Orcane Tech
Preface
Going through here, you'll notice there is a color code to help anyone look over tech and understand how useful or how prevalent they will be used during matches.
- Essential - Any tech with Essential are important to learn as they are commonly used in match-ups.
- Useful - Any tech with Useful are often very useful and good for mix-ups and many common situations.
- Situational - Any tech with Situational are tech that won't commonly be used but still have a level of viability, something that you might pick up once you've learned anything above it in tiers.
- For Fun - Any tech with For Fun don't offer any advantage to play, usually just for style.
Hydroplaning and Others
How It Works
Orcane is a slippery character, with the lowest ground friction of the cast. While he has a slippery wavedash, he can get even more slippery. When Orcane turns around in run, his velocity will exceed his max run velocity for a few frames, before decreasing for Orcane to properly turn around again. This means that if any action is done while at this turnaround velocity interrupting this turnaround, it will carry that momentum. This momentum boost from run turnaround is known as a hydroplane. The earlier an action is taken, the more momentum preserved, ideally on the first frame of turnaround.
Inputs
While running, Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
This assumes that Orcane is facing right. >
StrongDefault Controls
Xbox:
GCN:
KB: or
SpecialDefault Controls
Xbox:
GCN:
KB: or
JumpDefault Controls
Xbox:
GCN:
KB: or
ShieldDefault Controls
Xbox:
GCN:
KB:
Application
Because this gives you extra momentum out of turnaround, you can simply do anything that you would be able to do while in run turnaround, but to greater effect. Inputting AttackDefault Controls
Xbox:
GCN:
KB: will do nothing, but you can do the following:
- Strongs
- Forward Strong works in both directions, by the way!
- Specials
- Notably, a hydroslip is running, turning around, and using Droplet (Neutral Special) while slipping off ledge. This causes him to soar through the air backwards offstage. This can help Orcane reach offstage below ledge very fast, and in addition, a puddle will always be on stage at ledge, allowing Orcane to return to stage and set up at ledge for ledgetrapping if Orcane needs to retreat to safety.
ShieldDefault Controls
Xbox:
GCN:
KB:- Parry, Roll, Spotdodge, Grab
- Notably, spotdodging out of a hydroplane makes Orcane slide even farther than hydroshielding. This is a hydroslide. This is Orcane's fastest movement option, and because of the range it covers while spotdodging, it can achieve the same effect as a roll, except faster and farther. This can be useful for covering ground, either for stage positioning for edgeguard or ledge grab. This also allows Orcane to cross up and pass through zones dominated by opponent projectiles, though this can also be beaten by parrying out of hydroplane.
- If Grab is done without shielding, Orcane will Pivot Grab. If it is done while in shield, Orcane will perform a regular Grab.
JumpDefault Controls
Xbox:
GCN:
KB:(RARRAR
A tech that allows for approaching your opponent with your back turned, out of a forward run.)- This means you can go for RAR 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. as well as RAR Aerials. This is particularly useful with Bubble Butt and Back Air, as both have powerful hitboxes behind Orcane.
- This means you can go for RAR wavedashWavedash
- Taunt
- Yes. Very silly, I know.
Hydroplaning has many, many applications, and it is a unique movement option that can open up Orcane's kit, whether it be offensive or defensive. Hydroslipping and hydrosliding have notable use cases and should be considered as potential movement options, whether evasive or aggressive.
Nairbounce
How It Works
If Orcane falls onto the stage during Neutral Air's active frames, and AttackDefault Controls
Xbox:
GCN:
KB: is held, Orcane's Neutral Air will "bounce," continuing the active frames into a new hit travelling upwards. The frame data of this second hit is identical to regular Neutral Air. If Orcane inputs a fastfall before the second hit comes out, Orcane will bounce much higher than usual with this hit.
You can bounce low by hitting the ground without fastfalling, or bounce high by fastfalling at any point before you hit the ground. Doing multiple low bounces in a row causes subsequent bounces to get decay in height. Bouncing high lacks this decay as it's the same height as Orcane's fullhop.
Application
One potential use case is hitfallingHitfall
A tech in which the attacker can buffer a fastfall during hitpause. Exclusive to Rivals of Aether and Rivals of Aether II. the second hit, allowing you to air juggle the opponent across the stage. Because Neutral Air's knockback decays, and the active frames carries over to the bounce, the second hit will always be weaker and allow you to combo.
In addition, after the initial bounce, the active frames reset, making it possible to get another strong Neutral Air out, which is easily timed to be a low hit and able to be hitfellHitfall
A tech in which the attacker can buffer a fastfall during hitpause. Exclusive to Rivals of Aether and Rivals of Aether II. right after.
Alternatively, this can be followed up with Down Air to drag the opponent back down as a combo extension, as well as wavelanding on a platform to continue the combo.
Orcahop
How It Works
While Puddle is one of Orcane's important recovery options, it is not mandatory. If Orcane has no Puddle on stage and is recovering, he can do what is called an orcahop. This allows Orcane to gain much higher momentum than normal. This can also be done even with a Puddle, as long as Orcane holds ShieldDefault Controls
Xbox:
GCN:
KB: during startup.
Orcane's Up Special is momentum-based, meaning that if Orcane has an upward velocity while using the move, Orcane will go much higher than doing it while falling. If Orcane uses it immediately out of his jump, double jump, or wall jump, Up Special will gain considerable height.
Application
Up Special is important for recovery below ledge and if there is no puddle, or not wanting to travel to a puddle. Orcane uniquely can wall jump out of both his Up Special and Side Special, making his potential recovery extra tricky.
If Orcane has to recover from extremely low offstage...
- ...If he's close enough to the wall, he can double jump Orcahop, followed by wall jump Orcahop to make it onto ledge or on stage.
- ...If he's too far from the wall, he can Side Special to get to the wall, and then wall jump followed by double jump Orcahop to get maximum height.
Doubles Specific Tech
Puddle After Death
When you're knocked out of a match, if your puddle is still on stage, you can use Down Special to activate its bubbles.