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Posted

@Sakaku - I think 2C > 5C > 3C > 623A  combos should be the go-to route for most Orie players after 5B/2B, beside using 5C > 4C > 623A confirms.

 

I've also been trying to experiment with 22A/B oki after 2C knockdown.

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Posted

Be sure to let us know the results of your 2C knockdown oki experiments. I'm pretty curious about reliable ways to set up her oki.

 

Anything Is should be focusing on with Orie? I just been working on combo, certain hitconfirms, and footsie. 

 

You've got a pretty good list going so far. The only thing I'd add to it is oki setups from both Sealing Hoplon (22X) and EX Sealing Hoplon

Posted

 

6B > 214A~214B > 236B (2056)

+ 236C > 3B > 214B (2885)

 

 

Hmm I've been doing this 6B>236A>214C>2C>4C>214B>2C

Posted

I've also been trying to experiment with 22A/B oki after 2C knockdown.

 

 

I've been having trouble finding good spots to do 22A/B cause every time I do they just recover and punish it because it takes so long. Am I missing something?

Posted

I've been having trouble finding good spots to do 22A/B cause every time I do they just recover and punish it because it takes so long. Am I missing something?

If you are cancelling 2C then you need to wait a brief moment for the stand to "explode". You cant rush in immediately. The A and B versions are mainly for frame advantage and pressure anyway.

 

Also I saw in a video 22C being used fullscreen for approach (don't try that on Merkava lol) and the opponent chicken blocked it, but since DP is air unblockable Orie gets guarenteed damage. Very cool stuff

 

And finally on the matchup database a new guide video came out.    https://www.youtube.com/watch?v=Bam22sQ9UDs   The combo section is important because starters are really important in this game, hence my confusion earlier.  

Posted

I'll check out that video, when I get home from work this evening. Also like the chicken block punish using DP ( chicken blocking one of my least favorite FG mechanics, lol). I wonder if any other moves are AU with Orie

Posted

If you are cancelling 2C then you need to wait a brief moment for the stand to "explode". You cant rush in immediately. The A and B versions are mainly for frame advantage and pressure anyway.

 

Also I saw in a video 22C being used fullscreen for approach (don't try that on Merkava lol) and the opponent chicken blocked it, but since DP is air unblockable Orie gets guarenteed damage. Very cool stuff

 

And finally on the matchup database a new guide video came out.    https://www.youtube.com/watch?v=Bam22sQ9UDs   The combo section is important because starters are really important in this game, hence my confusion earlier.  

 

Ah I see it now. I'll have to try it in training mode after work. Thanks! Also that video is amazing.

Posted

Video looks really useful. Wish I could read up some more on move properties but I think I can tell enough after watching the video

Posted

I think the most neat thing about that video for me was them showing off 41236C invincibility. I had no idea about it. I'll have to experiment with that.

 

I'll check out that video, when I get home from work this evening. Also like the chicken block punish using DP ( chicken blocking one of my least favorite FG mechanics, lol). I wonder if any other moves are AU with Orie

 

There are probably a few normals that are AU as well. 5B and 3B seem like the most likely glancing at her normals. Maybe one of her Cs too.

Posted

I think 5A 5B 2C 4C 623A 5A 5C 214B 2C 22B is probably her best route off an A starter.

Does anyone know what 3C or j.214A/B are on block? I've been using them to reset pressure a lot but I might just be getting away with scrub tactics cause no one knows what is mashable and what isn't.

Posted

There are probably a few normals that are AU as well. 5B and 3B seem like the most likely glancing at her normals. Maybe one of her Cs too.

All ground normals are AUB, just like Melty

Posted

Does anyone know what 3C or j.214A/B are on block? I've been using them to reset pressure a lot but I might just be getting away with scrub tactics cause no one knows what is mashable and what isn't.

I think j.214x is - on block, but probably isn't punishable, whereas 3C is riskier, IIRC. From what I can tell, the latter is less a blockstring move, and more for certain combos and crushing lows. Pretty sure you can at least block after using it, though; I don't remember seeing any players getting hit after using it in blockstrings.

Posted

If you are cancelling 2C then you need to wait a brief moment for the stand to "explode". You cant rush in immediately. The A and B versions are mainly for frame advantage and pressure anyway.

Also I saw in a video 22C being used fullscreen for approach (don't try that on Merkava lol) and the opponent chicken blocked it, but since DP is air unblockable Orie gets guarenteed damage. Very cool stuff

And finally on the matchup database a new guide video came out. https://www.youtube.com/watch?v=Bam22sQ9UDs The combo section is important because starters are really important in this game, hence my confusion earlier.

I wrote the down combos for the lazy and those who don't want to watch the whole video. I recommend it though, it was some good information on it.

-2C>5C>4C>623A>3C>623B

-5A>5B>5C>2C>4C>214B>2C>5C>623B

-2A>2B>2C>C>J.A>J.B>J.C

-2A>2A>C>4C>jc>J.B>J.C>66C>214B>2C>4C>214B>214A

-214B>214A>41236C

-J.A>CS (chain shift)>J.B>B>2B>C>2C>4C>214B>2C>4C>214B>214A>41236C

-(corner) 236B>CS (chain shift)>66C>214B>2C>5C>jc>J.A>J.B>J.C>2C>4C>214B>41236C

Posted (edited)

I think j.214x is - on block, but probably isn't punishable, whereas 3C is riskier, IIRC. From what I can tell, the latter is less a blockstring move, and more for certain combos and crushing lows. Pretty sure you can at least block after using it, though; I don't remember seeing any players getting hit after using it in blockstrings.

If you do j.214X close to the ground, it's actually +. 3C is - but it's safe. I've seen some JP players respect it after blocking it for some reason though and I'm not sure why :x

 

Thanks for the clarification, Joe. I forgot the two-part tutorial mentioned that.

:eng101:

Edited by Psykotik
Posted

current max meterless midscreen? ch 236b>5c>3c>623a>3b>delay j.a>j.b>j.c>d.c>214b>2c>5c>4c>623b 3831

Posted

not too worried about combos or confirmation at this point. that kind of stuff can be practiced anyways.

 

i'm struggling a bit with Orie's situation during the neutral game. in UNIEL, nearly everyone has some sort of projectile they can use as filler for fullscreen neutral and some chip. Vatista orb/lasers, Seth orbiter, Nanase whirlwind, etc. even Linne gets a small projectile in the form of Kuuga. 22A/B Hoplons are sort of filler, but for the most part they take far too long to activate and don't interact at all with projectiles.

 

anyways, I'm trying to figure out a more useful approach than an obvious (and mostly unsafe) jump-in, the standard DIVINE THRUST!, dash attacks, or having to resort to using 100EXS for Sealing Hoplon. any thoughts or advice? or is this just something I'm gonna have to hold

Posted

not too worried about combos or confirmation at this point. that kind of stuff can be practiced anyways.

 

i'm struggling a bit with Orie's situation during the neutral game. in UNIEL, nearly everyone has some sort of projectile they can use as filler for fullscreen neutral and some chip. Vatista orb/lasers, Seth orbiter, Nanase whirlwind, etc. even Linne gets a small projectile in the form of Kuuga. 22A/B Hoplons are sort of filler, but for the most part they take far too long to activate and don't interact at all with projectiles.

 

anyways, I'm trying to figure out a more useful approach than an obvious (and mostly unsafe) jump-in, the standard DIVINE THRUST!, dash attacks, or having to resort to using 100EXS for Sealing Hoplon. any thoughts or advice? or is this just something I'm gonna have to hold

I feel like Orie has to be patient and just walk forward for most of the neutral game. Divine thrust is pretty good though and catches a lot of things, it is also reasonably safe when spaced correctly. Alternatively 214A/B as a preemptive poke works for some characters and is also safe with the ~214B followup.

At 75% screen you can also use jump forward j.6D to cover a lot of ground and maybe get a j.c if your opponent gets too comfortable with fireballs.

 

Really though, I find Orie to be a character that needs patience, waiting for the right opening then riding that momentum to victory. Don't be afraid to lose and just grind out those matchups.       

Posted

her tools at neutral arent very good considering the metagame consists mostly of half screen pokes

 

i wouldnt blow 100 meter on ex orb because im pretty sure you can backdash it during the superflash cut-in

 

pretty much fish for divine thrust confirms into ex divine thrust, use j.214a and j.214b sparingly to control space

Posted

Anybody here have any good options to start up matches with? Against people like Gordeau or Mekarva I see if I can bait out their long range moves and dodge with her backdash I have a nice safe zone and can punish with 236B/C(given I have the meter). I feel as though  her backdash is one of her most useful options.

 

My major issue with Orie though is getting a hit in edgewise. Trying to find the right opportunity to attack is tough and when I successfully block blockstrings I have no idea what's good to punish them with, any tips, also good opportunities to start combos are appreciated as well.

Posted

yeah it seem orie has to play passively which doesn't seem all that bad in this type of game. 

Personally if my opponent has better neutral than me than I just start building grd as it help toward gaing vorpal and also gives my opponent incentive to act.

I've also think activating veil off is pretty good tool to use in neutral as well since it does have some projectile invincibility, (not to mention orie is one of the few who can activate veil off somewhat safely  with 22X or even combo into it). Bad thing about this is that kind of gamble and you may wont to avoid using chain shift as it forsake all GRD. 

 

Viel off state allows orie to use her 200% which are pretty strong in some situations. Not only that but charging GRD in veil off is much more faster with out losing ability to use ES/ect.

Posted

not too worried about combos or confirmation at this point. that kind of stuff can be practiced anyways.

 

i'm struggling a bit with Orie's situation during the neutral game. in UNIEL, nearly everyone has some sort of projectile they can use as filler for fullscreen neutral and some chip. Vatista orb/lasers, Seth orbiter, Nanase whirlwind, etc. even Linne gets a small projectile in the form of Kuuga. 22A/B Hoplons are sort of filler, but for the most part they take far too long to activate and don't interact at all with projectiles.

 

anyways, I'm trying to figure out a more useful approach than an obvious (and mostly unsafe) jump-in, the standard DIVINE THRUST!, dash attacks, or having to resort to using 100EXS for Sealing Hoplon. any thoughts or advice? or is this just something I'm gonna have to hold

Yeah, I'm struggling with her neutral as well. I mostly attempt to stay far away enough from the opponent where they can't hit and see if I can punish impatience, but when I fall flat up close I lose pacing and they gain momentum. [EDIT] I see a lot of jap players using 6D as an option to get in and then follow up with a j.C, might see what I can do to work with off of that.

Posted
i will agree that Orie's style of play is extremely passive, and I have no problems being patient in the neutral game (regardless if it is fullscreen or not). her passive play is advantageous to a point in that GRD fills quickly and more than likely you'll be in Vorpal states for Divine Thrust>Chain Shift or whatever, but the problem is that very few opportunities to try and attack mean that you're going to eventually be pushed into the corner.

 

i just feel kind of bad whenever I have to YOLO Divine Thrust and it ends up working.

 

@Gambler: maybe just block or wait at the start of the round? like others have said, Orie's normals aren't really that great, so it's probably best to try and just react. again with the passive Orie play, lol. i'll start with a Divine Thrust once in a while but it feels extremely predictable, even if it is for the most part unpunishable.

Posted

Well I was messing around with Orie still trying to find a character to get comfortable with, and I got her achievement challenge if anyone cares about achievements.

 

In corner with Veil off

22C > 66C > 236B > 236C > 236B > 41236D

 

Should exactly be 40 hits. Can probably done out of the corner, but I wasn't sure if I was pushing them out of 22C to early or something.

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