Orchid may be Jago’s sister, but her frame data isn’t quite as impressive as the warrior monk’s. Let’s take a closer look!
Normals
Attack | Notation | Startup | Active | Advantage on Hit | Advantage on Block |
Whiplash | F+HK | 23 | 3 | -3 | -7 |
LP | LP | 4 | 2 | 4 | 1 |
MP | MP | 8 | 3 | -1 | -3 |
Close HP | HP | 10 | 3 | 1 | -3 |
Far HP | HP | 15 | 2 | -2 | -6 |
LK | LK | 4 | 2 | 5 | 2 |
Close MK | MK | 6 | 3 | 4 | 1 |
Far MK | MK | 7 | 4 | 3 | 0 |
Close HK | HK | 9 | 4 | 0 | -2 |
Far HK | HK | 11 | 5 | 0 | -3 |
Crouching LP | Crouching LP | 4 | 2 | 4 | 2 |
Crouching MP | Crouching MP | 7 | 2 | 1 | -2 |
Crouching HP | Crouching HP | 8 | 4 | -3 | -6 |
Crouching LK | Crouching LK | 4 | 2 | 5 | 2 |
Crouching MK | Crouching MK | 7 | 5 | 4 | 1 |
Crouching HK | Crouching HK | 10 | 2 | N/A | -7 |
Jump LP | Jump LP | 6 | 3 | 19 | 12 |
Jump MP | Jump MP | 7 | 9 | 20 | 16 |
Jump HP | Jump HP | 9 | 4 | 24 | 21 |
Jump LK | Jump LK | 7 | 8 | 19 | 12 |
Jump MK | Jump MK | 8 | 9 | 20 | 16 |
Jump HK | Jump HK | 10 | 12 | 24 | 21 |
Orchid’s Normals are actually safer than most other character’s. Her Whiplash overhead is her slowest attack at 23 frames. It’s also unsafe if blocked, but can be canceled into a special move. Her far heavy punch and crouching heavy kick are both unsafe, but have enough pushback to avoid punishment from most attacks (not all). Her light kick, light punch, close medium kick, and crouching light punch are advantage on block, which can be used to pressure an opponent with frame traps. Far medium kick is zero on block, which can used in similar situations. Crouching heavy punch is unsafe, but can be canceled into a special move.
Special Moves
Attack | Notation | Startup | Active | Advantage on Hit | Advantage on Block |
Flick Flack | QCB+LK | 9 | 3 | 1 | -2 |
QCB+MK | 13 | 3 | 3 | -3 | |
QCB+HK | 17 | 3 | 4 | -5 | |
Ichi Ni San | QCF+LP/LP/LP | 7/6/19 | 3/3/3 | 3/-1/3 | -1/-5/-9 |
Ichi Ni San | QCF+MP/MP/MP | 9/7/19 | 3/3/2 | 2/-2/4 | -2/-6/-10 |
Ichi Ni San | QCF+HP/HP/HP | 11/9/11 | 4/3/4 | 1/-3/5 | -3/-7/-9(5) |
Blockade Runner | QCF+LK | 9 | 7 | 1 | -5 |
QCF+MK | 11 | 14 | 3 | -7 | |
QCF+HK | 13 | 25 | 5 | -10 | |
Air Buster | DP+LK | 2 | 10 | N/A | -28 |
DP+MK | 2 | 10 | N/A | -32 | |
DP+HK | 2 | 10 | N/A | -40 |
For the most part, Orchid is one of the least safe characters in the game. All three versions of Air Buster and Blockade are unsafe. Some novice players will fail to punish Blockade, and from a distance it can seem difficult to punish, but all three versions are very punishable. The light and medium Flick Flacks are safe, but the heavy Flick Flack can be punished by a fast Normal or Shadow attack.
The most notable aspect of Orchid’s special move frame data is her Ichi Ni San series of attacks. The low and overhead enders are unsafe, but that’s Orchid risky mix-up option from Ichi Ni San. The heavy ender is where the frame data significance comes into play. With absolutely no charge, the heavy ender is unsafe. However, with a moderate charge it gives Orchid frame advantage. This can be used to frame trap and opponent or bait a counter-hit. A full charge makes the attack unblockable, so most opponents will flinch when they see Orchid begin to charge. If you charge just long enough to get frame advantage, you can continue pressuring with another Ichi Ni San, or a fast attack of your choice.
Shadow Moves
Attack | Notation | Startup | Active | Advantage on Hit | Advantage on Block |
Shadow Flick Flack | QCB+2K | 3/3 | 2 | 5 | -4 |
Firecat | QCF+2K | 1/6 | 10 | 5 | -6 |
Shadow Ichi Ni San | QCF+2P | 1/3 | 2 | N/A | -1 |
Upper Firecat | DP+2K | 3/0 | 10 | N/A | -33 |
Orchid is one of the few characters that does not gain advantage from any of her Shadow attacks. In fact, the normal Firecat and Upper Firecat are unsafe if the opponent blocks. The Shadow Ichi Ni San is only -1, making it a potential frame trap if you follow it with a throw or light attack. Shadow Flick Flack is safe, but at -4 you can’t follow with much or you will likely be interrupted.
Published: Nov 26, 2013 10:46 pm