This page is for an outdated version of the game (UNIST). To see Orie's character page for the latest version (UNICLR), click here.
“
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.
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
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 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
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
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.
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.
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.