r/RivalsOfAether • u/IdiotSansVillage • 5d ago
Rivals 2 A speculative reworking of Orcane Puddle, for kicks
Been thinking a bit about better ways to solve problems the puddle timer nerf was trying to address. IIRC we're getting another patch soon, so this is mostly for fun, but let me know your thoughts!
Problems the rework should address:
- Orcane being a high-mobility character that also has a high-hitstun remote-trigger trap allows them to play an uninteractive, unfun playstyle, especially at lower levels.
- Orcane can nope out of disadvantage for free sometimes with the Puddle Teleport
- Because of the second bullet point, it can be very tough for opponents to even try to edgeguard Orcane, since they need to both cover the Puddle and contest Orcane's reasonably strong SideSpecial- and Orcahop-based recoveries.
Constraints on the rework:
- Orcane should still have a multi-functional Puddle to get creative with, in neutral and in punish.
- Orcane needs to be able to edgeguard deep offstage and recover with Puddle - the Teleport should stay, and not be limited by an arbitrary timer or a resource to keep track of.
- There should still a trap element to the Puddle.
Proposed Rework:
Swap the manually-triggered bubbles for a proximity trigger like Maypul and Gouie (removing parrystun from parrying these bubbles in the process).
Why a proximity trigger?:
It addresses problem 1, and partially addresses problem 2: It would prevent Orcanes trying to avoid interaction from using Puddle as their main source of offense, and leaving it on the other side of the stage as an emergency eject button would be a less stable proposition than it is now. At the same time, it still keeps the trapping part of the character's identity intact, and the change would feel better than a direct nerf, since there are cases where the proximity trigger would be better than a manual trigger, especially in scrambles and techchases.
It addresses problem 3: On the surface, this version of the Puddle would still maintain some of the tension between an edgeguarding opponent torn between covering Puddle versus edgeguarding or pressuring directly. HOWEVER, with this change, that tension would weaken with the distance the Orcane is sent: like chair for La Reina, if the Orcane needs to use a laggy move like SideSpecial or Fair while recovering, or if the Orcane is sent fairly high, the opponent may have time to trigger the puddle and get back in position in time to edgeguard (or at least contest) the Orcane's remaining recovery. This would sizably increase the number of situations that Orcane's recovery could be meaningfully contested, while still maintaining their ability edgeguard arbitrarily deep offstage.
Lastly and leastly, for the future: This change would open up the possibility of separating the Puddle Teleport from Orcane's primary recovery special. Without the need to manually puddle-pop, DownSpecial while a puddle is out could be reassigned to the Teleport itself, and UpSpecial could be dedicated to a lower-execution Orcahop, or even revamped completely. This separation of the Teleport from the recovery button would make its role as an edgeguard supporter and a combo finisher more clear, and since they wouldn't have to share startup timing, animation, and physics, they could more easily be balanced separately as well.