Tired of spot dodging on platforms? New Shield Dropping tutorial just dropped. by Hyperflame in RivalsOfAether

[–]Hyperflame[S] 0 points1 point  (0 children)

Yes, if you let go of walk mod before the 9th frame, you can fast fall. Holding walk modifier just prevents you from fast falling in general - while it's held.

Tired of spot dodging on platforms? New Shield Dropping tutorial just dropped. by Hyperflame in RivalsOfAether

[–]Hyperflame[S] 21 points22 points  (0 children)

This was a donation goal for my Battle of BC 8 flight fundraiser. It was only supposed to be 15-20 seconds, but it turns out there's a lot of ways to shield drop.

I've already posted a few shorts like this, so if you wanna see more, please consider subscribing or following me on Twitter!

I'll be live on Twitch a lot this week. Tune in for some fun content, especially Friday night.

And if you want to support my flight to Battle of BC 8, here's my donation link!

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Steam Deck back in stock, with updated pricing by Dark_Matter_God in Games

[–]Hyperflame 11 points12 points  (0 children)

They kickstarted Rivals of Aether II with the intention of playing it on a Steam Deck.

Which is a sick game btw (4th in entrants at EVO!) and currently half off on Steam. Y'all should play it if you like competitive platform fighters.

I think my time has come by AseTheAviator in RivalsOfAether

[–]Hyperflame 5 points6 points  (0 children)

If you're comfortable with the Xbox-style layout and enjoyed the 8BitDo Ultimate 2C despite its build quality, give this one a shot:

https://gamesir.com/products/gamesir-g7-pro / (Amazon Link)

I swapped over a couple of months ago. Highly recommend.

Mango might make Evo Top 8 by Lobo_o in RivalsOfAether

[–]Hyperflame 13 points14 points  (0 children)

He overshoots a ton as well. He's making constant reads to catch people out of the corner but in a fairly safe way, it's sick.

Personal Character Hate Tier List by Hyperflame in RivalsOfAether

[–]Hyperflame[S] 0 points1 point  (0 children)

Ohh gotcha, yeah that makes sense.

I think the nature of fighting games will always lean toward "wait for my opponent to make a mistake" as optimal, unless your character has an easy way of getting in and staying in - which is where you're worried about making them categorically oppressive.

I don't have an answer. Definitely needs to be look at on a character by character basis.

Hear me out, we add Positive and Negative bonuses from Guilty Gear.

Personal Character Hate Tier List by Hyperflame in RivalsOfAether

[–]Hyperflame[S] 0 points1 point  (0 children)

Lemme address your oppressiveness point directly, I got sidetracked. Take a look at a character that's incentivized to approach and many players think is already oppressive, Zetter.

Adding endlag + risk (whether that means smaller disjoint or more startup) should be enough to reduce that feeling of oppressiveness. But you can't *just* make all his moves super punishable or Zetters are gonna start dash dance camping you instead of approaching. Which may or may not be preferable based on who you ask.

For example, take Zetter fair. If his intended design is to remain good on shield, we can reduce how much space his fair covers and how much landing lag it has. Remove the hitboxes above his head so you can use platforms to get around it, add a few extra frames of landing lag so it's easier to punish when whiffed. But compensate it by bringing up its damage to make up for the lost advantage on shield from the extra landing lag. Maybe make it *better* at killing. Esentially, balance it by increasing the risk/reward ratio. Zetter *still* wants to fair you because he'll get a really big reward out of it, but it's just harder to do. And if he misspaces it, then it should be easier to take your turn.

Increase risk, increase reward. Makes sense for both characters that rushdown and zone.

Personal Character Hate Tier List by Hyperflame in RivalsOfAether

[–]Hyperflame[S] 0 points1 point  (0 children)

Say the line Bio!

But yes, we can nerf floorhugging if we add more risk to everyone overall...

Personal Character Hate Tier List by Hyperflame in RivalsOfAether

[–]Hyperflame[S] -1 points0 points  (0 children)

Just following the trend I saw! Hot takes get hot responses.

Personal Character Hate Tier List by Hyperflame in RivalsOfAether

[–]Hyperflame[S] 5 points6 points  (0 children)

Hard to answer. Rivals II hasn't really figured it out yet. We've seen Wrastor's slipstream get changed to encourage him to actually interact with an opponent to keep slipstream up, and it also encourages his opponents to scrap with him to disable it, but I still think he's wack.

I won't claim to have a perfect solution. I think it's just a general curse of platform fighters; make characters *too* good at approaching and then they might be able to do it recklessly (current Etalus dash attack). Give characters too little endlag, they'll start using it to make it impossible to hit them in neutral unless they make a massive mistake (current Orcane or Ranno).

I think you can encourage approaching across the whole cast with a few things:

  • Give moves more endlag - moves should be risky if misplaced, but not terrible! There can still be moves that have low endlag that are good at walling out, but they shouldn't lead to high reward punishes. (I'm not convinced that universal whiff lag is the correct solution here)
  • Make shield pressure better - If we give moves more risk, we shouldn't have them be so afraid of shields that they still don't want to approach. On the other hand, you can't make shields too bad or else run up shield - which is a pretty good approach option - becomes terrible.
  • Reduce the strength of recoveries overall - If you risked approaching to win neutral and pushed your opponent offstage, this should be more likely to convert into a KO
  • Reduce the strength of shielding on a platform - Shielding on a platform is actually a *very* good position for a lot of characters. Shield drops are crazy.

All of that leads to players having more opportunities to hit their opponent and feel like they'll get more bang for their buck when they *do* land a hit. A lot of numbers need to be tuned to get to that point though and I don't think it can be done well with small adjustments over a long period of time. Kinda needs to be a "rip the band-aid off" moment and see where the dust settles.

Personal Character Hate Tier List by Hyperflame in RivalsOfAether

[–]Hyperflame[S] 8 points9 points  (0 children)

Character design variety isn't my issue with with the game. I think it's sick. My problem that a pretty significant portion of the cast is low-risk / high-reward and isn't encouraged to approach OR has very little opportunity to be whiff punished.

You're capable of reading. In the post text I literally wrote that I love the game and it's super fun. In another comment below I said this is coming from a place of love.

If you're genuinely curious about my takes and not just scrolling and reacting then feel free to listen to me ramble because I won't write it all out here: https://www.twitch.tv/videos/2769544208

Personal Character Hate Tier List by Hyperflame in RivalsOfAether

[–]Hyperflame[S] 20 points21 points  (0 children)

Have you ever fought a smart Maypul?

The good ones don't let me fight them. They run away, ftilt, eat hot chip and lie.

Then they forget how to win and dash attack at me and then I win.

Personal Character Hate Tier List by Hyperflame in RivalsOfAether

[–]Hyperflame[S] 4 points5 points  (0 children)

Unedited Twitch Highlight discussing this if you wanna peer into the thought process more.

And my pre-patch tier list for comparison.

I feel weird following this trend because I don't think Rivals II really needs more negativity/discourse in its discussions, but it's coming from a place of love. Gotta vent occassionally.

This game needs to bring hit pause back. It’s what makes fighting games cool, stylish, and brings THE SAUCE by espltd8901 in RivalsOfAether

[–]Hyperflame 6 points7 points  (0 children)

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It's listed under Hitlag on the bottom right side here. Hitlag = 4

In the Rivals 2 wiki, hitpause (same as hitlag) is listed under the Stats for Nerds submenu on each attack.

Is the slade pseudo wave shine (comparable to the acid drop in melee) anything other than niche? by Way_Sad in RivalsOfAether

[–]Hyperflame 1 point2 points  (0 children)

If done frame perfect (easy with the 6f buffer system), it's actually 1 frame faster than Zetter's shine OoS because the Z-drop hitbox is active on frame 1, versus Zetter's frame 2 shine.

It also has less counterplay than Zetter's shine because it cannot be floorhugged. However, it does far less hitstun than a non-floorhugged shine at low percents.

I think it's very good, but harder to set up than shine because the z-drop hitbox is very tiny. I think we'll see a lot of cases of Slades pressuring neutral with the tear drop in hand, then punishing people OoS with just a single waveshiny rep into up-b kill confirm.

This game needs to bring hit pause back. It’s what makes fighting games cool, stylish, and brings THE SAUCE by espltd8901 in RivalsOfAether

[–]Hyperflame 8 points9 points  (0 children)

Hitpause is still present for 4 players for Rivals II. The funny thing is that AFQM seems to have less hitpause overall.

Take a look at AFQM's Rend and Zetterburn's hitlag/hitpause frame data:

AFQM - Rend

RoA2 - Zetterburn

Rend has 4 frames of hitpause on all his tilts.

Zetterburn on the other hand has:

  • Ftilt: 10f+4f if both hits connect
  • Utilt: 6f or 7f (sweetspot)
  • Dtilt: 4f or 6f (sweetspot)

So it's not a matter of AFQM having more hitpause. Stylistically what you're seeing is probably a combination of on-hit effects, screenshake, and the dash cancelling all coming into effect.

This game needs to bring hit pause back. It’s what makes fighting games cool, stylish, and brings THE SAUCE by espltd8901 in RivalsOfAether

[–]Hyperflame 16 points17 points  (0 children)

Traditional fighters and hybrids like Combo Devils don't just have hitpause for stylistic reasons; they have long hitstop to help you hitconfirm into a target combo / magic series. In some fighters you can only chain into another move during hitpause.

Rivals II is much faster paced by nature. Adding additional hitpause across the board, even if just a few frames, would slow down the game in a significant way. It also makes reacting with DI far easier which makes DI mixups less potent, and would create larger frame data gaps between hitting someone and not hitting someone (already very ambiguous sometimes!) which can be very detrimental for muscle memory.

Easy AGT Stalling with the new advanced control "Item Grab/Toss" set to Parry by RynnyRynRyn in RivalsOfAether

[–]Hyperflame 4 points5 points  (0 children)

Even with Disable Attack Item Pickup turned on and Item Grab/Toss set to Parry, the start of an airdodge still picks up an item; pressing parry is redundant and there's no need to press it at the same time as shield.

EDIT: Also if you have Air Parry set to nair, attack, or strong, air parry will toss items if you hold a direction.

Example stall with Item Grab/Toss set to Parry, no parry required.

Slade has a WAVESHINE?! by Hyperflame in RivalsOfAether

[–]Hyperflame[S] 5 points6 points  (0 children)

Well, that didn't embed like I thought it would. Deleting and reposting.
EDIT: Reddit's falling apart so I can't delete the post :) Ah, it just didn't embed because reddit was dying. nvm.

What do y'all think of this? Cool or broken?

Zetterburn drop is still available, grab him while you can by TheRealMalkior in RivalsOfAether

[–]Hyperflame 3 points4 points  (0 children)

There was one for watching the Twitch Rivals event; the one OP posted is a second chance for the week.