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Posted

some of that stuff is a bit off like 2c is a low and j.214b is a mid

 

point blank to mid range 236b is -9 since you can punish it if you shield with orie and do d.b but not with ex stand, 236b looks like -6 or 7 at max range since you can still punish with shield ex thrust unless it hits with the very tip then it's probably -5

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Posted

pretty sure it's just a really fast 9~2C

 

Yeah.

 

This is something Akiha has had since MBAC -- she can do instant j.2C by just inputting 82C really fast. There's no real trick to it except speed.

 

Also, random aside: I'm mad jealous you get to have Nishio for matchvid analysis. Guy is a god

Posted

Hi guys.

 

Im a french Orie player.

 

I work pretty much on optimizing combos and today i found the maximum dmgs combo with both Veil-Off and Grd Vorpal.

There's a part of the combo which is tricky but it leads to a 6373 dmgs combo.

 

And there it is :

 

214C > 66 > j.A > j.B > j.C > 2C > 5C > 623A > 5A > 5C > 214B > 2C > 4C > 214B > 236C > 41236D.

 

214C must only hit with the 2 last hits. If it hits with 3 the ennemy will be send too high to be caught with j.A

 

Tricky part is "j.C > 2C". It often whiffs. You have to 66 > j.A the lowest possible and then delay j.B > j.C in order to hit with 2C.

It also works without 2C and do... like 10 less damages lol. So maybe no need to get mad with 2C, it easier with directly 5C > 623A.

 

Else i'm looking for information concerning specific corner combos, i can't find anything better than wiki combos and this make me reaaaally sad haha (:

Posted

 

I work pretty much on optimizing combos and today i found the maximum dmgs combo with both Veil-Off and Grd Vorpal.

 

Else i'm looking for information concerning specific corner combos, i can't find anything better than wiki combos and this make me reaaaally sad haha (:

 

I've been cribbing Stunedge's notes for a while with combos: 

 

https://www.evernote.com/shard/s408/sh/94aa7e98-65da-4c25-9d27-d4af249eaba2/58c1f0f08b512fb7777a76c0270dba9f

 

A few corner, meterless options in there:

 

3626 meterless

236B>2C>5C>3C>623A>3B>214A>214B>3B>214B>2C>4C>3B>623B
 
Good damage to confirm off of the B Thrust corner wallbounce, but B arrow ender means you both land kinda at the same time. I prefer the ones that end in B Order, to keep grounded and allow for better 22A/22C oki when you have them in the corner.
 
3181 meterless
6B>214A>214B>3C>623A>5A>5C>214B>2C>4C>214B
 
Posted

Hey guys just wanna jump into the Orie thread, I love this character I'm really enjoying the game so far.

 

I also have questions about her neutral game how do you guys usually end pressure/blockstrings? Ending 214A > 214B is safe on block but is interupt-able

between the two slashes. And it seems to me most of her normals are negative unblock. I think 3C is safest?

Posted

I didn't see any of these combos here (I kinda skimmed the thread so I might have missed them), so here are some stuff I stole from random Japanese videos:

 

5A 5C tk.j2C j.214A dB 623A 5A 5B 214B 2C 6C 214B - 2.8k damage

3B anti-air j.B j.C j.214A 623A 5A 5C 214B 2C 6C 214B - 2.7k off of 3B

 

There are probably better combos off of 3B, but I just wanted to post the second one in case people didn't know that you can get the 623A 5A route off of j.214A. It gets you 3k from 2C 6C and it's really easy too so it's not too bad to start with IMO. Sorry if these have already been posted.

 

Edit: Oh wait they're in Stunedge's doc lol.

Posted

Hey everyone. I've been using Orie for about 2 days now so hopefully I can shed some light on somethings.

I noticed a FAQ about getting 623.A > 5A to connect.

Try whiffing 2A/5A after your 4C connects and then do 623.A. You should have an easier time getting 5.A to connect. 

How do you play her neutral game?
From experience and studying videos, I would say you have to choose your moments but if you get a knockdown you're good to go ham. Especially on characters that can't DP on wakeup such as: Yuzuriha, Chaos, Byakuya etc. Divine Thrust is always a good option if spaced properly but you still have to be wary about characters that ignore that shiz and can slide like Gordeau (I think). (only char I know atm that can do that) Linne can bait it with a roll as well. 

You just want to be patient and out poke. If someone is running directly to you, dash up (or can just sit there.) 5A normally does the trick. If you're not going to go for the 214.A > 214.B ender on blockstrings, try to end your strings with 5A/2A. You could do some cool stuff like 2C > Whiff 2A > 2C again. 3B is a little iffy at times, if you know the trajectory then by all means use it. You should be safe to run and DP though if you see an aerial coming. Chain shifting when someone jumps in your face works as well. 

22.C
Really nice for going for a mixup. A few mixups you can attempt when you have someone locked into 22.C are
6D > Late j.a > xx
6D > j.a > CS > j.a/j.c > xx
6D > v > 2A
6D > v > 6B (problem with 6B is that your persona ((lulz)) is still out and so you may not be able to follow up with much)
6D > late j.a > 2A

Chain shifting is really nice if you're mid blocking and you see them going for an overhead or something, you can CS into 623.C (if you have meter of course.) Range characters you can block and Shield while waiting for an opening because you'll still get vorpal when applied correctly. 

There's more info I could give up but at work at the moment and this is a TL;DR already lol. If anyone wants some more insight or theory just let me know. AND OH About the 9 > j.2c > j.214 B on block .. I typically see JPN players do it on enemy's wakeup. Doesn't mean that's the only time it can be applied of course. 

Hope this was helpful.

Posted

Great Guide psyken! I believe we may have played the other night.

 

What do you guys go for off of a 22A/B that hits them mid air?

I was messing around earlier and got 22A/B JB JC J214A 623A 5A 5C 214B 2C 4C 21B 

For approx 3.4k i think

 

Theres alot of good info in this thread I think we should update the OP

Posted

Didn't see this kind of combo in the thread or any of the links posted, so I'll go ahead and share the result of some messing around I did in training mode.

Midscreen:

6B> 214A> 214B> delayed 236B> 236C> dash under 2C> 5C> 214B> 2C> 4C> 214B

Posted

I didn't see any of these combos here (I kinda skimmed the thread so I might have missed them), so here are some stuff I stole from random Japanese videos:

 

5A 5C tk.j2C j.214A dB 623A 5A 5B 214B 2C 6C 214B - 2.8k damage

3B anti-air j.B j.C j.214A 623A 5A 5C 214B 2C 6C 214B - 2.7k off of 3B

 

There are probably better combos off of 3B, but I just wanted to post the second one in case people didn't know that you can get the 623A 5A route off of j.214A. It gets you 3k from 2C 6C and it's really easy too so it's not too bad to start with IMO. Sorry if these have already been posted.

 

Edit: Oh wait they're in Stunedge's doc lol.

 

having trouble doing 623A to 5A. anyone have any suggestions on the timing?

Posted

Just in the lab seeing what you can get if you chain shift 6B

 

came up with these three

 

6B CS 2C 5C delay 4C 623A 5A 3B 214B 2C 4C 214B 2.8K

6B CS 2C 5C 3C 623A 5A 3B 214B 2C 4C 214B 2.9K

 

This one is best but hardest IMO

 

6B CS 5C 4C delay JB JC J214A  623A 5A 5C 214B 2C 4C 214B 3.1K (3.8k with 41236C ender)

 

pretty solid damage for midscreen for Orie

Posted

That last one also has pretty good corner carry without the super ender, so I'd definitely recommend it over the other two. It's not even that much harder.

Posted

Just in the lab seeing what you can get if you chain shift 6B

 

came up with these three

 

6B CS 2C 5C delay 4C 623A 5A 3B 214B 2C 4C 214B 2.8K

6B CS 2C 5C 3C 623A 5A 3B 214B 2C 4C 214B 2.9K

 

This one is best but hardest IMO

 

6B CS 5C 4C delay JB JC J214A  623A 5A 5C 214B 2C 4C 214B 3.1K (3.8k with 41236C ender)

 

pretty solid damage for midscreen for Orie

I've been doing this off overhead.

 

6B 214A 214B CS 236 623A 5A 5C 214B 2C 5C 236A 41236C [4.2K]

If you don't have the meter (but you usually will since you are CSing anyway), you can just end it with 2C 5C 214B for knockdown and you get 3.6.

Posted

I've been doing this off overhead.

 

6B 214A 214B CS 236 623A 5A 5C 214B 2C 5C 236A 41236C [4.2K]

If you don't have the meter (but you usually will since you are CSing anyway), you can just end it with 2C 5C 214B for knockdown and you get 3.6.

 

 

Very nice I never would have thought to do charged 236B mid combo

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