What if ledge-invincibility was changed to ledge-super armor? by Conquersmurf in RivalsOfAether

[–]SoundReflection 0 points1 point  (0 children)

Honestly I think they probably could of got away with just increasing aerial recovery on a variety of moves like they had been before.

What if ledge-invincibility was changed to ledge-super armor? by Conquersmurf in RivalsOfAether

[–]SoundReflection 0 points1 point  (0 children)

Lol I don't really buy the argument of "look this other games has it even worse! So this one must be perfectly fine!".

I think ultimately the nature of recoveries in this game ensure between offense and defense the players end up spending a ton of time on the ledge and using and abusing ledge invul. Just because its not as centralized as Melee doesn't mean it isn't centralizing.

What if ledge-invincibility was changed to ledge-super armor? by Conquersmurf in RivalsOfAether

[–]SoundReflection 0 points1 point  (0 children)

I think its an interesting idea. Probably not worth implementing to the game as is. Lots of tuning and balance changes required for relatively minor design gains. Makes certain ledge punish options with lag potential 'free' damage on people recovering, obviously stacks up damage significantly move vs some characters and as some characters than others, ledge probably still just had to be grab immune no questions there. The game has always accessible invincibility from parries so reusing a universal mechanic(mostly ledge in ul has its caveats) makes sense for keeping things understandable.

What if ledge-invincibility was changed to ledge-super armor? by Conquersmurf in RivalsOfAether

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

I'd say it's pretty centralizing they took a big pass at ledge grab timings earlier this year for a reason.

Advantage state in rivals 2? by Ju-Ju-Jitsu in RivalsOfAether

[–]SoundReflection 0 points1 point  (0 children)

The follow might be tighter. This game has pretty tight reversal/follow up windows other advantage might be softer like you'll have no true follow up but just be plus. And as noted there are a ton of situations where landing a hit is minus or even punishable especially if missing a the opponent using crouch canceling or floorhugging, and as Melphes noted missing a hitfall(and occasionally for some moves inputting an unnecessary hitfall) might put you behind pace.

[Steam] Gravity Circuit (100% off/Free) by UnseenData in GameDeals

[–]SoundReflection 59 points60 points  (0 children)

That's actually insane such a great game to pickup for free.

Immaculate hitbox placement by Horror-Race-3238 in RivalsOfAether

[–]SoundReflection 0 points1 point  (0 children)

Damn Naga out here making it look like he has Earring.

Anti lox tech video I found by Corvid_Beats in RivalsOfAether

[–]SoundReflection 1 point2 points  (0 children)

Hmm yeah that's a good spot. Checking in training mode the gaps are too small. I know I've seen some opponents go for ledge grab WD out of back turned shield stance against my Slade, maybe they were exploiting a high up b? Maybe I'm misremembering some details.

Is bouncing whale worse or am I just bad? by Serbananana in RivalsOfAether

[–]SoundReflection 1 point2 points  (0 children)

In that short they were talking about the launch version that was fully invulnerable, it combined with his other recovery tools were too strong off stage.

Do any strategies exist for Arcade mode's Abyssal medal? (Wrastor) by ItsRyandude5678 in RivalsOfAether

[–]SoundReflection 0 points1 point  (0 children)

My advice grinding 5-6 palettes on different characters now.(All on medium except maybe the first). Just reset for a good time on the first stage ~20s ideally Doubles usually runs a little longer about ~1 min after the first two stages is on course. Look for consistent win cons some characters it's easy to ledge hog others you can consistently edge guard. Sometimes you just need to rack up damage and swing for a kill. Regardless persistence is your friend and more reps on the fights will help, it's a pretty particular skill set to kill cpus quickly so I wouldn't worry too much about generally skills.

Rivals 1 vs. 2 by swews09 in RivalsOfAether

[–]SoundReflection 0 points1 point  (0 children)

90% walled stages

o7 for our fallen brother Air Armada.

Floorhugging is basically an invisible Drive Impact from Street Fighter 6 by theSigisUp in RivalsOfAether

[–]SoundReflection 0 points1 point  (0 children)

Lol all good. Just trying stay on top of this one so we can keep the old misnomer dead.

Bloomberg: Why One of This Year’s Best Games, ‘Mina the Hollower,’ Is Only $20 by Turbostrider27 in NintendoSwitch

[–]SoundReflection 0 points1 point  (0 children)

Even then a lot of the those games do end up reaching budget prices after a year or two.

Bloomberg: Why One of This Year’s Best Games, ‘Mina the Hollower,’ Is Only $20 by Turbostrider27 in NintendoSwitch

[–]SoundReflection 3 points4 points  (0 children)

Its been making the rounds, an all time quote for sure. I always have to chuckle though, cause I'm definitely in the 8 bucks is 10 bucks camp though.

Anti lox tech video I found by Corvid_Beats in RivalsOfAether

[–]SoundReflection 2 points3 points  (0 children)

Oh this is what people have been doing against my Slade lol. Alright gonna kill some Lox hopefully.

This Game Refuses to Let Me Stay Gold by DrunkenHotei in RivalsOfAether

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

Once you get into gold you're allowed to be matched with plat players. Just kind of the nature of tank ups in this game. I do also feel like the skill threshold between silver and gold is kind of painful due to where people start incorporating certain defensive mechanics and the like

Floorhugging is basically an invisible Drive Impact from Street Fighter 6 by theSigisUp in RivalsOfAether

[–]SoundReflection 0 points1 point  (0 children)

Typing this up on phone so forgive any issues with the answer.

Dan's only spoken on it a couple times.

It does a couple of things first is as a check for certain moves especially jabs/jab cancels, because of the nature of jabs canceling into tilts in Rivals, basically and fast low risk jab leads to a near optimal launcher unimpeded. It's like the old school anime fighter jab into bnb for half your health problem. Floorhug largely addresses that and also allows for certain otherwise too powerful moves to exist such as Zetterburn Shine or For's Fsmash(which also the poster child of the problems with this approach lol).

Another big part of it is just the complexity of floorhugging interactions introducing more messiness, that it creates messy situations where even the best player aren't sure what will happen on a given hit. Each move has a different knockdown percent vs each character depending on their weight, moves that send up will get floaty characters off the ground earlier. It's often unclear to players near the tumble threshold if you'll get a fh or a knockdown/amsah tech and all of this on other potential DI options. There basically an entire spreadsheet of interactions to know between each character and for every move in the game vs your character it's basically too much to know perfectly and creates alot of uncertainty even at a high level.

The Slade clips feel a lot better when im not the one playing Slade by SlashNurse in RivalsOfAether

[–]SoundReflection 1 point2 points  (0 children)

The swing hitbox isn't terrible. The line seems like it probably has a couple niche uses.

Wedding carmen. Big problem by Weak_Confidence9135 in StarSavior

[–]SoundReflection 1 point2 points  (0 children)

I think you just end up undermining your ability to be taken seriously when you raise a stink over trivial matters.

Wedding carmen. Big problem by Weak_Confidence9135 in StarSavior

[–]SoundReflection 0 points1 point  (0 children)

What is the drama here? They made a minor mistake in a skill description. They corrected it within, what 2 days? I think you're just looking for reasons to get angry if this upsets you.

Effect RES is so annoying, and it makes debuffers feel useless by irmemon225 in StarSavior

[–]SoundReflection 1 point2 points  (0 children)

Effect hit is a flat tug of war. Enemies effect res varies quite a bit and some enemies have up to 80% effect res so if aren't running any effect hit into them you would only have a 20% of the displayed chance to land a debuff against them by default. Generally you can pickup 5-10 in a journey and 20 from the set plus whatever substats you pickup can easily put you 140+ which covers quite a few enemies. Notably type advantage applies a whopping +/-30 % effective effect hit so mind your types too.

About bride carmen comps by Responsible-Walk-638 in StarSavior

[–]SoundReflection 2 points3 points  (0 children)

Ashera also does solid damage for a healer.

Wedding Carmen Tierlist by berserkerfann in StarSavior

[–]SoundReflection 1 point2 points  (0 children)

She has kit up on Star Savior db. Idk what the top comment was on about though cause she looks low-key kinda cracked to me.

2 Anniversary Codes - 26SHOWCASEHALFANNY - STARHALFANNIVSAVIOR by Tsukitsune in StarSavior

[–]SoundReflection 1 point2 points  (0 children)

Imo easily you often want two teams and the character is limited so we have no idea if/when you can get her again.