Tenryuga Posted July 26, 2014 Posted July 26, 2014 Try to play close-mid range footsies with her. Her pokes seem good for that and it complements her toolset and walkspeed. Divine thrust for a fast whiff punish/ interception tool on CH. How is her execution? I plan on subbing her. Sent from my BlackBerry 9780 using Tapatalk
SkyKing Posted July 26, 2014 Posted July 26, 2014 Try to play close-mid range footsies with her. Her pokes seem good for that and it complements her toolset and walkspeed. Divine thrust for a fast whiff punish/ interception tool on CH. How is her execution? I plan on subbing her. Sent from my BlackBerry 9780 using Tapatalk That's what we'd want, but the problem is getting in that range to begin with since the cast either has projectiles or longer normals than we do that can call out our jump/assault advances. I agree with everyone who has said that her game does rely on patience and positioning to look for habits and mistakes. I think in that regard, she's a lot more reliant on opportunities more so than the other characters. Also, her execution is one of the more lenient ones in the game, imo. Most of the time, her combos can be pieced together in the laucher > aerial combo > 214B ender. Only things that would be tough are some that require spacing from 236 combos, and a few timely links in some extensions.
someonewhodied Posted July 27, 2014 Posted July 27, 2014 Here is a combo route I use 2741 DMG Midscreen 5B>5C>2C>4C>2A(whiff)>5C>214B>2C>5C>214B~214A 2843: 5B>5C>4C>2A(whiff)>5C>214B>2C>5C>j.A>j.B>j.C>623B More Damage from 5B resourceless: 2964 5B>5C>2C>4C>2A(whiff)>5C>623A>5A>5C>214B>2B>5C>623B
Primity Posted July 27, 2014 Posted July 27, 2014 anyone with matchup advise against UNIEL NETLORD WALDSTEIN? shit is so broken and I am so salty that I don't even know where to start. 236b fullscreen overheads into confirmable combos safe on block yup yup yup
Grim-reaper Posted July 27, 2014 Posted July 27, 2014 Congratulations to Oreo for taking the first american uniel tournament. Destroying a good merkava twice in the process.
someonewhodied Posted July 27, 2014 Posted July 27, 2014 https://www.youtube.com/watch?v=p_ddCDIh59w The combo I posted earlier.
xlolxlolx Posted July 27, 2014 Posted July 27, 2014 no point in doing a overly complicated route when there are easier routes that do more and better knockdown 5b>5c>2c>3c>2c>4c>623a>5a>5c>214b>2c>5b>236b 5b>2c>5c>3c>623a>3b>delay j.a>j.b>j.c>d.b>214b>2c>5b>236b
thiz Posted July 27, 2014 Posted July 27, 2014 no point in doing a overly complicated route when there are easier routes that do more and better knockdown 5b>5c>2c>3c>2c>4c>623a>5a>5c>214b>2c>5b>236b Nooby question: Somehow trouble to connect 5A after 623A, and xx > 623A, any tips for this? Been trying that all evening yesterday, but my tendons feel like wanting to do suicide.
xlolxlolx Posted July 27, 2014 Posted July 27, 2014 if you do everything as fast as possible 5a link should be no problem if you know when dp recovery ends, a rule of thumb with mid height dp pickup is that 5a/2a are almost always interchangeable, 2a is faster so try that if youre still having trouble 3c 623a link you have to know when 3c recovery ends and the 2c>5c>3c has to be as fast as possible on ground hit most of her links are all pretty lenient once you get the feel for it
Spring_Raid Posted July 27, 2014 Posted July 27, 2014 @ thiz: whiffing 5A/2A during 4C > 623A combos makes it a bit easier to time. Example: instead of doing 2A > 5C > 4C > 623A > 5A > etc. do 2A > 5C > 4C > 5A (whiff) 623A > 5A > etc. For different routes such as blah blah 5C > 623A > 5A >etc, make sure the opponent's high enough in the air to follow up with 5A.
experimilk Posted July 27, 2014 Posted July 27, 2014 in regards to the TSB tournament, it seemed like there were a lot of times where Oreo went for 214B 2A whiff, instead of going through the full 214B 2C 4C 214B on the end of combos, is there better oki you can get with that?
Primity Posted July 27, 2014 Posted July 27, 2014 in regards to the TSB tournament, it seemed like there were a lot of times where Oreo went for 214B 2A whiff, instead of going through the full 214B 2C 4C 214B on the end of combos, is there better oki you can get with that? i was actually wondering this myself. the combo ender we saw was 214B>2C>2A whiff and the combo Matt used definitely allowed for the additional 2C>4C>214B rep. i can definitely agree with using the Hoplon after whiffing the 2A because of the large frame advantage, but my guess is that Matt wanted the opponent to wake up in a sort of mid range distance where Orie has the most effective options.
Adam0812 Posted July 27, 2014 Posted July 27, 2014 Could someone dump some basic combos I can practice? Ideally mid screen from 2a/5a and 5b and in the corner. Are the combos starter dependant like earlier iterations of BB??
dere Posted July 27, 2014 Posted July 27, 2014 Orie combos aren't very difficult at all so just try your hand at some of the combos in the previous pages, but the most basic ones I guess would be 2a 5b 5c 4c delay j.B j.C land 3b 214b 2c 4c 214b and if point blank 5a 5b 2c 5c 3c 623a 5a 5c 214b 2c 4c 214b, should probably learn 236b CH combos and 236a/b into EX236c confirms as well since you'll be getting those a lot.
actblue Posted July 28, 2014 Posted July 28, 2014 Anyone want to shed some light on blockstring/mixup? I see some jpn players doing a j2C into knight, would be great if someone could explain this one. Also, any combos that end in safe 22A/B?
Mr.Sparkman Posted July 28, 2014 Posted July 28, 2014 Anyone want to shed some light on blockstring/mixup? I see some jpn players doing a j2C into knight, would be great if someone could explain this one. Also, any combos that end in safe 22A/B? A good number of Orie combos can be ended with 22A after 2C. While it is starter dependent I'm certain B starters and up can end the combo early to use the 2C otg to cancel in to 22A/B instead of some other ender. Something I learned while practicing it is that you have to cancel 2C late in the animation. But at that point its merely just advantage you get from the "explosion". You can start a mixup on characters without DPs or people you have conditioned to respect your stuff. Otherwise begin pressure again. Also, apparently there is plinking in this game according to UltraDavid on Twitter. Plinking 2C~A will make those setups and combos easier if its true.
xlolxlolx Posted July 28, 2014 Posted July 28, 2014 don't end combos in double 214b, it lets them tech backward for free assuming you mean j.214a/b, j.214b is pretty good on block at j.2c height and catches some people off and if you crossup with the j.2c the j.214b is slow enough to actually hit them as a real crossup....which works once in a while if they're asleep into 3k+ a orb is awful, never use it because it's a free roll tech out b orb is alright once in a while but it suffers from roll tech because you have to run further or be in command jump animation for longer which makes it pretty much neutral depending on how far you were when you did sweep, also....roll tech backdash gets out of the whole setup for free outside of the corner
Keo-bas Posted July 28, 2014 Posted July 28, 2014 don't end combos in double 214b, it lets them tech backward for free assuming you mean j.214a/b, j.214b is pretty good on block at j.2c height and catches some people off and if you crossup with the j.2c the j.214b is slow enough to actually hit them as a real crossup....which works once in a while if they're asleep into 3k+ a orb is awful, never use it because it's a free roll tech out b orb is alright once in a while but it suffers from roll tech because you have to run further or be in command jump animation for longer which makes it pretty much neutral depending on how far you were when you did sweep, also....roll tech backdash gets out of the whole setup for free outside of the corne Their is thing call tech punish. While im not saying people should do 214B combo ender always, but it is viable ender depending what you want out of the situation.
redsilversnake Posted July 28, 2014 Posted July 28, 2014 My copy should be coming in tomorrow, so for future reference, what are some optimal punishes for baited reversals?
Rhiya Posted July 28, 2014 Posted July 28, 2014 Their is thing call tech punish. While im not saying people should do 214B combo ender always, but it is viable ender depending what you want out of the situation. Backwards roll is fully invul in UNiB iirc
xlolxlolx Posted July 29, 2014 Posted July 29, 2014 all forms of teching are completely invuln from what i can tell, and after a certain amount of frames of being downed you enter a completely invuln state until you stand up regardless of whether you tech or not best practical reversal punish ive found so far is ch 4c>fj.214b>(dash)2c>5c>3c>623a>3b>5c>214b>2c for 3.2k or so
Lensta Posted July 29, 2014 Posted July 29, 2014 Just wanted to share something I noticed while practicing Orie's combos. For those having difficulty doing the 5C > 4C > 623A cxombo routes, you can cancel 4C into 5a/2a and then input 623A. I find it a lot easier then trying to time the 623A after 4C. And after watching some videos of Nishine, it seems he does it aswell. Here's an example of it in a combo https://www.youtube.com/watch?v=hKZjKm8QtDY&list=UUkXtcsyQ6g8coNrclPvt29w#t=2701
Spring_Raid Posted July 29, 2014 Posted July 29, 2014 Lensta, I appreciate you mentioning this but it's been already stated twice in the thread. It would be a good idea if someone put basic tips like this on the 1st page: @ thiz: whiffing 5A/2A during 4C > 623A combos makes it a bit easier to time. Example: instead of doing 2A > 5C > 4C > 623A > 5A > etc. do 2A > 5C > 4C > 5A (whiff) 623A > 5A > etc. For different routes such as blah blah 5C > 623A > 5A >etc, make sure the opponent's high enough in the air to follow up with 5A. Here is a combo route I use 2741 DMG Midscreen 5B>5C>2C>4C>2A(whiff)>5C>214B>2C>5C>214B~214A 2843: 5B>5C>4C>2A(whiff)>5C>214B>2C>5C>j.A>j.B>j.C>623B More Damage from 5B resourceless: 2964 5B>5C>2C>4C>2A(whiff)>5C>623A>5A>5C>214B>2B>5C>623B
Lensta Posted July 29, 2014 Posted July 29, 2014 My bad, will be more careful next time when reading the previous posts. Btw I think it'd be useful to put a link to the player profile on http://sp.uniapm.info/%C2"'> the notable players or at least have their name in japanese on the first 1st post. They are on the UNIB wikia but not on the wiki linked in the first post. So it could be useful for players researching videos of the top Orie players.
spiralfang Posted July 30, 2014 Posted July 30, 2014 so orie seems really fun and her colors are cool im gonna try her with seth how hard is she to learn tho
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now