@gravitypenguin: So far (like... this morning and a bit of last night I've been doing 2A 5A 5B 5C into her 2C 4C 214B 2C 4C 214B 214A; what's other ways to hit confirm into the persona loop that you use? Like out of the longer range pokes than jabs, and more damaging punishes for whiffed DP's and such.
And by 41236C at the end, do you mean after the 214A or instead of it?
Yeah I meant half-circle C after 214A.
So yeah here's some basic combos that involve the persona loop:
2A 5B 5C -> persona loop (this is my preferred starter since it's part of my standard block string)
236B 236C -> persona loop (100 meter required)
66C 214A 214A 236C -> persona loop (100 meter required)
6B 214A 214A 236C -> persona loop (100 meter required)
Some other basic Orie stuff to know:
- 236B can be charged leading to some Orie's most damaging meterless comobs: ex. 236[B] 5A 5C 623A 5A 5C 214B 2C 4C 214B 214A (+ optional 41236C)
- 236B can be canceled into 22C on block to make it safe and give you additional time to pressure your opponent
- You can end your persona loop early by canceling a 2C into 22A for wakeup pressure
- Orie's "shoryuken" is not invincible aside from the 623C version and is functionally more of an anti-air than a reversal option
- 41236C is highly invincible and can be used to punish projectiles and other moves if you have good reactions
Anyway that just scratches the surface of things, but there's some infos for ya.
edit: oh yeah my goto block string:
2A 5B 5C 2C 5A 5A 214A 214B
This is useful since it ends +frames so you can often frame trap your foe with a follow up 236B unless they're shielding at the end. Also you can mix a 6B in there at pretty much any point for an overhead.