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.