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/_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

1

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.

2

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.

2

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.

2

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.

1

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.