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Orchid tech thread

I've started to do cr. HP manual after confirming rekka hits and HP ender. I've been following the manual up with rekka again. If I land the manual , it's regular linker for combo. If I miss the manual and the cr. HP is blocked, I get to go immediately back to Rekka mixup pressure.
 
Forward throw, dash, cross up MK is good on its own because it beats allot of wake up options. In instinct off a forward throw hold up forward and at the peak of the jump call a cat while still upforwrarding you can cross up MK or go straight low with a cat from the back. Same with back throw, nj.HP-HK (calls cat) buffer HP Rekkas before landing (good meaty timing) and on the 3rd hit of rekkas use HP-HK and charge up for an unblockable. If they hold up back they can escape a fully charged hit but its a solid set up and bodies the unaware.
 

Jimmypotato

Mid Tier
Forward throw, dash, cross up MK is good on its own because it beats allot of wake up options. In instinct off a forward throw hold up forward and at the peak of the jump call a cat while still upforwrarding you can cross up MK or go straight low with a cat from the back. Same with back throw, nj.HP-HK (calls cat) buffer HP Rekkas before landing (good meaty timing) and on the 3rd hit of rekkas use HP-HK and charge up for an unblockable. If they hold up back they can escape a fully charged hit but its a solid set up and bodies the unaware.
I love doing that with the cross up MK,

I just let fuckin cats fly everywhere in instinct lol, as NRF CharlieMurphy
 

Jimmypotato

Mid Tier
Wondering how everyone else is doing incorporating Manuals into there game. The more I play, the better people are getting at breaking Autos so I spend 5 hrs in practice today working on them. Seeing what I could manual from with what, she has some great options, when I get home from work I will list some of my findings. I was able to hit around 65% combo with no auto doubles and used 1 Light Manaul 1Medium and 1 Heavy, but that was with 2 shadow moves, still high 50s with 1 shadow move.

Manuals
 

NRF CharlieMurphy

Kindergarten Meta
Wondering how everyone else is doing incorporating Manuals into there game. The more I play, the better people are getting at breaking Autos so I spend 5 hrs in practice today working on them. Seeing what I could manual from with what, she has some great options, when I get home from work I will list some of my findings. I was able to hit around 65% combo with no auto doubles and used 1 Light Manaul 1Medium and 1 Heavy, but that was with 2 shadow moves, still high 50s with 1 shadow move.

Manuals
I thought about this last night.... and when someone is good enough to do manuals to me.... I just start looking for the Linkers to break.
Manuals are going to make it MUCH MUCH harder to break, and can really tell your opponent to get on your level. But the Linkers still can be broken fairly easily if you recognize which one.

The only true way to max out damage is to read a break and counter break. Then wail on them for 4 seconds.
 

Jimmypotato

Mid Tier
I thought about this last night.... and when someone is good enough to do manuals to me.... I just start looking for the Linkers to break.
Manuals are going to make it MUCH MUCH harder to break, and can really tell your opponent to get on your level. But the Linkers still can be broken fairly easily if you recognize which one.

The only true way to max out damage is to read a break and counter break. Then wail on them for 4 seconds.
Yah this is what I was saying, thats why you either have to mix it up real good with doubles, or do them really fast, because they happen fast. So i dunno, you will never be able to make anything impossible to break, just harder. Then like, maybe keep doing the same linker to bait them to break lol.
 

Chrishaspads

Name isn't Chris, Doesn't have pads
After a wall splat I like to grab. Once I get them committed to teching the grab I neutral jump into 50/50 rekka.
i think the grab combos its weird. i did my bnb without the grab, and it did like 57 percent. but when i did the grab, it did 65 percet but the weird thing is the hit counter didnt change. so if it combos, they shouldnt be able to tech grab
 

NY_Jailhouse

Warrior
Qcf up ender is for setups/mind games.

Your options are:
Air throw, dp or click flack for damage

Jump over empty jump low crossup on a quick getup

Air throw, cr hp, mk slide(crosses up), meaty crmk/ forward hk overhead

Airthrow, cr hp, ichnisan unblock able charge (unblockables non quick getup, let go early for quick getup meaty but you will be -3). You can also not go all the way to the final rekka to play mind games


Air throw, cr hp, safe counter breaker

Etc
 

vegeta

Saiyan Prince
Just now thought to check TYM for KI stuff yesterday . Good info here, tried a few things last night and it worked well. I'll try out what I haven't attempted yet. I'm at the point where I understand the game but need more tech, traps and tactics as well as understand matchups. As I go I hope to learn enough to begin contributing myself. Good stuff so far guys.
 

Icepick

Mortal
The game just came out. There will be more tech, just be patient.

As for frame traps, the only frame traps I know for Orchid is if you have instinct activated. It is similar to what I posted earlier but you don't hold it the whole way. Release the HP+HK right after the cat this and you get +5 on block. After that, you can either hit cr lk, throw, overhead (very slow), or nj mixup.

As for matchup, you better ask someone like Jailhouse.
 
anyone found anything good for stuffing wakeups? in particular wolf's eclipse/ jago's dragon punch (more baitable/punishable but a stuff would be nice)
 

NY_Jailhouse

Warrior
^jagos dragon punch (like orchids) is invincible and cannot be stuffed.
stuffable wakeup attacks include glacious puddle (very hard to time, i cant seem to do it very often so i just safejump it), sadira's everything, thunders uppercut, sabrewulfs regular eclipse

use CR mk to stuff non invuln wakeups as a meaty because it has the most active frames of her normals.
 
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NRF CharlieMurphy

Kindergarten Meta
^jagos dragon punch (like orchids) is invincible and cannot be stuffed.
stuffable wakeup attacks include glacious puddle (very hard to time, i cant seem to do it very often so i just safejump it), sadira's everything, thunders uppercut, sabrewulfs regular eclipse

use CR mk to stuff non invuln wakeups as a meaty because it has the most active frames of his normals.
Her command OH stuffs glacius and sadira. That thing is king meaty.
How have you been handling Thunder.
 

NRF CharlieMurphy

Kindergarten Meta
Something a dude at the DH forums posted, figured I would share it over here.
credit to: Shadowfax 916


TLDW: IC the enders allows Orchid to shorten combo's and still get massive damage. Slide ender allows her to cash in a combo, and then immediately start a new combo.... basically giving her the opportunity to cash out an entire life bar.
 

Miss Kanzuki

*KANZUKI GOON SQUAD*
We just got the game and I read that the manuals were more difficult in timing to execute, but much harder to break in the combos..so should I just learn the manuals right out of the gate instead? What are the benefits to the autos if they are easily broken in combos? I'm trying to weight pros/cons
 

GhosT

Kombatant
We just got the game and I read that the manuals were more difficult in timing to execute, but much harder to break in the combos..so should I just learn the manuals right out of the gate instead? What are the benefits to the autos if they are easily broken in combos? I'm trying to weight pros/cons
Autos do more damage, but you are going to need to learn manuals eventually. Better start now. Ill get on xbox this weekend and help you out.