2A to connect. On the other end, a corner combo like 5C 4C J. 214B 2C 3C 2B 236[B] 623A 2A 3B 214B 2C ender only allows 2A pickup after 623A because of proration, there is no time to land a 5A and even if you did, it would probably cause things to drop later on in the combo. So generally, use 5A in the cases where you have to and when you have the leeway off good starters and go for 2A when you have to and when proration will be an issue in order to stay on the safe side and prevent the combo to drop later on.

How do I figure out the timing for 2C after 214B?

Since it is a link, you have to learn how to time it and not mash it out. A seemingly 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.

Enders

All of these are assumed to be preceded by 2C pickup.

Combo Cost Location
  • Most common ender.
  • The opponent can tech forward, which might mess up your okizeme if you don't consider it.
  • You can add 41236C, 236C or CVO for extra damage.
  • To get the most meterless damage at the sacrifice of okizeme.
  • Encourages the opponent to tech backwards. This will make them lose GRD, which helps you win Vorpal cycles.
  • Since you need an OTG for this ender, it may not always be available.
  • You can also add 41236C, 236C or CVO for extra damage.
  • 2C > 22X is your most reliable way to make them block 22X.
  • You should keep in mind the Thanatos cooldown when inputting 22X (see FAQ above).
  • The A and B versions are the same except for the range they cover. Use 22A for close opponents who you think will neutral tech, in the corner as well. Use 22B if you think they will tech backwards.
  • 22C should only be used in the corner, as it can be evaded anywhere else.
  • Can only be done if you have not used a jump in the combo before.
  • Good on opponents who don't feel like teching as it encourages them to do so.
  • Add j.214B if you have another OTG for additional damage without sacrificing a good knockdown.
  • Used to create space between you and your opponent, which you may or may not want.
  • The opponent cannot tech forward, so it can serve to secure Vorpal cycles.
  • Used to deny Vorpal to the opponent.
  • The dl.2B can be omitted in the corner.
  • For safe standard okizeme.
  • Useful if the opponent doesn't tech in order to avoid regular 22X okizeme.

Combos

A Starters

Combo Damage Cost Meter Gain Location
  • 5A punish route
  • 5A confirm route
  • You can forego cancelling dl.623A in favor of letting the 4C animation complete and linking 623A if preferred
  • Long range 5A starter
  • 2A confirm

B Starters

Combo Damage Cost Meter Gain Location
  • Standard close- to mid-range 5B confirm
  • Extremely basic 5B tip confirm
  • Metered extension of the above combo
  • Side swap if you do not walk under after 236C
  • Standard 5B tip confirm
  • Standard close- to mid-range 2B confirm
  • 3B confirm for when you 3BAD OS and hit your opponent while they're still on the ground

C Starters

Combo Damage Cost Meter Gain Location
  • Go-to midscreen DP punish
  • Higher damage, higher execution variation of the above route
  • Side swaps on 236[B]
  • Can input 8J.214B > microdash 2B instead of 9J.214B > walkback 2B if you find that easier
  • Corner DP punish
  • Simple 2C confirm
  • 4C > w.2A confirm

Assault Starters

Combo Damage Cost Meter Gain Location
  • Assault confirm
  • Assault J.A CS confirm

Anti-Air Starters

Combo Damage Cost Meter Gain Location
  • Counter hit 3B anti-air confirm

Other Starters

Combo Damage Cost Meter Gain Location
  • Basic thrust wall bounce combo
  • May require a microdash for the first 5B to connect if the opponent is far enough away from the corner when thrust hits
  • Can swap the first 5B for 5C if you're close enough to the wall
  • Low-execution, high-damage charged thrust combo
  • Low-execution, basic overhead confirm

Videos

External Links


Orie Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2023-12-15 by Strahlenwaffeln.

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