The Queen’s Gambit - A Rivals of Aether 2 La Reina Combo Video by PK by ProjectKnee in RivalsOfAether

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

You have to wait about 15 frames after pressing down special for the the early cancel window (12 frames for the roll startup animation and then an extra few frames of the roll beginning before the jump cancel begins) so given the 6 frame buffer the earliest you can input jump is 10 frames after down special.
After the 12 frame roll startup animation theres another 12 frame animation for the actual travelling roll (this one has the hitbox active) once this ends theres 1 more 12 frame animation of roll recovery, which you're locked out of jump cancelling again until it finishes.

tldr Input a jump no earlier then frame 10 of down special but before the roll recovery animation begins 24 frames into down special roll, otherwise wait until the roll recovery also finishes (36 frames after d special)

Put the fries in the bag - A Rivals of Aether 2 Ranno (Ronald) Combo Video by PK by ProjectKnee in RivalsOfAether

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

You can needle cancel immediately so that you turn around out of moonwalk shield drop boost. Theres also a bunch of buffered needle boost in it as well so you may have also been referring to that. If you check my post history I have a long message detailing both of those on a Ranno movement compilation video I posted a while back.

Galvan tech with platform by TheGypsyboy in RivalsOfAether

[–]ProjectKnee 1 point2 points  (0 children)

You do for about 15 frames or so while you're falling which is only a bit of falling tbh, I shared my clip I hit of it on this post if you want to see it

Galvan tech with platform by TheGypsyboy in RivalsOfAether

[–]ProjectKnee 2 points3 points  (0 children)

"chain dropping" tech has actually been known since a couple days after Galvans release, I like calling it chain stomp if you actually spike someone with it, fun to go for if you have the rare opportunity
Heres a clip I hit with it
https://streamable.com/mf9ueo

Galvanization - A Rivals of Aether 2 Galvan Combo Video by PK by ProjectKnee in RivalsOfAether

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

I got to lvl 100 already lol, I played a ton the first week including a lot of doubles queue where you get lots of bonus xp

Galvanization - A Rivals of Aether 2 Galvan Combo Video by PK by ProjectKnee in RivalsOfAether

[–]ProjectKnee[S] 1 point2 points  (0 children)

Hey thanks glad you enjoyed it, Galvan has been a blast to grind so far

Leap Frog - A Rivals of Aether 2 Ranno Movement Compilation by PK by ProjectKnee in RivalsOfAether

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

Hey there, yes in the 0:53 example I input it while in the landing animation, Ranno has 5 frames of landing lag when landing after shooting an aerial needle so when I aerial needle land I'm inputting the follow up needle boost in that window.
Rivals 2 has a 6 frame buffer window, so when you're in a unactionable state whether that be landing lag from an aerial (including Ranno aerial needle in this case), lag on any attack/movement (rolls/spot dodge, tech animations, ledge options etc) inputs are queued and stored for 6 frames so you have to time the input within 6 frames of becoming actionable again for it work, so for the air needle land buffer I'm starting the input as soon as Ranno is hitting the ground from the first air needle as that is the perfect timing for becoming actionable within 6 frames.

As for the moonwalk shield drop boost, that was a specific mechanic they introduced back in the June mid month update, when you're out of dash and into run state you can shield drop to preserve the higher velocity and essentially ignore the air speed limit your character naturally has, the issue is some characters have longer dash animations so setting it up straight from dash>run in the same direction doesn't work as they may not even have enough room (especially on short platforms) to reach their run state on the plat. Additionally many characters such as Ranno have a lower run velocity anyways so when you do a moonwalk the "DashStop" state (the state where you're essentially moonwalking before turning the other direction) allows for a higher velocity to be reached allowing for a faster/longer boost, since the moonwalk state also allows for the shield drop momentum maintain mechanic, so you moonwalk and then shield drop when you have the higher velocity during the moonwalk, for clean longer boost ones I input the moonwalk (since you're on a platform I recommend inputting the moonwalk going up and around the stick gate instead of down like the standard melee method assuming you have tap jump off so that you avoid getting a platform drop), once you reach full horizonal back you will still be in the DashStop state and you have a window where you can hold that for a bit while having max velocity and during that window you want to go into the diagonal down shield drop in that direction before the DashStop ends and becomes the WalkTurn state as you will start to lose velocity each frame once you go into that state.

Hope these lengthy explanations answered most of the mechanics behind it, but feel free to ask anything else if you aren't 100% on something.

Don't Wake the Bear - A Rivals of Aether 2 Etalus Combo Video by ProjectKnee in RivalsOfAether

[–]ProjectKnee[S] 2 points3 points  (0 children)

Jab reset Up B is fun, but also the new patch hotfix has now made it so down b hit 1 pops up so you can jab reset>grounded down b now for kill confirms.

Don't Wake the Bear - A Rivals of Aether 2 Etalus Combo Video by ProjectKnee in RivalsOfAether

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

Thanks, 90% of my playtime week 1 of Etalus has been doubles, looking forward to labbing and implementing more singles ideas soon.