Sorry, we don't support your browser.  Install a modern browser

Orcane dair needs some love.#863

Low Plat player here. Take this with a grain of salt, but I believe Orcane’s dair is in need of a slight, and I do mean slight, buff. Currently, it’s implementation is to be used as a drag down to convert Orcane’s air combos to the ground, or to start combos from a jump in. The problem comes in the move’s size and hitstun.

In terms of size, it covers Orcane’s well enough, with the only protrusion being his fins. In the past, I and many other Orcane players have asksed to increase the hitbox of this move. The reason for this is because this move has the tendency to let thinner characters fall out quickly, leading to a punish. Now, many players already don’t like some of the bigger hitboxes in the game already, so I understand why the devs may not be willing to increase this size. However, if the hitbox were to get a small size increase, I’d like for it to extend to cover the fins a little. It’s the only part of Orcane’s body not covered in a hitbox, and it (probably) wouldn’t be too egregious if implemented. The image is attached here.

The second suggestion is hitstun. This move is +3 on hit, meaning if Orcane lands this on a grounded opponent, he’ll NEED to hitfall it to make it safe. It being +3 on hit is fine if the move is landed midair, as Orcane can either drag down into grab or nair for a combo. Even if the opponent tries to CC it, they won’t take any additional damage or knockback, the damage is always 12% and the hitstun is always +3 regardless. Since this move is a drag down anyway, I imagine the devs don’t want to just increase the hitstun on all hits of the move. Instead, I think the better answer would be to increase the hitstun of the final hit to something like +6 or +7 on hit, and keep the others the way they are. That amount of hitstun off stage would be toxic to fight againt, and would make it more difficult for other characters to recovery against Orcane. This wouldn’t come into play often either, because Orcane usually only gets like 2 or 3 of the 4 hits this move has.

I am aware you can still make Dair safe if you hitfall the move. However, that shouldn’t be the only way to make the move worthwhile. 12% Damage is great, but given Orcane’s stubby hitboxes, this upside doesn’t often come into play, and at most he’s going to get like 9% at best in most scenarios.

Now, if I could have my way, I would definitely have both. However, if this post ever got looked at, just one of these two would go a long way into making the move more consistent.

14 days ago

Btw, that second hitbox image is oly an example. I don’t mean for it to be huge and disjointed.

14 days ago