Welcome, Orb players! Whether you’re just picking up Orb or looking to tighten your fundamentals, this guide covers the must-know combos, true strings, and practical applications for in-game success.
Basic True Combos (Must-Know Fundamentals)
- Side Light > Jump Side Air
- Bread and butter true combo.
- Effective for both building damage and securing KOs.
- Tight input, but essential.
- Side Light > Down Light
- Less damage than sLight > sAir but puts opponents in a juggle state.
- Great for follow-ups with nAir, sAir, or recovery.
- Down Light > Neutral Air
- Only true if you hit with the grounded part of dLight.
- Requires proper spacing and momentum to remain true.
- Down Light > Jump Side Air (At high damage)
- Replaces nAir follow-up once opponents bounce too high.
- Excellent kill confirm.
- Dare > nLight
- Solid low-damage confirm.
Specific True Combos (Advanced Confirmations)
- Back-End nLight > Side Light
- Very tight timing.
- Only works when you hit nLight at the back end.
- Side Light > Down Light > Side Air
- Excellent three-piece string if you can execute properly.
- Wall Bounce sAir > nLight
- Situational but useful for KO confirms.
- Can be extended into sAir > nLight > Ground Pound.
- Dare > nAir
- Theoretical true combo.
- Highly reliant on spacing and momentum.
High Value Strings (Dodgeable, but Practical)
- nAir > Side Air
- 1 dodge frame string.
- Very useful for juggling and kill confirms.
- nAir > Recovery
- Versatile, especially useful in the air.
- nAir Chains
- Can track and chase movement.
- Useful for juggling and damage.
- Side Air > Chase Dodge > Down Air
- Common orb flowchart.
- Can be extended but is jumpable.
- Down Light > GC Down Light
- For edge guard extension and pressure.
- Side Air > Dash > Side Light
- 1 frame dodge string.
- Situational but very strong.
- Side Light > Chase Dodge > nAir > sAir
- Excellent string for finishing or pushing advantage.
Juggle Tools & Pressure
- Side Light > Down Light > nAir: Great for juggles.
- Jump sAir / nAir / Recovery: Track landings.
- nLight > Dash Down Light: Solid pressure string.
- Recovery > nAir / sAir / Down Air: Keeps opponents airborne.
Dodge Read Example (Safe & Effective)
- sLight > sAir > Jump Down Air
- Covers spot, in, and diagonal-in dodges.
- Safe if they dodge away.
Kill Confirm Awareness
- Down Light > Jump Side Air
- nAir > Recovery
- nAir > Side Air
- Wall Bounce sAir > nLight / GP
Orb Tips Summary
- Learn dLight hitbox timing for consistency.
- Practice nAir momentum management.
- Use chase dodge extensions to secure advantage.
- Play safe—most orb strings are unpunishable if whiffed.
- Study jump and movement habits to land confirms.
Good luck on the battlefield, Orb players! Keep experimenting and grinding. And remember… you hang up. No, you hang up. Okay… I’ll hang up. 👋




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