We all have different playstyles, and I've never played any way other than rushdown, so I guess I force rushdown Orcane to work out, lol. Maybe I should play him more zone heavy.
Rivals is designed as an aggressive game so every character can be played aggressively if need be
. Compared to other smash games, Orcane might not be a ridiculous Zoner but if you consider Zetterburn to be "balanced" then the directions start to make a bit more sense no?
Also not sure if my brother is just being stupid, but I have been calling Wrastor's Down Special a "chain grab" recently. I just do it with no platforms around then wavedash back then repeat. Some one test this out and let me know what you find. I was also able to tech chase him if he teched upon hitting the ground. Some times he was able to double jump out though so not sure if that's percent based or if he was using noob DI to get out. I also pulled off an aerial version where I did grounded d special into full hop into air d special into double jump into another air d special into Up Smash. Felt really cool honestly.
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Theguesst
. 5th Character has a charge special move. It's pretty cool. Reminiscent of G&W Bucket or Wario Waft a bit.
I have been thinking of experimenting with grabs. Would probably look toward Bowser's Koopa Klaw for inspiration there. Not sure how it would function with parries (go through, go through and do more damage/knockback, not go through parry, heavy punishment to yourself for grabbing a parry)
Currently in the designs that I have written up, I am leaning toward new hitstun states that have different properties. An example of a different hitstun state would be something like ZSS down smash, where the opponent is locked in place for a set period of time before they can move / jump away.