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Orchid tech thread

DarKNaTaS

Retired!
sabrewolf has something like this also that can be done anywhere on the screen. But i assume this can be blown up by a awake up move
 

NY_Jailhouse

Warrior
Qcf k ender in the corner is a wall splat. If you hit them early after the wall splat, the first hit will combo but then they'll flip out. Do cr mk to get them to flip out then cancel into light rekkas. End with unblockable rekka for the meaty
Can't do this a lot because of reversal but it does work
 

NY_Jailhouse

Warrior
sort of a vortex thing with her i found:

starting with any combo, if you dont do an ender but instead stop after a light autodouble, youl be at +a billion and can reset with a quick low or f+hk into ichnisan. worked a lot for me so far. risky because you might miss out on the grey life, but if you need a comeback - here it is

this kind of thing probably applies to a bunch of characters (sabrewolf, definitely)
 
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Syknis

King of the Kiddie Pool
After a wall splat I like to grab. Once I get them committed to teching the grab I neutral jump into 50/50 rekka.
 

NurzBenny

Old Member
^ Neutral jump is an awesome way to blow up throw attempts.

Def gonna see if I can catch someone sleeping with that first set up.
Taking the risk with the low or overhead version of the rekka i've found leaves opponents with good defense uber susceptible for falling for the unblockable in the neutral game. Certain amount of commitment and conditioning is necessary, but the rewards are plentiful

And the light auto double reset is my go-to when I'm down a big lead. Alot less risky than the counter breaker read/guess

Also not really "tech", but orchid in the corner after a hard knockdown, say maybe after heavy punch ichi ni san ender, gets to do this like really dumb neutral jump safe jump set up. U time your jumps over the prone body to either hit on the first frame or so of the opponent stand blocking, leaving them in hella amounts of block stun if they weren't mashing wake up, that either lets you go into the free, low to rekka pressure, or my favorite option, directly into overhead, which if they've been trained in any sort of 2d fighter will have them instinctively blocking low. If they block high, you can check them with a slide blockstring, or go into ichi ni san pressure again, this is good if they think they have a read and want to get shadow counter happy. If the jump attack hits, you obviously get to confirm as usual and go about your business.

If you time the jump correctly, without an attack, you can land safely and block, which will leave your opponent hella open to to wake up punishes if they so choose to attempt, and/or leave you at neutral, where you can then try and go into your pressure. Although I'd err on the side of caution with neutral game forward roundhouse over head, it loses to alot of stuff, including throw, DURING the airborne portion of the move.

Me and CDJr were abusing each other with this in the corner. Punish attempts are hella risky for the defender if you time your jumps properly.
 

NY_Jailhouse

Warrior
interesting.. so obviously light and medium rekka enders are negative a billion, but the heavy one has 3 levels of frame data. no charge = -9, slight charge = -3, more charge = +5(!)

frame traps incoming
it doesnt actually take that long to get the +5 either, just have to condition them to try to block the highlow first
 

KingHippo

Alternative-Fact Checker
On a similar note, I'm pretty sure the -3 charge can be a true blockstring, although I haven't done the proper testing. To me, what is most interesting about ichinisan ender HP is that the hitstun is so much that she can manual almost any normal afterward, on top of it being her regular linker. Any normal into ichinisan HP, manual C.hp xx Shadow Flick Flack can be up to almost 50% damage if it's not broken with rising knee ender. Definitely a pretty decent mixup on hit.

Also NY_Jailhouse I know you were having issues with Sadira on wakeup. I've found either throw into mk slide and then c.mk meaty will beat any move she could wake up with. C.mk is special cancellable too so I would go ahead and dial in rekkas as you're doing it to help set up another mixup possibility. This also works with ichinisan ender into air throw, cl.mp xx slide, c.mk. You can actually also do lk slide to stay on the same side or mk to go on the other side.
 

NY_Jailhouse

Warrior
i found the answer to everything sadira can do on wakeup actually
meaty flick flack will beat every option including backdash for a full combo

cr mk seems good too though yeah 5 active frames
 

NY_Jailhouse

Warrior
so in general i thought the qcf pp super was shit, but ive figured its actually pretty freaking good.

you get SAFE DP on wakeup every time you have meter if you wanna cancel it into that super (its 0 on block)
if you hold it all the way its unblockable so you can catch them sleeping or let go if you see them flinch
generally it sucks as a combo ender, hitbox sucks, has zero invuln, and does low damage though. but the safety and charge are very good

like if you know someones going to try to dp or something on their wakeup i just dp them cancel into qcf pp super and you get a nice 20 percent combo, plus the hard read looks godlike
 
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NY_Jailhouse

Warrior
for now orchid gets a true unblockable opener off of any poke into ich ni san medium ender first hit instinct cancel low short. way too cheap, will be patched out
 

NY_Jailhouse

Warrior
noone besides me is posting shit lol but two new things ive started doing that actually work really well.

midscreen only: combo, end with qcf hp, airthrow, cr hp > mk slide. you'll cross up their corpse and if they techroll you can meaty. its dirty shit

end with qcf hp, airthrow, cr hp > light ichnisan heavy ender is a meaty unblockable if they dont techroll. if they do techroll, you can still meaty them but youl be at -3 with the level of charge you'll be at. they have to reversal out. its like what i posted in the first video but its actually good off this ender.
 
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Jimmypotato

Mid Tier
noone besides me is posting shit lol but two new things ive started doing that actually work really well.

midscreen only: combo, end with qcf hp, airthrow, cr hp > mk slide. you'll cross up their corpse and if they techroll you can meaty. its dirty shit

end with qcf hp, airthrow, cr hp > light ichnisan heavy ender is a meaty unblockable if they dont techroll. if they do techroll, you can still meaty them but youl be at -3 with the level of charge you'll be at. they have to reversal out. its like what i posted in the first video but its actually good off this ender.
Just getting into the game, I'll be getting in here more, the more I learn, I was looking for stuff off the air throw on qcf HP though, I think she has alotta potential. doesn't seem like many people that Play KI are on TYM though, there must be some other site.
 
Yeah - the DH forums seem to be more preoccupied with skins/quad ultras.

One thing I dismissed early was her slow overhead cartwheel but since it is cancelable into runner/flick flack it can still be useful.
 

NRF CharlieMurphy

Kindergarten Meta
The first big thing i've noticed is how long you can delay ichinisan on the last hit between the OH/Low options. Almost to the point of reading a fuzzy guard.
 

Icepick

Mortal
Orchid has an unblockable setup if you have instinct. When you activate instinct, just do your ichnisan and instead of holding HP, you hold HP + HK. You will get the firecat and once they block the firecat, they will get hit by the ichnisan.