
Tl;dr Up B startup increases during timer. Puddle goes dormant when it ends (bubbles NO up B YES). He is “airborne” until up B ends.
L;r
The goal of these changes is to adjust Orcane’s up special so that:
These changes would, I think, accomplish all of those goals. At low-level play, he doesn’t have the frustrating play pattern of needing to account for a timer on Waterport.
At top-level play, players face a different risk when stalling offstage. It is not a huge looming risk that cuts off his options, it is a gradual risk, which better matches the design philosophy of recovery staling.
It also makes the Waterport much more interceptible. For Orcane to use his up special safely, he has to use it increasingly far away from the opponent, which makes it increasingly obvious when he is going to try it. This gives edge guarders ample warning to get back to stage to hit him. Coupled with a change to not give him back his resources until he’s actionable on the ground (maybe this is already how it works I forgor), intercepting his recovery is easier and more rewarding at both ends of the teleport.
The dormant puddle also takes effect in neutral. Orcane can’t use the puddle to empower his attacks or turn it into bubbles. This helps dampen its constant stage presence, since it is otherwise impossible to directly interact with it unless the opponent has made a mistake, unlike Lily and the Mire. These interactions could be customized without affecting Waterport, making the puddle a little easier to balance around.
Overall I think this is the best change possible in all scenarios for its interactivity, flexible design space, and limited player frustration.