Originally Posted by
kweassa1917
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Usually, when you get to higher levels of gameplay, it's that reliance on "safe attacks" that becomes your downfall when playing an Orochi.
Like, if you meet someone who actually reliably blocks and parries your "safe" top-or-side 1button 50/50 spamming game, you aren't "safe" any more. So what then? Most mass-produced Orochi players have been relying on that for so long, they usually don't have a clue as to what to do when that happens.
So, when your attacks aren't really safe anymore, nor does it yield you the results it used to, what else can you do with your "not-so-safe-anymore" skills"?
Basically, that's the line drawn between really good Orochis, and "newbie killer" Orochis, IMO.
In fighting games, safe attacks are defined as attacks that can't be punished, specifically by throws. Top light and ZA are very safe because almost nothing can punish them. So if your opponent blocks them, you lose nothing except stamina which will regen in a second anyway.
The noob crushing dime a Orochi are the offensive ones. The dash light, Storm Rush into Top Light and sidestep light attacks easily confuse new players and it's easy to pile on damage. Against players than have learned to defend and parry, these moves are too telegraphed to rely on. Top light and ZA are neither.
I'll also refer to another citing fighting game term. 50/50 means that your opponent must commit to defending one of two potential attacks. They can't defend both. Top light and ZA are so fast that opponents have to guess which to defend, leaving them open to the other one. Yeah, you might only have two good attacks but two is all you need for a mixup. Since both attacks are also safe, there's little downside as well. Orochi players will also be flickering between the two whether they like it or not. I never actually try to flicker but my friends tell me it comes out a lot anyway. The final thing that makes this work is that Orochi changes stance so fast that basic blocking is very viable. Safe attacks and a way to block fast is enough to make a character viable. Parry is the counter but it counters everything on offense for everyone and parry has a hard time with faster attacks.
I'd like to clarify that *only* doing these two things is not optimal. It does however allow you to mix everything else in. If all Orochi has is his noob stomping well telegraphed moves he can never initiate combat. With at least one mixup opponents can't just react anymore.
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