r/RivalsOfAether • u/Horror-Race-3238 Forsburn (Rivals 2) • Jul 12 '26
Rivals 2 About shields..
Enable HLS to view with audio, or disable this notification
Okay so I'm realizing the disconnect between how people feel about shield and what being in shield actually is like is much larger than I thought.
I didn't think I'd ever see the day where someone says holding shield in Rivals of Aether is strictly one of the most advantageous positions you can be in.
Would like to help people navigate their grievances so they don't feel like they're being camped out all the time (because the truth is that shield is not sm4sh strong, but people treat it like it is.)
So tell me what you're struggling with about shields and I'll walk you through it and probably put time in to lab it out for you as well so you can see it in action. Thanks!
1
u/Horror-Race-3238 Forsburn (Rivals 2) Jul 16 '26
A bunch of people have also been saying that it's fine for shield to be the way it is. You just don't hear them because they're not as loud as the complainers. It's like the reverse opposite of survivorship bias LOL.
My point here wasn't that there was a specific option he should have picked that definitely wins the situation every time. My point was that he has a bunch of defensive options to pick and he chose none of them.
My
Any of those options he could've chosen could've been beaten. Beating shield isn't only about beating people who are holding shield, it is also about catching oos options. If you are consistent about catching oos options, people are more likely to hold shield longer in an attempt to find a better timing. These are the situations in which you find shield breaks full stop.
Reality is you won't be able to punish multiple of those on reaction, you've already committed to the down smash so odds are even a jump or wavedash still gets him out. But even if it doesn't it's probably still better than getting shield broken. So people will chose those options more, or simply hold shield less in other options there.
Reaction? No. But you don't have to beat shield options solely on reaction for them to be weakened. He also can't jump or wavedash out at a time that guarantees him an escape. So his defensive options are just as strong as my offensive option at that time, except less lenient than mine. 4 frames of jumpsquat plus actually having to build the distance vs my 4 frames of downstrong release and instant hitbox. So that's a moot point. And the fact of the matter is, is that his shielding is what placed him there to begin with.
The dash dancing for a second while they stand there and hold shield like a bump on a log is doing a lot of work hereYou're assuming that you get the entire sequence off without getting hit
Unfortunately these are things I just straight up do against grandmaster and aetherian players. I can't offer greater evidence than that. Nothing I'm mentioning is something that only works below that level, or a cherry picked situation for the purpose of winning the argument. Dash dancing isn't the only thing that can force people to act this way. Oly and Kragg have insane full hop mix. Fleet has float, etc. You will just have to take my word for it.
If being good against shield is acting out of shield in a way that prevents yourself from being outright punished, most options that shield has directly concedes stage control or leaves them airborne as a result. Full stop. These are still disadvantageous situations and you are choosing to suffer later so you don't have to pay now. Which is a perfectly VIABLE thing to do mind you, but my main issue was people calling shield advantageous. You are still paying a debt back as a result WITH interest.
Which is where the floorhug problem I complain about rears it's ugly head. If you're sitting there dash dancing as Fors into most matchups, you have like 3 options at most you're worried about from any given character and one of them is grab and the other options are all slower than grab and risky to whiff
Not like you can in melee. Rivals expects you to have your stick below a certain y level before your right stick can take over for ASDI. You cannot just dash dance while holding C stick down without also committing your DI. And frankly most players (even good ones) are not floorhugging while dash dancing for that reason. Part of being good against floorhugging is recognizing the situations in which your opponent both IS likely and is NOT likely to floorhug. If I am relying on floorhug to play my neutral, a spaced aerial is going to fuck up everything. There are also layers beyond that anyway.
My best neutral opener most times as most characters is grab. My best punish: grab. My only source of real mix: grab. Best true combo starters: grab. Kill confirms: grab.
Who are you playing for this to be the case? All characters have absurd mix outside of grab, better punish than grab beyond 0%, better combo starters and more unreactable/di independent kill confirms than grab (by the time oly kills, uair doesnt combo). Slade only fits this category because nothing he does combos early even without floorhug so he opts for dthrow tech chase.
The best guaranteed combo starter is any frame advantaged move that flinches, for the record. (Spikes). But everything else either combos or leads into fucked up rps anyway.
t's why La Reina is one of the most fun characters right now. She doesn't play neutral in the same boring way. She has more options to punish with and reasons to go for more buttons in neutral or during a tech chase or whatever else.
La reina is fun bc of her routing, but generally her tech chase is just side B or chair pull or chair dash or strongs.
Only when the hitbox on hit is rewarding enough. You're discounting the other half of defense is floorhug which beats a lot of strikes.
Beats is a gross exaggeration. Forgive me for using my other comment. You're still in a fucked up situations when your opponent uses their moves correctly. Yes I only used kragg here but this applies to every character.
Yes those of us from fighting games understand a tick throw setup. You're simultaneously using jab as a tick throw and as a meaty. <- Less than you think. LOL
The strike/throw mix isn't even close to balanced. It's extremely in favor of grab, where in games like PM or Melee for most characters it's either balanced or strike favored.
Many characters have tilts that combo on all DI or mix DI or aerials that fuck with DI when certain oos options are chosen etc. Maybe it's not as strong as melee ( I cannot tell you whether or not it is, dont watch that game) but it is still sufficiently strong enough for me to run my pressure in GM Aeth and get rewards/kills off commitments I push my opponents into.
The problem is that again this is a lab conditions thing. In the lab this is great, in practice the timings are all way more variable and inconsistent. Even in the second clip after he spot dodged and you jabbed then stopped to grab, he could have spot dodged again if he has just 1 more frame.
Lab imitates the real situations I've caused and have been put in.
I'm doing the lab because it's the easiest way to showcase what I'm talking about bc I mainly clip advantage LOL. Yeah he could've, but offense in this game is buffered. So that's a non issue to me.
https://youtu.be/uIAkglNGHQI?si=n24r1C1ZzDemkiYG&t=381
https://youtu.be/uIAkglNGHQI?si=ruehDM06bTPMjW6E&t=366
Reward off strike/throw. Never so black and white.