Under Night In-Birth/UNIST/Orie

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Profile-orie.png

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.

Story

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
  • Strong mid-range neutral
  • Plus frames and frametraps through specials
  • Large cancel windows on key pressure normals
  • Fastest walk speed
  • Good mixup options
  • No meterless reversal
  • Backdash cannot be used offensively
  • Throws lead to less oki options due to the distance it creates


Character Stats

Health
10600
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1400 -1100 4 42
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
6 2500 200 3200
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
3 36 -86716 1~8 Full
9~10 Throw

Unique Trait

  • 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
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = 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

Normal Moves

Standing Normals

5A
5A
5A
UNI Orie 5A.png
Damage Guard Cancel Property Cost Attribute
180 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
6 2 13 20 -3 -

Fast angled poke with sword.

  • Doesn't hit low despite the animation.
5B
5B
5B
UNI Orie 5B.png
Damage Guard Cancel Property Cost Attribute
480 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
9 2 19 29 -4 -

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 or characters with low running animation.
  • This move can be late canceled into specials, so use that to your advantage in pressure.
5C
5C
5C
UNI Orie 5C.png
Damage Guard Cancel Property Cost Attribute
580 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 4 22 37 -8 -

Orie steps forward and does a high reaching kick.

  • Fairly fast startup and moves Orie forward.
  • Orie's furthest reaching normal.
  • 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 frametrapping.
  • Has a small gap during start-up making it an automatic frametrap from most normals.

Crouching Normals

2A
2A
2A
UNI Orie 2A.png
Damage Guard Cancel Property Cost Attribute
140 Low N, SP, EX, CS - - Foot
Startup Active Recovery Overall Advantage Invul
5 2 12 18 -2 -

Short kick that hits low.

  • This is her fastest ground normal.
  • It has very short range so space it well.
2B
2B
2B
UNI Orie 2B.png
Damage Guard Cancel Property Cost Attribute
420 Mid N, SP, EX, CS - - Foot
Startup Active Recovery Overall Advantage Invul
8 3 14 24 -5 -

Crouching stab similar to 5B, but despite appearances it does not hit low.

  • Slightly smaller horizontal range than 5B.
  • Hits crouchers at longer ranges.
2C
2C
2C
UNI Orie 2C.png
Damage Guard Cancel Property Cost Attribute
580 Low N, SP, EX, CS Knockdown - Foot
Startup Active Recovery Overall Advantage Invul
9 5 23 36 -10 -

Low-hitting sweep kick.

  • Very fast with decent range.
  • The long untechable time on counterhit makes it a perfect tool for catching those who don't respect your blockstrings.

Air Normals

j.A
j.A
j.A
UNI Orie j.A.png
Damage Guard Cancel Property Cost Attribute
140 High, Air Shield N, SP, EX, CS - - Head
Startup Active Recovery Overall Advantage Invul
8 2 17
[2 on landing]
26 Varies -

Downward-angled stab.

  • Very good downward hitbox that can hit opponents on the way up.
  • It won't hit overhead if done whilst rising.
  • The sword hitbox is very narrow and can whiff at point-blank so make sure you space it well.
j.B
j.B
j.B
UNI Orie j.B.png
Damage Guard Cancel Property Cost Attribute
370 High, Air Shield N, SP, EX, CS - - Head
Startup Active Recovery Overall Advantage Invul
9 3 18
[3 on landing]
29 Varies -

Upward kick that hits in front of and above Orie.

  • Good for air-to-air, but won't hit grounded opponents unless you do it fairly deep.
  • Mostly used for combo fluff.
j.C
j.C
j.C
UNI Orie j.C.png
Damage Guard Cancel Property Cost Attribute
520 High, Air Shield N, SP, EX, CS - - Head
Startup Active Recovery Overall Advantage Invul
12 6 12
[4 on landing]
29 Varies -

Downwards stab with a more horizontal angle than j.A.

  • Has good forward range but a fairly narrow downwards hitbox so not so great for jump-in.
  • Assault j.C is a very good approach tool and poke.

Command Normals

6B
6B
6B
UNI Orie 6B.png
Damage Guard Cancel Property Cost Attribute
480 High SP, EX, CS Knockdown (If it hits an airborne opponent) - Strike
Startup Active Recovery Overall Advantage Invul
26 4 20 49 -7 -

Overhead kick.

  • Has a very slow startup but advances a long distance and can be special canceled on hit or block.
  • Orie's only standing overhead.
  • It can also be linked into 2A, leading to pretty good damage regardless of screen position.
  • On the very rare occasion 6B hits an airborne opponent, it will cause a hard knockdown.
3B
3B
3B
UNI Orie 3B.png
Damage Guard Cancel Property Cost Attribute
380 Mid N, SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
7 3 22 31 -7 7~9 Head

Diagonally-upward stab with sword.

  • Anti-air poke.
  • Good for picking up airborne opponents from the ground.
  • On counterhit, it is completely untechable until the opponent hits the floor, allowing for CH 3B > 2A whiff > 2C to work.
3C
3C
3C
UNI Orie 3C.png
Damage Guard Cancel Property Cost Attribute
720 Mid - - - Strike
Startup Active Recovery Overall Advantage Invul
16 4 11 30 -3 8~19 Foot

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, normally into 623A.
4C
4C
4C
UNI Orie 4C.png
Damage Guard Cancel Property Cost Attribute
590 Mid N, SP, EX, CS Launch - Strike
Startup Active Recovery Overall Advantage Invul
16 5 18 38 -7 -

Upward launcher kick.

  • Used in a lot of her more advanced combos because it launches the opponent.
j.2C
j.2C
j.2C
UNI Orie j.2C.png
Damage Guard Cancel Property Cost Attribute
620 Mid, Air Shield SP, EX, CS Knockdown (if it hits an airborne opponent) - Head
Startup Active Recovery Overall Advantage Invul
14 7 [5 on landing] 40 0 -

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.
  • Can be TK'd: 9j.2C, 8j.2C, 7j.2C

Dash Moves

66B
66B
66B
UNI Orie 66B.png
Damage Guard Cancel Property Cost Attribute
660 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 2 12 23 -2 -

Spinning side kick.

  • Can link into 2A on normal hit.
66C
66C
66C
UNI Orie 66C.png
Damage Guard Cancel Property Cost Attribute
978 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 24 23 58 -6 -

Rushes forward and stabs multiple times.

Universal Mechanics

Force Function

Aerial Leap
エアリアルリープ
B+C
UNI Orie BC.png
B+C
normal
Damage Guard Cancel Property Cost Attribute
- - N, SP, EX, CS - 1 GRD -
Startup Active Recovery Overall Advantage Invul
- - [5 on landing] 48 - 1~6 Throw

Orie flips forward while sparkling fabulously.

  • 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.

Throw

UNI Orie AD.png
Damage Guard Cancel Property Cost Attribute
1570 Unblockable - Knockdown - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 26 +41(hit) -

Kicks the opponent away.

  • One of the worst throws in the game at midscreen, as it sends the opponent back to neutral.
  • Midscreen throw knockdown can only be meatied using 22C.
  • When throw is done with the opponent in the corner it becomes better, as the corner reduces the distance the opponent is thrown.
  • Corner throw allows Orie to perform oki by running up or using 22A/B.
Guard Thrust
Guard Thrust
ガードスラスト
214D
UNI Orie 5C.png
214D
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, GRD Break Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full,
16~45 Full on hit
214D
Vorpal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch Vorpal Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 42 -12 1~15 Full,
16~45 Full on hit

Blows the opponent away on hit.

  • Usable only during blockstun.
  • Generally better to use while in Vorpal as it's faster and costs less resources.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI Orie ABC.png
A+B+C
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 [7 (3 on hit) on landing] 58 (54 on hit) -13 1~30 Full
A+B+C
Full Charge
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
68 2 [7 (2 on hit) on landing] 108 (103 on hit) -14 1~91 Full

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.
A+B+C
Cross Cast
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS, Vorpal Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 1~19 Full

Cancels an action and launches the opponent high into the air on hit.

  • Airborne: 1~25.
  • CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Grants an additional bounce if both have been used in the combo so far.
    • If the opponent does end up hitting the ground during the combo, damage is prorated.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.

Special Moves

236X
Divine Thrust
ディバインスラスト
236X
UNI Orie 236X.png
236A
short
Damage Guard Cancel Property Cost Attribute
860 Mid -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
9 4 22 34 -4~+0 -

Orie does a thrust while advancing forward.

236B
Midrange
Damage Guard Cancel Property Cost Attribute
1250 Mid -EX-, -CS- Knockdown - Strike
Startup Active Recovery Overall Advantage Invul
13 7 23
[42 on landing]
- -6~+0 -

B version goes further and knocks down on hit.

236[B]
Far
Damage Guard Cancel Property Cost Attribute
1620 Mid -EX-, -CS- No Collision - Strike
Startup Active Recovery Overall Advantage Invul
21 9 29
[58 on landing]
- -6~+2 -

Increased distance and safer if it hits at range.

  • Goes through the opponent and floats, allowing followups similar to the EX version.
EX
Midrange
Damage Guard Cancel Property Cost Attribute
1395 Mid - No Collision 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+6 5 34
[45 on landing]
- -10 1~3 Throw

Same distance as normal B-version.

  • Goes through the opponent
  • Hits multiple times and causes a long float allowing an easy follow-up.
623X
Sacred Arrow
セイクリッドアロー
623X
UNI Orie 623X.png
623A
Fast
Damage Guard Cancel Property Cost Attribute
1136 Mid -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
6 3 37 45 -20 1~4 Throw,
5~8 Head,
5~8 Dive

Sword uppercut.

  • Can be followed up with 5A if it hits the opponent high enough.
  • Used alot in Orie's combos follow up with a 5A or 2A: continuing the combo.
623B
Strong
Damage Guard Cancel Property Cost Attribute
1330 Mid -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
6 6 49 60 -32 1~4 Throw,
5~11 Head,
5~11 Dive

Stronger sword uppercut.

  • Deals more damage than 623A.
  • Unlike A version, it cannot be followed up with 5A.
623C
Invincible
Damage Guard Cancel Property Cost Attribute
1872 Mid - - 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 invuln during startup.

214X
Command Order
コマンドオーダー
214X
UNI Orie 214A.png
214A
214A
UNI Orie 214B.png
214B
214B
UNI Orie 214C.png
214C
214C
214A Damage Guard Cancel Property Cost Attribute
777 Low -EX-, -CS- - - Foot
Startup Active Recovery Overall Advantage Invul
15 5 18 37 -5 -

Orie summons Thanatos to attack with a low sword sweep.

  • long-reaching low that combos off most moves.
  • Can be followed up with ~4A or ~4B
214B Damage Guard Cancel Property Cost Attribute
777 Mid, Air -EX-, -CS- Knockdown (Counter-hit or anti-air only) - Strike
Startup Active Recovery Overall Advantage Invul
18 3 14 34 -5 -

Orie summons Thanatos to attack with a slower downward sword swing.

  • On air hit or grounded counter hit, the opponent will be knocked down
  • Can combo afterward with 2C.
  • A decent anti-air against some characters, however it is very slow.
  • Very good tool to remove Byakuya web set-ups.
  • Can be followed up with ~4A or ~4B
214C Damage Guard Cancel Property Cost Attribute
1785 Mid, Air - Launch, Wall Bounce 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+10 20 10 40 +7 1~3 Throw

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 or ~4B.
  • Can work as a blockstring extender as it is +7 on block.
214X~4X
Thick and Quick
シックアンドファースト
214X+4A
UNI Orie 214X 4A.png
(214X)~4A Damage Guard Cancel Property Cost Attribute
1066 Mid, Air -EX-, -CS- Wall Bounce - Strike
Startup Active Recovery Overall Advantage Invul
16 3(7)2 13 40 -11 -

Thanatos swings her sword horizontally.

  • Followup to 214A/B.
  • Spinning slash that wallbounces the opponent.
  • Good as a combo ender for extra damage.
Succession
サクセッション
214X~4B
UNI Orie 214X 4B.png
(214X)~4B Damage Guard Cancel Property Cost Attribute
777 Mid -EX-, -CS- Launch - Strike
Startup Active Recovery Overall Advantage Invul
22 4 10 35 +4 -

Thanatos swings her sword in overhead arc.

  • Blows pretty far back so can be difficult to combo midscreen.
  • Leads to extended follow-ups in corner.
  • Orie can combo into 236B from this move depending on the range.
Command Order (Air)
Command Order (Air)
コマンドオーダー
j.214X
UNI Orie j.214A.png
A version
A version
UNI Orie j.214B.png
B version
B version
C version
C version
j.214A
Fast
Damage Guard Cancel Property Cost Attribute
777 H,L,A CS - - Strike
Startup Active Recovery Overall Advantage Invul
16 4 [13 on landing] 56 -18~+11 -

Orie summons her Stand to attack in the air. Unlike the grounded version, j.214A hits mid.

j.214B
Slow
Damage Guard Cancel Property Cost Attribute
999 H,L,A CS - - Strike
Startup Active Recovery Overall Advantage Invul
22 5 [10 on landing] 58 -14~+15 -

Another airborne Stand swipe.

j.214C
EX Launch
Damage Guard Cancel Property Cost Attribute
1785 H,L,A (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
1+14 20 [13 on landing] 29 -x~+22 -

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.

22X
Sealing Hoplon
シーリングホプロン
22X
UNI Orie 22X.png
"Orb"
"Orb"
22A
close
Damage Guard Cancel Property Cost Attribute
740 Mid, Air CS Null Projectile, Launch - Strike
Startup Active Recovery Overall Advantage Invul
51 10 - 38 +41 30~67 Projectile

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.
22B
far
Damage Guard Cancel Property Cost Attribute
740 Mid, Air CS Null Projectile, Launch - Strike
Startup Active Recovery Overall Advantage Invul
52 10 - 40 +40 31~68 Projectile

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.
22C
homing
Damage Guard Cancel Property Cost Attribute
1935 Mid, Air - Null Projectile, Launch - Strike
Startup Active Recovery Overall Advantage Invul
53 58 - 34 +102 1~3 Throw,
32~110 Projectile

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.
41236C
Sacred Spire
セイクリッドスパイア
41236C
UNI Orie 41236C.png
Damage Guard Cancel Property Cost Attribute
2070 Mid, Air - - - Strike
Startup Active Recovery Overall Advantage Invul
1+7 24(5)4 40 80 -17 1~19 Full,
20~23 Throw

Orie charges forward and does a stab combo ending in an upward thrust.

  • Reversal.
  • Isn't particularly fast and is super punishable on block.

Super Moves

Infinite Worth

Luminous Embrace
ルミナスエンブレイス
41236D
UNI Orie 41236D.png
Damage Guard Cancel Property Cost Attribute
3150
[Min: 910]
Mid, Air - - - Strike
Startup Active Recovery Overall Advantage Invul
1+11 2*12 61 78 -29~-14 1~26 Full,
27~31 Throw

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.

Infinite Worth EXS

Rest In Peace
レストインピース
A+B+C+D
UNI Orie ABCD.png
Damage Guard Cancel Property Cost Attribute
3750
[Min: 1312]
Mid, Air - Knockdown 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+15 6 46 67 -25 1~26 Full

Orie becomes surrounded by a pillar of light which goes into a cinematic on hit.

  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.

Videos

Orie Tutorial/Primer by Library

Colors

Default Unlocks

001 Justice Sprite
002 Night Shade
003 Tears of Salamander
004 Saint's Mother
005 Storm Sylphid
006 Undine Rain
007 Athena Light
008 Evil Knight
009 Scamper Emerald
010 Efreet Flare

Customization Unlocks (2000 IP Each)

011 Rizo de Agua
012 Fallen Angels
013 Dios de la Muerte
014 Calm Pink
015 Orange Yogurt
016 Crimson Rouge
017 Mistiltein
018 Green Magnolia
019 Lluvia Medium
020 Moon Water
021 Alice Blue
022 Spectrum Rose
023 Campanula Purple
024 Cavalier Du Lac
025 Dry Blood
026 Walder Abendrot
027 Shade Gardian
028 Honorable Scar
029 Lumiere Solaire
030 Memorial Black
031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors

External Links


General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Eltnum
Akatsuki