OrieBot v1.0
Difficulty Beginner
Focus Anti-Air and Awareness
Note that UNIST does not save bots separately and it does not save them between uses of the game, you must re-input a bot whenever you restart the game, so we have used much simpler inputs that can be used across multiple characters (it keeps the inputs when switching characters).
The intention of this bot is to help train your agility in approach, anti-airs and punishes while under pressure. Orie's ability to put different things on the screen, her movement style, and her ability to cover spaces with her standard attacks, make her a good bot for training pure awareness. She's also decent at keeping you out without being too repetitive while still offering you something to punish and get used to, therefore being psychologically rewarded for that awareness.
Her strong back dash and air movement make you constantly have to keep your eye on the opponent and aware of when she is doing moves or keep out options that you can punish. We strongly suggest that everything you do against this bot is deliberate and consistent. Mashing combos or similar will not teach you as much as choosing a specific one, even if it is not the optimal one for your character or even specifically difficult. Just choose something you can do consistently and like to do.
Wagner is a good character for inputing the Wagner-Type bot for training characters such as Seth, Akatsuki, and Orie as well as Wagner herself, as the way her moves work make things a little more obvious to tell when the inputs were put in correctly. On a good day Orie will keep you out and not use her uppercut too much. On a sub-optimal day Orie becomes harder to get points on, but is not less useful over all.
Gauge Settings
Settings for 1P are VIT Gauge - Varies (see Goals section below), EXS Gauge - 0%
Settings for 2P are VIT Gauge - "100%", EXS Gauge - 200%
Universal settings: EXS Gauge Default (it does not increase automatically), GRD Gauge - "Default", Health Recovery - "Auto Recovery Off".
Goals
Completing each action gives 1 point. Whenever your opponent is defeated, check your health rating, and set your Health to approximately that value for the next round, and continue your count. Try to get to 10 points without being defeated (if you are, reset your health to 100% and restart your count).
Points System
- A - Use a grounded Assault to attack Orie with an air normal and get a full 'jump-in' style combo
- B - Antiair Orie with your 3C (for most characters) or 4/5C (if this is clearly better for your character)
- C - Punish Orie's Divine Thrust special attack (this move should be extremely rarely done by the bot)
- D - Air-To-Airs, which should convert into combos
Difficulty Levels
- Easy - Points given for ABCD, Points for B can be claimed by hitting Orie out of the air as she falls from her uppercut type attack
- Medium - Points given for ABCD, Points for B given only for antiairs of jumps, not her uppercut type attack
- Hard - Points given for ACD only, or BCD only, depending on what you need to work on
- Extreme - Points given for CD only, aim to combo from your Air-To-Air attack.
Special UNISTBot Input Instruction Notes
UNIST starts recordings using the X button/Confirm button on controllers. It begins the recording instantly. However, it will also accept the input that is bound to this button in the Controller Configuration as the first part of the recorded input, if you hold down the button when you start the recording. It also gives you just enough time to hold a direction as well. Use this method to record the inputs. For example, Action #5, change your X/Confirm button to A+B in the Controller Settings, and you should be able to get it to accept 6A+B as soon as possible.
Action #1
Record from close.
4A, 5B, 2C, 5C (can hold this C) end recording during the 5C animation.
Should be able to do a full combo from up close.
Action #2
1B+C (hold until end), hidden [474123], end recording instantly
If this is done correctly when played into itself it should mainly back jump and perform B+C. It is a very quick input, but one still needs to really make the effort to hold B+C almost the entire time. It is NOT necessary to hold it to the final moment, so those using pad can still end the recording with the Options button or similar, normally. Just hold the initial button as long as you can.
Action #3
623(6B) hidden [44], end recording immediately
If done correctly, you should have ended the recording long before the move finished animating. To check this input set it to random play. With Action #1 and #2 active along with this one, you should see both back dash and the strike occuring in neutral occasionally, at different times (this, like all inputs for this bot, is easier to check by inputting it as Wagner). The faster you can input the 623(6B) after starting the recording, the less the bot will use 'uppercut' style moves in standard play, making it less 'spammy'. The final 6 is required to get extra Blitz Shot inputs if using AkatsukiBot, if you only intend to train with Orie, it is not necessary to make sure to get another 6, a 'clean' 623B is fine.
Action #4
6A+D hidden [96321] end recording instantly
To test this fully, first play it into itself. If you do it correctly, Orie should not leave the ground during the recording phase. However, once in the replay phase, most attempts at this should be able to occasionally jump. If it lacks the jump it was done too fast. To check it further, activate Actions #1-3 along with it, and now you should be able to occasionally see 214A type special attacks occurring occasionally when this Action chains into Action #1. It should also be able to do 236A type special attacks when Action #2 chains into this Action.
Action #5
6A+B 2A+D 22 end recording instantly
This is the Character type specific input, this one is known as the 'Wagner' type input. To check if this recording was done correctly replay it by itself on Wagner or any character with a 22A/B move and make sure it is able to do that move. It generally will not do the forward dash if done correctly. The 2A+D, if correct, should never result in a throw.
In-Depth
Still in progress.