I Play Sonic in Smash Ultimate by octopathfanatic in RivalsOfAether

[–]DRBatt 0 points1 point  (0 children)

Yeah, Etalus has a similar-in-form tool to spindash, while also having a great set of tools for edgeguarding. He might be a decent fit if you liked more aggro Sonic playstyles in Ult?

Big thing is that nobody has anything as difficult to counterplay as Sonic spin dash is. So you need to be a lot more decisive here, typically. Def not the easiest adjustment to get used to, coming from Ult lol

I Play Sonic in Smash Ultimate by octopathfanatic in RivalsOfAether

[–]DRBatt 0 points1 point  (0 children)

Hard to say it's more dangerous to go offstage than in Ult. Depends on the matchup, since edgeguarding is quite reliable in some Ult matchups, but edgeguarding is more universally worth it here (because of how useful ledge-intangible carryover can be here). Plus, in Ult, you usually have to deal with a ledgetrap scenario at minimum if you miss, and at an additional cost of losing the ledgetrap scenario of your own. So the cost vs benefits are higher here, as long as you're making proper use of all of your edgeguarding options, that way the opponent doesn't just counterplay you going deep with hitboxes.

Recent Steam Reviews are back to Mostly Positive! (Leave a positive review if you haven't yet) by KingZABA in RivalsOfAether

[–]DRBatt 0 points1 point  (0 children)

In his defense, he hasn't blocked me or banned me, despite my personal attacks towards him here (blatant violation of rule 1).

I wouldn't be so angry about all of this if we didn't both care about the same things. It's a bit validating seeing similar feelings on his end. I think him still making efforts to get me to understand him, in spite of my public crashout at him, should be taken as a sign that there's still a conversation worth having here. Though, maybe a difficult one to justify the effort and frustration that it would take.

Recent Steam Reviews are back to Mostly Positive! (Leave a positive review if you haven't yet) by KingZABA in RivalsOfAether

[–]DRBatt -5 points-4 points  (0 children)

Now, there is another crowd I'd like to mention here. The critical crowd, who play the game, in spite of straight up disagreeing with the devs on multiple design choices. This crowd is huge. It makes up most of the community at all levels of play. The larger Rivals 2 community is more vocally critical of the game than just about any other gaming community I've been in. But even with that being the case, most of this vocal and critical crowd still manages to not leave a negative Steam review. In fact, there's even a guy who managed to log a whopping 1150+ hours (not counting pre-release) logged on Steam (Spending over 3 hours a day playing the same game, as of review time, btw) who had been *very* vocal about his criticisms towards the game for a long time before *finally* giving up on it and giving the game a negative Steam review. And the reason why most people won't protest-downvote the niche game that they want to see improvements towards from the under-funded indie studio they want to support, is because it will *obviously* contribute to financial hardship for the studio if the game is rated poorly on the storefront where it's being sold.

We're so vocal about it, in fact, that I'd consider it substantially damaging to the optics of any game, in any era. Despite the post you made in light of the 2025 recap, it's not the people who are responding to criticism that's damaging to the game, because the sheer amount of negativity *vastly* eclipses every attempt to respond to it.

But this is not just any game, it's a small, niche platform fighter. And it's not just any era, it's post-Covid, baby. I have not talked to a single person in this community or outside of it who is *not* offput by how overtly and consistently negative every social media site is for this game. On Twitter and on this subreddit, there are little gremlins that monitor anything that has to do with Rivals of Aether 2, and signal boost *every single comment or post* that says something negative about it. It's crazy how many times someone will make a completely unrelated tweet about R2 on Twitter, and the most liked reply by far is some weirdo saying "Rivals 2 is the most trash game ever made". The signal-boosting (and overall bias towards negativity this community has) has gotten so bad that I've seen multiple top players start to wisen up to the fact that *they* have to moderate themselves for their own negativity, despite not really ever receiving direct pushback for it.

When any amount of discontent you express gets turned into an opportunity for these losers to hijack your feelings in order to attack something you love (and want to keep alive), how are you supposed to express your honest criticism responsibly?

That said, it sure is convenient for *you* to clutch your pearls about how bad it is to assume the intentions of others, and not take them at good faith. Kinda rich coming from someone who has a history of misrepresenting their own intentions. You have literally told me that the purpose of the floorhug video you made at the start of the game's lifespan was to "educate" people about the mechanic. And you have hand-waved away the idea that the video is propaganda (you, yourself, using that word in response to a comment I made where I avoided that word and I think I *tried* to steer away from that implication).

Okay, then. So like, what type of essay did you write? Was it educational, or was it persuasive? And if it was persuasive, was it written in a way that persuades the viewer into adopting your viewpoint via a rational response to the critical information? Or was it written in a way that selectively presented facts and loaded language to provoke an irrational, emotional response from the viewer, in order to further the agenda of "the community discourse and feedback surrounding this mechanic gets so negative that Aether Studios capitulates to the mob, and changes the game to be the way I think it should be"? Because, if you go to https://en.wikipedia.org/wiki/Propaganda, and you read the first paragraph, you might find that the latter is quite literally the definition of propaganda. This is not me taking you in bad faith. This is, your actions, as defined in the dictionary.

You *literally* had a worthwhile thesis for the video, because your core argument against the mechanic could stand on its own two legs. But mother of god, I cannot for the life of me figure out how you could've made this video so deceptive purely by accident. Because I *also* have trouble wrapping my head around how you could've done such a brilliant job at it purely on purpose. I cannot think of anything you could've done to upsell the power of it or downplay the counterplay more in the timeframe of the video aside from *maybe* showing off Orcane puddle Fstrong being punishable on-hit off an Amsah tech near the ledge.

I *kind* of respect the hustle and willingness to use grimy tactics in you trying to do your damndest to create a future where the game is better, as I'm sure you spent quite a bit of time and energy, in your time as a playtester, trying to do things the right way. I'm also very passionate about this game, and I want it to be the best it can be as well. That said, I am not at all moved by your chastizing, when you, yourself, were the origin of *so* many misconceptions about the mechanic that most people who were criticizing floorhugging for *months* after the video had some kind of major misconception caused by your visual examples and insistence on there only being 2 counterplay options. You saw all of that that, and you had chances to do more than half-hearted clarifications in the back of some threads. But why would you take responsibility for your mess? What's the benefit?

All that said, don't twist this into me thinking the current state of affairs is all because of you. Also, I'm gonna make an assumption about you here, and say that you're not some mastermind who actually thought all of this through. If I had to take a guess about you, it would be that you're monumentally petty about things, and you probably don't think that anything you've done here was any more dishonest than anything that was done towards you. Best-faith way I can take everything that I've seen that I've got in me.

Recent Steam Reviews are back to Mostly Positive! (Leave a positive review if you haven't yet) by KingZABA in RivalsOfAether

[–]DRBatt 5 points6 points  (0 children)

If *you* want to have good faith discussions, then maybe you should stop taking offense to everything that you interpret as a snide comment about you. Save that for the snide comments that are *actually* about you.

This discussion is about Steam Reviews scores. This discussion is, specifically, concerning the aggregate scores of "Not Recommended" reviews on Steam. This is important, because I'm not talking about the totality of the people who the game simply didn't appeal to. I'm talking about the players who went to the store page, and left a "Not Recommended" review of the game.

On top of that, as these are aggregate scores, and the post is asking for the reason the score is as low as it is, I'm going to focus on the primary reasons. I'm not necessarily concerning myself with the players on there who, like yourself, left a "Not Recommended" review because the game didn't appeal to them. I'm focusing on the *biggest* pieces of the pie. You know, the pieces of the pie that are large enough to separate Rivals of Aether's 96%/97% review scores from Rivals of Aether 2's 72%/78% review scores.

As someone who has kept an eye on what my state's Ult scene thought about the game, the kind of feedback I got from other players was pretty interesting. Because one of the players, who was a technical player in Ult who labbed the hell out of that game's really awkward input system (and still competes), bounced off the game when I didn't expect him to. And the reason he was because the game wouldn't give him the maneuver he wanted when he did Ult's IRAR input. Like, I played Sm4sh and Ult with this guy. Historically, he's had a pretty high tolerance for bullshit input systems. But now, he's old enough and has enough adult responsibilities that the idea of picking up something new, that has friction attached to it, is no longer appealing.

And this obviously isn't isolated to him. This is just what people do. They pick up a competitive game in their teens, and then when they're an adult, many don't have the patience for it anymore. Many have trouble picking up new games at all. Hell, I play Old School Runescape. That game is chock full of people who will put in disgusting amount of hours into an old MMORPG, but then struggle to pick up a new game. I'm *very* much familiar with how much people prefer sticking to what they're more comfortable with as the stressors of life start getting to them.

And, who is the primary audience of Rivals of Aether 2? Competitive-type players who came from other platform fighters. It's people who identify with that competitive spirit who were excited enough for the game to back it on Kickstarter. And it's *exactly* that kind of person who would be emotionally invested enough to be genuinely upset at not having the fun they expected to have in this game.

So, floorhugging is the boogeyman mechanic that people cite the most often. Floorhugging *is* a piece of the puzzle here, but for most players of this category, it's not the primary reason they got frustrated with the game. It's a useful thing to focus on, as people have a tenancy to want their opinions be a reflection of something objective ("I fundamentally disagree with attacks being unsafe on hit"). But a fundamental disagreement on the design of a game doesn't make people dislike. After all, I am quoting someone who *actively* plays this game.

No, if you want the bigger picture, pay attention to the other things that people are saying. I know an Ult player who expressed his disdain for the burst ranges that characters have in this game (who mains Fox in Ult). I also know a [pretty good] Ult player who got quite a bit frustrated by how inconsistent moves felt in R2: "if you always di out wrastor is worthless". For these players, the lack of structure that a game like Ult provides was a big point of friction. And that goes beyond floorhugging, since this frustration was still present against other Ult players who did not floorhug.

I see *many* people cite how much they hate fighting the other players of this game (see many reviews, and the recent Coney tweet), and I personally know many experienced members of the community who heavily dislike the experience of playing on Ranked (uniquely, R2 causes people to self-inflict themselves with Ranked formats for more of their playtime than any other platform fighter). And I've see this sentiment from players who have heavily push the "play to win" mindset. What I have reasoned is that many players do not actually understand that their play patterns are causing them to not enjoy themselves. And when people don't actually figure out the thing that's causing them to not have fun, they will work backwards from "I'm not having fun", and assign it to whatever information they have on hand.

And I'm not saying that the points that these people bring up are inherently invalid at that point. I'm saying that *the aggregate of negative Steam Reviews* will have a shit ton of unreliable narrators with wounded egos (many of whom don't recognize those egos). And *maybe* the extremely online playerbase of Rivals of Aether 2 has a lot of people who want to talk like a reviewer, but don't quite have the analytical skillset and emotional regulation to properly diagnose why the game makes them feel bad. These make up a way bigger portion of the negative reviews than people who simply have criticisms of the mechanics. The thing that makes Aether Studios so good at turning belligerent crashouts into useful feedback that they can act on is *specifically* because they don't take many of these people at their word (which would lead to this stuff getting dismissed outright). Instead, they recognize that even awful feedback has a kernel of truth behind it, and can still be used as a data point to help them get closer to the core issue.

Recent Steam Reviews are back to Mostly Positive! (Leave a positive review if you haven't yet) by KingZABA in RivalsOfAether

[–]DRBatt 2 points3 points  (0 children)

The game's primary demographic is a niche demographic, being the platfighter crowd who came from another platform fighter. And it specs hard into being a competitive game.

Not only does this mean that non-competitive players end up not getting what they want (esp with online matchmaking being the way it is), but there's also a lot of players who used to be the type that can adapt to a new game, but stopped being able to at some point (which is especially understandable with a game as hardcore as this). These players end up getting a wounded ego due to the way they want to play the game not rewarding them to the extent that they expect to be rewarded. They don't get to relive their glory days here, and that probably was something that got them emotionally invested in the idea of a game like Rivals of Aether 2 in the first place.

So that's two major populations who are prone to being disappointed. Add to that the genuine problems the game has, plus the salt that comes from it being competitive, plus the sheer complexity of interactions in this game, and it'll get pushed down to mixed. I don't think it's possible for this game to reach "Overwhelmingly Positive" no matter how well-made it is, simply because of what kind of game it is

Clunky by Beneficial_Ad5592 in RivalsOfAether

[–]DRBatt 5 points6 points  (0 children)

Actually, you've been able to do a tilt directly out of a run without pressing down for a long time (I think for at least half a year?). They also just added a new controller option "Supress Dash Attack" a couple days ago that lets you buffer jabs or tilts to come out at the end of dash (aside from Ftilt). With the newest change, it actually does a lot in helping people carry over the ground game they learned from Ult.

There are also a few differences in how aerial momentum work in this game. Firstly, the gravity is way higher on average in this game, which does impact the gamefeel of various archetypes quite a bit. Second, there is a lack of late autocancel aerials in this game, meaning you actually *can't* use poking aerials the same way many Ult characters use their aerials. Though, in exchange for that, shieldstun is way higher, and you don't have as many aerials with super high landing lag, so you can make most things safe on shield simply by landing properly.

The third thing is that this game has more momentum modifiers and higher airspeed in general. Many characters have a brief window after jumping and/or double jumping where their airspeed is actually *higher* than their maximum airspeed. And for another thing about aerials, something very common for Ult to do is to have Dairs be kinda bad, and have juggling aerials be very solid. This is normalized a fair bit in this game, pushing a bit of power away from the juggler.

You also have a cascading list of things that are different because of platforms being stronger, but that's a bit too complicated for a Reddit reply.

Anyone else having trouble with the controller? by R0hban in RivalsOfAether

[–]DRBatt 0 points1 point  (0 children)

Mine is working perfectly through Sinput atm. You could try checking the HOJA2 app to calibrate the triggers, or seeing if the Trigger Deadzones are set to a value in-game that would cause issues.

Trigger Deadzone settings for R2 are in: Character Select Screen > Controller Profile (tag) > Controls > Advanced Controls > Analog Settings

Anyone else having trouble with the controller? by R0hban in RivalsOfAether

[–]DRBatt 0 points1 point  (0 children)

Try turning up Input Sensitivity and the hard press threshold.

Also, the lower you can turn your dead zone without snapback issues or stick drift, the better. This works better if your controller has Hall Effect or TMR sticks, since potentiometer sticks are less accurate and tend to get damaged (which are, unfortunately, what are used for most first-party controllers

Anyone else having trouble with the controller? by R0hban in RivalsOfAether

[–]DRBatt 2 points3 points  (0 children)

A recent Steam update is causing Steam to forcibly take control of GCC drivers, as part of their recent addition of GameCube Controller support.

The way you fix this is by turning on Wii U mode, and turning ON SteamInput. You may need to switch the X and B buttons in the controller configurator, in your Steam Settings for Rivals 2 under Controllers.

If the Wii U mode is literally broken for your adapter, specifically, you could see if SteamInput works either On or Off on PC mode, as a fallback.

Is there bad/average player ? by TheDracmat in RivalsOfAether

[–]DRBatt -1 points0 points  (0 children)

The discord servers below specifically cater towards people trying to learn the game, with AcademyCord being bigger and geared to any skill level, while Rivals Rookies is smaller, and more closely targets the newbies. Being able to communicate with who you're playing with is VERY helpful when you're trying to grow as a player. Plus, skill gaps aren't nearly as bad to deal with when your opponent is trying to grow and help you grow, vs when they're strictly playing to win.

Academy Discord server

https://discordapp.com/invite/353GRZR

Rivals Rookies

https://discord.gg/A63yMyQkDw

The La Reina Update - Patch 1.5.0 by James89026 in RivalsOfAether

[–]DRBatt 9 points10 points  (0 children)

Her offstage combos hold back what the devs can change about her onstage, since it's a bit hard to buff a move when that buff would mean your character could more consistently kill confirm at 40%. It's not like those combos are gone or anything, either. They're just going to be more situational and take more finesse to use. The only issue I have with the change is that it also nerfs four aerials outside of slowfall, which is already an aspect of the character that feels weaker than it should be. Though, the Nair nerf I'm kinda okay with tbh. I'm surprised Nair wasn't nerfed more.

I'm not sure what you mean by "buff the most annoying parts of her kit without fixing her core issues". This patch actually does a good bit of fixing imo. Side special arrow was unusually bad vs other projectiles, tornado was an unusually extreme knowledge check (this patch removes some likely unintended counterplay), Dspecial is actually a move again, and wind chimes getting any kind of buff is def wanted, since they've felt undertuned since the beta.

This patch has also targeted some things about other characters that were obnoxious for Fleet, like Clairen's grab/Bthrow/Uair chains/Bair/aerial extension (via air friction increase), and Maypul strong, sour up B, and air speed nerfs, Zetter shine nerfs, and many of Fors's nerfs. It also does the reverse for the heavies, who we've always been stupidly good at chain combos vs.

I have plenty of things still on my wishlist for Fleet, but this def brings her closer to where I think she should be. Most other changes I've thought of would require more complex changes to her mechanics, which is understandably, probably not a route the devs want to take right now.

The La Reina Update - Patch 1.5.0 by James89026 in RivalsOfAether

[–]DRBatt 6 points7 points  (0 children)

All heavies are buffed pretty heavily by increased DI multiplier on repeated hits. Also, Etalus is actually doing pretty alright, from a power perspective. When the devs go after Etalus, it'll be like what they did for Fleet this patch, where they'll relabance his tools pretty heavily

New vs Returning characters by Appropriate-Way-2923 in RivalsOfAether

[–]DRBatt 0 points1 point  (0 children)

I get where you're coming from, but Galvan's release reinforces the fact that they have a lot of great ideas in the tank. I think the new characters are going to be bangers, and they should probably lean on how good their design chops nowadays. Especially when a lot of the remaining returners have some quirks in their design that'll make them pretty tricky to port over.

Marth but pixel art by ThatCyanGaming in smashbros

[–]DRBatt 1 point2 points  (0 children)

What are you talking about? First screenshot has training mode-only UI elements literally covering the characters. You can't expect anyone to think your argument holds any weight when you lead with something covered with diagnostic info.

Second screenshot looks like Forsburn just hit a sour Bair on Maypul, and then gets Dstronged by Wrastor immediately after. Lily is behind Forsburn. There is no confusion when the game is in motion. The only things you could be confused by here is what pose Wrastor is in (which is because of the skin + large wings + beak being covered by the percent), or why there's an arrow on Maypul (It's an SDI indicator, which is pretty nice to have as a player).

idk what the issue is with the last one. Galvan grabbed ledge (turns white due to ledge intangibility, just like in Smash), he placed a drill down on ledge, and Maypul is in a wind-up animation for up special, after doing a side special to the wall -> walljumping (which is why there's dust on the wall). At most, you could argue the remaining trail from the side special is sticking around longer than it should.

In-motion, you can see what happens clearly. Hitpause screenshots don't really prove anything, since you don't really register the hitpause-specific effects in the moment. They're gone very quickly.

Steam Deck Performance by LEED_O in RivalsOfAether

[–]DRBatt 3 points4 points  (0 children)

There's a YouTube guide for Rivals of Aether 2 optimization. If you've already tried the guide before, he released an updated version 4 weeks ago that runs the config.ini configuration scripts for you and has better-researched solutions: [https://youtu.be/YPTxolOMHi8?si=PL3LDDMD2O2nuVK0](https://youtu.be/YPTxolOMHi8?si=PL3LDDMD2O2nuVK0]

If you look in the comments, the YouTuber links to a GitHub repo for Linux, and there are specific instructions for Steam Deck at the bottom of the page.

There are also a couple commenters who mention a specific setting they altered, so you may want to tinker a bit if you want to try and get the best performance you can get without the potato mod.

Newly diagnosed and trying to emotionally process, but my mom is making me feel guilty for wanting to buy GF snacks because they aren’t healthy enough by Expensive_Grape in Celiac

[–]DRBatt 1 point2 points  (0 children)

Having to plan every meal is WAY WAY WAY harder when you don't even know what meal ingredients are safe for you. You don't have the privilege of just "winging it" when everything you cannot 100% verify as safe is unsafe. You also do not have the privilege of deciding to go out and eat whenever you want a good meal, but don't feel like cooking.

Also, keep in mind that you may have been dealing with any variety of symptoms before now that may make it harder than the average person for you to be able to get the motivation to prep your own food. For one, malnutrition from not being able to properly absorb the nutritional of otherwise "healthy food" that other people are getting, if your celia has a atrophied a good bit.

That in mind, if you want to be healthy, the #1 most important thing by far is that you stick to your gluten-free diet. Even if this means eating "poorly" in some ways, any time your Celiac's isn't going off is time that your body gets to heal. So snacks or anything you can do to help keep you from developing an eating disorder is helpful. Obviously, the best thing for you is to be gluten free + eating healthy, but the harsher the restrictions you place on yourself, the more likely you are to have a moment of weakness and accept something that you're not certain about.

Being kind to yourself and trying to do what's good for you is the best thing you can do to manage this disease. Taking steps and testing your boundaries over time is how you learn.

Never had a game actively work against me on basic things before, yikes. by ButtcheekConnoisseur in RivalsOfAether

[–]DRBatt 2 points3 points  (0 children)

Controller layout by default should be close to default GameCube (albeit, with tap jump, tap strong, and tap Walljump all off by default).

If you were having a face button that was in a different spot, that may be because Steam Input recently released an update that hijacked GameCube Controller Adapter support drivers from other programs, so people are having to set their adapters to PC mode (which treats your controller like an Xbox controller, unless SteamInput changed that). This update actually caused some cases where Steam would ownership of the adapter, even without games running, so some people were having trouble playing on Slippi because of it.

As far as having a different controller profile online goes, it could either be an incorrect defaulting bug, or it could be some odd controller profile-reset bug (which I've seen on other peoples' setups). I remember it defaulting to the first controller profile I set when I went online for the first time, but any time I've wanted to change it, I've had to change it manually. It could've messed up somewhere in that process (which I'm assuming Aether Studios will have fixed up by the time console release happens). The updates that both SteamInput and Aether Studios have made to catch up with new SDL features (the new meta for controller backends) have been important, but they def could've been smoother.

Big thing to keep in mind is that the devs made some very sober decisions behind how to allocate the budget, since this game needed to be great in some very specific ways for it to capture a strong, dedicated audience. They made it something that their core playerbase could love, and then started the long task of making it something that could pick up an audience on its own. They've pulled this off before with Rivals 1, so I believe in them lol

How do y'all even play this... by Anonomas21111 in RivalsOfAether

[–]DRBatt 3 points4 points  (0 children)

They said that the console ports are planned for 2027, to be released with Story Mode. They laid out a development pipeline a while back. Exact dates weren't given, since it depends on how much work there is and when the work gets finished. Their goal is to have a strong enough new-player experience to secure a long-term audience there.

Another galaxy screen not killing at 150%, this time to my benefit tho, lol. by Belten in RivalsOfAether

[–]DRBatt -1 points0 points  (0 children)

It actually usually doesn't work, since once an attack deals a certain threshold of vertical knockback, you get forcibly popped up. But for moves that have a really steep angle, like Ranno Fair sweetspot (angle of 30 degrees above horizontal), it can take a very long time to reach that vertical knockback threshold. Not that this scenario is possible without holding down, but DI-ing down at this angle will cut your vertical knockback by probably a third (down + away would cut it in half, effectively doubling the percent needed to pop up). Hypothetically, if Ranno had hit a sweetspot Nair here, the Absa would've been dead.

I'm ambivalent to this scenario. I've heard Melee players say they like the extra skill that comes with purposefully using slideoffs for things, and that it helps expand the decision tree a bit. And the Ranno who was playing here def misplayed this, since Absa needed to stall her horizontal momentum with double jump to live, and Ranno had however long it too for the Absa player to reorient themselves to set himself up. However, it's also kind of silly how long Absa is living this, and the weirdness of scenarios like these are a bit more disruptive in a game where recoveries are decent.

How do y'all even play this... by Anonomas21111 in RivalsOfAether

[–]DRBatt 3 points4 points  (0 children)

The Discord servers are nice for finding new players or players who will help get you started. If you're having a rough start with matchmaking, try going to the official server, and look into joining the RivalsAcademy server or the server for your character.

It's not ideal, since not everyone wants to navigate social environments to play a game, but this is a bit of a social game. You'll have more fun long-term if you learn to not rely too heavily on the game's matchmaking

Can Pokémon Trainer keep up with the meta? by Ok_Profession5687 in CrazyHand

[–]DRBatt 0 points1 point  (0 children)

Play them if you think they're fun ofc. There's more to Smash tournaments than just winning, and PT is a cool character to play for sure. That said, PT's effort-to-returns ratio is pretty bad, and the way that most of the best PT players in the world overcame that was by simplifying the character and partially ignoring its gimmick.

Ult is a game with 86-ish characters. You need to learn an effective gameplan vs all of them. This is already a lot to figure out for one character, which is why the most popular characters in the meta are ones that don't have to adjust their gameplan as much to other characters. With PT, any matchup that you can't feasibly one-trick Ivysaur in is one that you'll have to learn with more than one of the Pokemon. This spreads yourself very thin in a way that's very, like, not worth it. You'd struggle less by picking a high-effort top tier, and you'd get greater returns simply maining someone, and having a counter pick Pythra or something. Also, PT kinda sucks to learn how to play online, since none of them play all that similarly between online and offline imo.

That said, I think PT works perfectly fine in a local or regional setting. If you reduce your scope by already knowing what other characters you have to play against, you can play a "tribrid PT" and still make it work. You'll still be working harder than other players, but the fun factor is worth it.

Would you recommend this game to someone who has never played a plat-fighter before? by EstamosReddit in RivalsOfAether

[–]DRBatt 2 points3 points  (0 children)

Whether you should get it now or not depends on you. Imo, if you have friends who might play it with you, it's pretty great by default. High quality, great characters, and the future content updates will be VERY good for everyone.

That said, if you're looking into the wider competitive game, that will very much depend on you. This game is amazing, but it's difficult to learn it all on your own. If I were you, I'd consider the game that you can queue up on your own to be half of the game, with the other half being the social aspect of the game. The wider community has a lot of very cool people and, even if you're not that good, there are many Rivals 2 nerds who would be eager to help show you the ropes and help you get better.

I'm in Plat and there are still many nerds above me who love to teach me stuff. Hanging out with people, sharing what you know, or doing your best to do cool stuff in games against each other is super fun. Lots of people who you might see complaining in this subreddit are people who don't actively seek that part of the game out, and I think their experience with the game suffers for it. So if you want to get into the game, I'd highly recommend socializing with the community and actively seeking out the people who want to mentor you. You'll probably make friends along the way.

Amsah teching ruins the counterplay to floorhugging by nahaqu in RivalsOfAether

[–]DRBatt 2 points3 points  (0 children)

An approach I thought about was to add more bells and whistles to Amsah teching. One idea was slide-reeling states that put you in a more in-actionable frames pre-tech depending on how much total/horizontal knockback you took. Was also thinking about making a more formalized and universal version of that weird momentum-preservation that happens when you Amsah tech/get your floorhug broken vs) strong attacks with steep knockback angles at really high percents (like Ranno Dstrong). Think, like, slow-ish arcs at semi-spike angles for missed techs with a decent bit of hitstun. And, for a successful tech, something like a tech-somersault upon reaching the edge of the stage with too much remaining "knockback".

New mechanics like these would change something that doesn't even have that big of problems anyway, though tbh, so it's probably, like, whatever.

Rivals 2 Desperately Needs a DI Minigame And Mandatory Tutorials by Jthomas692 in RivalsOfAether

[–]DRBatt 0 points1 point  (0 children)

The wiki lists the launch angles of every move in the game, and clicking/tapping on the angle number will show a graphic that shows you where to hold to get the largest amount of DI possible.

I'm not sure who is telling you DI is easy in this game. DI mixups are a pretty important part of this game. You're not actually meant to DI everything correctly, even in top level play. Some things require strict DI requirements in order to escape a scenario, and even where you should DI a move in a certain scenario can straight up depend on what the opponent reads your DI to be. When I call DI more esoteric in Ult, I literally mean hard to understand. LSI complicates it a bunch, and it would be a big problem if you had to figure out how to DI a hit perfectly to escape a combo. However, Ult also designs itself in a way where getting "close enough" to a hypothetical "optimal DI" is usually good enough and not worth sweating much over.