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Orb

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About

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The orb is a medium weapon with quick attacks and reliable combos that are known to take both players off the ground quickly. This is the fourth weapon that’s been released.

There are three characters who wield this weapon as of the time writing this:

Dusk, Fait, Thor

The first Orb legend, Dusk, was released on patch 3.33

Orb-[CI]The orb is a medium weapon with quick attacks and reliable combos that are known to take both players off the ground

Extra Information:

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Basic Combos and Strings.

SLight, DLight (Easy)

SLight, DLight, NAir (Easy)

NLight, SLight(Easy)

DAir, NAir (Easy)

SLight, DLight, Jump, NAir (Medium)

SLight, Jump, GC NLight (Hard)

SAir, Chase Dodge, DLight (Hard)

SLight, DLight, Jump, NAir, GC DLight, Jump, NAir, Recovery, [Optional] NSig (Insane)

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Orb Strategies:

Noticeably heavier then light weapons, but just as much lighter to heavy weapons, the orb is a weapon that takes you up close and personal. With a reliable set of strings, the orb goes for aggressive, and tricky playstyles that leave opponent focusing more on dodging then attacking. Most moves have very low endlag, meaning you can throw them out time after time without having to wait for it to end. And even though the orb is mostly close ranged, is has a special set of attacks that can reach very far.

The Orb’s combos are all very impressive, but just about all of them have one thing in common. The air. The beginning of the combo will usually start with the very reliable SLight, which tosses the opponent in the air, and stuns for enough time to continue. But all the air attacks that the orb has will continue to carry the opponent upwards, even if you put in a GC somewhere. This is where the orb shines, as they are nearly inescapable combos in the air. So most Orb players will rely on trying to start from the ground, and continue to the air.

The recovery is actually used more to kill then to recover as an orb player, as it is extremely strong, and long lasting, killing at most high damage. This also causes most ‘Off the top’ kills. It has many active frames, and large hitbox accompanied it, making it one of the best aggressive recoveries in the game, and arguably the best.

Everything could probably combo off of and kill off of with its SAir, something that has a lot of potential at either very low damage, or extremely high. The side air give the opponent lots of stun and moderate force when hit, which gives the chance to Chase Dodge and follow up easily when given if done right. It’s also an extremely good edge guard with its range, and can apply pressure when approaching.

You are always under pressure against a good orb, so the best thing to do is react fast. Dodge away from a combo, and not into it, or, find a weak spot. Most orb combos aren’t true, but dodging away is just as bad if they know how to follow up on a read. So throw out a DAir or NAir when you find the chance in the midst of the combo, interrupting them, and giving you space. And as much as they are said to have a good air game, that’s where you’ll want to be staying when up against a orb. They need to be in a very specific place in the air in order for one of their Aerials to hit, so it makes it easier to dodge such attacks. This also allows you do avoid their bouncing DAirs.

Orb-[CI]The orb is a medium weapon with quick attacks and reliable combos that are known to take both players off the ground

Attack Information:

Air Attacks:

NAir:

The orb quickly strikes up, with a small hitbox that lasts quickly above the legend with barely any force.

SAir

The legend magically swings the orb in front of them in a long arc, making it return back to them. If hit, they shoot the ball at the legend, firing the opponent sidewards with moderate force and damage.

DAir

The legend flips, and kicks the orb at a straight diagonal line downwards. This shoots the opponent down the same way, with much force and little damage.

(When this move is performed near the ground, or side of an arena, it will bounce off a certain distance, based on how close the legend was to the ground.)

Heavy Air Attacks:

Recovery

With a stylish spin, they go up a diagonal spiral, with a large and constant hitbox. Any opponents hit receive massive force and damage.

Groundpound

The legend dives down, and when released, they pause midair, and fire the orb directly downward a considerable distance. This has lots of force and low damage.

Ground Attacks:

NLight

The legend moves their arms, and the orb quickly traces around their hands, making the space in front of them dangerous to interact with.

SLight

The legend steps forward, and the orb sweeps the area in front of them, bringing any opponents caught in back to the legend, before put into the air right in front of the legend. This has no force, and little damage.

DLight

The Legend jumps, and does a single spin, having the orb travel around them as they do so, creating a crescent type of hitbox with low damage. The opponent gets hit a certain direction, based on where they were hit.

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Entry Submitted by Silver2Gold

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Template by Skelatal

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