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Outdated Version
- This page is for an outdated version of the game (UNIEL). To see Orie's character page for the latest version (UNICLR), click here.
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Introduction
fluff
Story
Unique Trait/Health
unique trait stuff
Health: 9,450
Gameplay
fluff
Move List
L = Low, H = High, UNB = Unblockable, CS = Chain Shift
Startup includes the first active frame.
Normal Moves
5B
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard/Shield
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Hitbox
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480
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9
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2
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19
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-4
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Sp,EX,CS
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HL
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-
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Forward thrust with sword. Has decent range but is actually shorter than the animation makes it appear. Hitbox is also narrower at the tip so it will whiff at max range on most crouching characters. This move can be late canceled so use that to your advantage in pressure.
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5C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard/Shield
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Hitbox
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580
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12
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4
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23
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-9
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Sp,EX,CS
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HL
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-
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Advancing spin kick. Fairly fast startup and moves Orie forward; combos from 5A so you can skip 5B and go straight to this if you need the better spacing. The very lenient cancel window on this normal makes it a perfect tool for creating gaps to catch mashing.
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j.A
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard/Shield
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Hitbox
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140
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8
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2
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X+2
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Varies
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Sp,EX,CS
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H*/AS
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-
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Downward-angled stab. Very good downward hitbox that can hit opponents on the way up (although it won't hit overhead if done while rising). Note that the sword hitbox is very narrow and can whiff at point-blank so make sure you space it well.
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Command Normals
3C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard/Shield
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Hitbox
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720
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16
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4
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11
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-3
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-
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HL
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-
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Floating spin kick that hits mid. Goes over lows and is fairly safe on block, but cannot be canceled into anything. Does still combo into various moves if used to juggle an airborne opponent.
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j.2C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard/Shield
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Hitbox
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620
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14
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6
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X+5
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Varies
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Sp,EX,CS
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HL/AS
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-
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Downwards axe kick. Halts Orie's momentum in midair, allowing it to hit grounded opponents quickly and safely. Note that this move does NOT hit overhead; primarily used to knock down the opponent as an air combo ender.
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Dash Normals
Universal Mechanics
Force Function B+C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard/Shield
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Hitbox
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-
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1
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-
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16
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-
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-
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-
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-
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Orie flips forward while sparkling fabulously; can do air actions 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.
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Veil Off A+B+C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard/Shield
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Hitbox
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0
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21 (min) 69 (max)
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2
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37
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Blocked: -13 Hit: +36
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-
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HLA
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-
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Universal reversal. Invincible from start-up until the first active frame. Not throw invincible. You can delay the start-up until the 69th frame, but there's no real incentive to do so outside of thwarting meaty attacks.
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Special Moves
Divine Thrust 「ディバインスラスト」 236X
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Sacred Arrow 「セイクリッドアロー」 623X
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Command Order 「コマンドオーダー」 214X
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Thick and Fast 「シックアンドファースト」 214A After Command Order
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Succession 「サクセッション」 214B/C After Command Order
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Command Order (air) 「コマンドオーダー」 j.214X
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Sealing Hoplon 「シーリングホプロン」 22X
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Sacred Spire 「セイクリッドスパイア」 41236C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard/Shield
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Hitbox
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2070
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8
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24
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49 Landing: 20
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-17
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(CS)
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HL
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-
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EX-only special. Orie charges forward and does a stab combo ending in an upward thrust. Has a fair bit of invul on startup but isn't particularly fast and is super punishable on block, so be careful when throwing this out without confirming your combo first.
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Infinite Worth
Luminous Embrace 「ルミナスエンブレイス」 41236D
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard/Shield
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Hitbox
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2889
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13
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2*12
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61
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-14 to -29
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-
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HLA
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-
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Orie's Stand sends a giant multi-hitting wave across the entire stage. Does excellent damage as a combo ender. If this is hits while the opponent is cornered, both players will return to midscreen after the move ends.
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Infinite Worth EXS
Rest In Peace 「レストインピース」 A+B+C+D
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard/Shield
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Hitbox
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3630
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16
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3
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49
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-26
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-
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HLA
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-
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RIP. Same properties as all other IWEs. Prorates pretty hard, so it's better to use Luminous Embrace for combo finishers. It's perfectly acceptable to do this as a stylish match finisher, though.
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Combos
2A -> 2C -> 5C -> j.A -> j.B -> j.C -> 3B -> 214B -> 2C -> Ender
5A -> 2C -> 4C -> 3B -> 623A -> 5A -> 5C -> 214B -> 2C -> Ender
5A -> 2C -> 5C -> 3C -> 623A -> 5A -> 5C -> 214B -> 2C -> Ender
5A -> 5C -> 4C -> 2A(miss) -> 5C -> 623A -> 5A -> 5B -> 214B -> 2C -> Ender
5A -> 5C -> 4C -> j.B(delay) -> j.C -> 5B -> 3B -> 214B -> 2C -> Ender
5A -> 5C -> j.2C -> j.214A -> 66B -> 623A -> 2A -> 5B -> 214B -> 2C -> Ender
5A -> 5C -> 4C -> j.C -> j.214A -> 623A -> 2A -> 5B -> 214B -> 2C -> Ender
5B -> 2C -> 5C -> 3C -> 623A -> 5A -> 5C -> 214B -> 2C -> Ender
5B -> 5C -> 4C -> j.B -> j.C -> j.214A -> 5A -> 5B -> 214B -> 2C -> Ender
5B -> 4C -> j.214B -> 5C -> 3C -> 623A -> 5A -> 5C -> 214B -> 2C -> Ender
5C -> 2C -> 4C -> j.B -> j.C -> j.214A -> 623A -> 5A -> 5C -> 214B -> 2C -> Ender
5C -> 4C -> j.214B -> 5C -> 3C -> 623A -> 5A -> 5C -> 214B -> 2C -> Ender
2C -> 5C -> 3C -> 623A -> 3B -> j.A -> j.B -> j.C -> 66B/5B -> 214B -> 2C -> Ender
2C -> 4C -> j.B -> j.C -> j.214A -> 623A -> 5A -> 5C -> 214B -> 2C -> Ender
2C -> 2A(miss) -> 2C -> 5C -> j.A -> j.B -> j.C -> 66C -> 214B -> 2C -> Ender
2C -> 2A(miss) -> 2C -> 5C -> 3C -> 623A -> 5A -> 5C -> 214B -> 2C -> Ender
2C -> 2A(miss) -> 2B -> 4C -> 623A -> 3B -> j.A -> j.B -> j.C -> 66B/5B -> 214B -> 2C -> Ender
j.2C -> j.214A -> 66B -> 623A -> 2A -> 5C -> j.A -> j.B -> j.C -> 3B -> 214B -> 2C -> Ender
6B -> 236B -> 236C -> 5A -> 5C -> 623A -> 5A -> 5C -> 214B -> 2C > Ender
6B -> 2A -> 2C -> 5C -> 3C -> 623A -> 5A -> 5C -> 214B -> 2C -> Ender
6B -> 2A -> 5C -> 2C -> 4C -> (delay)j.B -> j.C -> 5B -> 3B -> 214B -> 2C -> Ender
6B -> 214A -> CS -> 5C -> 3C -> 623A -> 3C -> j.A -> j.B -> j.C -> 5B -> 214B -> 2C -> Ender
6B -> 214A -> 214B -> CS -> 236B(charged) -> 3B -> 214B -> 2C -> Ender
236B -> 236C -> 5C -> 3C -> 623A -> 5A -> 5C -> 214B -> 2C -> Ender
236B(charged) -> 5A -> 5C -> 623A -> 5A -> 5C -> 214B -> 2C > Ender
236B(charged) -> 3B -> 5C -> 623A -> 3B -> j.A -> j.B -> j.C -> 66C -> 214B -> 2C -> Ender
236B(charged) -> 3B -> 5C -> j.B -> j.C -> j.214A -> 623A -> 5A -> 5B -> 214B -> 2C -> Ender
236B -> CS -> 2C -> 4C -> j.B -> j.C -> j.214A -> 623A -> 5A -> 5C -> 214B -> 2C -> Ender
236B -> CS -> 2C -> 5C -> 3C -> 623A -> 3B -> j.A -> j.B -> j.C -> 66B -> 214B -> 2C -> Ender
236B -> CS -> 66C -> 5A -> 5C -> j.B -> j.C -> j.214A -> 623A -> 5A -> 5C -> 214B -> 2C -> Ender
22A/B -> 5C -> 623A -> 5A -> 5C -> 214B -> 2C -> Ender
623B -> CS -> j.214B -> 2C -> 5C -> 3C -> 623A -> 5A -> 5C -> 214B -> 2C -> Ender
41236C -> CS -> j.214B -> 2C -> 5C -> 3C -> 623A -> 5A -> 5C -> 214B -> 2C -> Ender
Corner
5B -> 5C -> 214A~214B -> 623A -> 5A -> 5C -> 214B -> 2C > ender
6B -> 214A -> 214B -> 623A -> 5A -> 5C -> 214B -> 2C -> Ender
6B -> 214A -> 214B -> 5C -> 623A -> 5A -> 5B -> 214B -> 2C -> Ender
6B -> 236B -> 2B -> 214A~214B -> 623A -> 5A -> 3B -> 214B -> 2C -> Ender
236B -> 2B -> 214A -> 214B -> 5C -> 623A -> 5A -> 5B -> 214B -> 2C -> Ender
236B -> 2C -> 5C -> 3C -> 623A -> 3B -> 214A~214B -> 3B -> 214B -> 2C -> Ender
Anti-Air
3B -> 214B -> 2C -> 5C -> j.A -> j.B -> j.C -> 66B/5B/3B -> 214B
3B(CH) -> 214B -> 2C -> 5C -> 3C -> 623A -> 3B -> j.A -> j.B -> j.C -> 66B/66C -> 214B
3B(CH) -> 2A(miss) -> 2C -> 4C -> j.B -> j.C -> j.214A -> 623A -> 5A -> 5C -> 214B -> 2C -> Ender
3B(CH) -> 2A(miss) -> 2C -> 4C -> j.214B -> 5C -> 3C -> 623A -> 5A -> 5C -> 214B -> 2C -> Ender
Enders
-> 22A/B/C
-> 4C -> 214B/623B
-> 41236C
-> 4C -> 214B -> 214A -> 41236C
-> 236A -> 623C/236C
Colors
Justice Sprite
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Night Shade
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Tears of Salamander
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Saint's Mother
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Storm Sylphid
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Undine Rain
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Athena Light
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Evil Knight
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Scamper Emerald
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Efreet Flare
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Rizo de Agua
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Fallen Angels
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Dios de la Muerte
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Calm Pink
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Orange Yogurt
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Crimson Rouge
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Mistiltein
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Green Magnolia
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Lluvia Medium
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Moon Water
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