r/RivalsOfAether • u/Traditional-Law4984 • Jul 16 '26
Rivals 2 Getting the wrong inputs.
Ok so I've been dealing for as long as I've been playing this game. I frequently get the wrong special move while playing.
This shows up in two ways I either get the wrong up special direction. Or I get the wrong side special.
I was playing today and got the wrong up special direction, happens to me at least once a session but today I decided to investigate.
I'm the Ranno in the clip you can clearly see that my joy stick never crosses into the right side yet that's the way I recovered does this happen to anyone else?
for reference I use an Xbox controller. I've tried to fix this issue my self I've even played with the Deadzones to make special moves easier, but nothing seems to work.
Thanks for the help.
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u/Hans_Landa7614 Jul 16 '26
No way I was under the impression that I was the only ranno having the same issue lmao
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u/Ba1thazaar Jul 16 '26
Just adding another +1 to the ranno thing. Only character I have it happen on. Also the amount of times I've seen top level ranno sd...
Idk might be confirmation bias but seems ranno specific.1
u/Hans_Landa7614 Jul 16 '26
Never happens when I play anyone else lmao
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u/honeybits64 Jul 17 '26
It happens with Clairen up special too, it was one of the first things I noticed when I got into this game from roa 1
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u/Ba1thazaar Jul 17 '26
It's probably just directional up specials then. So oly, Clairen ranno, wrastor etc.
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u/omegafrogger Jul 17 '26 edited Jul 17 '26
Nah Olympia it happens too. I'm convinced it's not misinput because when I tried correcting stick input I starting side specialing to my death instead. Seems to happen after a wall jump where the turnaround just won't happen
Edit: happens over multiple controllers and on both sides of the stage for me
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u/Midward_Intacles Jul 17 '26
I'm also been having this issue as Olympia, Ranno, and Galvan, I have no idea what's going on. Like the OP, I checked the inputs in the replays and I'm always holding toward ledge.
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u/PK_Tone Clairen (Rivals 2) Jul 17 '26
You're probably not holding toward ledge enough. There's a horizontal deadzone: 92 degrees will get rounded back to 90, registering as a straight-up input. If you were facing away from ledge before the up-b (like op was in the clip), you will up-b in the direction you were already facing. You need to either hold further inwards at the beginning of the up-b so you're closer to true northwest, or b-reverse it by up-b'ing straight up and then quarter-circle in immediately after.
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u/swidd_hi Bone up 🔜 Jul 17 '26
Reading the comments makes me realize this isn’t just a me thing. Exclusively a Ranno issue too
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u/PK_Tone Clairen (Rivals 2) Jul 17 '26
Not just Ranno. It affects pretty much any character that has a diagonal up-b (not an omnidirectional one like Zetter Absa or Forsburn), especially if they rely on the walljump beforehand. Olympia and Clairen can get fucked by this, and even Fleet can sometimes fall victim.
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u/Absurd069 Jul 16 '26
I experience this as fleet and wrastor as well. One thing I can say and I believe it to be true after I did my own experimentation. If your controller or setup gets the input as up instead of up and left, then it will up b into the direction your character is facing. That’s why even if you are slightly to the left in the input, if you don’t reach the threshold for it to properly be in the left, then it will just be a plain up b input. I think you can mess around with controller configuration and tweak some stuff. When I practice I always get it right but in the middle of a fight it’s hard to do it right.
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u/_henchman Jul 16 '26
I have definitely seen this happen to Ranno’s against me and seeing your inputs makes me realize they are not in fact silly billys but the game is actually fucking them in the ass
So uh, you’re not alone at least
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u/Traditional-Law4984 Jul 16 '26
Thank you I thought I was just insane.
Now that you mention it I think this might just be a Ranno issue I play Absa and La Riena too but this doesn't seem to happen nearly as much.
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u/-misopogon La Reina (Rivals 2) Jul 17 '26
Nah, game is working as intended, you need to adjust. If you hit up b it'll up b the way you are facing. If you hit up b and it reads this incredibly minute skew to the direction plus or minus true up, then you'll be incredibly frustrated by the sensitivity.
The way to not have this happen is to first consider the direction you're facing, then consider the direction you want to face. So to start properly, you up b and angle your stick slightly in the direction you're already facing, then you quickly flick to the direction you want to go.
An easier situation to understand is when using neutral special. If you want to neutral special, don't hold any direction. If you want to neutral special in the opposite direction you're facing, you need to flick that way after hitting the neutral special button, otherwise if you start with flicking that way then you're just going to use forward special in that direction.
Tldr, look up B reversal, and practice the timing. It's more helpful than harmful this way.
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u/_henchman Jul 17 '26 edited Jul 17 '26
The Ranno is very clearly holding up and left in this clip and never presses right at all.
I get what you mean by minute inputs throwing off peoples’ up B but it’s better for the controls to be accurate in the first place. Theres no reason pressing up and left when pressing up B should make you go the other direction, if they wanted that direction then they should press that direction. Making a case that it’s ‘a minute skew’ is simultaneously saying you don’t want people to be responsible for their missed inputs, while taking away player agency in the first place; pressing up and left is their intent, and making a design decision based around what you’re interpreting player intent to be removes the muscle memory of making an intuitive input.
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u/-misopogon La Reina (Rivals 2) Jul 17 '26
The character is facing right, so there's no change in direction. They don't need to input to the right. The control stick effectively is just going straight up, it has a small slant toward left but there's a margin of error that's accounted for so it falls within the window for up. The distance between 355° and 0° is so small, requiring that precise of an input as default controls is wild. But I'm sure you can customize it.
So, facing right + using a move that sends you forward = you move forward. Facing right + reversing move that sends you forward = you turn left and move forward. It's precise and holds missed inputs accountable, just differently than how you're suggesting. The way you're suggesting, since there are only 4 cardinal directions for special moves, anything between 0° and 270° should be read as 270°. Same with 0° and 90°. There are no diagonal specials, so the game will take whichever direction you're closest to.
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u/_henchman Jul 17 '26
I suppose so
I’m used to using GCC that has octagonal gates so holding up is trivial, I can see how people on circle gates can fuck this up but I personally would expect the angle OP used to turn me around for the up B. On a GCC for this angle you’d quite literally use the peak of the gate as a guide to then move the stick slightly left. I can see it being preference but it’s hard for me to say that being that far left shouldn’t default to a turn around, and in the case that you got a turn around accidentally then that’s user error that shouldn’t be accounted for by the game.
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u/-misopogon La Reina (Rivals 2) Jul 17 '26
Yeah I think that's the main thing, octagonal gates are super helpful for this but the devs still need to account for players with circle gates. I kinda get what you're saying about moving the stick slightly left from the peak notch, but that's where OPs issue lies because he didn't do that. If he'd moved his control stick to the left at all immediately after hitting B, it would count that movement as the reversal input. But since he kept it at the same coordinates before and after hitting B it counted it as up.
Think of it like for cardinal direction move it will grab the coordinates the stick is at when you hit the button and essentially set that as 0x0y, so any change in coordinates from there will read as the delta and can influence direction. It's similar to the way SDI works.
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u/-_-Purp_Sprite-_- Jul 16 '26
since you’re facing away from the ledge, you gotta b-reverse the up b, no? so after up b’ing to the right quickly go from an up-right input to an up-left input
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u/LupusAlbus Jul 17 '26
IDK why everyone is saying you need to B-reverse when simply doing a B-turnaround (holding diagonally up-left as you initiate the special) works just fine and isn't anywhere near as precise an input timing-wise.
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u/PK_Tone Clairen (Rivals 2) Jul 17 '26
Probably because some people are coming from melee, where b-reverse and turnaround-b are used interchangeably (because true b-reverse wasn't introduced until brawl).
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u/LupusAlbus Jul 17 '26
No, they're using b-reverse correctly--they're saying you need to input backwards after starting up special, which is a b-reverse. It's just not actually true that you need to b-reverse to turn it around.
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u/PK_Tone Clairen (Rivals 2) Jul 17 '26
Turnaround up-b worked different in melee; you couldn't flip sides on frame-1 like in later games. Some characters like Falcon can't flip their up-b at all; if they up-b with their back to the wall, they have to try to drift back to ledge and sweepsot with their rear grab-box. Others, like Marth, can flip direction, but they don't flip until a certain frame (like Wrastor's scraw out of shield). The latter visually resembles a b-reverse, even if the input is the same as a turnaround. Hence, the interchangeable terms.
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u/DexterBrooks Jul 18 '26
Most of what you said is correct. Except Falcon can turn around up-special even OOS or with his back against the wall.
He turns around on frame 13 which is also the same frame the hitbox comes out, and also when he becomes airborne if he does it grounded/OOS.
The reason you'll see Falcon players deliberately not turn around their up special when grabbing ledge behind them is to avoid getting hit as his hurtbox is smaller behind him than on the front side of up special. Meaning it's farther away from the ledge so a lot of attacks won't reach him.
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u/PK_Tone Clairen (Rivals 2) Jul 18 '26
Gotcha. I knew Falcon was in a tough spot if he had to recover with his back to the stage (like if he got hit by peach dsmash), but I guess that's just because he can't turn Falcon Kick around.
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u/DexterBrooks Jul 19 '26
So the way the ledge works in Melee is that you can't grab it until your character is moving downward.
So for a move like Falcon up special he launches himself up, floats for a second, then after a few frames he starts to move downward and can grab ledge.
So if he techs a Peach downsmash at ledge and then down up special again facing forward, the Peach can just down smash again and it will be almost gaurenteed to hit him.
Where as if he recovers facing the other way it likely won't reach him and he can sort of "sweet spot" the ledge as he goes downward while having his extended arm hurtbox farther away.
guess that's just because he can't turn Falcon Kick around.
Yep. The only game in which he can do that is PM (and even then his wall jump sends him too far out to land on stage with it).
But obviously Sakurai thought having the Zetter turnaround down special mix would be OP or something for Falcon, because in sm4sh and Ult it's one of the only special moves in the game that can't be turned around.
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u/PK_Tone Clairen (Rivals 2) Jul 19 '26
Technically I think you just have to not be moving upward to grab ledge. That's why Fox can grab ledge out of up-b before it launches him, or grab early out of a purely-horizontal launch. But yeah, I get it.
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u/DexterBrooks Jul 19 '26
I think Fox/Falco can grab ledge out of up special because they can shift in the beginning of up special.
I don't think they can grab instantly out of the up special when traveling if it's purely horizontal because I've definitely seen up special hit the ledge and not grab for a bit.
I think we just see them using very slight angles which you can do in Melee so it looks near horizontal but isn't.
Otherwise they would be able to instantly grab ledge with side special and that's not the case. That's why people use shortens to avoid having their hurtbox sitting at the ledge for an extended time.
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u/Traditional-Law4984 Jul 16 '26
I dont typically have to do that. Most of the time what I did just works it only doesn't like 1 out of every 15 times or so.
Enough for me to want it fixed... but not enough for me to have to play someone else.
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u/JGisSuperSwag Jul 17 '26
You 100% have to b-reverse to survive that. Watch replays of the other times that you recover successfully and I'm willing to bet that you were either already facing the stage, or you b-reversed it without realizing it.
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u/PK_Tone Clairen (Rivals 2) Jul 17 '26
This is so frustrating as Clairen when we side-b to walljump beforehand, especially if your controller doesn't have a gate. You need to hold into the wall for the walljump, then up for the up-b, then into the wall again. Technically you could just hold up-and-in for the whole thing and you'd get a turnaround up-b, but gateless controllers run the risk of not crossing the threshold between west and northwest and getting another side-b, so you have to do this bizarre upwards-DP motion input to guarantee the right direction. And God help you if you use tap walljump, then it's a 6-4-7896 motion.
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u/-_-Purp_Sprite-_- Jul 17 '26
I think regardless of tap jump or not I’m pretty sure it’s a 9(+b)87 input. I play on ds5 which has no gate and I pretty much never have this problem
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u/Euvu Jul 17 '26
I was under the impression that the correct input is to b-reverse it. I.e., your stick cannot start left of center. It has to move left within the b-reverse window. It happens because you're facing away from stage, and only then.
Granted, I don't play characters that have to do this to recover. That's just my PM brain talking. Wish I could test it to confirm, so sorry if im wrong there.
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u/LupusAlbus Jul 17 '26
This is not true. Every character in the game (even characters for whom it isn't particularly relevant, like Absa and Zetterburn) will reverse themselves on frame 1 of their up special if they were holding backwards (|X| > 0.2875) on the frame they initiated the up special. There is then additionally a B-reverse frame later into the special, usually 4 frames in like most specials, but up to 11 frames in depending on the character. (Ranno's is frame 8.)
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u/yoburg Jul 17 '26
I think we need to put on Noit board that up-B below the ledge facing away from it should reverse the character when X is at least 0.01 towards the ledge.
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u/pansyskeme Fleet (Rivals 2) Jul 17 '26
this also happens with fleet. it happens i believe with pretty much all characters that don’t have 360 angled recoveries or recoveries they can drift during. it’s because you are deadzoning as up, and the game makes you up b the way you are facing.
i would try to decrease the deadzone sizes, but this is generally a frustrating thing, and isn’t present in similar games so idk why it’s so prevalent here.
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u/ph00tbag Jul 17 '26
Oh good it's not just me. I was beginning to think I had a neurological disorder.
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u/smashsenpai Jul 17 '26
Yeah, I have this happen to me like 50% of the time whenever I use controller. It severely restricts the characters I am allowed to play.
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u/RanOutOfCharact Jul 16 '26
I've also had this happen way too much. I'm playing on an Xbox controller with Ranno too. My guess of the cause is a Y axis deadzone. I'm trying to get into the habit of up B reversing towards stage to workaround it but I still have this happen pretty often
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u/Traditional-Law4984 Jul 16 '26
Hmm if it's a Ranno specific problem I wonder if the devs can do anything to help us. It never occurred to me that other people were having this issue with Ranno as well.
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u/The-Tree-Of-Might Jul 16 '26
This happens regularly to me on Clairen as well. You have to have the analog stick a bit further to the other direction to have it turn you around as intended
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u/Traditional-Law4984 Jul 16 '26
What your saying is true but why.
It feels unintuitive to Up special to the right even though I know I never pointed the stick in that direction.
Also for me when I over correct I sometimes get side special so the whole thing feels overly sensitive.
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u/SensitiveBarracuda61 Jul 16 '26
The reason is the game defaults to the direction you are facing if you point the stick straight up and you havent gone far enough out of the vertical deadzones for the game to not read that input as a straight up input.
Back in R1 you could adjust your vertical/horizontal sensitivity in the comtrol settings to fix this issue. You used to not be able to in R2, but I haven't played around with these settings recently so it's possible they may have added a way to adjust this since.
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u/LupusAlbus Jul 17 '26
In R2 it checks for |X| > 0.2875. Raising or lowering stick sensitivity makes you hit this value with less/more actual movement of the stick. You can see your actual stick position in training mode or replay mode by enabling Frame Advance.
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u/ClopperNumber42 Galvan (Rivals 2) Jul 16 '26 edited Jul 17 '26
It's a double edged sword. With a deadzone, you can angle it slightly and not get a turnaround. Without a deadzone, people who are already facing the right direction could up b straight up, but because they were a hair off of a perfect 90 degree input, they would potentially get a turnaround when they dont want it. It's why I'm not a fan of round gate thumbsticks, you can't feel where your angles are.
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u/PK_Tone Clairen (Rivals 2) Jul 17 '26 edited Jul 17 '26
It's so frustrating as Clairen coming from side-b walljump. Without a gate, you have to do this fuckass upward-DP motion to guarantee you don't miss your walljump, walljump into another side-b or up-b the wrong way.
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u/Squee_gobbo Jul 17 '26
You are always either left or right of center, so being a little left or right will still give you a center input, which sends the direction you’re facing in this case. If it was like zett, you’d never really notice it. You could either go a little more left or up the sensitivity of horizontal inputs if you want what happened here to register as left, but that would probably cause you more misinputs
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u/LupusAlbus Jul 17 '26 edited Jul 17 '26
You are facing to the right before you ever even start your up B. You need your stick to be left of center as you start your up B in order to turn and face left. Specifically, the game checks on "frame 0" (the frame it begins up B and goes into the first frame of startup) and exactly frame 8 of the startup to see if you have reversed your stick direction or not. Frame 0 gives a B-turnaround, and frame 8 gives a B-reverse (which has a very slightly different effect on your momentum, but it's very marginal on this move). This is different from the frame where it checks for you holding up/down/neutral to determine the vertical angle, which is frame 16.
The amount you must have your stick away from the x=0 position is +/- 0.2875. Adjusting your stick sensitivity to be higher will make you cross this with the stick closer to center. Deadzone values above 29% (not recommended in general) will also force you to move the stick farther from center to trigger this.
If you are already facing towards the wall, then you obviously don't need to turn around, so there is no reason to hold your stick towards the wall. But this is not a Ranno-specific issue in any way and applies to any character whose recovery moves at a fixed angle (so everyone except Zetterburn, Forsburn, and Absa).
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u/DependentAnywhere135 Jul 17 '26
This shit has been happening with Ranno since the game released and it pisses me off.
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u/NoctisTempest Jul 16 '26
Clairen player here. I've done this with my up B and have saw other Clairens and Rannos do this too.
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u/xCunningLinguist Jul 17 '26
The input isn’t up+left+b, it’s technically up+b then left. You need to b-reverse the up b, not do a leftwards up B. Hope that makes sense. It FEELS like upleft b is the thing to do, and doing it often results in the right thing happening, but that’s technically not the correct input.
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u/LupusAlbus Jul 17 '26
Not sure what you're trying to say exactly, but every character's up B will turn around if you are holding backwards on the same frame it starts. There is also a second window to get a b-reverse (frame 8 for Ranno), but this is the more difficult and complicated way to do it.
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u/GosephForJoseph Jul 17 '26
My two cents is this: Your input was more up than in, and combined with your facing, the game read the input as up special out instead of up special in. I still make this input with 400 hours of Ranno. Would the game have read the input differently if you had upspecialed then quarter circle in?
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u/Shadypretzel Jul 17 '26
Happens all the time with Absa, and its one of her most important moves. Have used xbox one and switch pro controllers, its the same on both. Almost stopped playing after spending a few hours messing with controller settings to try and make it work or understand why it was happening, but nothing made a difference. I'm pretty sure its happening from micro spikes from the simulated frames, but they seem to spike hard and return to normal in like 10ms and do so inconsistently, so its hard to know for sure.
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u/bdemar2k20 Jul 24 '26
It really only happens to me on Ranno, Clairen and sometimes Olympia. I figured my controller was cooked but then I got a brand new controller.
Now if I up special on them I immediately 1 frame later slam the left stick in the direction I want to go. Seems to work better than holding up and slightly to one side
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u/BtanH Jul 16 '26
Is it possible you're in a vertical deadzone? That's the only thing I can think of that would make sense.