UNIST Orie

Orie by Essagna
Orie by
Essagna

Under Night In-Birth Exe:Late[st] has been out for a while now and due to most fighting game information moving from wikis/forums to Discord channels and Twitter vids, it is now really hard to find a decent knowledge base. So I wanted to post my notes on UNIST Orie here, even though I have not played the game in a while.

Character overview

Orie is kind of a general, all purpose character. She does not have any real weaknesses but at the same time does not have any amazing strengths. Her tools are fairly simple to use and straightforward, and I would say her normals are above average in terms of hitboxes/speed/properties. Her walk speed is also quite fast. In terms of execution, I would say she is one of the easiest characters in the game. Because of this, she is probably one of the best characters to pick up for people who have lots of experience in other fighting games. Orie is a character who will greatly reward you for having strong fighting game fundamentals.

Her main weakness is that she is just too fair. Orie does not have anything that is particularly difficult to block, other than assault j.a which requires a Chain Shift to convert off of. Her pressure and ability to stay in are also nowhere near as threatening as the top characters.

She also has IMO one of the worst backdashes in the game. Orie does a backflip, which has a long duration and travels a far distance. In some matchups, this combination of traits is helpful… but for the vast majority of the UNI meta, this backdash is a curse rather a blessing. Most of the strong UNI characters have gigantic normals, which is one of the things that this game is known for. So her backdash ends up being quite high commitment. It also significantly weakens her neutral game, because you have to give up so much space whenever you want to back off. Since backdash is so high commit, it means that she has to rely on walking much more than other characters. While her walk speed IS fast, it does mean that she gets negatively affected a lot more by proximity guard.

General gameplan

For ground-to-ground neutral, you want to keep the opponent at the tip of your 5b, 2b and 2c range. Once you get in, use the threat of 6b overhead with standard reverse beat pressure to keep your opponent on his toes. If you win Vorpal, then assault j.a becomes quite threatening. Unfortunately against some characters, their crouching hitbox will make assault j.a whiff if you are too close, so it is important to experiment and learn which characters are affected by this. Or you could just learn the optimal distance where assault j.a works on everyone.

At farther distances, you can threaten the opponent with assault j.c and B Divine Thrust(236b), so it is important to learn the exact ranges of these two. B Divine Thrust in particular is one of her strongest tools. A big part of playing this character is reading your opponent’s neutral habits so that you know when it is a good time to try to snipe them with it. If you have a good sense of whiff punishing from other fighting games, it will carry over nicely here.

In the air, j.c and j.214a have the longest range, so it is best to cover your landings with these.

Up close, Orie has standard reverse beat pressure. 6b is an overhead with above average speed, and also moves her forward. 4c can be used to fake the animation for the 6b overhead. Her 2c and 5c have the largest delay cancel windows, making them the best stagger pressure tools. 3c has lower body invulnerability and also has a ton of stun on counterhit, so it is a decent normal to stagger in to. 214a is a low, and the Succession(4b) followup is +4 on block which makes it a safe blockstring ender.

Combo Theory

Honestly UNIST has an amazing tutorial and mission mode, so just going through Orie’s trials should give you a good idea of how her combos are structured. In general, maximizing damage with Orie often involves going into an early tiger knee B Order(j.214b), an A Sacred Arrow(623a), or a combination of these two.

Combos listed here work on everyone, and a generic 4c214b ender is used in every case. Damage numbers are from Hyde being the opponent.

Basic combos from high prorate starters
2a2c5c j.abc 3b 214b 2c ender 2521
Most basic combo, works from any starter and from anywhere on screen

2a2c5c j.abc 3b 214b 2c4c 214b 41236c 3219
Same combo, but with a 100% meter extension. You can see it adds about 700 damage

2a2c5c j.abc 3b 214b 2c 236b 41236d 3902
Same combo again, but with Infinite Worth extension. Do not do this in the corner, as the wallbounce from 236b can sometimes cause the IW to whiff entirely. Adds about 1400 damage compared to meterless combo

2a2c5c j.abc 3b 214b 2c 236a 41236d 3702
Same IW combo again, but now is ok in corner since we are using 236a. Slightly less damage

2a2c5c j.abc 3b 214b 2c4c 214b4a CVO 22c 2c 236[b] 236a 236c IW 4794
Basic combo with max meter CVO extension. Only do this if your life is low enough and it will end the round, as the meter usage is quite wasteful.

2a2c5c delay j.bac 66c 214b 2c ender 2585
Very similar to the basic combo, but has slightly more corner carry because of the dash C.

2a2c4c delay 623a 5ab 214b 2c ender 2639
2a2c4c TK j.214b 66c 214b 2c ender 2768
These two are slightly optimized versions of the basic combo. Not too much damage difference, so use whichever one you find easier.

(corner) 2a2c 214a(delay)4b 3b 214b 2c ender 2674
A different route you can get from a 2a starter in corner, for some extra damage.

6d j.c 2a2c5c3b 214b 2c ender 2250
Assault is the worst starter there is, so there is not much you can do off of it.

6d j.c 2a2c4c delay 623a 5a5b 214b 2c ender 2517
6d j.c 2a2c4c TK j.214b 66c 214b 2c ender 2575
Optimized versions of the combo you can do off an assault j.c starter.

DP Punish
These are combos you can do when your opponent whiffs a move with a ton of recovery, like a DP or some invincible startup supers.

2c5c3c 623a 5a5b 214b 2c ender 3110
Easy combo you can do that requires no special timing.

5c4c TK j.214b 5c3c 623a 5a5b 214b 2c ender 3692
Slightly harder combo than previous, but does significantly more damage. Definitely worth learning. You actually do not need to perfectly tigerknee the j.214b, it can still work even if delayed a bit

Combos off of 6b overhead
6b 214a4b 236b 2260
Basic of basics

6b 214a4b 236b 236c 5b 214b 2c ender 3612
Same combo as above, with a 100% meter extension. Adds about 1400 damage

(crouching only) 6b 2a5c tk j.2c j.214a 66b 623a 2a5b3b 214b 2c ender 3288
Linking the 2a after 6b is somewhat difficult. This is mainly used when comboing off of a 6b during a Thanatos 22x mixup, since there is a cooldown where Thanatos cannot be resummoned.

(close to corner) 6b214a4b dash 3b delay j.bc 3b 214b 2c ender 3048

(corner) 6b214a4b 3c 623a 2a5b 214b 2c ender 3412
Easier, and significantly more damage than previous combo but you need to be closer to corner for it to work.

6b CS 2c5c3c 623a 5a5b 214b 2c ender 2924
Basic combo off 6b with no meter, but using a Chain Shift

6b CS 2c4c TK j.214b 5c3c 623a 5a5b 214b 2c ender 3300
Slightly more difficult CS combo, with the reward of adding about 400 damage.

6b 214a4b CS 236[b] 623a 5a5b 214b 2c ender 3602
Another 6b CS combo, which does way more damage than the previous two. Why would you not always do this one over the previous two then? The reason is that doing 6b into immediate CS is better for pressure if blocked, since you are right next to the opponent. Doing CS after 214a4b puts the opponent at quite a distance from you if they block.

(vorpal) 6b 214a4b 6FF j.bc 5b 214b 2c ender 2945
Meterless combo off of 6b, using the Force Function cancel during Vorpal state. Make sure to hold forward during the FF. The situation for this combo does not happen often since it is generally better to Chain Shift early for pressure, but it is worth knowing this is possible.

Combos off of B Divine Thrust
B Thrust is one of Orie’s most important specials, as you can threaten people at almost fullscreen distance with it. So it is important to consistently confirm hits off of it.

236b 236c 2c5c3c 623a 5a5b 214b 2c ender 3758
Basic combo from B Thrust, using 100% meter.

(close to corner) 236b (wallbounce) 5b 236[b] 623a 5a5b 214b 2c ender 3285
New route possible because of the charged B thrust buff in UNIST. No meter needed, opponent should be close to corner but not all the way there.

(corner) 236b (wallbounce) 2c5c3c 623a 5a5b 214b 2c ender 3486

236b CS 66c 214b 2c5c delay j.abc 2c ender 3159
Be careful and make sure the opponent is not too far away after the CS when doing this combo. If 66c whiffs, you will get punished hard.

Assault j.a instant overhead
6d j.a CS j.c j.214a 5c 623a 2a5b3b 214b 2c ender 2480

Poking with 2c
2c is one of Orie’s best ranged moves and a decent move to throw out at its max range, but be careful of its recovery.

2c2a(whiff) 2c5c delay j.bac 66c 214b 2c ender 2744
Easiest combo from 2c whiff canceled to 2a, works from any distance and any position on screen.

(max range) 2c2a(whiff) 2b 236[b] 5b5c 623a 5a5c 214b 2c ender 3457
More damage, but slightly more difficult than the previous combo. Also you need to be at basically max range of 2c

Combos from a 3c or 66b CH
These two moves put your opponent in a special stun state on counterhit, so you get ample time to get a followup combo. 3c actually hops over lows in UNIST, so it is a decent move to use in stagger pressure.

(3c/dash b CH) 5a5c TK j.2c j.214a 66b 623a 2a5b3b 214b 2c ender 3591

Combos from air A Order
J.214a has the longest range out of Orie’s air moves. Most characters cannot contest this move when used at its max distance, so spacing your jumps and doing j.214a when landing is quite strong in certain matchups. You will generally use these combos from air-to-ground situations off of raw j.214a hitting, or confirming a max range falling j.c into j.214a.

(far) j.214a 5b 236[b] 3b 214b 2c ender 3283

(far) j.214a 5b 236[b] 623a 2a5b3b 214b 2c ender 3485
Slightly harder version of the previous combo, adds about 200 extra damage.

(close) j.214a 5c 623a 2a5b j.abc 3b 214b 2c ender 3336

Antiair
3b is Orie’s main anti-air, as it has a nice upwards angled hitbox and even has upper body invincibility from frames 5 to 7. B Sacred Arrow(623b) is the other usable antiair, as it has head invincibility.

AA 3b delay j.bc j.214a 5c 623a 5a5b 214b 2c ender 3164

(far) AA 3b 214b 2b 236[b] 66b delay 623a 2a5b3b 214b 3152
More difficult than previous combo and even does less damage, but much easier to hit confirm. The key is in the delay between the 66b and 623a. You want to delay just enough so that the 623a hits when the opponent is at the apex of the launch from 66b.

(close) AA 3b CH 2a(whiff) dash 5a5c delay j.bc j.214a 5c623a 5a5b 214b 2c ender 3119
Slightly less damage than the previous combo. The main reason to use this is because it is safer to confirm if you are actively doing the 3b/throw OS.

(far) AA 3b CH 2a(whiff) dash 5b 236[b] 66b 623a 5a5c 214b 2c ender 3271
At max distance, the dash before the standing 5b is needed. But at anything closer, you can either do just 5b or slight walk forward into 5b.

AA 623b CS airdash j.214b 2c5c3c 623a 5a5b 214b 2c ender 3582
623b can only be comboed with usage of a Chain Shift.

What is ender?
Orie’s combo theory is pretty consistent, and the vast majority of her combos lead to 2c4c or 3b into 214b and then 2c… into some ender. There are a lot of different enders you can do, and you can pick whether you want to maximize damage or get better post-combo positioning.

2c into…

  • 4c214b – basic no meter ender that gives a knockdown
  • 4c214b 41236c – 100% meter extension with Sacred Spire, no knockdown
  • 236a/236b 41236d – max damage IW extension. Use 236b midscreen, and 236a instead if in corner
  • 4c214b CS 623c – generally used to end a round if you are in Vorpal, so that you can capitalize on the CS meter gain
  • delay 2b236b – knocks the opponent a distance away from you, gives you some time to concentrate(5d)
  • 4c623b – sends the opponent into the air, gives you some time to concentrate
  • 2a(whiff) – least amount of damage here, but you are right next to your opponent as they wake up, and you have time to concentrate
  • 22a – best used in corner, or close to it. Thanatos does not hit meaty, but this does discourage the opponent from trying something on wakeup.
  • 22c – best used in corner. Use this if you want to force a mixup with lows and assault j.a.
  • 4c TK j.2c – best used midscreen, and only works if you did not use up a jump cancel. Gives a different type of knockdown, and you can sometimes catch people off guard if they are holding to tech and expecting the generic 4c214b knockdown. You can also cancel the j.2c into Force Function for a gimmicky crossup

Other resources

UNIEL to UNIST changes
I want to get strong at UNI by Ranpo, translated by jasepi
UNIST character primers