Under Night In-Birth/UNICLR/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
basic idea of how to play this character
Neutral
how to play neutral
Approach
tools and plans to approach
Keep Away
tools and plans to keep opponent away
Offense
how to keep the advantage
Pressure
tools to frame trap, blockstring,
Okizeme
lead up enders and tools to help in keeping pressure on opponents waking up
Gimmicks
tools that have situational, limited, or questionable usage
22C
22C is a move that locks the opponent with multiple hits while Orie is free to act. In the corner, 22C becomes a potent gimmick that can steal rounds if used properly in okizeme situations. After landing a combo and going for the 2c > 22c ender, an opponent unfamiliar with the risks of doing so will respect Orie and block the orb for a while. Using the blockstun and visual pollution provided by the move, Orie can then go for a high/low mixup to catch the opponent off guard. The options are as follow:
- 6B - An overhead that is surprisingly difficult to see. If the opponent blocks it, it is still Orie's turn. If they get hit, Orie can use 22C's additional hits to link into 3B > dl 623A and do a combo from there. The sooner you go for 6B, the more time you'll have to link into another button afterwards.
- 4C > 2A - A mid followed by a low. 4C's animation is very similar to 6B's, so the following 2a will catch unassuming opponents switching to high block. If they manage to block the low, it will still be Orie's turn. If they get hit, Orie can use 22C's additional hits to link another button afterwards (preferrably one with a decent vertical hitbox such as 3B or 5C) and followup with j.2C > j.214B for a combo. While this option is less rewarding on hit than 6B, it is very useful for conditioning the opponent to block low.
- Assault j.A - A quick overhead. It has the same reward on hit as 4C > 2A and is still lets Orie keep her turn if it is blocked. Despite it being a faster option than 6B and 4C > 2A, its animation is easy to see, so opponents might react to it better than they would react to 6B. It is still a fast overhead, however, so it could catch people off guard.
As usual for gimmicks, counterplay does exist. The opponent has the following options to avoid getting looped to death:
- Wake-up Reversal - 22C activates a little bit after the opponent wakes up with a quick rise. In this time, they can opt for a reversal to catch eager Ories going for a mixup.
- Guard Thrust - A well timed Guard Thrust can knock Orie away and waste all of 22C's active frames. It is especially useful against options with slower timings or clear animations, such as 6B, 4C or Assault j.A.
- Parry - Akatsuki and Enkidu can use their parries to get additional invulnerability frames that can make Orie's mixup option whiff. Even if they do get hit after it, 22C will be at the end of its active frames, which weakens Orie's following combo or can make it impossible.
- Being Really Good At Blocking - If the opponent is very good at blocking they will not get hit. It will still be Orie's turn, however.
Thankfully, Orie can bait the opponent's attempt at counterplay with the following options:
- Dashblock 2A (2A is optional) - Dashblocking will bait reversals and Guard Thrust and let Orie punish the opponent afterwards. If they decide to block, she won`t be opening them up but will still keep her turn.
- Throw - Throw is a counter to opponents that try to parry 22C. Orie can grab Akatsuki and Enkidu after their parries are activated by 22C, which leads to an untechable throw with lower damage than an actual throw. It is still guaranteed damage, though.
Defense
how to defend against, break, or escape pressure
Abare Options
- 5A - One of the best 5As in the game. Very long reach for its 6f of startup, can steal turns against pressure resets.
- 2A - Orie's quickest button, at 5f of startup. Has pretty good range for a 5f 2A.
- 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 - Since the rapier has no hitbox it can be useful to contest pressure from the opponent at longer ranges and check their attempts to close back in.
- 5B - Same as 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
- Force Function (Vorpal highly encouraged) - With vorpal, Orie's Force Function has half of its original startup. Against characters with poor anti air options in pressure (Linne, Akatsuki, Eltnum for example) it can be a pretty decent way to get out of the corner and go back to neutral.
- 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
- 41236C - Sacred Spire. Usually the best option after a defensive Chain Shift. It covers a very wide area and is more damaging than 623C. Very punishable on block.
- 623C - Sacred Arrow. Inferior to Sacred Spire in almost every way, but it does come out faster and is quicker to input without the aid of a Chain Shift. 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.
- IWEXS - Hail Mary. Might accidentally come out while trying to do a VO option select. You will die if it's blocked.
- 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.
- 623B - Despite not having full invulnerability, it does have head invul so it can punish opponents trying to start their pressure/oki from the air.
- 623A - Has no invulnerability at startup, but can be cancelled into j.214C to steal a turn or reset back to neutral.
Option Selects
inputs that cover multiple situations
- 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.
- 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. If it catches an opponent in the air (usually after an Assault), it is possible do combo afterwards with the following options (figure out the full combos by yourselves):
- 214B
- j.2C > j.214B
- link 2B > 236[B] (counter hit only)
- 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.
Counter Strategies
general ways to aid players having trouble fighting against this character
Match Ups
Hyde
Hyde[No Data] [character page][match videos] |
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Linne
Linne[No Data] [character page][match videos] |
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Waldstein
Waldstein[No Data] [character page][match videos] |
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Carmine
Carmine[No Data] [character page][match videos] |
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Orie
Orie[No Data] (Mirror) [character page][match videos] |
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Gordeau
Gordeau[No Data] [character page][match videos] |
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Merkava
Merkava[No Data] [character page][match videos] |
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Vatista
Vatista[No Data] [character page][match videos] |
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Seth
Seth[No Data] [character page][match videos] |
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Yuzuriha
Yuzuriha[No Data] [character page][match videos] |
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Hilda
Hilda[No Data] [character page][match videos] |
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Chaos
Chaos[No Data] [character page][match videos] |
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Nanase
Nanase[No Data] [character page][match videos] |
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Byakuya
Byakuya[No Data] [character page][match videos] |
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Phonon
Phonon[No Data] [character page][match videos] |
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Mika
Mika[No Data] [character page][match videos] |
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Wagner
Wagner[No Data] [character page][match videos] |
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Enkidu
Enkidu[No Data] [character page][match videos] |
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Londrekia
Londrekia[No Data] [character page][match videos] |
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Eltnum
Eltnum[No Data] [character page][match videos] |
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Akatsuki
Akatsuki[No Data] [character page][match videos] |
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Videos
External Links
Orie Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2023-09-22 by GgsKnox.
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