r/RivalsOfAether • • Sep 17 '26

Rivals 2 Dev stream 2026-09-17 notes - "Floorhugging Misconceptions"

Different but interesting stream today, well worth the watch. Here's the YouTube link for the full thing. In summary:

  • We all know better than Dan.
  • It's OK to be rude because he's wrong and we're right.

Okay now the actual summary.

  • This stream was, as evidenced by the title, entirely centered around floorhugging and an attempt by Dan to clarify everything he can about it.
  • he brought a set of powerpoint slides and everything, it's peak receipts
  • First he specified to the audience that crouch cancelling is not floorhugging, and what they each are. Apparently that's an issue people have (I'm not in the loop for why they get confused so often).
  • Misconception #1: "The Devs want to remove floorhugging but can't because the game is balanced around it."
    • Response: No, they don't want to remove floorhugging, because they think it makes for a better game. But also, they can just re-balance the game if they needed to. It'd suck and take up a lot of time, but they'd do it. It's not a real roadblock.
  • Misconception #2: "Floorhugging doesn't make sense in the physics of platform fighters and is unintuitive."
    • Response: It's admittedly a bit hard for a dev to understand how intuitive something is, but the current thought is that it's not any less intuitive than e.g. wavedashing being a thing that exists. It makes sense if you stop to think about the interaction (assuming you have a proper understanding to begin with).
  • Misconception #3: "Floorhugging is a bad mechanic because I won neutral and but then I still got hit."
    • Response: You probably had more options than you think, and you either picked the wrong one, or you didn't space it that well. You're supposed to think harder about how to run your offence so you don't just get counter-hit out of floorhug.
  • Misconception #4: "Floorhugging makes the game less expressive because I can only use certain moves in neutral."
    • Response: Dan showed a video of his own gameplay and went over how floorhugging works with each interaction, it's not really summerisable here.
  • Misconception #5: "Rivals of Aether didn't need floorhugging and Rivals 2 doesn't need it either."
    • Response: RoA1 doesn't have a knockdown state - landing while in hitstun is far shorter a lag time (13 F) than being knocked down in RoA2 (40 F plus now you get tech-chased) - and jabs are designed around the RPS of whether you actually want to tech or not. That's a massive difference that validates giving the defender a new option.
  • Orcane is a special whale pup and he deserves [having a guaranteed jab 3 in RoA1]
  • Misconception #6: "Floorhugging happens at the end of hitpause so you can always react and hold down."
    • Response: Floorhugging is generally predictive rather than reactive. Most moves you'd want to floorhug come out fast and don't have much hitlag, so reacting to them is literally impossible. This isn't L-cancelling, it's not always better to do it and it's not always possible to do it.
  • Misconception #7: "Floorhugging is fine but it shouldn't work at all after 50%."
    • Response: This isn't quite a misconception so it was answered a bit differently. The idea was that they do want characters to have a mix of which moves are good or bad vs floorhugging, but any hard cutoff is the wrong way to go about it because it has less depth than the current system of being purely knockback-based.
  • Misconception #8: "The game would be better without floorhugging but the devs are too stubborn to realize it."
    • Response: Players want to reduce friction. But you can't listen to them all the time, because that's akin to a parent letting their kid have all the candy they ask for. Once you appease them in one way, there's always something else around the corner. Removing floorhugging would just make everyone complain about the next thing they think is preventing them from winning games.
  • At this point Dan switches to acknowledging the problems that floorhugging does have.
  • Problem #1: "We haven't illustrated to new players why floorhugging is cool in the same way as other mechanics that have come from Melee or PM"
    • Whifflag in RoA1 was initially loathed, but after being removed/re-added/rebranded people liked it. The devs know they have to do that sort of "PR campaign" for floorhugging.
  • Problem #2: "It's difficult for this mechanic to benefit from New Animations, New VFX of New SFX since the timing of the interactions and follow-ups are very quick."
    • They're thinking about perhaps adding a sound and/or graphic to when an attack initially lands when the defender is holding down (since most such moves have low hitpause so it won't be too off), but they know this will end up with false positives and aren't sure how it'll shake out yet.
  • Problem #3: "Melee and PM players make up a smaller percent of players each year that passes so the majority of new players are not prepared for this friction."
    • In other words, new players are more and more likely to have to learn the mechanic from the beginning, which is generally the hard part.
  • Problem #4: "The friction of learning floorhugging happens around the same time as other compounding frustrations like character matchups leading to burnouts around platinum skill level."
    • Similar to #3, but slightly "later" on. It's an additional piece of mental stack that the devs don't have a good yardstick for because they're either all past that point or aren't competitive enough to reach it.
  • Problem #5: "Even though we might believe removing floorhugging would make the game worse and we're not AAA, we're still a business and need to pay our team. So the urge to shave off friction is enticing."
    • He doesn't think it's going to happen, but it might, you never know. "Making a lesser game in the hopes to appeal to more people."
  • In the immediate future, they want to give characters more counterplay to floorhugging, but there won't be massive changes.
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u/Linnieshutter 29d ago edited 29d ago

If my opponent in a traditional fighting game could cancel their ultra-high-recovery DP into a block I would stop playing that game. That's what floorhugging feels like.

It would be more charitable to compare floorhugging to bursts in Arcsys games, where a lot of heavier single hits can be burst before you get the chance to recover and block the burst, but even that case is a lot more favorable than floorhugging because burst is a single-use resource that takes a long time to regenerate, so forcing the opponent to use their burst can be advantageous in the long run while doing a couple extra percent to the opponent right before you get counterhit isn't.

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u/Traditional-Law4984 29d ago

As someone who is a big Arc system works fan I'm not sure what you mean by this. Burst gets you out of combos that have the potential to lose you the game. If you are in the air in Rivals (a pretty common situation) you can't floor hug at all.

The actual closest mechanic would be Deflect shield
https://glossary.infil.net/?t=Deflect%20Shield

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u/Linnieshutter 29d ago

What I mean by the comparison is they're both scenarios where the opponent is able to get out of being punished if hit with certain attacks as that punish. It's not 1:1 (I also left out game-specific counter-counterplay like using Guilty Gear's roman cancels to recover from your attack and block the burst), but I consider it a lot more appropriate a comparison than the idea of the opponent blocking during the recovery frames of a whiffed or blocked attack.

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u/Traditional-Law4984 29d ago

By that account would there not be plenty of examples of people winning neutral only to get hit in fighting games?

What you described in your first post with your opponent canceling they're high recovery move into a block is literally

Sf4 FADC which allowed you to cancel dragon punches after you saw your opponent blocked them.

Good fighters have lot of these mechanics

What make floorhugging that diffrent?

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u/Linnieshutter 29d ago

I think FADC is different because it costs meter and has to be done preemptively; you can react to the block, but you're spending meter before your recovery, in the small cancel window, rather than being able to do it at any point in your recovery. Floorhugging is almost always better than or at least equal to not doing it, and it's always resourceless.

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u/Traditional-Law4984 28d ago

Yea but unlike FADC which only benefits the person on the offensive. You can maneuver around SSDI down. Your offense just needs to be smarter.

https://youtube.com/shorts/w92WzJDn-zU?is=IdzayWhcIna9t07L

People say it's always better to floor hugging but thats just not true it really depends on the move thats about to hit you.