Orochi/Move List

Overview


Orochi is a Versatile Character who has a mix of projectile zoning, poking, and pressure.

Trivia

 * Arahabaki is the name of a Momunofu deity that predated the Shinto pantheon. As Arahabaki was an important deity to the leader of a rebellion against the emperor Jimmu, Jimmu decreed worship of him as heretical and treasonous.
 * Its literal translation, "Dweller on the Threshold", in theosophy is the accumulation of sins, guilt, and anger from past lives that obstructs the soul's ascendancy towards enlightenment and perfection.
 * Prior to KOF'98 UM (and in the PlayStation port of KOF97), Tadasu can be canceled from normals to create nasty infinite combos, due to its very brief animation at that time.
 * Utsushi Iwai inflicts damage once the victim hits the ground. In 98 UM, this behavior is changed, as well as the timing of the move and its active frames.
 * Oomiwa is one of the very few moves in KOF that can hit OTG; that is, even if the enemy is merely lying down and in range, the move WILL connect. in KOF'98 UM, the move's drawing ability is lost as a DM.
 * Ho no Susori gained the ability to hit OTG in KOF'98 UM. Goenitz's Yo no Kaze gains similar attributes, and only in the aforementioned game too. Both attacks are especially devastating as anti-air.
 * Compared to Yo no Kaze, Ho no Susori comes out slower prior to 98UM, especially at stronger levels.
 * Should the opponent be positioned at the center of the screen during Marokare, the attack will account for approximately twice the number of hits, dealing a far greater amount of damage.
 * If an enemy is hit by the projectiles from Harae, Orochi can follow up with Marokare DM for a meaty damage. In KOF98 UM, this tactic still works, but the damage is reduced.