Rivals of Aether/Orcane/Resources

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Hydro Parry

Guide by Quote_a VideoService "gfycat" not recognized. If you're an Orcane main and still struggling to parry bubbles or Kragg's Down B, try out a hydroparry! This tech is exclusive to Orcane, who gains speed when he turns around. The control stick input is the same as the input for a RAR, but finished by pressing parry instead of jump.

RAR Ledge Slip/Drop

Guide by Starbros VideoService "gfycat" not recognized. While this tech isn't Orcane-specific, Orcane does benefit more from it, due to his turnaround's properties. When combining this with an edge or platform, you can get the drop on enemies very quickly! This tech is simple, but requires some timing. Once out of the dash animation, simply turn around and flick down to fall through the platform. If done correctly, you'll gain a burst of speed when you fall through. VideoService "gfycat" not recognized. For edges, simply turn around right at the ledge, and you'll slide off backwards. VideoService "gfycat" not recognized. This tech also has many uses, as a combo starter, finisher, and neutral tool. For edgeguards, this allows you to put pressure on low recoveries from a bit further out, forcing the opponent to play much safer, even if they have all their resources. Below are a few examples on edgeguarding with Ledge RARs: VideoService "gfycat" not recognized. VideoService "gfycat" not recognized. VideoService "gfycat" not recognized.

Nair Bounce

Guide by Quote_a

As of patch 1.4.0, Orcane can now bounce with his neutral air by holding the attack button if you land while it is active. There are two heights to the bounce. You can bounce low by hitting the ground without fastfalling:

You can also bounce high, done by fastfalling at any point before hitting the ground: VideoService "gfycat" not recognized. Hitfalling does count as a fastfall, so you can bounce off of a hitfall as well: VideoService "gfycat" not recognized. The fun part of this technique is that the upward part of the bounce is an active hitbox! If you have a little bit of forward momentum when you hit with the nair, then hitfall it, you can hit twice with the same nair. Of course, you can hitfall the second hit, too: VideoService "gfycat" not recognized.

As you can see, Orcane is on the ground for several frames before the Zetterburn gets back to the ground. It's very possible to follow up the second nair with something like a jab or a dtilt, then continue the combo from there! Also, because of how weak the second nair hit is, it's a very good combo starter at high percents, even on DI out. Be sure to experiment! Now that you understand the technique itself, here are the knitty-gritty details of how exactly it works, as I understand it.

The framedata of the nair is exactly the same as if you had not bounced. This means that the hitbox is out for the same number of frames, ends on the same frame, and has the same amount of endlag as if you had not bounced. The sex kick effect on nair carries over through the bounce. This means that the second hit is always weaker than the first. The bounce itself happens instantly. You are moving down on one frame, then moving up on the next. Nair bounce restores your double jump and air dodge if you had already used those before doing the bounce.

Doing multiple short nair bounces in a row, without doing a fastfall for any of them, will cause subsequent bounces to get shorter and shorter until it's too short to bounce again. Fastfall nair bounces don't seem to have this kind of decay. And that wraps up everything there is to know about the new technique right now! Have fun playing basketball in Rivals.