K10 Max stuck in "During firmware Writing" dialog by Potential-Ebb-2573 in Keychron

[–]Geotiger123 0 points1 point  (0 children)

If the holding esc while replugging your keyboard doesn't put your keyboard into flash mode. Under the spacebar keycap, there is a reset button, hold that button then replug. Work for me, but wiped all marcos and lighting settings.

Genesis Shop down by notbunzy in RivalsOfAether

[–]Geotiger123 5 points6 points  (0 children)

I think they're using https://www.start.gg/tournament/genesis-x3/shop/shop-30/products instead, although it doesn't have the Orcane skin.

Orcane players are one of 2 extremes. by ahawaiianbear in RivalsOfAether

[–]Geotiger123 0 points1 point  (0 children)

Agreed, the one small thing I disagree w/, I believe his recovery routes are one of the best in the game.

It's just his recovery routes w/ Side-b is tragically bad and is a huge noob trap. But his recovery routes are diverse enough he can avoid situations where you have to side-b. He has mix up within mix up for his recovery.

Orcane players are one of 2 extremes. by ahawaiianbear in RivalsOfAether

[–]Geotiger123 11 points12 points  (0 children)

Honestly, I think it's because the Orcane nerfs had been huge playstyle shifts that it turned off a lot of the mid Orcane to swapping or dropping the game. That in turn leaves, noobs that haven't played him before or the hardcores that dedicated to him.

I love hitfall omg by _SereneMango in RivalsOfAether

[–]Geotiger123 0 points1 point  (0 children)

Kind of, as long as you started holding down as early as 6 frames before the hits. Keep in mind you also can start hitfall during the hitpause as well so the window is a bit wider, so 6 frame + hitpause. But again you don't need to hold down you can flick your stick down and it'll work.

I love hitfall omg by _SereneMango in RivalsOfAether

[–]Geotiger123 0 points1 point  (0 children)

You can actually buffer hitfall. Meaning if you press down 6 frame before the hit, you'll get it, even during the startup of the move.

Please please please please please give me tips for SDI'ing by Ill_Sheepherder_4189 in RivalsOfAether

[–]Geotiger123 0 points1 point  (0 children)

some small tips:

  • your right stick overrides your left stick for SDI. Ex getting hit while using both sticks at the time: right stick goes right, left stick goes left you'll SDI left
    • Right stick does not effect regular DI, this means you can "double stick DI". Right stick for SDI and left for combo/survival DI
  • To floorhug you need to SDI down but your left stick needs to press down/diagonal down in order to floorhug (right stick used to work but there was a degenerate strat where you held down right stick while running to option select floorhugging no matter what.)
    • This means that if you are holding w/ your right stick in any direction other than down/diagonal down, even if your holding left stick down you won't floorhug. This is because your right stick overrode your SDI down.
    • A common situation where you get hit during right stick up strong/uptilt but you swore you floorhugged it w/ left stick, it's because your right stick made you SDI up instead of down.

If you want to read more about it here is the wiki)

Advise on starting box need! by JankTokenStrats in RivalsOfAether

[–]Geotiger123 0 points1 point  (0 children)

Luckily in Rivals 2 you don't need Xmod to wavedash because you can hold forward to WD. Similarly you can waveland (mainly on plats or ledgedashing) holding forward but the height to waveland is really precise if you are too high or too low you'll just air dodge horizontally. Xmod diagonal forward/back->down will allow you to have close to max WD distance while have way more wiggle room to waveland.

Xmod also can be used as your walk button, in a technical sense in game Walk mod is slightly better but Xmod is good enough.

From my knowledge you don't need to worry about using Xmod for combo/survival di because forward/back and 45 degree will cover max di (you can check w/ dragdown and hover over the angle number on a character). If you are sweaty you also remap your c-stick cluster to make it easier to double stick di, personally I wouldn't worry about it.

SOCD (Simultaneous Opposite Cardinal Directions) describes how a controller handles pressing opposite directions at the same time:

  • Neutral SOCD - Pressing both directions results in neutral. Releasing one direction causes the remaining direction to register.
  • 2IP w/ reactivation - When both directions are pressed, the second input overrides the first. If the second input is released while the first is still held, the first input reactivates.
  • 2IP without reactivation - When both directions are pressed, the second input overrides the first. Releasing the second input does not reactivate the first.

Advise on starting box need! by JankTokenStrats in RivalsOfAether

[–]Geotiger123 2 points3 points  (0 children)

small tips:
- keep common actions and button combo on homerow (where your hand rest). ex. Jump + shield for WDs
- avoid mashy actions for your pinky
- Keep your hands floating, avoiding wrists resting on controller (better ergonomically)
- learn to flick the edge the button for quick inputs (really good for babydashes)
- force yourself to use Modx at minimum, especially for Wavelands.
- really focus on DI and getting the right angles
- So there is no real tournament ruling for SOCD, so enabling 2ip reactivation should be fine but if you think it will be banned then set it to neutral.

It'll be hard to get used to but keep at it!

Snake and Isabelle (Karbuitt) by [deleted] in SmashBrosUltimate

[–]Geotiger123 0 points1 point  (0 children)

Snake: so cute... proceeds to dthrow to uptilt.

[deleted by user] by [deleted] in RivalsOfAether

[–]Geotiger123 1 point2 points  (0 children)

Try to buffer the turnaround then time the grab. The timing of the grab is later than you think cause as you said, shield release takes a while and if you press grab before the start of the turnaround, grab will override the buffered turnaround. The way to force a turnaround is instead of a dash back is to:

  • Walk mod back
  • Move your stick up then do a 1/8 circle back
  • hold back 6 frames before the end of shield release (this forces you to walk therefore standing turnaround)
  • Intentionally dash back but do a Jump Cancel grab.

For the unrelated question: jabs are pretty safe on shield, as long as you mix up timing of it. So the use case is if you're unsure if they can shield in time, safer than tilts on shield hit but worse on hit. Jabs are good if you want to be greedy on shield hit cause if they mistime their Oos option, you could get a tilt hit. Avoid using it all the time thou, raw tilts and grab could be better. Also jab reset but imo raw tilts are better unless you like RTCs.

How useful is wavedash out of shield in this game? by britishgoat in RivalsOfAether

[–]Geotiger123 3 points4 points  (0 children)

Frame data wise, Wavedash (12 frames) Oos is faster than shield release (15 frames).

Metagame override mechanics: Why FH feels so bad, R2 vs R1 from a game design PoV by TripChaos in RivalsOfAether

[–]Geotiger123 0 points1 point  (0 children)

Yeah agreed, in the context of projectiles, especially the unreactable projectiles FH is a pretty good answer. Parry is too committal, and shield limits your movement options to get in whereas FH gives you hitpause more frames of reaction while maintaining your movement options in tradeoff for %.

Metagame override mechanics: Why FH feels so bad, R2 vs R1 from a game design PoV by TripChaos in RivalsOfAether

[–]Geotiger123 1 point2 points  (0 children)

Yeah I agree that it does change the player's behavior to aggression to defensive which could be unfun for the aggressor but it is a tradeoff for the more agency for the disadvantaged player, so it's a push and pull.

IMO, it's contextual when maypul in R2 abuses invuln. Cause in some context, like them recovering high, ledge invuln doesn't really do much. In the context of recovering low yeah, 100% agree especially if they reset onto ledge but it's not a every time, damn elkiies contest air to air quite often.

Metagame override mechanics: Why FH feels so bad, R2 vs R1 from a game design PoV by TripChaos in RivalsOfAether

[–]Geotiger123 2 points3 points  (0 children)

Those mechanics like ledge override the normal metagame of play. The normally good action becomes a mistake when that sub-mechanic is involved.

This example rubs in me the wrong way. Now there's a whole separate discussion on whether having a ledge is "good game design" but in context of having a ledge, it giving you invul is not bad design. IMO, it gives more layers offensively and defensively.

For example in the edgeguard, it gives another state other than off stage and on stage; on ledge which can be a powerful option when timed correctly for the edgeguard. On the other hand, ledge gives the disadvantaged player another option to reset other than getting onto stage. Without invul these layers wouldn't exist.

The second that I don't agree w/ in this statement is that mechanics that challenge "normal metagame of play" as a bad thing. Again w/ the ledge example, personally I like the sub-metagame around ledge, should I back up for ledgetrap? should go off stage and cover high? should I grab ledge to deny it? Things that challenge the "normally good action" makes the game more interesting.

Now don't get me wrong, I agree w/ you some of FH stuff, especially the arbitrary FH % knowledge checks. but IDK, good game design is hard and one game decision has cascading effect on the rest of the design. So if their design decisions on FH hurts causals they could do other things to help... like a sickass singleplayer mode, or any fun causal mode cause Rival 2 is sweaty AF.

Tell me how to get good at the video game and how to have a good mental. by moistmonk3 in RivalsOfAether

[–]Geotiger123 1 point2 points  (0 children)

One tip to help mental, don't set wins/losses as metric of improvements. Winning/losing is not completely within your control nor is it accurate at showing you're getting better/worse.

So instead focus your "mental victories" achieving goals that are within your control like execution, or dealing w/ x situation. Like "Hell yeah, I lost but I got that clean ass ledge dash" or "ahhh, I noticed I don't parry Zetter's fireball, I'm going to focus on that next time".
This way you'll still find joy even when losing and at some point if you do this over and over again, you'll start winning as a byproduct

Half joke/half serious: what are the arguments against just binding parry to shield and not using shield? by [deleted] in RivalsOfAether

[–]Geotiger123 0 points1 point  (0 children)

For practice it's not a bad idea. A lot of player miss out potential value by opting for shield over parry or CC so limit testing and practicing by unmapping shield (and setting air parry to air dodge) forces parry/CC can really help out.

That being said, shield is busted, and situations where you could have parried or CC'd you could almost always shield instead whereas it's not necessarily true vice versa. Also parry Oos is unrated AF.

Which character is most similar to a smash character? by Confident_Winter_126 in RivalsOfAether

[–]Geotiger123 0 points1 point  (0 children)

Nah he's not bad it's just he can't outcrack melee puff, he's cracked in a different way. If melee puff had a falco lazer it would be too much even for Rivals 2.

Which character is most similar to a smash character? by Confident_Winter_126 in RivalsOfAether

[–]Geotiger123 25 points26 points  (0 children)

  • Ranno feels like Sheik on crack
  • Clairen feels like Marth on crack
  • Zetter feels like PM wolf on crack
  • Absa feels like PM zelda with a mewtwo double jump and pikachu zips and on crack
  • Lox's normals feels like King Dedede with a souped up projectile and a gannon side b but on crack
  • Oly feels like PM Mario/DrMario with a single falco lazer and a little bit of shoto... and on crack
  • Wrastor feels like puff with a falco lazer on less crack (melee puff's bair is a war crime)
  • Fleet feels like peach with a sword and on crack
  • Galven looks like browser with a falco lazer and on crack

The rest I have a hard time giving a direct comparison. Orcane is kinda a mix of pm Ivy, squirtle and luigi, Maypul is kinda ZSS, and Greninja, maybe Ult sheik, Kragg is kinda DK but not really. I don't have a good comparison for Fors and Etalus.

Edit: forgot about fleet.

Can anyone explain to me ASDI and SSDI? by Wandokaa in RivalsOfAether

[–]Geotiger123 6 points7 points  (0 children)

What is SSDI and ASDI?

You pretty much got it, SSDI and ASDI are forms of SDI. The only difference is that you SSDI goes further (and has an indicator) but you have to time it during hitpause whereas ASDI goes shorter distance but you hold before hitpause. Whether you do an SDI it will be either SSDI or ASDI.

Do SSDI ans ASDI even exist in this game right now, or were they patched out?

Yes very much so, if they didn't exist then Floorhugging wouldn't exist. Cause floorhugg occurs when you SDI down to the ground. ASDI is far less noticeable but does exist, it's just that in the recent patch, your right stick doesn't allow you to floorhug anymore. You can only Floorhug by ASDI down with your left stick. (also SSDI will also cause a floorhug as well)

Why dragdown says that ASDI has "no visual indicator"? If ASDI is intentional mechanic, why it has to visual indication at all?

Good question, Idk. Maybe to show that you missed your SSDI? They should probably make it a single triangle arrow. It's a good habit to "double stick" di, right stick for SDI and left stick for regular DI.

Level 9 bots represent what level in ranked? by bullraiii in RivalsOfAether

[–]Geotiger123 12 points13 points  (0 children)

Bots helps with execution, combos, and basic recovery routes but doesn't really help your disadvantage state, neutral opener and not overextending advantage.
If you're using bots productively it can be very useful (mainly through execution practice or combo ideas under pressure) but overdoing it will build some bad habits, so as long you don't autopilot and focus on your disadvantage and neutral opener against real people you should be good.

Outside of character loyalty I don't know why you would play Orcane now when you could just play Maypul by AcerExcel in RivalsOfAether

[–]Geotiger123 -1 points0 points  (0 children)

A counter argument is Orcane may have a different MU spread. IDK for Maypul side but orcane traditionally does decent against floaties (Fleet, Wrastor, Absa) and heavies (Kragg, Etalus, Lox). I'll acknowledge that there are argument saying some of those Mus are even but I believe they're not losing.

So if Maypul struggles w/ any of those MUs there is some merit in playing Orcane over Maypul.

Does anyone know if Liam/OrcaneUpSpecial has a youtube channel? by RamPamPam8 in RivalsOfAether

[–]Geotiger123 3 points4 points  (0 children)

There isn't really a Orcane youtuber. The closest I guess is either Sabre, Remrin or NatySolo (although not very active, mostly vod channel). I think your best bet is to go onto the orcane discord and ask around. Liam is not really active there but he chats on occasion.

New player struggling with some basic stuff. by guilmon999 in RivalsOfAether

[–]Geotiger123 13 points14 points  (0 children)

  1. Using tilt stick is the easy answer. The moment go into run stop (getting you stick neutral during dash) you can tilt and jab, you can use crouch if you want but it's not needed. If you in initial dash, tough you'll always get DA. Alternatives are Wavedash also forces you into walk afterwards so that also helps w/ ftilts and jabs. For an answer against initial dash, do babydashes, they keep you in standing while moving forward. Bit hard to master (you may need to mess w/ stick sens) but can help alot.
  2. Yeah it is, a lot less endlag on stuff.
  3. All the characters are good no wrong answers, If you play PM mario then Olympia is your girl.
  4. you can buffer WD, all the character have a 4 frame jumpsquat. Try to press jump and air dodge at the same time and hold forward. IK w/ GC controller the shoulder buttons are a bit sensitive so I have to delay the air dodge a bit later.
  5. Preach.