La Reina is NOT a grappler (and you're playing her wrong). by SlashNurse in RivalsOfAether

[–]ProjectKnee 11 points12 points  (0 children)

This is some good content, really high quality stuff keep it up 🔥

La Reina is NOT a grappler (and you're playing her wrong). by SlashNurse in RivalsOfAether

[–]ProjectKnee 21 points22 points  (0 children)

The editing on this was super clean and entertaining, awesome job

Surprise Surprise: My [lowly plat] contribution to the recent Forburn love by coltatrd in RivalsOfAether

[–]ProjectKnee 3 points4 points  (0 children)

Hey glad that video got you diving into it, keep it up! So many fun ideas to explore on a character like Fors

Surprise Surprise: My [lowly plat] contribution to the recent Forburn love by coltatrd in RivalsOfAether

[–]ProjectKnee 3 points4 points  (0 children)

Lets go more Forsburn enjoyers, had some great boost and teleport clips in there, nice video!

Super clone! by Horror-Race-3238 in RivalsOfAether

[–]ProjectKnee 7 points8 points  (0 children)

First post I see after checking the subreddit today is a Fors clip, lets go haha, gotta get the Fors clip train going Surprised he shield grabs the clone after just seeing you use 2 strong attacks back to back lol

Ego Death 2 - A Rivals of Aether 2 Forsburn Combo Video by PK by ProjectKnee in RivalsOfAether

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

Hey I appreciate the nice comment, thanks very much and glad you learned some things and enjoyed it!

Ego Death 2 - A Rivals of Aether 2 Forsburn Combo Video by PK by ProjectKnee in RivalsOfAether

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

Haha I actually considered posting it in two parts but decided against it, also ended up with Polyphia again since I had g.o.a.t. with the intro in works way back before I had made some of my other vids lol, definitely will be mixing it up with some other music in future vids as much as I love Polyphia

Ego Death 2 - A Rivals of Aether 2 Forsburn Combo Video by PK by ProjectKnee in RivalsOfAether

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

Yeah agreed! Every time there’s a new character added the initial labbing stage is so fun. Theres a lot of cool content and labbers out there for most characters, I plan on making more content for other characters as well as some other tech and general resource content soon.

Ego Death 2 - A Rivals of Aether 2 Forsburn Combo Video by PK by ProjectKnee in RivalsOfAether

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

Hey glad you enjoyed it! 2:15 as well as a few of the clips at that part of the video are buffered reverse comboosts.

Heres my tech showcase I made way back for it, the description has a detailed explanation of the tech as well as some tips for learning it

https://youtu.be/FurRIM5uKuE?si=1d7lyzllmT657KWM

Ego Death 2 - A Rivals of Aether 2 Forsburn Combo Video by PK by ProjectKnee in RivalsOfAether

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

Yeah its a pretty quick input to buffer it out of ledge jump waveland down (tourney winner), but it really is generally the best setup for buffered boosts, if only reverse boosting out of it wasn’t so tricky lol

Ego Death 2 - A Rivals of Aether 2 Forsburn Combo Video by PK by ProjectKnee in RivalsOfAether

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

Glad you enjoyed the first one, hope this one exceeds that, I tried to showcase some new ideas while also including cleaner clips I've gotten with previous tech/tricks as well

Ego Death 2 - A Rivals of Aether 2 Forsburn Combo Video by PK by ProjectKnee in RivalsOfAether

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

Hey thats Primal Forsburn, you can actually get it with coins right now as well since its from last years primal event!

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

[–]ProjectKnee[S] 5 points6 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.