BBTag/Orie

From Dustloop Wiki
< BBTag
Revision as of 03:01, 20 June 2022 by Shtkn (talk | contribs)
Overview
Overview

Orie is a mid-range footsies character that can switch between defensive walling and quick rushdown. Her 5A, j.A, 2B, and 214A have long reach that can contest many approaches, but she can close the gap at any time using her Divine Thrust. Once she's in, she has potent mixup using her grounded and air Command Order specials. However, if she is left solo her mix becomes unsafe and unrewarding, leaving her with simple strike-throw mix and stagger pressure.

 Orie  Orie

Pros
Cons
  • Instant Overhead and Low with j.214A and 214A. Both are very long range.
  • Strong Air Normals. j.A controls lots of space in front of Orie and recovery quickly, j.C is fast and hits behind her, useful for crossups.
  • Command Order Followups gives lots of flexibility for active switch setups
  • EX Divine Thrust is great for button checking the opponent from full screen and is + on block
  • Low Damage: Orie's damage potential is low, even with decent starters
  • Difficulties Getting In: Lacking a projectile and threatening options outside of the mid-range, Orie can struggle versus zoners.


Orie
BBTag Orie Portrait.png
Health
17,000
Prejump
4F
Backdash
41F (1~11F Inv All)
Fastest Attack
Reversals

Normal Moves

5A


5B


5C


2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 Low 7 2 15 -5 F

  • 5A > 2A (Rebeat): -10
  • 5AA > 2A (Rebeat): -7
  • 5B > 2A (Rebeat): -7
  • 5BB > 2A (Rebeat): -7
  • 2B > 2A (Rebeat): -7
  • 2C > 2A (Rebeat): -5

One of Orie's main pressure tools. This move can be throw canceled for tick throws or jump canceled into j.214A or instant airdash j.C, or even instant airdash back to bait a whiffed move. During blockstrings, Orie will generally want to rebeat back into this move to keep her safe and mix the opponent.

2A is a natural frametrap into 5B and 236A, so if the opponent likes to challenge Orie after blocking 2A she can go into either of those moves for a counter hit confirm. This sequence is also useful during sandwiches, as active switching between 2A and 5B/236A has a very small gap that the opponent has to switch directions between. If they blocked the 2A they get crossed up, and if they got hit then you get a combo from your partner.


2B

A strong anti air with the famous "ahoge hitbox", which hits slightly behind Orie's head. This move has a good amount of head invulnerability which starts early, making it your go to anti air. If this move hits the opponent in the air, Orie can go into 2 loops of her ladder and still retain proper oki. On the ground, she can cancel into 5A or 2C to still get a single ladder. That situation is common when using 2B to beat bursts, which can be done on reaction to the flash.

A niche use of 2B is using it to hit an assist coming from behind Orie. This commonly occurs when the opponent airdashes or jumps over her and calls assist, hoping to create a sandwich. The ahoge hitbox will tend to beat out assists before they become active.

2C


j.A


j.B


j.C



Universal Moves

Ground Throw

5B+C


Sacred Arrow

5A+D (Air OK)



Skills

Divine Thrust

236A/B


Command Order

214A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
214A 1700 Low 13 5 Total: 39 -8 F
214B 2000 All 22 3 Total: 44 -4 B

  • A version hits low

Key part of Orie's mixup; 214A is a low while j.214A is a high, making this her fast high/low mixup option. You will need an assist to combo off it.


  • B version knocks down on hit
  • Has a decent hitbox above and in front of Orie

Doing only the first hit generally gives better oki, so consider only doing the first hit if you're using this as a combo ender.

You can use this as an anti-air against instant airdashes from far away, giving you oki after it hits.


Air Command Order

j.214A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.214A 1700 High 16 4 Total: Until L+24L H
j.214B 2000 High 29 5 Total: Until L+17L H

  • A version hits overhead against grounded opponent
  • Orie cannot act until she lands after using this

Used as a zoning tool or as an instant overhead

Keep in mind that if you are too close and it is blocked or whiffs, it's very easy to punish unless you have an assist backing you up.


  • B version ground bounce on hit
  • Orie cannot act until she lands after using this

Useful in throw combos as well as beating anti air attacks since it freezes Orie's air momentum.


Thick and Fast

214X -> A


Succession

214X -> B


Aerial Leap

214X -> C



Extra Skills

EX Divine Thrust

236C


Oblique Edge

214C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
214C 800×2, 2000 All 16 6,5,9 Total: 61 -9 B
j.214C 800×2, 2000 All 25 6,5,9 Total: Until L+15L H

  • Large hitbox, but slow startup

Mainly used in corner combos.

Can be used as an anti air, though 214X~B or 2B are usually better, more efficient options.


  • Air version is +1 at Tiger-Knee height

Primarily used to bait and punish anti airs.

Always combos into 236C, even midscreen. You can pick up with other moves but it's dependent on positioning.

Incredibly effective against most character’s anti air options, but be careful against characters with long vertical reaching anti airs(i.e Hyde) as it's not unreasonable for you to still get counter hit when using this.

Has a niche use in combos after a 5BBB hard knockdown midscreen, allowing you to get a bit more damage.



Partner Skills

5P

Sacred Spire


6P

Divine Thrust


4P

Sealing Hoplon



Distortion Skills

Sacred Spire Lucent

236B+C


Luminous Embrace

214B+C



Distortion Skill Duo

Luminous Embrace

P during Partner's Distortion Skill


Astral Heat

Rest In Peace

222B+C


External References

Navigation

 Orie
To edit frame data, edit values in BBTag/Orie/Data.
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins

Click [★] for character's full frame data

Essentials
HUDControls
The Basics
Movement/CancelingOffenseDefenseGaugesAttack Attributes
Detailed & Advanced Information
Damage/ComboFrame Data & System DataMisc
Archived Information
Patch Notes