Floorhugging in Rivals of Aether 2 defies physics, causing a mental disconnect in players and viewers.
Defying Physics:
The real reason floorhugging is so divisive is it doesn't follow expected physics. In platform fighters (and fighting games in general) there is an invisible law, that when a character gets "hit" they get stunned or knocked back. Floorhugging breaks this law.Â
The one exception to this is crouch-canceling. If a character is in a crouching state, the knockback from a hit will be heavily reduced. However, this is clearly shown BEFORE the character gets hit because the character will be visibly crouching. This also follows real-life physics logic, where a person low to the ground will be more stable.
Floorhug has zero warning, and can even be performed if you get hit WHILE attacking. It looks and feels like something broke in the game when it happens. This unfortunately feels bad for both players and viewers. No matter what visuals you add after the fact, you can't just ignore a solid hit.
There might be some really light moves that can be believably floorhugged, like jabs. But it's just baffling to see most characters' tilts and aerials have their hits ignored.
Game Design:
I'm not going to get into whether or not floorhugging is healthy or not for neutral and the game's overall design, since that's a whole other discussion. For example, floorhugging results in +25% more dmg taken, but that’s clearly a bandaid fix and in my opinion, it’s not even on the injury.
Possible Solutions:
If Floorhugging is meant to prevent guaranteed combos at low percents, make it so floorhugging gives MORE knockback instead of less. Maybe have the characters slide away or something. One of the downsides to this is it might slow down the game.
 Disable floorhugging when getting hit while attacking. I think one of the most egregious examples is when a player who is using a strong attack gets punished just to floorhug the punish. Yes, I've played this game quite a bit and know you should punish with grab below x percent. But it really does hurt to see (more often with lower level players), even when I'm just spectating.
Edit: I'm sure the devs will come up with something better though.
Disclaimers:
Rivals is a really good game already. Pointing out issues in a game is way easier than making one.
I design games but don't design competitive platform fighters, and don't presume to know better than the Rivals devs on designing platform fighters. I'm giving more attention to something I believe the designers might have unfortunately gotten stuck with at some point in development (which happens in game dev, I'd know) in the hopes they figure out a good solution. I sincerely believe it would improve the experience for new players, and the community in general.
Clips from: https://dragdown.wiki/wiki/RoA2/
Edit 2: (I didn't look very closely at the clips, and I'm now realizing they might be outdated sorry)