A thing I like to do for her air combo is AAB jc ACB, and it connects always as long as you do it as fast as possible and are close enough (which grounded AAA and grounded BB make sure of every time, very underrated tool she has, since she can choose her starting position in the combo when confirming to not have to deal with range specific stuff), no need for tricky delays (these get funny on small characters). If you've got the meter, you can BB -> 214BC With proper timing (and a big enough opponent to require less timing and finesse), you can connect the EX thrust that goes into assist into anything or into super in Resonance. Great stuff. Also, 214BC beats most if not all projectiles in the game from my experience, it's a scary full screen punish, especially in Resonance (EX thrust is amazing too but no I-frames makes it trade or even get intercepted often).
Once the dlc drops i would love to see a guide of Naoto or Aegis, they both seem pretty interesting and from what ive heard they were on the harder side in P4A
I totally played you in a casual lobby a couple days ago and I sent a friend request after. I had just watched your video on how to beat bursts and when saw you do it in the match I knew it had to be you. GGs friend.
justin heath lol I think I remember that I was just going around fighting random people trying to practice something. But yeah the assist burst counter is strong And I never see anyone using it
Here's hoping you do something like this for my boys Hazama and/or Tager. There's tons of crazy combo videos out there already, but nothing that really talks about their neutral or anything.
Fantastic video man! Was thinking though, maybe going over some good characters to pair with the subject character would be a good idea, or at least mentioning what they want for an assist and what they give assist wise
The jC in her air combo isn't really dependent on height of her opponent per say, but more dependent on Orie's own *downward momentum*. She needs to be heading down ahead of her opponent, so the timing is specifically after she's past the height of her second jump. I've been practicing this combo _a lot_, with multiple characters as opponents to test different weights.
Nice explanation of her 5AAA, because I thought the "sword rain"-ish kind of attack was always nice in pressure. But a reject guard can easily catch it off guard. But also, can't you cancel into a 2a to make it safe?
Yes you could cancel it, "safe" is questionable if you're facing someone with long normals like Nu or Gord right? It's just an FYI that it is possible to punish. I've seen alot of people just throwing it out thinking it's free lol that was all
I've been asking around how orie can deal with hazama's chains. Since the claw of the chain has an active hitbox, I have to move around it but that seems to give the player freedom to land or zip somewhere else. And if he launches himself towards me and attacks, I can't seem to use 5A to convert into an air combo and.must rely on dp (which resets neutral and hazama starts darting around the place again).
I fully intend to have Orie as my main character in BBTag, but what are good partners for her? Ive seen a ton of Es and Jin partnered with her but I'm not too fond of either of those 2, any other suggestions? (The other characters I'm trying to use are Yang, Chie, Hyde and potentially Vatista)
Realistically Orie works with anyone. So just pair her with who you feel most comfortable with. Es/Orie is popular because they're both busted. But really Orie is one of those characters that is so strong solo that any partner is a good partner
Goodbye . . . No it’s a sub team I have to cover match ups against Ruby, Blake, Nu. Essentially anyone that counters Rachel. Can’t say I have any specific tech for the team since kinda just started it myself lol
yea im trying to learn her but man that air combo is so hard to do. no matter how fast I click the buttons I miss it.gonna try delay it but im terrible at delay combos
Sora Satoshi late response but if you wish instead of delaying try going for AAB, jc, AAC,B the only thing that you need at that point is how far they are and your spead in the inputs
A tiger knee is in reference to Sagats old Street Fighter 2 Input for his special move, "Tiger Knee". But in general terms, it's to perform an air move as low to the ground as possible. So in this example, Orie has her 214A (quarter circle back A) attack which can be performed both in the air and on the ground. To perform the air version as low to the ground as possible you have to put in the input, 214, then jump and press A. The game saves the "214" input, so when you jump and press A, you get the air version of 214. In other words, the input is 2147A if you are familiar with numpad notation. Let me know if you have any questions still
Yeah sadly I was messing around too much with the gain on my mic and messing around with mic settings. It's a work in progress sorry. It sounds fine on my headset but I can imagine it being low on others. Mic consistency is a challenge lol. Audio quality is something I'm actively working on though
Why the heck everyone gotta play Orie and Es together? It's all I've seen. I thought I felt unique with my duo, but I'm sure everyone plays or has played against that matchup now.