Beginner Orcane Tips
By Dogbold_System.
Knowing his recovery is really important!
You have a ton of options for recovering to stage, but be careful exactly what you do, because you can just get read. The most obvious first thing is puddle.
It’s actually really easy to get teleports on the larger stages. If you think they’re going to hit you off, put puddle far enough behind them that they can’t punish, let them think they’re getting an edgeguard, then teleport.
A lot of people will just let you get away with doing that. The next thing is side special. It opens up a lot of options for you. If you aim above the ledge, you can either threaten to hit them or mix up your positioning on where you’re going to land.
They will know the timing, but if you are random enough on where you land, mixing up between hitting them, going behind, or in front of them, then they can really struggle. You can also directly teleport to the ledge in Rivals 2, which can lead to all the useful ledge situations.
If you aim under the ledge, then you have the wall jump, the solution to every single person who thinks they can just ledgehog and roll to stop you. With the wall jump, you’re given perfect positioning to fair back onto stage, either giving you a bubble butt hit or a neutral reset.
You can do any other aerial from that point, to be honest. I’m not sure how well they work, but bair is really strong, and dair has a lot of active frames.
Another thing I see some higher-level players do is use neutral special or down special to do a turnaround so they can do a fair from really far away.
Orcane recovery is about mixups, but it’s also about resource management. You do not use recovery resources frivolously as Orcane, because if you do things in the wrong order, you can get punished, or even worse, go into freefall without a wall jump to save you.
Ordered from most devastating waste to least devastating, I’d say…
- Teleport (you can literally throw your stock if you’re not careful!)
- Side B (you go into freefall if you don’t hit something, be that your opponent or the wall)
- Double jump (orcahopping isn’t as good with just the walljump, and your opponent may just go high and whiff-punish any aerials you use with just your walljump)
- Airdodge (iframes, positioning mixups, the last little bit of distance between you and the ledge/wall, but you ONLY GET ONE)
- Walljump (more positioning mixups, you’re generally in position to do aerials after this)
The textbook recovery flow that you’d learn in ROA 1 goes like this:
- Side B to the wall
- Wall jump
- Press a button to taste
You have more options with the ledge, but you generally want to do that.
If someone’s got their mind set on spiking you, then you could probably do this instead, but it might not work against someone who’s focused on regular edgeguarding you.
By “press a button to taste,” I mean that you have basically as many options as you would if you hit the ledge:
- You could airdodge an attack.
- You could throw out an aerial to catch bad positioning.
- You could reset to neutral by FAIRing really far.
- You could Side B again.
- You could even teleport because your opponent thinks they have you right there.
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