Chaos Breaker/Orc: Difference between revisions

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==== Command ====
==== Command ====
'''6A'''
*Quick hatchet chop that has slightly more range than 5A and is cancellable on hit. Cancel timing can be pretty tight for certain moves but it will open up a number of options on hit. At the appropriate ranges, this move can be used to outpoke your opponent with its speed and slightly larger range.
'''6B'''
*Orc's longest reaching ground poke that suffers only from its inability to be cancelled. Good for zoning, applying pressure, and keeping your opponent in blockstun while they're taking slip damage from 214214X.
'''6C'''
*Heavy hatchet chop that cannot be cancelled and mostly serves as a ranged punish. It has about as much range as 6B, but obviously does more damage.
'''6D'''
*An alternative to kicking, Orc lunges forward, headfirst, to blast his opponents across the screen. Like its brother, 5D, this move suffers from a fairly large startup and is somewhat limited in its actual usage.
==== Jumping ====
'''j.A'''
*Downward hatchet poke that starts up incredibly fast, which makes it great as an instant overhead and even better for clashing. This move is amazing for clashing and will stop a lot of things if done properly.
'''j.B'''
*Angled poke with Orc's banner that has incredible reach and makes it very useful for poking and in air-to-air encounters. It also works as an incredibly effective and annoying way of playing keep away with your opponent and is fairly good for clashing as well.
'''j.C'''
*Heavy downward hatchet chop that works like most jump-ins of its type. Good for adding on damage to the beginning of many of Orc's combos and can be used for clashing attacks that hit under Orc, rather than in front of him.
'''j.D'''
*Jumping kick that stuffs clash-dashes and will cross-up at the appropriate ranges. Good for guessing games and getting in close to your opponent.


=== Normal Throws ===
=== Normal Throws ===

Revision as of 14:02, 18 January 2012

Introduction

Orc is a character that excels at juggling and is good at applying pressure through the use of his many different summons. He has very good normals, effective supers, and decent damage output. His only drawbacks are his relatively low magic defense, his wider than usual hitbox, and slightly challenging playstyle.

The Basics

Combos

Mid-screen

214C, j.B

  • Unclashable orc summon to air reset. It's the quickest way to get more damage off a successful hit from your big friend.

2B>214C, 236B

  • Combo into "upper". 236B needs to be performed immediately after in order to connect.

6A/5B>62314D, 623C

  • Staple Orc BnB. 6A is only cancellable on hit and 5B has more range. After the 4th hit of 63214D, just nail them with the DP for more damage.

j.C, 5B>236B [xx 236B]

  • Jump-in, wall-bounce to possible second hit. The j.C can be omitted if you just want to quickly send your opponent flying in the other direction. If you position yourself at half-screen or just outside of it, you should land the wall-bounce. The basic idea is to start rolling (hold B) after the first hit, then release when you're in range of the second.

5B>63214D, 2B>236C

  • Only works on Nsidor and Goblin. If you use this particular combo in the corner, feel free to add 623C as well.

214B, 214214D

  • A silly combo that makes use of the Orcish spearman. The basic idea is to perform it in such a way as to get your opponent to bounce off the wall and into an aerial state, then juggle them with the tank. Not really practical, but fun all the same.

Corner

2B, 2B > 236C, 623C

  • Tack on j.C at the beginning for more damage. The timing isn't really tight and it's more damaging than Orc's standard BnB. Use this combo on Vargan and Dorgan instead of the one below.

j.C, 2B > 236C, 2B > 236C, 623C

  • A variation on the above combo that requires slightly more precise timing. This combo also doesn't work properly on Vargan and Dorgan because of their size.

j.C, 5B>63214D, 63214D > 214214D or 623X

  • Only works on Nsidor and Goblin. Thanks to their ridiculous falling hitboxes, you can easily hit them with more than one 63214D. The 214214D will only work on Goblin as Nsidor can not be hit properly by all of the hits of the second 63214D.

5B>63214D > 236236A

  • Basic corner variation on Orc's standard BnB. The super cancel must be performed on the last hit of 63214D RIGHT as it connects in order to avoid the launch and get all the hits.

Requirements: Nagar Assist

j.C, 2B>214C, 2B, Assist, 2B, 2B>236C, 623C

  • Only works on Troll and Gerhardsen. Does around 50% damage.

Strategy

Item Compatibility

Spike Mace

  • Orc's specialized equipment which brings his attack power up by a very large amount. He also benefits from being able to put more summons on-screen more quickly and making his opponent guess whether he's using his 214214D super or the IB.

Rune Ax

  • Raises attack power by a decent amount, but more importantly, opens up the ability to burst-cancel into the IB for massive damage. Works well at mid-screen and in the corner and can be followed-up with 623C after. Also works for 100% loop setups off of 2B.

Shining Bow

  • Similar to the Rune Ax IB, but can also be performed off of 2B. In the arcade version, the Shining Bow could be used to exploit the guard-switching glitch and create an unblockable setup, but this has been patched in the console version.

Talisman

  • Use the Item Burst during 63214D at either mid-screen or in the corner to create some highly damaging setups. Doing this in the corner will allow you to juggle your opponent mercilessly with 2B.

Character Chemistry

Elion

  • Used in the corner to put your opponent into the air, allowing you time to juggle them.

Bernhard

  • Another assist using primarily for putting your opponent into the air. Get them in the corner and let the carnage begin.

Nagar

  • While starting a corner combo with Nagar only works on specific characters, it is worth mentioning due to the fact that it is highly damaging.

Matchups

Move Analysis

Normals and Command Normals

Standing

5A

  • Mid-level hatchet poke with very little range. Good for clashing and linking into 236236A, it comes out fast and works well for scoring counter hits.

5B

  • Medium-ranged smack with Orc's banner. Has a smaller hitbox than it looks but works well for comboing into special moves like 236B and 63214D. A decent poke and good for applying pressure with summons on block.

5C

  • Heavy upward hatchet slash that the AI seems to think is an anti-air. While it can be used as one, it is hardly safe to do so and should be used sparingly. Best used for punishing your opponent after they've made a very big mistake.

5D

  • Headbutt overhead with a lengthy startup that you don't want to use in your mixup game. It has a surprising amount of reach because of the way Orc stomps as he performs the move, but the number of times you'll actually use it are pretty small.

Crouching

2A

  • Lower hatchet poke that stops dashes in their tracks. Like 5A, it comes out quick and combos into itself on counter hit. Good close-ranged poke.

2B

  • Upward jab with Orc's banner that is used for a lot of his most damaging loops and combos. It's fairly quick, but shouldn't be abused too much. The fact that it's so quick and launches the opponent nicely into the air makes it very very useful and incredibly deadly. Works well as an anti-air with the right spacing.

2C

  • Low-hitting hatchet chop that knocks opponents down. Since Orc practically falls to the ground while he's performing this move, it is not the safest move in his arsenal. It has decent range and works well as a surprise attack but should be used with caution.

2D

  • A low kick that does not look low at all and would make CT Hakumen proud. Has pretty good range for a low of its type and will combo into 236B or 63214D. A very handy move.

Command

6A

  • Quick hatchet chop that has slightly more range than 5A and is cancellable on hit. Cancel timing can be pretty tight for certain moves but it will open up a number of options on hit. At the appropriate ranges, this move can be used to outpoke your opponent with its speed and slightly larger range.

6B

  • Orc's longest reaching ground poke that suffers only from its inability to be cancelled. Good for zoning, applying pressure, and keeping your opponent in blockstun while they're taking slip damage from 214214X.

6C

  • Heavy hatchet chop that cannot be cancelled and mostly serves as a ranged punish. It has about as much range as 6B, but obviously does more damage.

6D

  • An alternative to kicking, Orc lunges forward, headfirst, to blast his opponents across the screen. Like its brother, 5D, this move suffers from a fairly large startup and is somewhat limited in its actual usage.

Jumping

j.A

  • Downward hatchet poke that starts up incredibly fast, which makes it great as an instant overhead and even better for clashing. This move is amazing for clashing and will stop a lot of things if done properly.

j.B

  • Angled poke with Orc's banner that has incredible reach and makes it very useful for poking and in air-to-air encounters. It also works as an incredibly effective and annoying way of playing keep away with your opponent and is fairly good for clashing as well.

j.C

  • Heavy downward hatchet chop that works like most jump-ins of its type. Good for adding on damage to the beginning of many of Orc's combos and can be used for clashing attacks that hit under Orc, rather than in front of him.

j.D

  • Jumping kick that stuffs clash-dashes and will cross-up at the appropriate ranges. Good for guessing games and getting in close to your opponent.

Normal Throws

Mana-Counter

Specials

Is Dope!: 236A/B/C/D

You Stupid!: 623A/B/C

Open Fire!: 214A

I Skewer!: 214B

Hell!: 214C

Dance and Fuck!: 63214D

Mana Bursts

Teach You Good!: 236236A/B/C

Abracadabra, Curse!: 214214A/B/C

Trample: 214214D

Frame Data