
Where Orcane truly shines, however, is his frame data. Orcane has some of the most blisteringly fast moves in the game, with quick combos with his Jabs, a Down Tilt that is quite good at popping up opponents, a Up Tilt that can link into itself, and a Forward Tilt that kills effectively. His Aerials aren't lacking either, with a fast Neutral Air that can be uniquely bounced on the ground for timing mixups, a Back Air that can kill out of nowhere, and an Up Air that is versatile in both killing and edgeguarding. All of these tools combined with his movement allow for him to be a very effective tech chaser, and as if that weren't enough, he also has the fastest Strong in the game with Down Strong, a powerful and reliable finisher in his kit.
Orcane has a unique gimmick that only helps his gameplay, Puddle. He can teleport to it with Up Special, giving him an escape door whenever going for an extreme edgeguard where Orcane could otherwise not recover from, and he can also trigger Down Special to create bubbles and trap any enemies stuck in it. However, don't underestimate his Droplet either, since it's a disruptive projectile that can interrupt movement as well as snipe offstage opponents, and it gives Orcane good control over positioning his puddle.
Perhaps one of Orcane's more polarizing traits is his distinct offstage game. While he has the advantage of Puddle which can always be teleported to, he in return sacrifices a lot of conventional recovery methods, requiring unique approaches like Orcahops, reversing Forward Air back to stage, using Neutral Special to land a puddle on stage, etc. It's not a bad arsenal of recovery tools at all, in fact quite the opposite, but it is a definite skill curve in terms of learning the various ways to get back to stage.
While Orcane looks cute and innocent, do not be deceived. He is a mischievous character that can enable a plethora of playstyles, but he is ultimately characterized by fast moves, disruptive field effects with Droplet and puddle, and a slippery movement across the stage.
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Pros | Cons |
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- Neutral Special, sending a droplet and creating a puddle where it lands. This is the only way to make a new puddle if a puddle is already on stage.
- Down Special, creating a puddle right beneath him if grounded, or a droplet that drops straight down if airborne.
- Up Special (Grounded).
- Pummel Special, directly below him.
Orcane can do many things with his puddle, all of which will consume it:
- With Down Special, he can transform it into a bunch of bubbles to trap opponents.
- If Orcane passes over his puddle with Strongs, they will gain damage but more importantly gain significant range and disjoint.
- If Orcane performs Forward Throw on top of it, it will become empowered and have significantly increased knockback.
- It will empower his Forward Special for extra damage and knockback.
- He can directly teleport with Up Special, Getup Special and Pummel Special to it.
- If he performs Ledge Special and appears underneath it, he gains significant height upon surfacing.
Understanding when and where to place puddle is a core part of Orcane's gameplan with its versatility.
Xbox:
GCN:
KB:
Xbox:
GCN:
KB:
Normal Moves
Jab
AttackDefault Controls
Xbox:
GCN:
KB: ( >
AttackDefault Controls
Xbox:
GCN:
KB: >
AttackDefault Controls
Xbox:
GCN:
KB: )
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 3% | 4 | 5-6 | 16 [4]Regular endlag. [In-between frames before this Jab can be cancelled.] |
23 [11]Regular IASA. [Earliest Jab cancellable frame.]. |
N/A | 4.0 + 0.0 | 45 | 3 | Stun |
Jab 2 | 3% | 4 | 5-6 | 18 [4]Regular endlag. [In-between frames before this Jab can be cancelled.] |
25 [11]Regular IASA. [Earliest Jab cancellable frame.]. |
N/A | 4.0 + 0.0 | 45 | 3 | Stun |
Jab 3 | 6% | 5 | 6-8 | 18 | 27 | N/A | 7.0 + 0.35 | 45 | 5 | Stun |
Some of the fastest Jabs in the game, and excellent scrapping tools.
For Orcane, this is one of his best shield pressure tools, with Jab Tilt combos being seamless and able to catch all kinds of options. While Orcane's Jabs sport no range, Orcane can control the distance with his wavedashWavedash
A movement option in which a character appears to slide across the ground in which they can perform their usual tilts and smash/strong attacks without inputting a dash attack., making it valuable.
Unlike other character, Orcane can't really tiltboost with his Jabs, but considering that he can instead approach with wavedash in, he's probably not missing much.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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Jab 1 | True | N/A | N/A | False | False | False | 4 | Default | Default | 1.0 | N/A | 4 | 4.400 | 2.57 | True | True | True | SpecifiedAngle |
Jab 2 | True | N/A | N/A | False | False | False | 4 | Default | Default | 1.0 | N/A | 4 | 4.400 | 2.57 | True | True | True | SpecifiedAngle |
Jab 3 | False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Forward Tilt
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to
for KB)
will prevent accidental Dash Attacks. / Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to
for KB)
will prevent accidental Dash Attacks. + AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
10% | 9 | 10-12 | 22 | 35 | N/A | 5.0 + 0.86 | 45 | 9 | Stun |
A good but unsafe kill move.
When it's landed, the move has surprisingly good killpower compared to its counterpart on other characters. Often found from Jab as an opener.
This move has some downsides though, of course. Orcane's hurtbox leans forward quite a bit during this move, making it really vulnerable to being shield grabbed. It's also significantly slower than his other grounded options, and even on hit, it leads to no combos due to having too high knockback. It should at best be reserved as a way to set up for edgeguards or raw kills.
This move can be a DI trap, since good DI to escape Up Tilt leads to poor DI on Forward Tilt, and vice versa.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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False | N/A | N/A | False | False | False | 11 | Default | Default | 1.0 | N/A | 11 | 10.000 | 11.39 | True | True | False | SpecifiedAngle |
Up Tilt
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Sweet | 6% | 4 | 5-6 | 17 | 24 | N/A | 6.0 + 0.45 | 90 | 5 | Stun |
Sour | 4% | 4 | 5-6 | 17 | 24 | N/A | 5.0 + 0.35 | 75 | 4 | Stun |
A stubby but fast anti-air.
Up Tilt doesn't have a lot of range, but it can still attack opponents standing on low platforms, though only with the tip. This move links well into itself, and it's also good out of Jab if the opponent is nearly behind Orcane. This can get good mileage when done out of a babydashBabydash
A 2-Frame dash input that leaves you actionable sooner than a Wavedash.Babydash
A 2-Frame dash input that leaves you actionable sooner than a Wavedash., and at mid-high percents, it can combo into Down Air, Neutral Air, or Back Air.
The sweetspot of the move is located on the tip, whereas the sourspot is on the sides.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | False | N/A | N/A | False | False | False | 8 | Default | Default | 0.85 | N/A | 8 | 4.400 | 5.82 | True | True | False | SpecifiedAngle |
Sour | False | N/A | N/A | False | False | False | 7 | Default | Default | 0.85 | N/A | 7 | 3.600 | 3.57 | True | True | False | SpecifiedAngle |
Sweet:
- The sweetspot is in the center of Orcane.
<br/>Sour:
- The sourspot is on the back and the front of Orcane.
Down Tilt
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to
for KB)
will prevent accidental platform drops. + AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweet | 9% | 6 | 7-9 | 16 | 26 | N/A | 7.5 + 0.4 | 75 | 8 | Stun |
Sour | 7% | 6 | 7-9 | 16 | 26 | N/A | 5.5 + 0.25 | 50 | 6 | Stun |
Low sweep. An excellent launcher tool for Orcane.
Down Tilt uses his tail as a disjointed hitbox, with a sweetspot on the hitbox closest to Orcane, the length and tip of his tail leading to a sour hit instead.
Its range makes it a good spaced tool on shield, and he can cover the range in front of him very well with it. In terms of combo potential, this move can combo into his Aerials.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweet | False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 9.200 | 9.86 | True | True | False | SpecifiedAngle |
Sour | False | N/A | N/A | False | False | False | 6 | Default | Default | 1.0 | N/A | 6 | 7.600 | 7.08 | True | True | False | SpecifiedAngle |
Sweet:
- The sweetspot is on the base of this move, closest to Orcane. It will take priority over the sour hitboxes.
<br/>Sour:
- The sourspots are on the length and tip of this move, farthest to Orcane.
Dash Attack
While Dashing / Running AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Early | 7% | 7 | 8-10 | 20 | 39 | N/A | 6.5 + 0.35 | 45 | 6 | Stun |
Late | 5% | 7 | 11-18 | 20 | 39 | N/A | 5.0 + 0.3 | 45 | 5 | Stun |
Fast, but unsafe and laggy.
This move doesn't do a lot until mid percents, but after that, it knocks far enough away that it can be useful as a whiff punish option, especially because it covers a lot of range for Orcane without having to commit to an approach like wavedash. The distance on it can make it tricky to punish, so it's probably possible to get away once or twice with this move. It's terrible on shield though, and he has other approaches that are better.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 7.600 | 7.08 | False | True | False | SpecifiedAngle |
Late | False | N/A | N/A | False | False | False | 7 | Default | Default | 1.0 | N/A | 7 | 6.000 | 4.65 | False | True | False | SpecifiedAngle |
Strong Attacks
Forward Strong
( Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+ )
StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
9% | 6+7 [13]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
14-17 | 26 | 44 | N/A | 7.0 + 0.95 | 45 | 8 | Stun |
Orcane shoots a strong jet of water in front of him.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | False | 12 | Default | Default | 1.0 | N/A | 12 | 9.200 | 9.86 | False | True | False | SpecifiedAngle |
Empowered Forward Strong
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
14% | 6+7 [13]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
14-17 | 32 | 50 | N/A | 7.0 + 0.95 | 45 | 12 | Stun |
- Occurs if Orcane touches the puddle during startup.
This move occurs when Orcane slides over a puddle during startup of his Forward Strong. Has a really significant change in range, able to often cover a third of most stages. This can cover even more range if done out of a hydroplane. Can be effective at covering offstage ledge approaches.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | False | 12 | Default | Default | 1.0 | N/A | 12 | 13.200 | 18.37 | False | True | False | SpecifiedAngle |
Up Strong
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Normal Sweet | 10% | 6+13 [19]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
20-22 | 27 | 55 | N/A | 9.0 + 1.15 | 90 | 9 | Stun |
Normal Sour | 8% | 6+13 [19]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
23-27 | 27 | 55 | N/A | 8.0 + 1.0 | 90 | 7 | Stun |
Shoots a strong jet of water above Orcane. This can be done out of a DACUS or a hydroplane to cover platform tech chases.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal Sweet | False | N/A | N/A | False | False | False | 14 | Default | Default | 1.0 | N/A | 14 | 10.000 | 11.39 | True | True | False | SpecifiedAngle |
Normal Sour | False | N/A | N/A | False | False | False | 13 | Default | Default | 1.0 | N/A | 13 | 8.400 | 8.42 | True | True | False | SpecifiedAngle |
Up Strong (Puddle)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Puddle Sweet | 15% | 6+13 [19]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
20-22 | 35 | 58 | N/A | 9.0 + 1.15 | 90 | 13 | Stun |
Puddle Sour | 12% | 6+13 [19]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
23-27 | 35 | 58 | N/A | 8.0 + 1.0 | 90 | 10 | Stun |
- Occurs if Orcane touches the puddle during startup.
Has very high range, able to barely catch opponents shield dropping from top platforms of some triplat stages, and strong vertical knockback.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Puddle Sweet | False | N/A | N/A | False | False | False | 14 | Default | Default | 1.0 | N/A | 14 | 14.000 | 20.34 | True | True | False | SpecifiedAngle |
Puddle Sour | False | N/A | N/A | False | False | False | 13 | Default | Default | 1.0 | N/A | 13 | 11.600 | 14.70 | True | True | False | SpecifiedAngle |
Down Strong
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
A light tilt of the left stick
or Walk Mod.Default Controls
KB: (defaults to
for KB)
will prevent accidental platform drops. + StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
9% | 4+2 [6]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
7-10 | 42 | 53 | N/A | 7.5 + 1.05 | 70 | 8 | Stun |
The confirm move. It's frame 7, for crying out loud.
Because of how fast this move is, Orcane can tech chase reliably with this move. It covers both sides of Orcane, with the only downside being that Orcane has to get into range. This is a move that is reliable to rip at any moment, much more than Up Strong and Forward Strong which are generally situational instead.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | False | 13 | Default | Default | 1.0 | N/A | 13 | 9.200 | 9.86 | True | True | False | SpecifiedAngle |
Down Strong (Puddle)
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
11% | 4+2 [6]Pre-charge Frames + Post-charge Frames [Total Uncharged Startup] |
7-10 | 42 | 53 | N/A | 7.5 + 1.05 | 70 | 9 | Stun |
This move occurs when Orcane slides over a puddle during startup of his Down Strong. His Down Strong becomes significantly taller, which can be useful for preemptively catching jumping opponents trying to enter Orcane's unreactable zone.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | False | 13 | Default | Default | 1.0 | N/A | 13 | 10.800 | 13.00 | True | True | False | SpecifiedAngle |
Aerials
Neutral Air
While Airborne AttackDefault Controls
Xbox:
GCN:
KB:
-
"When you want to succeed as bad as you want to breathe" - Eric Thomas [2]
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | 7% | 3 | 4-6 | 13 | 27 | 7 | 4.0 + 0.825 | 45 | 6 | Stun |
Sourspot | 5% | 3 | 7-13 | 13 | 27 | 7 | 4.0 + 0.4 | 45 | 5 | Stun |
Bounce (Sweet) | 7% | +4 | 5-7 | 24 | 38 | 7 | 4.0 + 0.825 | 45 | 6 | Stun |
Bounce (Sour) | 5% | +4 | 8-14 | 24 | 38 | 7 | 4.0 + 0.4 | 45 | 5 | Stun |
The Aerial to play neutral with. And punish. And everything, really.
This move has insane frame data, having long lasting active frames while also being safe, and it can even be nairbounced for an additional hit, which can be read about here.
This move is so fast that it's relatively safe on shield, making for useful shield pressure when combined with his Jabs and Tilts. However, the weakness of this move is that it has no range and often trades with other attacks. Once the opening comes though, combo fillers, stage carries, it's really useful.
It can be a reliable follow up out of his Down Tilt and Up Tilt, even his Up Throw. It can also be a useful edgeguard tool as an invincible Neutral Air from ledge release, whether rising or falling.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | False | N/A | N/A | False | False | False | 10 | Default | Default | 1.0 | 1.0 | 10 | 7.600 | 3.54 | True | True | False | SpecifiedAngle |
Sourspot | False | N/A | N/A | False | False | False | 7 | Default | Default | 1.0 | 1.0 | 7 | 6.000 | 2.32 | True | True | False | SpecifiedAngle |
Bounce (Sweet) | False | N/A | N/A | False | False | False | 10 | Default | Default | 1.0 | 1.0 | 10 | 7.600 | 3.54 | True | True | False | SpecifiedAngle |
Bounce (Sour) | False | N/A | N/A | False | False | False | 7 | Default | Default | 1.0 | 1.0 | 7 | 6.000 | 2.32 | True | True | False | SpecifiedAngle |
Forward Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right. +
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Strong (Fast) | 9% | 8 + 8 [16]Startup. Blowing bubbles. | 17-32 | 19 | 52 | 16 | 6.0 + 0.95 | 135 | 8 | Stun |
Weak (Medium) | 7% | 8 + 8 [16]Startup. Blowing bubbles. | 17-32 | 19 | 52 | 16 | 6.0 + 0.5 | 135 | 6 | Stun |
Bubble | 1% | 8 | 9-16Window where bubbles are spawned. Bubbles themselves have a different lifespan. | N/A | N/A | N/A | 4.0 + 0.0 | 45 | 3 | Stun (None) |
- Orcane's speed can be controlled by the left stick's horizontal input.
- Orcane's bubbles can be angled upward or downward depending on the left stick's vertical input.
A strange move. Orcane stalls in the air and blows a bunch of bubbles in front of him, and he will move backward from it, with the hitbox behind him. The faster Orcane moves backward, the stronger this move is.
This move has both bubbles and a physical hitbox to worry about.
- The bubbles themselves can be controlled to angle upward or downward, depending on the left stick's input (
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
).
- Orcane himself can control how fast he moves depending on if he holds forward or backward (
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
), launching much faster if he holds backwards and barely moving if he holds forwards.
Orcane can sometimes use this as a recovery move, with their back facing toward the stage as they likely just B-reversed from their Down Special in the air, but even if Orcane is moving incredibly fast, this will work less if the opponent is ready since Orcane has negative disjoint on this move, meaning that it strictly loses to any disjoints or active hitboxes.
This can also useful as a ledge option, using ledge dropHere, GrabDefault Controls
Xbox:
GCN:
KB: is necessary to avoid the walljump lockout from grabbing ledge. into immediate walljump drift back Forward Air to have an invincible hitbox and get back onto stage.
On stage, Orcane can use this option to quickly travel across the stage, providing both an escape door but also a way to kill offstage opponents with the strong hitbox. Of course, if Orcane wants to recover, it's probably best that he place down a puddle.
If you're looking to zone out the opponent with bubbles, it can be doable with this move, but it needs to be placed precisely. At ground level, bubbles that can hit an opponent's shield or can be parried are simply asking to be punished. If anything, bubbles are more useful when placed right above a character, disincentivizing them from jumping and forcing them to remain grounded, where Orcane can often outspeed and scrap with them in.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Strong (Fast) | False | N/A | N/A | False | False | False | 12 | Default | Default | 1.0 | 1.0 | 12 | 9.200 | 9.86 | False | True | False | SpecifiedAngle |
Weak (Medium) | False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | 1.0 | 8 | 7.600 | 7.08 | False | True | False | SpecifiedAngle |
Bubble | True | N/A | N/A | True | True | False | 4 | 0.0 | 1.0 | 1.0 | N/A | 4 | 2.800 | 0.85 | False | True | True | SpecifiedAngle |
Bubble:
- Can rehit after 10 frames.
Back Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right. +
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Sour | 6% | 8 | 9-11 | 16 | 31 | 9 | 6.0 + 0.25 | 45 | 5 | Stun |
Sweet | 8% | 8 | 13-14 | 16 | 31 | 9 | 7.5 + 0.95 | 45 | 7 | Stun |
Orcane flails his tail in the air, hitting behind him. The first hit is meant to generally swat th eopponent into his second hit, a tiny sweetspot that has excellent killpower on hit.
One of Orcane's good moves to space, especially since it will kill with a proper connect. This move can be comboed into from Neutral Air, Back Air, Forward Air, Up Throw, and Up Tilt.
If Orcane doesn't get the sweetspot, it's possible to continue the combo with other hits from Neutral Air or Up Air anyway.
This is also a good approaching tool, with RARRAR
A tech that allows for approaching your opponent with your back turned, out of a forward run. Back Air being an excellent way to take space against the opponent.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sour | False | N/A | N/A | False | False | False | 7 | Default | Default | 1.0 | 1.0 | 7 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Sweet | False | N/A | N/A | False | False | False | 12 | Default | Default | 1.0 | 1.0 | 12 | 8.400 | 8.42 | True | True | False | SpecifiedAngle |
Sweet:
- The sweetspot is marked by the star that appears on Orcane's Back Air. It's the only active hitbox on the second window of frames.
Up Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Water Sweet | 9% | 13 | 14-16 | 12 | 40 | 12 | 7.5 + 0.99 | 83 | 8 | Stun |
Water Sour | 7% | 13 | 14-16 | 12 | 40 | 12 | 6.8 + 0.8 | 70 | 6 | Stun |
Belly | 6% | 13 | 17-27 | 12 | 40 | 12 | 5.0 + 0.4 | 270 | 5 | Stun |
- Uniquely, Orcane pushes himself downward during this move.
Orcane shoots up water, and he himself gets propelled downward from the hit. Orcane's body has a hitbox that spikes the opponent, sending straight down, whereas the water has two hitboxes with a sweetspot at the top that can kill at high percents.
This move can be a useful air juggle, since the sourspot can combo if the sweetspot is missed. Due to its speed, however, this is likely best as a finisher. This can be found from Up Throw, Down Tilt, Up Tilt, Neutral Air, sour Back Air, and sour Up Air.
The spike can also be a useful offstage tool or a way to confirm into moves like Down Strong.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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Water Sweet | False | N/A | N/A | False | False | False | 12 | Default | Default | 1.0 | 1.0 | 12 | 9.200 | 9.86 | True | True | False | SpecifiedAngle |
Water Sour | False | N/A | N/A | False | False | False | 11 | Default | Default | 1.0 | 1.0 | 11 | 7.600 | 7.08 | True | True | False | SpecifiedAngle |
Belly | False | N/A | N/A | False | False | False | 7 | Default | Default | 1.0 | 1.0 | 7 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Water Sweet:
- The sweetspot is on the highest point of the water column. This takes priority over the middle water hitbox.
Down Air
While Airborne Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
3% | 8 | 9-10, 13-14, 17-18, 21-22 | 15 | 38 | 9 | 3.0 + 0.25 | 290 | 3 | Stun |
This move has multiple hits, sending the opponent weakly downward into the floor.
This move is a bit more niche compared to his other moves. While it's a very active move with many hits, this move only really starts to combo past mid percents, with Down Air Down Strong becoming a reliable kill option for him. This move can also break CC, though it's not great.
It can also be sometimes considered for gimps offstage, though keep in mind that it gets much worse if the opponent wall techs it, and Orcane generally isn't in a good position after his Down Air anyway.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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False | N/A | N/A | False | False | False | 5 | Default | Default | 1.0 | 1.0 | 5 | 4.400 | 2.57 | True | True | False | SpecifiedAngle |
Specials
Neutral Special - Water Gun
SpecialDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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6% | 9 | 10Droplet itself is active for 300 frames, or 5 seconds. | 20 | 33 | N/A | 4.0 + 0.25 | 45 | 5 | NoStun (Reflect) |
Orcane shoots a Droplet, producing a puddle wherever it lands. This is his projectile.
This move is most powerful because of the way that it can arc and hit offstage opponents, sniping them out of their recoveries. It can also be useful to immediately trigger Down Special if the Droplet connects as a way to combo, trapping them until Orcane is able to get close and follow up.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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True | N/A | N/A | True | True | False | 3 | Default | Default | 0.75 | N/A | 1 | 6.800 | 5.82 | False | True | False | SpecifiedAngle |
Forward Special - Pulse Dash
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Normal | 8% | 10+4+12+10+7 [43]Startup. Movement start. Disappear. Movement. Reappear. [Effective Startup.] | 44-46 | 12 [26]Aerial recovery. Can start grabbing ledge on frame 8. [Grounded recovery.] | 59+ [73]Aerial. On frame 59, Orcane enters pratfall. [Grounded.] | 15 | 7.0 + 0.4 | 45 | 7 | Stun |
Puddle | 14% | 10+4+12+10+7 [43]Startup. Movement start. Disappear. Movement. Reappear. [Effective Startup.] | 44-46 | 12 [30]Aerial recovery. Can start grabbing ledge on frame 8. [Grounded recovery.] | 59+ [77]Aerial. On frame 59, Orcane enters pratfall. [Grounded.] | 15 | 8.0 + 0.85 | 45 | 12 | Stun |
- On hit, Orcane is fully actionable.
- On whiff, Orcane is put into pratfall, which can be cancelled into wall jump.
- Orcane can control the horizontal distance with the left stick.
- In addition, Orcane can move downward on each frame of the travel window, causing him to move downward on that frame.
Orcane disappears, having no hurtbox during his travel. He reappears for a few frames, being vulnerable during them, before putting out a hitbox of his own briefly. If done from a Puddle, Orcane will hit harder and further.
The distance from this move can be changed depending on the Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
or
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
input held on the first frame of movement. Holding backward will lead to no forward movement, neutral direction will lead to regular distance, and holding forward will lead to double the distance, with the distance scaling linearly to the joystick value held. In addition, during any frame of the movement window, inputting
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
will lead to Orcane moving downwardTo be exact, 16cm down. on that frame. This means that holding
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
during the entire duration will lead to Orcane moving the full distance160cm down. downward. This distance also scales to the joystick value held.
Once Orcane reappears, he must spend 17 frames waiting before he can grab ledge. He is very susceptible during this period, so be aware of where on the wall to go, as going to ledge can be directly contested by an Aerial.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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Normal | False | ReverseMomentum | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 8.400 | 8.42 | True | True | False | SpecifiedAngle |
Puddle | False | ReverseMomentum | N/A | False | False | False | 12 | Default | Default | 1.0 | N/A | 12 | 13.200 | 18.37 | True | True | False | SpecifiedAngle |
Up Special - Waterport
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Sweetspot | 12% | 13+2 [15]Startup. Attack startup. | 16-22 | 36 | 67 | N/A | 9.0 + 1.2 | 90 | 10 | Stun |
Sourspot | 10% | 13+2 [15]Startup. Attack startup. | 23-30 | 36 | 67 | N/A | 8.0 + 1.0 | 80 | 9 | Stun |
Orcane teleports to his puddle, causing it to disappear. This attack has high knockback when Orcane first rises up from his puddle, making it a powerful kill option against poorly positioned opponents. It also has a sweetspot which can kill even earlier. This can be heavily punished on whiff or on shield, however, due to how laggy it is, so it should generally be used as a whiff punish rather than a stray hit kill option.
If there is no puddle, and Orcane does Up Special while grounded, a puddle will be created before then doing the same attack. This variant of the move does not consume the puddle.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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Sweetspot | False | ReverseMomentum | N/A | False | False | False | 15 | Default | Default | 1.0 | N/A | 15 | 11.600 | 14.70 | True | True | False | SpecifiedAngle |
Sourspot | False | ReverseMomentum | N/A | False | False | False | 13 | Default | Default | 1.0 | N/A | 13 | 10.000 | 11.39 | True | True | False | SpecifiedAngle |
Sweetspot:
- The hitbox covers the puddle and not Orcane's actual hurtbox.
Orcahop:
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB: +
ShieldDefault Controls
Xbox:
GCN:
KB: /
ParryDefault Controls
Xbox:
GCN: /
+
KB:
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB: (Puddleless)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Orcahop | N/A | 18 | *Teleport fails, and Orcane can immediately start grabbing ledge. | N/A | *Teleport fails, and Orcane can immediately start grabbing ledge. | 22 | N/A | N/A | N/A |
If Orcane is in the air and cancels during the startup of his Up Special with ShieldDefault Controls
Xbox:
GCN:
KB: or
ParryDefault Controls
Xbox:
GCN: /
+
KB: , Orcane will do a small flop upwards before entering an inactionable freefall state. He will automatically do this if no Puddle is on stage. This accelerates with base vertical momentum, meaning that if done while rising, Orcane can boost his Orcahop height significantly, making it best combined with his wall jump or double jump. Read here to learn more about this technique.
This is a powerful recovery option from below ledge, since Orcane's Side Special cannot gain any height. It also makes it useful for him if the opponent is poised to guard and punish a Puddle teleport, as the opponent can rarely cover both options at once. This makes preserving both Orcane's double jump and wall jump extremely valuable as mixup options, as Orcahop is only useful with both of those tools available, becoming significantly worse if both are used up.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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Orcahop | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Down Special - Bubble Pillar
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Droplet | 6% | 7+5 [12]Startup. Spawn Droplet startup. | 13 | 18 | 32 | N/A | 4.0 + 0.2 | 45 | 5 | NoStun (Reflect) |
Bubbles | 1% | 7This is the puddle pop startup. | 8Bubbles themselves have a different lifespan. | 30 | 39 | N/A | 4.0 + 0.0 | 90 | 3 | Stun (None) |
- Bubbles can be angled left or right depending on the left stick's horizontal axis.
- Bubbles cannot be escaped using SSDI, only ASDI.
If Puddle is active, this move will cause the puddle to evaporate into a tall tower of bubbles. Orcane can hold a direction during startup to further influence the direction of the bubbles, able to drift left or right away from the puddle's position. Bubbles will deal the exact same knockback regardless of percent, sending any characters straight up on hit.
These bubbles are typically a combo extension, and not a zoning tool. If they ever get used in raw neutral, they tend to become more of a liability instead due to the threat of parry.
If bubbles connect, they can juggle opponents in the air. Keep in mind, however, that this does not count as a projectile. Orcane should also be angling their bubbles to follow the opponent's escape path to keep them trapped long enough for the follow up hit.
If Puddle is absent, Orcane will briefly drop a puddle below him. If done in the air, Orcane will drop a Droplet directly below him to form a puddle. This can be seen as an alternate form of Neutral Special, but less ranged and more immediate.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Droplet | True | N/A | N/A | True | True | False | 3 | Default | Default | 0.75 | N/A | 1 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Bubbles | True | N/A | N/A | True | True | False | 4 | 0.0 | 1.0 | 1.0 | N/A | 4 | 2.800 | 0.85 | True | True | True | SpecifiedAngle |
Bubbles:
- Can rehit after 10 frames.
Grabs & Throws
Standing Grab: GrabDefault Controls
Xbox:
GCN:
KB:
Dash Grab: While Dashing / Running GrabDefault Controls
Xbox:
GCN:
KB:
Pivot Grab: During Run TurnaroundState when reversing direction during a Run GrabDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Grab | N/A | 6 | 7-8 | 23 | 32 | N/A | N/A | N/A | N/A | |
Dash Grab | N/A | 9 | 10-11 | 27 | 39 | N/A | N/A | N/A | N/A | |
Pivot Grab | N/A | 9 | 10-11 | 30 | 42 | N/A | N/A | N/A | N/A |
Grab is interesting for Orcane. He has a really large Grab range, and the follow ups he can get are often interesting. He often looks for kill throws or edgeguarding off of Grab, and he can go for fast tech chases with Down Throw, or start comboes with Up Throw.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Dash Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Pivot Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Pummel Attack
GrabDefault Controls
Xbox:
GCN:
KB: >
AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
8% | 10 | 11 | 20 | 32 | N/A | 4.0 + 0.0 | 45 | 7 | Stun |
Orcane lightly hits the opponent. This can matter a lot for Orcane, as he struggles with crouch cancelling, so this can be crucial to play the mixup at early percents. It also enables him to do regrabs with Down Throw.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | False | 4 | Default | Default | 1.0 | N/A | 4 | 8.400 | 8.42 | False | False | True | SpecifiedAngle |
Pummel Special
GrabDefault Controls
Xbox:
GCN:
KB: >
SpecialDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Create Puddle | 6% | 10 + 10 [20]Startup. Startup 2. | 21 | 30 + 1 [31]Recovery. Recovery 2. | 53 | N/A | 4.0 + 0.0 | 45 | 5 | Stun |
Teleport to Puddle | 6% | 10 | 11 | 30 + 1 [31]Recovery. Recovery 2. | 43 | N/A | 4.0 + 0.0 | 45 | 5 | Stun |
If there is no puddle on the stage, this move will produce a puddle below Orcane. This can be important for Orcane if he plans on following up with an edgeguard sequence, or he is seeking to enhance the power of his Forward Throw.
If there is a puddle on stage, Orcane and the opponent will teleport to the puddle. Usage of this depends on the positioning of Orcane and his puddle, since there are advantages to staying in place or going for an option from the puddle.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Create Puddle | False | N/A | N/A | False | False | False | 4 | Default | Default | 1.0 | N/A | 4 | 6.800 | 5.82 | False | False | True | SpecifiedAngle |
Teleport to Puddle | False | N/A | N/A | False | False | False | 4 | Default | Default | 1.0 | N/A | 4 | 6.800 | 5.82 | False | False | True | SpecifiedAngle |
Forward Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right.
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
7% | 10 + 16 [26]Startup. Toss. | 27-30 | 23 | 54 | N/A | 9.0 + 0.45 | 45 | 6 | Stun |
- Always tumbles.
Orcane throws the opponent off, shooting a giant jet of water at them. This typically sets up into an edgeguard at higher percents.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | True | 9 | Default | Default | 1.0 | N/A | 9 | 7.600 | 7.08 | True | True | True | SpecifiedAngle |
Forward Throw (Puddle)
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
10% | 10 + 20 [30]Startup. Toss. | 31-34 | 30 | 65 | N/A | 9.0 + 0.7 | 45 | 9 | Stun |
- Always tumbles.
If Orcane is standing on a puddle and uses Forward Throw, he will get this version instead, which is much stronger, serving as a raw kill throw.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | True | 11 | Default | Default | 1.0 | N/A | 11 | 10.000 | 11.39 | True | True | True | SpecifiedAngle |
Back Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Presumes character is facing right.
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
6% | 18 | 19 | 30 | 50 | N/A | 9.0 + 0.65 | 45 | 5 | Stun |
- Always tumbles.
This is an edgeguard throw, similar to Forward Throw, being slightly weaker. Still effective for edgeguarding, of course, and its mileage can vary. Also decent for setting up platform tech chases.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | True | 11 | 0.0 | Default | 1.0 | N/A | 11 | 6.800 | 5.82 | True | True | True | SpecifiedAngle |
Up Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|---|
Throw | 2% | 19 | 20 | 18 | 57 | N/A | 6.0 + 0.0 | 90 | N/A | N/A |
Bubbles | 1% | 19 | 27-38This is the window where bubbles start being spawned. Bubbles themselves have a longer lifespan. | 18 | 57 | N/A | 4.0 + 0.0 | 90 | 3 | Stun (None) |
- Bubbles can be angled left or right depending on the left stick's horizontal axis.
- Bubbles cannot be escaped with SSDI, only ASDI.
The main combo throw.
Orcane tosses the opponent up into the air, and then they have to escape the bubbles. Orcane's bubbles should try to follow the opponent's DI, as trapping them allows for Orcane to go for really juicy follow ups, especially if combined with bubbles from Down Special. This is his best combo throw, able to combo into most of his Aerials.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw | N/A | N/A | True | N/A | N/A | N/A | N/A | N/A | N/A | 1.0 | N/A | N/A | N/A | N/A | N/A | True | True | N/A |
Bubbles | True | N/A | N/A | True | True | False | 4 | 0.0 | 1.0 | 1.0 | N/A | 4 | 2.800 | 0.85 | True | True | True | SpecifiedAngle |
Bubbles:
- Can rehit after 10 frames.
Down Throw
GrabDefault Controls
Xbox:
GCN:
KB: >
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
5% | 12 | 13 | 23 | 37 | N/A | 8.0 + 0.2 | 50 | 5 | Stun |
- Always tumbles.
An unreactable throw, allowing for Orcane to start some vicious tech chases.
Down Throw is Orcane's fastest throw, being unreactable, and it is his best tool to start a tech chaseNo results, especially at low percents, as its low angle lets him easily chase the opponent and jab reset on missed tech. Orcane cannot cover all the options at once, however, as he cannot react to tech away this way. If the opponent DIs poorly, this can be followed up with Forward Strong and Down Strong as well.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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False | N/A | N/A | False | False | True | 7 | 0.0 | Default | 1.0 | N/A | 7 | 6.000 | 4.65 | True | True | True | SpecifiedAngle |
Misc. Attacks
Ledge Attack
During Ledgehang AttackDefault Controls
Xbox:
GCN:
KB:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
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Hit 1 | 4% | 17 | 18-26 | 17 | 56 | N/A | 8.0 + 0.3 | 45 | 4 | Stun |
Hit 2 | 4% | 17 | 36-38 | 17 | 56 | N/A | 8.0 + 0.3 | 45 | 4 | Stun |
- Intangible between frames 1-38.
- Ledge is no longer occupied starting on frame 31.
Orcane splashes onto stage. This move has two hits, one airborne and one grounded. Controls a surprising amount of space, making it have niche uses, although his ledgedash or wall jump Forward Air are better options to contest stage.
Hit / Hitbox | Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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Hit 1 | False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 5.200 | 3.57 | True | True | False | SpecifiedAngle |
Hit 2 | False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 5.200 | 3.57 | True | True | False | SpecifiedAngle |
Ledge Special
During Ledgehang SpecialDefault Controls
Xbox:
GCN:
KB: (Hold OK)
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
3% | 14 + ?? + 4 [18]Startup. Travel, which ends whenever Xbox: GCN: KB: |
19-21, 22-24 | 26*Most of the time, if Orcane lands on the ground, it will be 25 frames, entering his landing lag immediately after. Orcane does not enter special fall after this, however, being fully actionable. | 54*Assumes Orcane ends this move before landing. Can happen if boosted by puddle without landing on a platform. / 68*Assumes Orcane lands on the same surface as the ledge. This will always happen on puddleless version. / ?*This move can vary wildly if Orcane lands on a platform during his final leap. | 15 | 4.0 + 0.0 | 90 | 3 | Stun |
3% | 14 + ?? + 4 [18]Startup. Travel, which ends whenever Xbox: GCN: KB: |
25-27 | 26*Most of the time, if Orcane lands on the ground, it will be 25 frames, entering his landing lag immediately after. Orcane does not enter special fall after this, however, being fully actionable. | 54*Assumes Orcane ends this move before landing. Can happen if boosted by puddle without landing on a platform. / 68*Assumes Orcane lands on the same surface as the ledge. This will always happen on puddleless version. / ?*This move can vary wildly if Orcane lands on a platform during his final leap. | 15 | 8.0 + 0.4 | 90 | 3 | Stun |
- Intangible until the first active frame. At minimum, this is frames 1-18.
- Ledge is no longer occupied starting on frame 15.
Orcane teleports under the stage and swims in it, appearing when SpecialDefault Controls
Xbox:
GCN:
KB: is released or when he reaches the other side of stage. He is completely intangible while swimming, making it a potential useful option for waiting out opponents who are charging a Strong at ledge. Other than that though, if the opponent is not already committed to an action, he will simply get punished for going for this at all.
If Orcane emerges from over his puddle, the puddle is consumed and the attack goes higher, which can potentially cover platforms better (though despite the visuals, the hitbox does not become any wider). More importantly, it also allows Orcane to recover in the air instead of being forced to land, making it significantly safer to use.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
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False | N/A | N/A | False | False | False | 4 | 0.5 | Default | 1.0 | N/A | 4 | 4.400 | 2.57 | True | True | True | SpecifiedAngle |
False | N/A | N/A | False | False | False | 9 | Default | Default | 1.0 | N/A | 9 | 4.400 | 2.57 | True | True | False | SpecifiedAngle |
Getup Attack
During Knockdown AttackDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
6% | 17 | 18-24 | 26 | 51 | N/A | 9.0 + 0.25 | 45 | 5 | Stun |
- Intangible between frames 1-24.
Orcane swishes his tail around him. Standard getup attack, no funny business here.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 6.800 | 5.82 | True | True | False | SpecifiedAngle |
Getup Special
During Knockdown SpecialDefault Controls
Xbox:
GCN:
KB:
DamageThe raw damage percent value of the listed move/hit. | Startup WindowThe number of startup frames before the attack comes out. | Active FramesThe number of frames a move is active and can affect opponents. | EndlagThe number of frames before a character can act after the move becomes inactive. | IASAInterruptible As Soon As; the earliest frame a character can act after using the move. | LandlagThe landing recovery frames the move incurs when the attacker lands. | KnockbackBase Knockback + Knockback Scaling. | AngleThe angle at which the move sends the target. | ShieldstunThe amount of shieldstun a hit incurs. To know how to count this in shield advantage, read here. | Parry?Determines the behavior of the attacker (and article) when the hit is parried. For more, read here. |
---|---|---|---|---|---|---|---|---|---|
8% | 25+5 [30]Startup. Puddle startup. | 31-40 | 60*Typically 23 frames if he lands on the same surface as the puddle. | 84*This assumes Orcane lands on the same surface as his puddle. / 101*Assumes Orcane never lands. | 20 | 9.0 + 0.25 | 45 | 7 | Stun |
- Intangible between frames 1-25.
If puddle is present, Orcane will leap out of the puddle, consuming it. Holding Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
or
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
will attack in that direction, otherwise he will aim for center stage by default. He is not intangible once his hitboxes are active. If puddle is not present, Orcane will simply dip down and pop out in place.
This is a very solid mix-up option, especially if the opponent commits to an option to chase you.
Auto-FloorhuggableCan this hit be auto-floorhugged? Read more about this here. | B-Reverse CategoryThis determines whether or not a B-reverse changes the velocity, the way a character is facing, or nothing at all. | Is Throw?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Is Projectile?If yes, this cannot be SDIed and has no hitpause, throwing immediately. | Shares Hitpause?If yes, both characters will freeze in hitpause. If not, only the defender will freeze in hitpause while the attacker continues to move. | Force TumbleDoes the hitbox force tumble regardless of knockback? | HitpauseDoes the hitbox force tumble regardless of knockback? | SSDI MultiplierAdjusts the strength of opponent's SSDI on hit. | ASDI MultiplierAdjusts the strength of opponent's ASDI on hit. | Hitstun MultiplierModifies the amount of hitstun incurred upon hit. | Hitstun Hitfall MultiplierModifies the amount of hitstun incurred upon hitfalling the hit. | Shield HitpauseDoes the hitbox force tumble regardless of knockback? | Shield PushbackThe initial pushback velocity of a shielding opponent (and potentially attacker) if the attack connects. | Shield DamageHow much damage to shield does this do? Note, a shield has 50 health in total. | Can Reverse Hit?If true, the angle will send depending on where the defender is relative to the attacker. If false, the angle will send depending on which way the attacker is facing. For more, read here. | Ground Techable?Can this hit be teched on the ground? If not, this will always force a knockdown. | Weight Independent?If yes, this hit will treat all characters as the same weight of 50. Different characters at the same percent will receive the same amount of hitstun. | Knockback FlipperOne of three Knockback Flippers: SpecifiedAngle, AwayFromHostCenter, and HostVelocityAngle. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
False | N/A | N/A | False | False | False | 8 | Default | Default | 1.0 | N/A | 8 | 8.400 | 8.42 | True | True | False | SpecifiedAngle |
Cosmetics
Default
Leopard Shark
Unlocked at Character Level 50. Cannot be purchased in the shop.
Default | Red | Blue | Green |
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Unlocked at Character Level 50 | Unlocked at Character Level 50 | Unlocked at Character Level 50 | Unlocked at Character Level 50 |
Abyss
Unlocked at Character Level 100. Cannot be purchased in the shop.
Default | Red | Blue | Green |
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Unlocked at Character Level 100 | Unlocked at Character Level 100 | Unlocked at Character Level 100 | Unlocked at Character Level 100 |
Retro
Kickstarter Backer exclusive skin.
Default | Red | Blue | Green |
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Kickstarter Backer exclusive | Kickstarter Backer exclusive | Kickstarter Backer exclusive | Kickstarter Backer exclusive |
Clownfish
Common Tier skin available for purchase in the rotating Coin Shop or in the Bucks Shop.
Default | Red | Blue | Green |
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Purchasable in the Coin Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Blue Tang
Common Tier skin available for purchase in the rotating Coin Shop or in the Bucks Shop.
Default | Red | Blue | Green |
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Purchasable in the Coin Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Hearts
Common Tier skin available in the Lovestruck Event Pass at Event Level 12.
Default | Red | Blue | Green |
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Lovestruck Event Pass | Lovestruck Event Pass | Lovestruck Event Pass | Lovestruck Event Pass |
Axolotl
Rare Tier skin available for purchase in the Bucks Shop.
Default | Red | Blue | Green |
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Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Primal (Prehistoric)
Rare Tier skin available for purchase in the Bucks Shop or in the Primal Event Bundle.
Default | Red | Blue | Green |
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Purchasable in the Bucks Shop | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
Genesis
Epic Tier skin available for purchase on the Genesis X2 online store.
Default | Red | Blue | Green |
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Purchased from Genesis X2 online store | Comes with purchase of this skin | Comes with purchase of this skin | Comes with purchase of this skin |
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To edit frame data, edit values in RoA2/Orcane/Data. |

Essentials
• How to Play • Controls • System Mechanics •
• Stages • HUD • Training Mode •
Detailed & Advanced Information
• Universal Strategy • Frame Data Explanation • Esoterica •
• Gameplay Recording • Character Stats •
Archived Information
• FAQ • Patch Notes • Discords •
Customization
• Icons • Emotes • Character Progression •