Brawlhalla | Most Comprehensive Orb Guide

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welcome to my orb guide put a lot of time and effort into this this combo is sick hope you enjoy orb is a close-range string-based weapon moves out of orbits very unique compared to other string based weapons so you if you enjoy getting lots of hits about aren't really feeling any of the other string weapons or might be for you orb excels at applying pressure controlling the stage and getting loss of quick hits or was a great way to learn the basics of bro holla as understanding how to flow moves together is relatively straightforward when playing orb so you can focus more on improving in other areas once you pick it up currently there are four orb characters in bruh holla dusk is a fairly balanced character in terms of his stats he has a bit of extra Dex dexterity which can never hurt and with the defense stance his stats even out to five seven five five which is almost as ideal as you can get fate the star speaker is as close to a glass cannon as you can get currently out of the orb legends with seven strengths seven speed and only for defense phase for you if you want to get more from your attacks and express your skill through faster movement Thor the God of Thunder is the closest you can get to a tank in the current pool of orb legends his defensive force that are both above average and paired with his average speed he is a force to be reckoned with I think that Thor is the best for beginners on orb due to the low recovery times on the signatures petra the dark heart is very similar to fate and how she's loaded in her strength and speed stance with just a little more strength and speed putter's design Petra's design really encapsulates the crazy demon archetype is my personal favorite orb legend for players who want to legend who is a bit more mechanically intensive Petros for you and light is a quick double orb swing which is an efficient get off me tool as well as a decent string starter using an light stack that low HP's can lead into a true side light follow-up at Oh damage and light into - side light is unjam it damage and light into - t light is a solid string but can be avoided by dashing back a later HP's it is difficult to string out of n light but be creative it is very fast and difficult to punish in neutral when you sparing them it also has a nice stacked hitbox so don't be afraid to use it side light is one of two main combo tools that orb has available to it it is fairly quick but is also fairly punishable on with the hitbox of orb side light extends pretty far downward so it's useful as both a GC option to catch grounded targets and covering the edge of the stage similar to sword down light side light into down light and saw light into site side air are true at all HP's with the latter being a reliable kill combo the timing is tight so you'll need to practice a good amount to land it consistently in a real scenario side lights air is it usually used to kill whereas side light delay is usually used to set up a string scenario or an extended dodge punished so I lay in to chase dodge up ner into sare or recovery is a tight string that can be effective as a dodge punish this is most effective when the initial side light is gravity cancel as a Sai light into down light punished tends to be more optimal when grounded down light is the other grounded combo and string starter the first hit box hits above the user and sends the opponent up where the later hitbox sends the opponent down - down light is a great way to break neutral and in general is just a great approach option - down light is similar to spear down light and how you can use it as well as carrying momentum into the animation of the move first hit box down light into there is a string that is unjust upon where you hit the down light similarly down light into Sarah and on line to recovery can both be used situationally based on where you hit the down light and at low HP can very rarely be true second hit box down light into mi in there are true combos which can then lead into a multitude of options like sarah recovery for most signatures I kill % a second hitbox D light will bounce the opponent high enough to get a true stair follow up let's talk more about in there there is an incredibly fast single hit and it's like a faster but smaller range blaster snare or cannon there it can start strings on its own and is a common follow up out of down line but keep in mind is heavily affected by momentum so if falling there is much harder to combo off of than a rising man for the same reason and there with high horizontal velocity for example in instant - jump hair is harder to combo off of than one with lower horizontal velocity like a simple jump ner ner into side air is a tight string and a rising low velocity in air into Sara is unjust or recovery is also a tight string and a possible kill string hot fire hp's be careful though as the momentum has to be just right to make this unjam people and whiffing can cost you a stock narak into gravity cancelled down light is a jumpable string that if landed can lead into another NER NER is extremely good off stage as it can Kontest with a lot of common edgeguarding options you can interrupt a garlic ground pound for example by reacting and timing in air properly Sara is a forward or bling and orbs most consistent kill option as mentioned before most orb moves can string into this move creating a unique advantage to choosing orb because of the disjoint between the orbits wing and the orb user it has pretty great priority for a weapon with typically shorter range it's also very fast and can be difficult to punish a low damage Sara to chase dodge there can be an efficient stream string assuming the opponent will not jump or wake up with a quick option if your opponent is jumping side air and to chase dodging air can catch it there is the single most diverse and complex move in the game it is great for continuing combos zoning edgeguarding and ledge guarding dare has it all with six different variants I'm going to talk about each variant individually touching out what you can do out of each one basic dare is just jumping and daring it's a very fast 30 degree projectile with very low recovery frames in startup time basic dares the bread-and-butter edgeguarding - with orb and also granite zoning due to its long range falling basic tear off stage at low HP's through combos into an air a great way to utilize this would be sidelights air chase odds dare into ser ground-pound or any other option that you want Brown bounce there is an aerial combo starter at low damage as well as an effective defensive landing tool ground bounce there is true in two side light and end light with satellite being the more effective combo wrap wall bounce there is a very good edge guarding tool as you can string wall bounce there into ground pound or even ser in there a stacked wall bounce tear is performed by jumping into the wall as you throw out there and can be a good option for covering a Dodge up or mixing your opponent up a hand bounce tear is performed by waiting until right before hitting the ground to use there and it is a slightly longer range ground on stair a hand bounce there can also be used on the corner of the stage to peak right over the corner and catch people out as they're trying to recover this is the more practical usage of the hand bounce there but I'm sure you guys can find out ways to make use of the normal version as well recovery is another one of orbs common kill options but it's much riskier than Sayre it has a ton of active frames somewhat reminiscent of blasters recovery within active hitbox throughout the longer the recovery is active the weaker the hit will be so if you're trying to land a KO make sure to hit it with the Hurley's frames possibly it has some priority but will be beaten out by disjoints fairly easily so be careful and try not to make this your last option while recovering back to the stage also if you bonk your head you'll bounce right off the bottom of a stage instead of hugging it like other weapons and most likely fall to your death so don't do that if you can help it ground pound is orbs only vertical downward attack it has a disjoint on release and inactivation hitbox close to the user if you hold the ground pound down and land on the stage you'll get an additional splash hitbox it's relatively slow in the hitbox doesn't reach as far as you might think but it's still a great option to catch those trying to maneuver out of the dare range off stage Dusk's NSA commands your orb upward moving the hitbox vertically and expanding at the end of the attack so I line into NSYNC and grounded delight in to gravity cancel NSYNC are both unjam purple and solid kill confirms if your opponent has no dodge side sig is a two-faced punch with a fairly unique mechanic of the initial charge window having a hitbox similar to NSYNC grounded delay into GC side sigit Sun jumpable deseg is a long-range fledged trapping tool without any moves effectively stringing into it however at low damage of falling sare and two decent can catch a jump using D cig to its fullest potential is going to require some creativity fades n cig is a leaping aerial strike and also probably the best orbs cig currently and sig kills extremely early and it's very easy to string into Sai light into n sake delight in tenzig and NER in 10 chen sake are all extremely effective strings and are all confirms when your opponent does not have a dodge side cig is a sweeping attack that brings fate long distances across the stage so I'd say it's active and put forward and down forward tight sig is the killing tool and doesn't really lead into much downside sig is more of a string starter on stage it can lead to cider and light and air wear off stage it leaves the opponent in the perfect position for a dare to hit desync also has active input and it is a powerful magical spell which can create one of the deadliest ice traps in all of for hawla forward and up down sig are both pretty much the same you just want to swap up which one you're using depending on where you are located on the stage grounded D light into G C D sig is unjust a combination of n light and DC is extremely hard to recover against is an insane ledge trapping tool and sig on Thor is easily the best recovery SiC in the game and almost unpunished will and unless you overuse it however as an attack it's fairly difficult to hit unless your opponent is jumping as no moves easily string into it side sig on Thor is a two-faced lightning attack which has a deceptively high hitbox however is fairly hard to string into this move so you're going to need a big reed to pull it off for D sig Thor leaps into the air and then charges on the ground and releases lightning I think that this thing is better EULA is offstage as a slide church tool DC can spike down if it catches below Petrus and sig shoots out dark magic and a cloud above her lasting fairly long so I line into N Sync and NER into GCN's ik are both effective routes that lead into it so I think is the only projectile orb cig going a little farther if you charge it to where magic is coming out of the orb projectiles and most platformer fighters are difficult to string or lead into and this is no different so it's mainly a zoning or poking tool DC is a massive ball of energy which drops out and release it's I guess an edge guarding tool but I would advise using this move sparingly because I doubt the above your opponent will get hit by this more than once what playing as any weapon in bahala the initial goal should be to apply pressure and make the opponent feel scared of you orb has great tools to help you achieve this goal make sure to use the combos that are only possible at lower damages effectively as they can instill fear and cause your opponent's make on optimal decisions in future situations make sure to mix up your opponent just because you can and when your opponent doesn't know what you're doing or what you can do they're much more likely to panic dodge jump or fall into other bad habits learning how to effectively hit and convert off of delight is one of the most important things for an orb player to master true comboing in teton air and n light at early damages and ser at red when hitting the bounced version it is crucial to reliably land delights similarly orb doesn't really have a safe approaching option other than T light so when you are in a situation where you need to approach your opponent a well spaced - D light is likely one of your best options do note however that it is still a fairly short range move unlike something like blaster side light or both down light so you need to be aware of your positioning when using it I touched on earlier but it is vital that you make your opponent respect to you you need to make them feel like you are in control and then the mistakes will follow don't always go for the same read don't always go for the same combo if you are always waiting for a dodge after down light they will learn not to dodge consistently mix them up and condition them too in certain ways out of your moves orb is one of the weapons which utilizes momentum the most Umbra halle dashi and down lighting is much more effective in neutral than just on lighting and - jump recovery travels much farther than just recovery learn how to use momentum to your advantage and you'll be able to extend your combos and probably find a few more openings as well at higher damages putting your opponent into a knockout position is usually more valuable than trying to get the most amount of damage for example from orange shells onward I would recommend using side lights there over side light down light due to the higher likelihood of converting into a kill off stage something that is fairly unique to orb is a consistency at which you can convert a hit into the wall into another hit for example a side light into sera on Twilight Grove can almost always lead to a recovery GC and light or signature similarly you can use Sarah into the offstage wall on any map and likely convert into a true ground-pound or dare or can sometimes struggle against weapons I can juggle you from below like sword blasters or hammer be careful trying to land on your opponent as orb doesn't really have an option that is safe and it's directly below you with orb legends the most important thing is finding someone who fits your flow orbs biggest weakness is being able to find a way to reset to neutral so a character which can easily play neutral might be a good way to go personally I think that the higher-speed legends are much harder to pick up but also much more rewarding due to how steep the skill curve is with movement speed orb is a super fluid weapon with high damage and zone control it's difficult regaining control once you lose it but the tools it has when in control are ridiculously strong solid and downlight are the main tools for creating longer combos and strengths and there is very strong in the air for opening up your opponent side light into sera is your best kill option and Marin to recovery can also be used to fill the same void applying pressure and conditioning your opponent to do certain things on your moves are both important for orbs strategy keep in mind this is just my opinion and don't like what I say totally dictate how you want to play the weapon or game hopefully you all enjoyed let me know if you want to see more thanks for watching SAP
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Channel: Boomie
Views: 157,529
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Keywords: Orb Guide, Brawlhalla Orb, Brawlhalla Orb Guide, Orb Brawlhalla, Rank 1 Orb, Best Orb
Id: hLO3kqYFwTA
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Length: 14min 49sec (889 seconds)
Published: Thu Jul 11 2019
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