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Orb is close range and none of its moves have any range aside from dair (Which only hits diagonally and cant hit anywhere else.)
It relies on cookie cutter strings like s-light s-air or s-light d-light n-air and most orb players I've seen play like this and don't do anything else. Abuse this as s-light has little range and if it misses its a free punish. D-light is often a dash into move so just back dash to keep range on the opponent and to punish.
Its other moves like n-air has a small hitbox and hits at a very close and can't go into anything else basic except a recovery.
N-light is like gaunt's n-light but without the string potential (Unless its a complex string or they go to s-light s-air/d-air and thats a simple dodge.
d-air is annoying but it mostly relies on the bounce it has with a s-light/d-light and a simple dodge or back dash.
It's groundpound seems extremely good, but its a HUGE commitment where if you miss its rec frames could mean the stock. Most players won't use it unless they're confident that they'll hit it in which if u dodge at the right time (practice with a friend) its an ez punish.
Tldr Just get gud
but it's pretty read-heavy and gets countered by your opponent moving the opposite direction. It relies pretty hard on you opponent being super aggressive and trying to get into you at all times.
That being said orb with long range weapons like scythe and spear make up for that flaw and make it really frustrating to deal with