Under Night In-Birth/UNIST/Orie

From Mizuumi Wiki
Jump to navigation Jump to search
Orie


Navigation


Introduction

She judges. And hopes that the heavy weight placed on her frail shoulders may one day be
lifted. Delicate physique and delicate sword -- its point aimed at the monster responsible
for her parents death. Light fills her body, and the melody she sings resonates throughout
the city. The girl, a beacon of justice... no doubt her shadow will burn in the eyelids of her
enemies.

Story

She is an execution officer of the Licht Kreis — an organization with their minds set on annihilating the Voids, and maintaining the peace for mankind. Having lost her parents at a young age, she was raised within an institution of the organization. To repay her debt to society, and to ensure there are no more children who suffer the same fate she has. One takes a stand and fights. Tonight, on orders of the Licht Kreis, she travels to the metropolis to investigate the surge in In-births and the movements of the ever-expanding Amnesia. All the while, she also searches for the "Void who speaks" — the creature responsible for her parents' deaths.

"Strange... I will never forget what happened tonight, or about you. So, I suggest you pass on in peace."

Unique Trait/Health

Health: 10,600
Character Trait: ???
Vorpal Trait:

  • Force Function startup speed increased
  • Force function can be cancelled into aerial version

Gameplay

Normal Moves

5A
UNIST Orie 5A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
180 6 2 13 -3 Sp,EX,CS HL Strike

Fast angled poke with sword. Doesn't hit low despite the animation.


2A
UNIST Orie 2A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
140 5 2 12 -2 Se,Sp,EX,CS L Foot

Short kick that hits low. This is her fastest ground normal, and it has very short range so space it well.


5B
UNIST Orie 5B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
480 9 2 19 -4 Sp,EX,CS HL Strike

Forward thrust with sword. Has decent range but is actually shorter than the animation makes it appear. Hitbox is also narrower at the tip so it will whiff at max range on most crouching characters. This move can be late canceled so use that to your advantage in pressure.


2B
UNIST Orie 2B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
420 8 3 14 -5 Sp,EX,CS HL Foot

Crouching stab similar to 5B, but despite appearances it does not hit low. Technically less range than 5B but hits crouchers at longer ranges.


5C
UNIST Orie 5C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
580 12 4 22 -8 Sp,EX,CS HL Strike

Advancing spin kick. Fairly fast startup and moves Orie forward; combos from 5A so you can skip 5B and go straight to this if you need the better spacing. The very lenient cancel window on this normal makes it a perfect tool for creating gaps to catch mashing.


2C
UNIST Orie 2C.png
"And they said 13 cm stilettos would never come in handy"
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
580 9 5 23 -10 Sp,EX,CS L Foot

Low-hitting sweep kick. Very fast with decent range. The long untechable time on counterhit makes it a perfect tool for catching those who don't respect your blockstrings.


j.A
UNIST Orie j.A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
140 8 2 X+2 Varies Sp,EX,CS H*/AS Head

Downward-angled stab. Very good downward hitbox that can hit opponents on the way up (although it won't hit overhead if done while rising). Note that the sword hitbox is very narrow and can whiff at point-blank so make sure you space it well.


j.B
UNIST Orie j.B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
370 9 3 X+3 Varies Sp,EX,CS H*/AS Head

Upward kick that hits in front of and above Orie. Good for air-to-air, but won't hit grounded opponents unless you do it fairly deep.


j.C
UNIST Orie j.C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
520 12 6 X+4 Varies Sp,EX,CS H*/AS Head

Downwards stab with a more horizontal angle than j.A. Has good forward range but a fairly narrow downwards hitbox so not so great for jump-in.


Command Normals

6B
UNIST Orie 6B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
480 26 4 20 -7 Sp,EX,CS H Strike

Overhead kick. Has a very slow startup but advances a long distance and can be special canceled on hit or block. Orie's only standing overhead. It can also be linked off of with 2A, leading to pretty good damage regardless of screen position.


3B
UNIST Orie 3B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
380 7 3 22 -7 Sp,EX,CS HL Strike

Diagonally-upward stab with sword. Your go-to anti-air poke, also good for picking up airborne opponents from the ground. On counterhit, it is completely untechable until the opponent hits the floor, allowing for CH 3B > 2A whiff > 2C to work.

Head invincible frames 7~9


3C
UNIST Orie 3C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
720 16 4 11 -3 - HL Strike

Floating spin kick that hits mid. Goes over lows and is fairly safe on block, but cannot be canceled into anything. Does still combo into various moves if used to juggle an airborne opponent, normally into 623A.

Foot invincible frames 8~19


4C
UNIST Orie 4C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
590 16 5 18 -7 Sp,EX,CS HL Strike

Upward launcher kick. Used in a lot of her more advanced combos in tandem with j.214A.


j.2C
UNIST Orie j.2C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
620 14 7 X+5 Varies Sp,EX,CS HL/AS Head

Downwards axe kick. Halts Orie's momentum in midair, allowing it to hit grounded opponents quickly and safely. Note that this move does NOT hit overhead; primarily used to knock down the opponent as an air combo ender.


Dash Normals

66B
UNIST Orie 66B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
660 10 2 12 -2 Sp,EX,CS HL Strike

Spinning side kick. Links into 5A on hit.


66C
UNIST Orie 66C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
978 12 24 24 -6 Sp,EX,CS HL Strike

Rushes forward and stabs multiple times.


Universal Mechanics

Aerial Leap
B+C
UNIST Orie B+C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- 1 - 16 - - - -

Orie flips forward while sparkling fabulously; can do air actions on the way down. If she goes over the opponent, she will automatically turn around making this usable as a crossup (albeit a very obvious one). Can be used to "jump cancel" blockstrings or to escape pressure, but be careful since it doesn't actually have invul.


Throw
A+D
UNIST Orie Throw.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
1570 4 1 22 +12 (hit) - UNB Throw

Standard throw. Knocks down and blows away the opponent.


Guard Thrust
214D
UNIST Orie 5C.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
Normal 0 15 5 26 -12 - HL Strike

Completely invincible frames 1~15

Vorpal 0 12 5 26 -12 - HL Strike

Universal Alpha Counter.

Completely invincible frames 1~12


Veil Off
A+B+C
UNIST Orie A+B+C.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
Normal 0 20~68 2 Till L+7 Uncharged:-13 Charged:-14 - HLA Strike

Universal reversal. Invincible from start-up until the first active frame. You can delay the start-up until the 68th frame, but there's no real incentive to do so outside of thwarting meaty attacks.

Completely invincible frames 1~30/91

Cross-Cast 0 2 4 20 +3 - HL Strike

Occurs if enemy is in hitstun. Used mostly as a way to tack on extra damage, or to reliably close out the round.

Completely invincible frames 1~19


Special Moves

Divine Thrust
「ディバインスラスト」

236X
UNIST Orie 236X.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 860 9 4 22 -4 EX,CS HL Strike

Coup Droit-style advancing thrust.

B 1250 (1620) 13 (21) 7 (9) 23 (29) -6 (-6~0) EX,CS HL Strike

B version goes further and knocks down on it. Can be charged to 21f startup to increase distance and make it safer if it hits at range. Full charge goes through the opponent and floats, allowing followups similar to the EX version.

EX 1395 1+6 24 49
Landing: 20
-10 (CS) HL Strike

EX Droit. Hits multiple times and causes a long float allowing an easy followup.

Throw invincible frames 1~3


Sacred Arrow
「セイクリッドアロー」

623X
UNIST Orie 623X.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 1136 6 3 37
Landing: 8
-20 EX,CS HL Strike

Sword uppercut. Head invuln during startup, can be followed up with 5A if it hits the opponent high enough.

Throw invincible frames 1~4
Head and Air Strike invincible frames 5~8

B 1330 6 6 53
Landing: 18
-32 EX,CS HL Strike

Stronger sword uppercut. Head invuln during startup, deals more damage than 623A. Unlike 623A, this cannot be followed up with 5A.

Throw invincible frames 1~4
Head and Air Strike invincible frames 5~11

EX 1872 1+5 7 49
Landing: 14
-32 (CS) HL -

EX shoryu. Unlike the meterless versions, this one actually has full invuln during startup.

Completely invincible frames 1~4
Strike and projectile invincible frames 5~8


Command Order
「コマンドオーダー」

214X
UNIST Orie 214A.png
A version
UNIST Orie 214B.png
B version
UNIST Orie 214C.png
C version
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 777 15 5 18 -5 EX,CS L Foot

Orie summons her Stand to attack. A version is a fast, long-reaching low that combos off most moves.

B 777 18 3 14 -5 EX,CS HL Strike

B version is a slower mid-hitting overhead swing that will not knock down a standing opponent, but will ground airborne ones long enough to follow up with 2C.

EX 1785 1+10 20 10 +7 (CS) HL Strike

EX version will wallbounce opponent allowing for extended followups.

Throw invincible frames 1~3


Thick and Quick
「シックアンドファースト」

4A
After Command Order
UNIST Orie 214X+4A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
1066 16 3*2(7) 13 -11 EX,CS HL Strike

Followup to 214A/B. Spinning slash that wallbounces the opponent, good as a combo ender for extra damage.


Succession
「サクセッション」

4B/C
After Command Order
UNIST Orie 214X+4B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
777 22 4 10 +4 EX,CS HL Strike

Alternate followup to 214A/B. Uppercut that launches the opponent. Blows pretty far back so can be difficult to combo midscreen, but leads to extended followups in corner.


Command Order (air)
「コマンドオーダー」

j.214X
UNIST Orie j.214A.png
A version
UNIST Orie j.214B.png
B version
UNIST Orie 214C.png
C version
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 777 16 4 X+13 +11 to -18 EX,CS HL Strike

Orie summons her Stand to attack in the air. Unlike the grounded version, j.214A hits mid.

B 999 22 5 X+10 +15 to -14 EX,CS HL Strike

Another airborne Stand swipe.

EX 1785 1+14 20 X+13 +22 at max (CS) HL Strike

EX version will wallbounce opponent allowing for extended followups and will always start from the ground, so can be used to combo grounded opponents from heights that normally wouldn't work.

Aerial and throw invincible frames 1~3


Sealing Hoplon
「シーリングホプロン」

22X
UNIST Orie 22X.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 740 51 10 38 +41 - HL Strike

Orie's Stand floats forward and makes a big energy sphere after a short delay. Launches on hit and is extremely advantageous on block provided it doesn't get interrupted. A version summons Stand at a close distance.

B 740 52 10 40 +40 - HL Strike

B version summons it further away.

EX 1935 53 58 34 +102 - HL Strike

EX version tracks the opponent and hits multiple times. Using this for fullscreen oki will give you enough time to dash in and run a short mixup.

Throw invincible frames 1~3


Sacred Spire
「セイクリッドスパイア」

41236C
UNIST Orie 41236C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
2070 1+7 24(5)4 40 -17 (CS) HL Strike

EX-only special. Orie charges forward and does a stab combo ending in an upward thrust. Has a fair bit of invul on startup but isn't particularly fast and is super punishable on block, so be careful when throwing this out without confirming your combo first.

Completley invincible frames 1~19


Supers

Infinite Worth

Luminous Embrace
「ルミナスエンブレイス」

41236D
UNIST Orie 41236D.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
3150 1+11 2*12 61 -14 to -29 - HLA Strike

Orie's Stand sends a giant multi-hitting wave across the entire stage. Does excellent damage as a combo ender. If this is hits while the opponent is cornered, both players will return to midscreen after the move ends.

Completley invincible frames 1~26


Infinite Worth EXS

Rest In Peace
「レストインピース」

A+B+C+D
UNIST Orie A+B+C+D.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
3750 1+14 6 47 -25 - HLA Strike

RIP. Same properties as all other IWEs. Prorates pretty hard, so it's better to use Luminous Embrace for combo finishers. It's perfectly acceptable to do this as a stylish match finisher, though.

Completley invincible frames 1~26


Videos

Colors

Justice Sprite Night Shade Tears of Salamander Saint's Mother Storm Sylphid
Orie-1.png
Orie-2.png
Orie-3.png
Orie-4.png
Orie-5.png
Undine Rain Athena Light Evil Knight Scamper Emerald Efreet Flare
Orie-6.png
Orie-7.png
Orie-8.png
Orie-9.png
Orie-10.png
Rizo de Agua Fallen Angels Dios de la Muerte Calm Pink Orange Yogurt
Orie-11.png
Orie-12.png
Orie-13.png
Orie-14.png
Orie-15.png
Crimson Rouge Mistiltein Green Magnolia Lluvia Medium Moon Water
Orie-16.png
Orie-17.png
Orie-18.png
Orie-19.png
Orie-20.png
Alice Blue Spectrum Rose Campanula Purple Cavalier Du Lac Dry Blood
Orie-21.png
Orie-22.png
Orie-23.png
Orie-24.png
Orie-25.png
Walder Abendrot Shade Gardian Honorable Scar Lumiere Solaire Memorial Black
Orie-26.png
Orie-27.png
Orie-28.png
Orie-29.png
Orie-30.png

External Links

UNDER NIGHT IN-BIRTH Exe:Late[st]
General

ControlsFAQGlossaryHUDOffense/DefensePatch NotesSystem

Characters

HydeLinneWaldsteinCarmineOrieGordeauMerkavaVatistaSethYuzurihaHildaEltnumChaosAkatsukiNanaseByakuyaPhononMikaWagnerEnkidu