 |
Outdated Version
- This page is for an outdated version of the game (UNIST). To see Orie's character page for the latest version (UNICLR), click here.
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“
|
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.
|
”
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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.
“
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Strange... I will never forget what happened tonight, or about you.
So, I suggest you pass on in peace.
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”
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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
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Character Stats
Forward Walk Speed
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Backward Walk Speed
|
Jump Startup
|
Jump Duration
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1400
|
-1100
|
4
|
42
|
Dash Startup
|
Initial Dash Speed
|
Dash Acceleration
|
Max Dash Speed
|
6
|
2500
|
200
|
3200
|
Backdash Startup
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Backdash Duration
|
Backdash Distance
|
Backdash Invul
|
3
|
36
|
-86716
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1~8 Full 9~10 Throw
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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
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Header
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Tooltip
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Damage
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Damage done by this attack. (x) denotes combined damage [x] denotes minimum damage
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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
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Cancel
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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
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Property
|
Special properties this move has. Click on the property to navigate to an explanation.
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Cost
|
The resources this move costs to use. GRD = GRD Blocks EXS = EXS Meter Vorpal = Vorpal GRD Break = Causes GRD Break
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Attribute
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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
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Startup
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Frame when the first hitbox is present. + denotes the frames before and after super flash.
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Active
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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.
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Recovery
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Frames that this move has after the active frames if not canceled.
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Overall
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Frames that this move takes from start to finish before the character returns to neutral.
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Advantage
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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).
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Invul
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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
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Normal Moves
Standing Normals
5A
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
180
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
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Startup
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Active
|
Recovery
|
Overall
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Advantage
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Invul
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6
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2
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13
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20
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-3
|
-
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Fast angled poke with sword.
- Doesn't hit low despite the animation.
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|
5B
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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480
|
Mid
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N, SP, EX, CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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9
|
2
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19
|
29
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-4
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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 or characters with low running animation.
- This move can be late canceled into specials, so use that to your advantage in pressure.
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5C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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580
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Mid
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N, SP, EX, CS
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-
|
-
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Strike
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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12
|
4
|
22
|
37
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-8
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-
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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.
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Crouching Normals
2A
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
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140
|
Low
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N, SP, EX, CS
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-
|
-
|
Foot
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Startup
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Active
|
Recovery
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Overall
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Advantage
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Invul
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5
|
2
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12
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18
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-2
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-
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Short kick that hits low.
- This is her fastest ground normal.
- It has very short range so space it well.
|
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2B
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Damage
|
Guard
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Cancel
|
Property
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Cost
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Attribute
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420
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Mid
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N, SP, EX, CS
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-
|
-
|
Foot
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Startup
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Active
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Recovery
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Overall
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Advantage
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Invul
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8
|
3
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14
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24
|
-5
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-
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Crouching stab similar to 5B, but despite appearances it does not hit low.
- Slightly smaller horizontal range than 5B.
- Hits crouchers at longer ranges.
|
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2C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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580
|
Low
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N, SP, EX, CS
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Knockdown
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-
|
Foot
|
Startup
|
Active
|
Recovery
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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.
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Air Normals
j.A
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
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140
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High, Air Shield
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N, SP, EX, CS
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
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Overall
|
Advantage
|
Invul
|
8
|
2
|
17 [2 on landing]
|
26
|
Varies
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-
|
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.
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|
j.B
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Damage
|
Guard
|
Cancel
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Property
|
Cost
|
Attribute
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370
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High, Air Shield
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N, SP, EX, CS
|
-
|
-
|
Head
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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.
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|
j.C
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Damage
|
Guard
|
Cancel
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Property
|
Cost
|
Attribute
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520
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High, Air Shield
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N, SP, EX, CS
|
-
|
-
|
Head
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Startup
|
Active
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Recovery
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Overall
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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.
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|
Command Normals
6B
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Damage
|
Guard
|
Cancel
|
Property
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Cost
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Attribute
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480
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High
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SP, EX, CS
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Knockdown (If it hits an airborne opponent)
|
-
|
Strike
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Startup
|
Active
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Recovery
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Overall
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Advantage
|
Invul
|
26
|
4
|
20
|
49
|
-7
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-
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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.
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|
3B
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Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
380
|
Mid
|
N, SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
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Overall
|
Advantage
|
Invul
|
7
|
3
|
22
|
31
|
-7
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7~9 Head
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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.
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3C
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Damage
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Guard
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Cancel
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Property
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Cost
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Attribute
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720
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Mid
|
-
|
-
|
-
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Strike
|
Startup
|
Active
|
Recovery
|
Overall
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Advantage
|
Invul
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16
|
4
|
11
|
30
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-3
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8~19 Foot
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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, normally into 623A.
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4C
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Damage
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Guard
|
Cancel
|
Property
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Cost
|
Attribute
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590
|
Mid
|
N, SP, EX, CS
|
Launch
|
-
|
Strike
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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.
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|
j.2C
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Damage
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Guard
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Cancel
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Property
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Cost
|
Attribute
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620
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Mid, Air Shield
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SP, EX, CS
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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
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|
Dash Moves
66B
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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
|
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
|
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
|
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
|
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
|
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.
- 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
|
236A short
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
860
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
-
|
-
|
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 [whiff OK], CS [whiff OK]
|
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 [whiff OK], CS [whiff OK]
|
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
|
623A Fast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1136
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
-
|
-
|
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 [whiff OK]
|
-
|
-
|
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
214A 214A 214B 214B 214C 214C
|
214A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
777
|
Low
|
EX [whiff OK], CS [whiff OK]
|
-
|
-
|
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 [whiff OK], CS [whiff OK]
|
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
|
(214X)~4A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1066
|
Mid, Air
|
EX [whiff OK], CS [whiff OK]
|
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.
|
|
|
(214X)~4B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
777
|
Mid
|
EX [whiff OK], CS [whiff OK]
|
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 A version A version 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
"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
|
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
|
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
|
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
Customization Unlocks (2000 IP Each)
External Links