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Posted

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.

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Posted

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.

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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.

Posted

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

Posted

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

Posted

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

Posted

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.

Posted

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

Posted

@ 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.

Posted

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? 

Posted

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.

Posted

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??

Posted

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.

Posted

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? 

Posted

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.   

Posted

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

Posted

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.

Posted

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

Posted

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

Posted

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

Posted

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

 

 

Posted

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. 

Posted

so orie seems really fun and her colors are cool im gonna try her with seth how hard is she to learn tho

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