Rivals Of Aether- Ori And Sein Dlc Guide
The standout feature of this DLC is the ability, directly inspired by the original Ori games.
: Frequently cited as their most impactful move, Ori can use Down Special
Lore-wise, Ori is incomplete without Sein, the sentient light orb. Mechanically, Sein acts as an extension of Ori’s hitboxes, but with a crucial vulnerability. Most “puppet” or “partner” characters in fighting games (like Ice Climbers or Rosalina & Luma) separate the player’s focus between two autonomous entities. Ori and Sein does not do this. Instead, Sein is welded to Ori’s position, hovering slightly behind and above. This design choice eliminates the complexity of micromanaging a second character but introduces a fascinating weakness: Rivals of Aether- Ori and Sein DLC
Unlike most characters in the roster, Ori is a . While Ori handles movement and physical strikes, Sein follows as a passive companion that acts as a remote turret for unique setups.
Hitting an opponent with the glide allows you to out of it, enabling further recovery options or a "waveland" back onto the stage. Combo Game: The standout feature of this DLC is the
The core of Ori’s design revolves around Sein. Unlike other characters whose attacks are extensions of their limbs (like Zetterburn’s claws), Ori’s attacks are projectiles and energy blasts generated by Sein. This gives Ori a unique "disjointed" hitbox. When Ori swings, they aren't necessarily where the damage is happening; Sein is.
This is where the Blind Forest DNA shines. Up Special causes Ori to launch upward in a short arc, leaving a trail of light. If you press the special button again during the ascent, Ori sprouts feather wings and glides horizontally. This allows for absurd recovery mix-ups—do you go high? Glide to the opposite ledge? Cancel the glide into a wall jump? he has a hundred situational confirms.
This playstyle is best described as a “tempo trickster.” Ori has no single kill confirm that works at all percents. Instead, he has a hundred situational confirms. His Forward Strong attack (a sweeping spirit arc) is slow but covers half the stage. His Back Strong (a backward kick) is fast but has no range. To secure a kill, an Ori player must condition the opponent—making them fear the Bash, then punishing their hesitation with a raw Spirit Flame into aerial finisher. This cognitive load is the character’s true strength. Playing against Ori is exhausting because you are constantly guessing which of his six movement options he will use to convert a stray hit into a combo.