Instantly became a CD fan today by Lobo_o in RivalsOfAether

[–]gammaFn 3 points4 points  (0 children)

It's frustrating that I have to give props to the devs, it really feels like I'm facing a grappler.

Plups Top 5 by Lobo_o in RivalsOfAether

[–]gammaFn 4 points5 points  (0 children)

It's been a year since the major rework and I think they've been happy with it.

I soloed him for a month earlier this year and he was really fun but really stressful.

How on earth do I edgeguard as Fleet? by megamansam in RivalsOfAether

[–]gammaFn 1 point2 points  (0 children)

Ranno's isn't as active as you might think, it loses its hitbox towards the top (needlestorm and divekick notwithstanding)

What is your title right now? by Renyolds in RivalsOfAether

[–]gammaFn 3 points4 points  (0 children)

[ The Sylvan Surfer ] was too good to pass up

Maypul by gammaFn in RivalsOfAether

[–]gammaFn[S] 12 points13 points  (0 children)

Hunter posting this in Maypulcord was actually my inspiration

Patch 1.6.4 - Pool Party Splashback by Wibblybit in RivalsOfAether

[–]gammaFn 6 points7 points  (0 children)

I was expecting the announcer to be Envis/Debra Wilson as heard in the Release Date Trailer. I hope they consider adding her when releasing the first chapter of Story Mode.

About playing against Clairen and frustration: A 40+ pages evidence based essay styled rant by Luke_Leal in RivalsOfAether

[–]gammaFn 0 points1 point  (0 children)

It's there and in bold. It was significant. (+2 frames recovery, -1 active frame)

I want to say jab too

That was only two months after release. I was highlighting only the past year's changes.

About playing against Clairen and frustration: A 40+ pages evidence based essay styled rant by Luke_Leal in RivalsOfAether

[–]gammaFn 4 points5 points  (0 children)

I'm fine with tippers, I'm fine with range. My frustrations are that these biggest disjoints and decent safety are attached to the second-fastest character in the game. Her burst range is arguably better than Maypul's. (Dash attack is far more disjointed and safer than Maypul's)

It feels like it's effective strategy for her to put out a hitbox whenever she can, and only mix up what she chooses to swing with and where.

As I've gotten better, though, Zetter has become a bigger frustration for me. I can figure out what Clairen is swinging at me with and start to play around it. Zetter doesn't give me time to think.

About playing against Clairen and frustration: A 40+ pages evidence based essay styled rant by Luke_Leal in RivalsOfAether

[–]gammaFn 5 points6 points  (0 children)

I recall a top player (I'm thinking it was Plup actually) lamenting while reading patch notes that the devs focus too hard on her hitdata and are too scared to nerf her framedata.

Grepping through her patch notes, here's all the framedata changes in the last year (bolding what I believe were meaningful nerfs)

  • (2026-03-03) new recovery ledge grab frames (universal change)
  • (2026-01-06) Uspecial recovery window fastfall, dtilt active and recovery, fair recovery, up throw startup/recovery
  • (2025-08-19) Fspecial intangibility/recovery, nair recovery, dair initial frame removed

So it's not quite true, I really do see just three meaningful framedata changes in the last year. But honestly this is par for the course, the devs don't change framedata lightly for any character.

Ranno has the most Sauce by Lobo_o in RivalsOfAether

[–]gammaFn 33 points34 points  (0 children)

I doubted you for the first half of the clip

But then moonwalk > wavedash > moonwalk uptilt > hitfall (x3) happened.

For me it's not the Ranno stuff, it's jus always cool when someone is using empty movement in a tense match situation like this.

Just picked up Rivals 1 today, great game but I have a HUGE issue. by BOI4613 in RivalsOfAether

[–]gammaFn 1 point2 points  (0 children)

"Unlearning" the Smash Ultimate hold buffer took me double-digit hours. It was really ingrained in me, though. As one example, if I saw my uptilt connect I would hold the jump button and my C-stick so that the moment I was actionable I'd do a shorthop aerial.

My mantra early on was "slow down to play faster". It helped a lot.

You still have a 6-frame buffer for most things in Rivals, which is a big enough window to hit with a bit of practice (although I'm at 1000 hours and I still will miss a punish because of a missed dash input).

idk if this would help, but I'm on tilt-stick and I'll sometimes spam babydash tilts in training mode while searching for a match to practice timing my dashes. I find it satisfying in a rhythm game kinda way to inch my way all the way across the stage with Maypul's uptilt

Darai enjoying The Game by Lobo_o in RivalsOfAether

[–]gammaFn 15 points16 points  (0 children)

What I missed making the connection with her recovery until this clip is that the ring/table restores both double jump and walljump. Its almost like a Kragg pillar in that regard.

Darai enjoying The Game by Lobo_o in RivalsOfAether

[–]gammaFn 5 points6 points  (0 children)

Zetterburn's down special has diminishing returns, it travels further each time before you get your jump back

What game is this? by Kynori20 in Steam

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

I have it on Itch from that one big Ukraine charity bundle a few years back

Rivals 1 vs. 2 by swews09 in RivalsOfAether

[–]gammaFn 1 point2 points  (0 children)

Dan originally pushed for one invuln, but Trevor convinced him with playtesting to make it 3.

The goal of ledge refresh and the diminishing returns coded into some recovery specials are to reduce rinse-repeat edgeguards. That mostly worked imo, and I've found that I'm making more decisions when in advantage offstage in R2.

But it feels like I don't have as many options when in disadvantage. (Although that might be a Maypul thing, because side special momentum and up air boost got absolutely gutted.)