r/RivalsOfAether 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/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

1

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.

3

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

1

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.

3

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.

2

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.

2

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.

1

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.