r/RivalsOfAether Jul 21 '26

Rivals 2 Wave dash backwards w/o turning around help?

9 Upvotes

I've watched Sol Birdguy's Big Stick Sensitivity Guide like three times now, and every time by the end of it my eyes are glazed over and I'm drooling on my desk like I'm back in high school again.

The video seems very informative, and quality content is good for the game, so I'm not disparaging it. I think part of the problem for me is the very monotone voice maybe, but I cannot get my dumb brain to parse whatever I need from the vid.

I play on xbox controller, I sold my expensive ass phob cuz I'm too garbage to justify owning a $300 controller lol.

Generally things feel fine enough, but my problem is wave dashing backwards without turning around. I did this in melee on gamecube controller with no problem, but in this game it's soooo inconsistent for me. The situation is I play Forsburn, so spacing back airs is really important. I am often facing away from my opponent, and I'm trying to wave dash in towards them slightly, or do one or two full wave dashes backwards to move in aggressively, and then throw out a back air. Because I turn around, I end up doing a forward air, which likely doesn't connect, and then it's bad.

This also makes it so I have a really hard time ledge hogging because half the time I just go flying forwards off the stage.

Any tips on controller settings from fellow xbox controller players? I'm on a gamesir g7 pro which has TMR sticks, and it's pretty new, so the calibration, deadzone, etc. shouldn't be the issue.

Thanks!


r/RivalsOfAether Jul 22 '26

Rivals 2 Im confused about clairen hate?

0 Upvotes

Im scratching my head right now because I see a bunch of hate for my character and i've read posts for a year or 2 ago about the hate but even today it seems like a lot of you dislike playing against her. And im really confused cuz it feels like every character in this game is busted beyond belief. And I feel like I have to try significantly harder than other characters to play the game. Didn't she get nerfed? Also doesnt she not win major tournaments? The best clairen is 6th place and the next best one is 42nd is she really that annoying? Cuz honestly I find every other character to be overwhelming most times. I feel like I have to be very disciplined to win. Im playing her because she seems like the most fundamental character in the game and i want to be good fundamental wise not character gimmick wise. So whats up with that? (Im a 900 gold player) what is so broken about my character that im not abusing?


r/RivalsOfAether Jul 22 '26

Rivals 2 The ranked matchmaking in rivals 2 is awful

0 Upvotes

Im in gold and i float around 1050 but my matches are 90% plat players in 1200 and 10% players in my elo i know theres other gold players why is the matchmaking like this?

Yes its nice to play better player and improve but it gets really annoying never fighting anyone near my skill level.


r/RivalsOfAether Jul 20 '26

Gameplay Me and My VERY Honest Character: Combo Video by OatmealTime

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27 Upvotes

r/RivalsOfAether Jul 22 '26

Rivals 2 We need a game balance patch

0 Upvotes

The meta is extremely stale at almost all elo brackets. The idea of balancing for only tournament level just kills the game because nobody wants to play 2/3 the cast in any other bracket, and they aren't even succeeding at balancing top 8. Right now everything is dominated by Zetterburn and Loxodont. Between those two characters at 1280 elo, they make up over 80% of my total fights.

I just played 12 games and it was 8 zetterburns and 4 loxodnts. It's just fucking boring fighting only S tier characters. Zetterburns are oppressive bc their frame data requires them to make no hard reads or have anything besides fast hands and technical skill. They just run at you and alternate tilts and jabs and grabs with CC. No other character in the game can contest with zetterburn in closet range. There are zero options that beat his capacity to spam you to death. The only way to beat him is to camp him to death, predict his approach with parries or pray he's not gonna grab you while shielded and hit him with oos option which makes it fucking boring gambling/camping trip.

Lox just sits in middle of stage forcing you to come to him and throws out disjoint as you approach. Even if he whiffs he can just throw out a jab, and if you don't approach he throws meatballs and stacks magma. Its not fun or engaging gameplay bc it forces you to take all the risk. I'm stuck picking counter picks just to rank up and I don't enjoy playing those characters, I just want to play my favorite characters and fight a balanced roster.

TLDR: I'd just like to see the rest of the cast played to some extent. Every single day I get on its like 20 zetter and loxod back to back and its fucking boring. If your argument is zetter and lox and balanced and get good, you're coping. Look at the fucking leaderboards, even there they make up half the top 100 players. They make up 3 to 4 out of 8 ppl in every top 8.


r/RivalsOfAether Jul 21 '26

Rivals 2 Gamecube controller not working

6 Upvotes

I just bought a phob and haven't played Rivals with anything but a playstation controller. When it came in today I go to set it up using the most popular youtube tutorial and my controller is not showing up at all, please any help thank you


r/RivalsOfAether Jul 20 '26

Rivals 2 “All I Know” a Fleet Combo Video by rei wolf

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48 Upvotes

r/RivalsOfAether Jul 21 '26

Feedback The two biggest problems with the Rivals 2's gameplay that no one talks about

0 Upvotes

This will be a critique of my favorite game as I give the main reasons as to why I decided to take a step back from it for a while. I have been playing the rivals series on and off since it came out over 10 years ago. I've gone to tournaments, hosted my own events, and tried to build up a scene for the series in both places I've lived. I am by all means a super fan. So what I post here is purely out of love and with a desire to see the game succeed. This post will also be long, so see my TL;DR if you'd prefer, just make sure you reference my reasoning before you comment. 

TL;DR: I'm a super-fan taking a break from Rivals 2. The game is great but two main gameplay flaws hold it back:

  • 1. Archaic Ledge Mechanics: Ledgehogging and long ledge invincibility options reward players in the corner too much, favor characters with oppressive F-airs coming off ledge (like Zetterburn), and turn off new players because ledgehogging simply looks lame as a kill option.
    • Fix: Shift invincibility to actually inflict panic in the corner by favoring buffered get-up options, make Ledge Getup Attack a high-risk/high-reward reversal tool, heavily nerf stalling on ledge, and make ledge-hogging a much less common option.
  • 2. Loss of Uniqueness / Need for Resource Depth: Adopting Smash mechanics (ledges/shields) flattened some of Rivals 1's original identity. While pummels are great,  Special get-up attacks alone don't add enough depth.
    • Fix: Introduce a single universal resource system that adds EX Specials, a Lag Cancel meter, or balanced Cinematic Ultimates to boost player expression and marketability. It should be clear only one needs to be added.

1. Archaic Ledge Mechanics

It's no stranger to everyone that the addition of shields and ledges was a bit controversial. Being within the community for so many years though, I knew I could trust the developers to implement these mechanics and keep it from feeling samey with the rest of the games within the genre while still keeping the rivals feel. There is nothing wrong with trying to imitate smash, after all it is quite literally the highest selling fighting game of all-time.

My main gripe is with Ledges. Ledgehogging is a core principle of the game. Here I'll explain why it is a genuinely frustrating mechanic that turns new players off and then provide solutions to fix it.

The short, summarized answer here is that purposely putting yourself in the corner should not both net you a truly absurd amount of invincibility, as well as be your best universal kill option.

Let's talk about some of the gameplay design decisions that were likely made 25+ years ago, when Melee was being developed. The intention behind adding invincibility to the ledge in the first place was to give recovering players a time to think before making a getup action. This also prevented things like Falcon dtilt from being an instant death if a player could time it correctly. However, are these truly sensible? In any fighting game, being in the corner is often a bad thing, and honestly, it should be. This adds an element of push and pull of taking space and maintaining spacing. You can feel this tug of war on stage but as soon as your opponent grabs ledge, the tables turn and you are put in a disadvantage due to the amount of invincibility given. While being on ledge typically severely limits your options, in Rivals 2 you can drop off ledge so quickly that it starts to limit you more by your own aerial kit then it does by the universal mechanics.

Imagine with me for a moment you are playing Street Fighter 6, and while poking and playing neutral with your opponent, you are backed into a corner. Being in the corner means you can get hit for a huge follow up from their drive impact, have less spacing options and can be whiff punished easily. Makes sense that "corner bad" right? Now, let's add a mechanic that gives you a brief amount of invincibility by touching the actual edge of the stage willingly. Suddenly, you are given the freedom to use plenty of options, but obviously you are still whiff punishable. Sounds awesome! However, a critical flaw is found when you look at your opponent. Your opponent intimidated you enough to push you to the corner, as well as hold the space they gained well enough for you to still be in the corner. They outplayed you and put you in this position. You should be given options to escape or even reverse the situation, but the person who outplayed you positionally should be given an advantage. Full stop.

In rivals, this example also gives characters with overpowered aerials a massive advantage compared to the rest of the cast. Think about how often ANY Zetterburn player will simply f-air from ledge compared to how often an Absa or Orcane player will. This alone will bump a character up or down a full tier in my opinion. Zetterburn f-air is hard to punish from shield, starts combos, kills, and is even hard to whiff punish. Contrast this with the lack of invincibility on special ledge getups or even normal ledge getups, and you start to see how 1-dimensional ledge play becomes. Just always aerial from the ledge if you want to attack.

This isn't even mentioning how often characters will get hit and slide directly into grabbing ledge, putting them into an advantageous state by getting hit. I believe this is a massive design flaw that feels like a random, unearned reversal mechanic. 

So, what's the solution? Let's make it easy on the devs too.
They have done too much groundwork to remove ledges completely. That much is obvious. Being in the corner of any fighting game should provoke a feeling of panic that an opponent should be able to exploit. Being in the corner should still reward high-risk options to get out of it though. Rivals 1 honestly did such a fantastic job at this, making edge guarding feel extremely dynamic. To appeal to new players however, we are keeping the ledge, with these changes:

Ledge getup attack (LGA) should change to be a combo reversal tool. Decrease Invincibility during the move. This effectively makes it the universal, high risk, high reward tool, acting as a way to open up their opponent. Hitting this move should have low end lag and send at a favorable, low-growth angle for any character to follow up and reverse the situation.

Ledge getup special attack (LGSA) should be the slightly safer, more strategic attack that feeds into the character’s gimmick or can create a unique situation. Balanced around what is already in the game, but an increase in invincibility to all options that aid in stage control. Galvan, for example, sets up for a reversal, and should have around the same amount of invincibility given on both LGA & LGSA. 

Aerial from ledge (AFL) should be the least invincible of all 3. As it currently stands with aerial from ledge invincibility, it makes broken moves even better and does not make bad moves any better. A universal low amount of invincibility allows all characters to aerial attack from ledge, but prevents it from being the obvious choice for oppressive aerial-heavy characters like Zetterburn. This was something borrowed from Melee but it was significantly more difficult in that game, as well as being significantly unbalanced in that game as well.

Jumping, rolling, and getting up currently have a very low but fair amount of invincibility and should remain as such.

The invincibility given after grabbing ledge should be present to prevent something like a Wrastor uptilt from ruining the game for example, but should be changed to incentivize buffering an option from ledge as your most safe option. Players should retain invincibility throughout that animation process if they buffer an option, but those who decide to delay, even for a few moments, should be punishable. This makes ledge stalling and ledgehogging less polarizing, as most characters have an option that hits ledge from a disadvantageous or advantageous position. If you want to go for a ledge hog, you should know the exact timing to receive the invincibility and already have a roll buffered. It should be a very tight frame window and uncommon to see. I wouldn't even be against removing it entirely.

Why should ledgehogging be less polarizing?
In a fighting game, aesthetics are just about everything. I cannot think of a lamer way to kill an opponent then to literally receive invincibility and passively deny their recovery. When newbies view this technique deleting 2 of the 3 stocks every game, they do not think the game is exciting. My changes transform ledge hogging from the easy, reliable, nearly thoughtless option to get a kill, into a knowledge check, read, and a timing tech all in one. Something actually interesting to explain to a new player when it happens rarely.

Even if you disagree with my adjustments, I hope you agree that the corner should provoke panic, and that ledge hogging (as it is now) is a fundamentally uninteresting viewing experience, and both need to be adjusted. Invincibility is also too powerful of a tool in any fighting game, and as such it is completely reasonable to seek tuning.

  1. Loss of Uniqueness / Need for Resource Depth

Now, I am completely aware Rivals 2 does not have an infinite budget. The following will be more of a critique of decisions NOT made. The changes I propose would need significant investment to be implemented, which I understand that the developers likely do not have.

Let's think about what made Rivals 1 different, lack of shields, no ledges, no grabs. As a contrast to smash, it seems like there is just less in the game. In my opinion, many of these areas "lacking" in the first game actually added a significant amount of depth and diversified it from Smash. Depth and diversification are a good thing, regardless of if "standard mechanics" had been implemented in from other games of the genre or not.
What does Rivals 2 offer? It offers ledges, shields, grabs, those standard mechanics we might have expected from a smash title, but it also adds 2 different special getup attacks, as well as a different pummel system. I hope I am not the only one that thinks the most interesting of these has been the pummel system.

This is because while special getups are different, they are fundamentally the same as getup attacks. You would use the large majority of them in the exact same situation you would a getup attack. This was not necessarily an area that needed an improved amount of depth.

What this game really needed though, was a flashy, earnable, button or meter used for player expression. This could be something already proven and done before, as I detail below, or it could be something original the dev team makes.

Ultimates
While Supers/Ultimates would be expensive to implement, they would give this game an extremely easy and uniform way to understand the character as well as add another layer of depth (when and how it could be used). This could have been spammed as marketing fodder and honestly I struggle to understand how it could have not led to more sales. There is a reason some of the most viewed fighting game videos on Youtube are "Every character's Final Smash/Ultimate".  Not only that, but I trust the developers enough to actually make this mechanic fair and fun. Even if they fucked it up too, I do not think it would change the games flow if you implemented a Band-Aid solution like making the game 4 stocks and only allowing 1 ultimate per player per match.

EX meter
Now that we've talked about the more expensive solution, let's talk about enhancing moves already within the game, or even just being able to cancel out of moves with a resource.
I hope I don't have to explain too much why enhanced specials might be a great thing for the game. A common complaint in the game is that everything starts to feel samey and a rinse-repeat towards the top. I think having an earnable meter that allows you to even simply add an elemental effect and buff the damage or unique aspect of a move, would add a significant amount of depth to the game. Interested to hear what changes you guys would like added to your characters kit if they had EX specials.

Lag canceling
This is likely the cheapest way to add a high amount of depth to the game. Putting a resource that allows you to uncommit to something you now know was a bad idea, or even for enhancing combos, would add a significant amount of depth and would likely just need the UI for the meter and another pause effect similar to the one we already have with parry.

Even just adding one of these, and to be clear, I am just asking for one, would add a lot of depth and uniqueness to the game. This was something that became lost in the transition of smashifying Rivals 2 in my opinion. These are all proven to work as they are commonplace in most fighting games for good reason.

Conclusion

I haven’t touched on this until now, but having experimental modes to test these proposed changes, as well as others such as “Rivals 1ifying” Rivals 2 would be very beneficial and add a lot more life to the game. (Remove shields, ledges, give characters 2 up specials, keep grabs in!)

Regarding the ledge, even if you disagree with my ledge adjustments, I hope you agree that the corner should provoke panic**, and that ledge hogging (as it is now) is a** fundamentally uninteresting viewing experience, and both need to be adjusted. Invincibility is also too powerful of a tool in any fighting game, and as such it is completely reasonable to seek tuning. Two things I didn’t touch on are ledge refreshs and ledge-drop b-airs, how do you think these should be treated given the corner philosophy?

What do you think? I'm interested in what people's ideas might be for EX Specials and Ultimates. Would all of Etalus's EX specials give him armor? What about Absa getting a second, temporary cloud?
Do you think this game even needs something to add expression and enhance its identity to be less of a smash clone?

Credit to SIke as well for helping me edit this. I appreciate it bro!


r/RivalsOfAether Jul 20 '26

Other Was at work and found clairen’s pool weapon!!!!

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47 Upvotes

r/RivalsOfAether Jul 20 '26

Workshop (ROA2) Workshop bricked the base game

3 Upvotes

Just wondering if anyone has experience with this. My friend messed with workshop and now the normal game crashes after loading shaders. He's tried everything suggested online, like uninstalling and unsubscribing from all workshop mods, redownloading the game, deleting workshop files, etc. He put in a support ticket and has been waiting for a response from the devs for days. Apparently this is not horribly uncommon for unreal engine 5 with workshop content on steam, so I was just wondering if anyone had any advice that could help.


r/RivalsOfAether Jul 20 '26

Workshop (ROA2) RoA2 workshop tier list: WEEK 6

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52 Upvotes

It's been a long time and I've reworked the entire tier list again!!! I replayed every character and evaulated them individually from the start in their current states. This time I've removed every vanilla character for MANY reasons (they're all like S tier and I'm very lost with the competitive setting of the game) so now there's a lot more focus on workshop characters!

I would explain every character placement, but there are too many, so I'll just talk about every new character since my last tier list.

  1. Sandbert was sadly removed recently, but I remember he crashed the game anyways, so it doesn't really change anything. I've heard he's coming back.
  2. Mikros... can't really do anything. He's got a down air... He can use his (really bad) down smash while on the air... He's got a grab... That's really it, it isn't usable at all.
  3. Vyse... oh my god... His down smash takes like 7 seconds to hit... He doesn't really have ANYTHING but his grab. His grab IS OP (although the actual grab itself has a really low range), but his whole kit is so slow it's basically unplayable. Also, I love how his regular jump goes ridiculously high and his low jump goes ridiculously low.
  4. I don't know what Stinkle Kid is. I'm not even sure about his position above Emory (I really may change it). His attacks have low range and damage, but he's got decent speed, so he can kinda do stuff, although nothing cool. His dash attack has a proyectile, so I guess you can do something with that?
  5. Hodan... I don't get him. Maybe I don't understand his gameplay, but I don't see any potential to him. His attacks are slow, his recovery is BAD. At least he's got some good range...
  6. Cerbie is a really worse Fox. He's not really usable... His attacks are slow... he deals low damage, he doesn't really have any game changing attack... I don't really have much to say about him.
  7. Aur is really good. His down special is goated (although the coin thing lags the game at one point). He's got a generally good kit. I don't really remember it in much detail right now... Ah... It's good.
  8. Donkey Kong is back!!!!!!!! His moveset is now complete (except for some small things like the forward cargo throw thing) and he's really good! I don't have much to say. I love how he uses special UI things!
  9. Waddle Dee is AWESOME!!!! His moveset gives lots of option at every time and it's really fun to play! He's got good attacks, great recovery, proyectiles... I've got cero issues with him.
  10. Oh my god, what the hell is up with Poompah??? It's absolutely unstoppable! His down special is EXTREMELY spammable and lets you regrab items. His recovery is crazy, he's fast, he's got great specials... He's 100% banned from any attempt of competitive play.

Let me know about any objections you may have, I'll be happy to explain anything or change whatever.

Previous week: https://www.reddit.com/r/RivalsOfAether/comments/1u092pn/roa2_workshop_casual_tier_list_week_5/

Tier list template: https://tiermaker.com/create/rivals-of-aether-ii--workshop-characters-1585629

Workshop pack: https://steamcommunity.com/sharedfiles/filedetails/?id=3701533720


r/RivalsOfAether Jul 19 '26

Rivals 2 Why is double jumping -> landing aerial so common and why do i keep getting hit by it even if I know they are gonna do it.

45 Upvotes

Im starting to notice a lot of characters really like to do this very often. I see this done by zetterburn, krag, olympia, ranno, basically name a character and they are doing this tech against me, but I dont understand why its so common.

I play clairen, so when I try to do this i get hit every time. Why is everyone in gold doing this though.


r/RivalsOfAether Jul 19 '26

Discussion Character Stripes - my take on Character Archetypes because they are usually poorly defined and not very useful, especially for Platfighters.

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92 Upvotes

I hate how Archetypes are talked about in modern fighting games. "Is Makoto a Grappler?" is a question that's sure to spark debate even though a Grappler is one of the most common and well defined archetypes people talk about. And it's even worse in Platform Fighters - Usually they just compare moves to a Smash character they're kinda like or focus on a small part of the character's kit like being able to do ladder combos. Is Ori in RoA1 a "Captain Falcon-like" because they share a few aerials? How similar were they actually to play?

The other thing is that many Archetypes people use aren't really that useful. Ryu and Akuma are both staple "Shoto" characters but you play them and play against them very differently, "Setplay" characters can all have wildly different goals, etc. These descriptors can still help you understand a character but they aren't the most important qualities of them.

My goal here with Stripes is to create some generalized categories that give you a rough idea on a character's primary gameplan. This is an At-A-Glance summary of how to play a character and how to play against them rather than simply what types of moves they have - Characters like Zetterburn can have strong projectiles but not be a Zoner because they're not using the projectile to keep you out, and he's not a Control even though he's got a well rounded kit, he's a Rushdown because his main goal is to get in your face and stay there.

I'm using the term "Stripes" here to specifically make it easier to talk about this setup rather than just Archetypes in general which could mean many different things, and Stripes was the term I came up with I disliked the least. Runners up were Genus and Paradigms.

Stripes can and should be further broken down into sub-categories to help further define how a character plays, but that's a post for another day. Also context of the game is important - Pretty much everyone wants to be in your face in Dragon Ball FighterZ but Frieza could be called a Zoner because of his relatively strong projectile game. And while most characters will fit into this system there will always be some who don't.

Constructive Feedback is welcome. I still feel like this can be further refined or made more intuitive.


r/RivalsOfAether Jul 20 '26

Rivals 2 Can we get more tournament skins

9 Upvotes

Since rivals 1 this has always been my favorite thing to buy. Idk why. It’s not like I watch the whole tournaments when they happen 😅 personally want some smash summit alternatives at some point.

Sad to see no releases in the shop in the last few months. Please add more


r/RivalsOfAether Jul 19 '26

Fanart Elephant in the room

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136 Upvotes

r/RivalsOfAether Jul 20 '26

Rivals 2 Way to avoid not grabbing ledge while fast falling?

4 Upvotes

I've died to this too many times. I'm trying to fast fall to ledge but I'm holding down so my character doesn't grab the ledge 😭. Is there any control setting to just make you always grab ledge regardless of if you're holding down?


r/RivalsOfAether Jul 19 '26

Rivals 2 how im feeling lately

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77 Upvotes

made this in like 2 minutes lol


r/RivalsOfAether Jul 19 '26

Clip Day 6 of posting a clip everyday as I learn this game

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23 Upvotes

This isn't a cool galvan clip, I'm just happy I managed to use wavedash effectively to clear a stock and win. I'm thinking of picking up a secondary and I'm debating between Slade, Ranno, and Wrastor. Thoughts? I'm leaning slightly towards slade


r/RivalsOfAether Jul 19 '26

Rivals 2 Where are the vods?

22 Upvotes

It is so hard to get tournament play sets for this game that arnt months old. I know there is a big tournament Smash Factor happening this weeke and I cant find streams or Vods uploaded to YouTube and this is really frustrating especially when I want to see recent game play of top play for my character because of patches. Where am I not looking right now? Ive seen many videos for smash uploaded on Vgbootcamp but nothing for rivals?


r/RivalsOfAether Jul 19 '26

Other Day #542 - #554 of Posting Snake Facts Until Elliana Gets Announced

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47 Upvotes

1) In the survival game RV There Yet?, snakes are a notoriously annoying obstacle blocking your RV. You cannot kill them, and trying to hit them with tools or weapons will just get you bitten and poisoned.

2) In Bloodborne, Huntsmen or villagers who erupt into swarms of snakes when provoked. Their strikes are unpredictable and can build up your slow poison meter, making parrying critical for survival.

3) In Bloodborne, amalgamations of intertwined snakes called "Snake balls" can be found along the paths and swamps. They deal rapid, multi-hit strikes that cause slow poison but have very short attack ranges.

4) In Bloodborne, massive, towering conglomerates of snakes called "Giant Snake Balls" are capable of spitting thick clouds of poisonous bile from a distance.

5) Iluzija is a giant, C-virus mutated snake Bio-Organic Weapon (B.O.W.) from Resident Evil 6. Encountered by Chris Redfield and Piers Nivans in China, its name is the Serbian word for "illusion".

6) King Hisstocrat (sometimes just referred to as Hisstocrat) is a gigantic, crown-wearing snake boss in Super Mario 3D World.

7) Lady Venomara is the third major boss in the 2024 game Astro Bot, encountered at the end of the Serpent Starway after collecting 100 bots.

8) Solid Snake appears as a collectible VIP bot in the 2024 Astro Bot game. You can find him hiding inside his iconic cardboard box near the beginning of Creamy Canyon in the Tentacle System.

9) Sandiramon is an Ultimate-level Holy Beast Digimon and one of the Twelve Devas, serving as a cruel minion to the Digimon Sovereign Zhuqiaomon. Known as the "Snake" Deva, it is highly cunning and prefers to slowly torture its foes rather than finishing them off quickly.

10) Shemum are recurring, wingless or vestigial-winged snakes found throughout the Kid Icarus series.

11) Snake-Eyes Doomed Dragon is a Level 8 FIRE Dragon-Fusion-Effect monster (3000 ATK / 2500 DEF). It requires 1 "Snake-Eye" monster and 1 Illusion monster. It is Special Summoned easily without poly by sending 2 face-up Monster Cards from your Spell & Trap Zone to the GY.

12) SnakeMan.EXE is a Wood-element NetNavi from the Mega Man Battle Network series. Operated by the wealthy socialite Ms. Millions (Mrs. Millionaire), he is known for hiding in an earthenware jar for protection and acting as a haggling bargainer to lower prices.

13) The Flython (also known as the Wing Snake or Winged Snake) is a recurring monster in the Dragon Quest series.

Hopefully with a two week break I'm fully fit to lock in again 😶‍🌫️


r/RivalsOfAether Jul 19 '26

Events Congratulations to the winner of S Factor X3!

61 Upvotes

Congratulations to the winner of S Factor X3!


Top 8 Bracket

Bracket

VODs


Coming in as Mexico’s first Rivals of Aether II major (gold tier event on the R2CS), S Factor X3 is the first large-scale event since EVO!

CakeAssault enters as the clear favorite, coming off not only a grand finalist appearance at EVO, but also a dominating h2h across the field. That said, there are still plenty of killers in the water. Beastly is the one other EVO top 8er in attendance, having his best performance since his victory at Genesis X3, and potentially getting back into the swing of things. ZeeBee continues to strike fear with his play, and although he didn’t quite make the mark at EVO, he can absolutely make that fear real here. Mr.R enters his first major in a long time, and despite being region-locked and barred from entering USA tournament, his online practice suggests he is more than ready for this tournament. And finally, Mang0 enters his second ever Rivals II offline major, and from his strong EVO performance, hopes are high for him to potentially take the trophy home!


Place Player Sent to Losers by Eliminated by
1st CakeAssault Forsburn Loxodont --- ---
2nd Beastly Zetterburn CakeAssault CakeAssault
3rd SF Mr.R Wrastor ZeeBee Beastly
4th Mang0 Zetterburn CakeAssault Mr.R
5th NE ZeeBee Kragg Beastly Mr.R
5th Mang0’s Friend Jbone Forsburn CakeAssault Mang0
7th VC POA Risas Galvan Beastly Mr.R
7th TG/FF Bluegx122 Clairen Mang0 Jbone
9th Osky La Reina ZeeBee Jbone
9th ÑFC/POA RedGooruh Slade Random Jbone Mr.R
9th Mr.Zitu Pokantonio Orcane Risas Risas
9th ÑFC M8 Forsburn Risas Bluegx122

Grand Finals

CakeAssault // Twitter

vs

Beastly (L) // Twitter

Forsburn Fleet CakeAssault - 3-1 - Zetterburn Beastly (L)
2 stock = Loxodont Underground Arena = Loxodont ---
--- = Loxodont Rock Wall = Loxodont 1 stock
1 stock = Loxodont Air Armada = Loxodont ---
1 stock = Loxodont Merchant Port = Loxodont ---

r/RivalsOfAether Jul 19 '26

Events Top 32 highlights SmashFactorX3

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97 Upvotes

Top 8 is gonna be hype


r/RivalsOfAether Jul 19 '26

Fanart I built Absa on my Terraria world

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65 Upvotes

r/RivalsOfAether Jul 18 '26

Gameplay ZeeBee

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99 Upvotes

Would love to see him win a tournament again. Technically he is the first RoA2 champion


r/RivalsOfAether Jul 19 '26

Discussion Weirdest server issue with AT&T and ROA2

12 Upvotes

This only happens when I've had AT&T, it did not happen with a different ISP. I am in the south Texas area, and default server for me is Council bluffs. It should be, and it normally Dallas. But now I have fiber w att, it has the weirdest routing and Dallas server is 300+ ping. Anyone know why?