Monster/Orju: Difference between revisions

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<br>3rd Stock: 4055
<br>3rd Stock: 4055


'''Monster Blows''':<br>
'''Monster Blow''':<br>
236c (level 1)
236c (level 1)
<br>氷の舞姫 (Dance of the Ice Goddess), Super Ice Enchant
<br>氷の舞姫 (Dance of the Ice Goddess), Super Ice Enchant

Revision as of 15:52, 4 February 2007

Orju's Portrait

This page is about a character, to return to the main Monster page click here.

Introduction

Orju. The sub-human who lives in an old an empty area, is called the poem beast. With life, mighty power is freely used.

This character was created by Sho Kawakami (ShoK) of 8105 Graphics.

Moves List

Normal Moves

Standing
A - 210 - Both
B - 480 - Both
C - 700 - Both

Throws
6+C - 700
4+C - ?

Crouching
2A - 200 - Low
2B - 420 - Low
2C - 610 - Low

Jumping
j.A - 300 - High
j.B - 400 - High
j.C - 550 - High

Running
66A - 300 - Both
66B - 300 - High
66C - 450 - Both

Sliding
662A - 220 - Low
662B - 460 - Low
662C - 650 - Low

Special Moves

  • 236a
    開 (Kai), Enchant
    Powers up other special moves (see below).
  • 214a (ground/air)
    閃 (Sen) Shoulder Check
    650 (1)
  • 623a
    閻 (En) Uppercut
    600 (1)
  • 236b
    墳 (Grave/Tomb) Energy Trust
    660 (1)

Enchanted Moves (Kai)

236a (Kai), Enchant puts an "Enchant Circle" around Orju, which powers up his other special moves. Likewise, his 236c "Super Enchant" will also put an enchant circle around Orju. These Enchant circles will modify the special move properties depending on what Enchant type it is, and what Shift you're in.

Unshifted Enchant:

  • 5c shoots invisible projectile, doesn't launch, one use only.
  • 214a has blast trail that follows behind him. Does massive damage.
  • 623a increased damage, priority, and range from the "blast ring" that circles him.
  • 236b leaves an energy "dot" behind that will launch the opponent if connected.

Monster Enchant:

  • 5c shoots invisible projectile that knocks down (launches), one use only.
  • 214a creates a "time stop" field around where he performs the move, causes opponent to lock in place for a short period of time.
  • 623a increased damage, priority, and range from the "blast ring" that circles him.
  • 236b energy dot hits (2 hits max) and launches -- dot persists after it hits and becomes impassable, opponent can't walk, dash, or jump through the dot (good okizeme in corner).

Tranquility Enchant:

  • 5c Creates an enchant circle, not sure what it does, multiple use
  • 214a Creates a trail of slow-floating leaves behind him. Leaves can hit for very minor damage or chip for better damage (good okizeme).
  • 623a increased damage, priority, and range from the "blast ring" that circles him.
  • 236b energy dot hits (2 hits max) and launches -- dot creates an enchant circle around opponent if it connects which causes opponent to suffer from damage increase.

Freedom Enchant:

  • 5c multiple use, not sure what it does
  • 214a creates an unblockable blue trail behind him that launches, does no damage. Good meaty move since it's unblockable. Best used after shift ends while you still have the shifted enchant circle.
  • 623a increased damage, priority, and range from the "blast ring" that circles him. Leaves behind an enchant circle. While the enchant circle is on the screen the opponent will fall very slowly.
  • 236b creates impassible energy dot that does not hit and lasts for a long time. Opponent can jump or backdash through it, but can not walk through it.

Super Enchant:

  • Level 1:
  • 5c shoots invisible projectile that freezes (can OTG), multiple use.
  • 214a makes a white "blast trail" behind him that knocks opponent back/launches and wall-slams. Can't juggle opponent further unless it wallslams.
  • 623a increased damage, priority, and range from the "blast ring" that circles him. First hit freezes and second hit will un-freeze if it connects with frozen opponent.
  • 236b creates energy dot that hits and freezes.
  • Level 1:
  • 5c shoots invisible projectile that launches, multiple use.
  • 214a makes a green "blast trail" behind him that knocks opponent back/launches and wall-slams. Can't juggle opponent further unless it wallslams.
  • 623a increased damage, priority, and range from the "blast ring" that circles him.
  • 236b creates energy dot that hits up to 6 times, launches, causes status effect if blocked.
  • Level 3:
  • 5c shoots invisible projectile that launches, multiple use.
  • 214a makes a red "blast trail" behind him that knocks opponent back/launches and wall-slams. Can't juggle opponent further unless it wallslams.
  • 623a increased number of hits, damage, priority, and range from the "blast ring" that circles him.
  • 236b creates energy dot that does 25 hits (when blocked), launches. Massive block damage.

Monster Blow

Bash Combo:
214c
水晶の竜 (Dragon of Crystal), Super Shoulder Check
dmg:
1st Stock: 789
2nd Stock: 1929
3rd Stock: 4055

Monster Blow:
236c (level 1)
氷の舞姫 (Dance of the Ice Goddess), Super Ice Enchant
dmg: 1200

236c (level 2)
雷神の杖 (Cane of the Lightning God), Super Bolt Enchant
dmg: 1800

236c (level 3)
炎の魔人 (Demon of the Flame), Super Flame Enchant
dmg: 2201

Absurd Special

236,236d (3 stocks plus shift)
大道無極 (One End Main Street) No Outlet Main Street / Super Energy Field.
dmg: 300 per energy bullet.

Shift

Monster

  • 214a increased range and launches
  • 623a increased height and damage
  • 236b slower and stronger

Freedom

  • 214a decreased range, increased speed
  • 623a decreased horizontal and vertical range
  • 236b increased speed

Tranquility

  • 214a autoguards, increased range
  • 623a decreased vertical and horizontal range
  • 236b no change.

Strategies