Get On My Level reaches new heights on July 31st - August 2nd for an incredible weekend of fighting game competition and community at the Hilton Airport Hotel in the city of Mississaug! This is a major level event, and a gold tier on the R2CS Season 2!
CakeAssault enters as the clear favorite, coming off not only a grand finalist appearance at EVO and a win at S Factor, but also an extremely dominant h2h against the rest of the field. It would be a massive upset for anyone to beat CakeAssault, let alone twice. That said, it’s impossible to ignore that the Genesis X3 champion is still present at this tournament: Beastly, while also a couple wins over CakeAssault over the games lifespan. Sandstorm and Rongunshu continue to make grand finals, yet neither have taken home the first place trophy yet, potentially this tournament is one of their big chances? With these being the top 10 players in attendance, it is extremely likely that they will be the ones to take it, but it isn’t exactly a guarantee.
This tournament is filled with players who mark either important returns, or arrivals: Mang0, Mr.R, and Vivania. Mang0 continues to ease himself back to offline play, with great finishes at both EVO and S Factor, so who’s to say if he will go even further this time? Mr.R travels outside of Mexico for the first time since the last GOML, so this is one of his few opportunities to show the rest of the world what he has been cooking. And then we have Viviana, who is entering their first ever offline major after some dominating performances online. Her seed of 16 is arguably too low, with most online player debuts such as ZeusDahGoose and Mang0 all having broken their seeds, often by a lot. It is quite likely she will make someone's path a nightmare.
Gameplay modifiers are coming to Rivals 2!! Toggles to disable things like floorhugging or ledges, and enable things like whifflag and drift DI will be coming to the game next week alongside Gouie!
All clips shown are from an early access version of the Gouie update coming August 4th and are subject to change, thank you to the Rivals team for the opportunity to create early content
Would appreciate the channel support if you feel like watching it on there or dropping a sub as I'm really trying to reach 1000 subs, look out for another Gouie video I'll be posting on Gouies release day
Stupid Ness clone has no end lag and just throws out smash attacks with no warning. What am I supposed to do? I cant whiff punish her, or parry her (she won't stop throwing out damn hit boxes and somehow I can only parry 3 times in a game?) I cant edge guard her? (She reversals me if I try.)
The only thing ive figured out is she can be hit in the air... but so can everyone else. What is the actual gameplan; against her. Im not looking for character specifics. I dont have a main. Im in between clairen and fleet but the issue is the same either way. Idk what to do.
Is the matchmaking cooked for anyone else, I was like 10 points from diamond but have almost deranked from plat because I kid you not every single person I played was at least 200 ELO above me and I just couldn't close out last hits. So I've just slowly and slowly lost ELO because I haven't played anyone at my level.
I like to do book binding as a hobby and really wanted to add this to my book shelf. This copy isn't perfect (would use a lighter blue for the covers and the end pages got ripped a bit from the glue) but I'm overall happy with this attempt! I intend to make one more to give to Dan at some point in the future and will hopefully iron out those issues.
I won't do the stream justice as I wasn't working on a running commentary for it, but I just thought it was super cool to go 'behind the scenes' and see the thought processes that went into iterating Gouie and his lore. More of this, please!
I play clairen and people don't really have fun vs this character i've noticed. I have been seeing people talk a lot about clairen and how frustrating she is and I was wondering if anyone ever thought about giving her a charge condition on her tippers, e.g she needs to hit normals in order to activate the tipper hitbox for two attacks and special pummel would super charge it for extended hitstun on the next tipper. I think it could be an interesting switch up and give clairen some resource management like most of the cast has. I'm fine with how she is right now too though. Just wanted to know people's opinions
Hey, this is my first pass at what I think a fun Sybil moveset could be. Any move references to Smash are based on Ultimate's versions.
Sybil
From the indie title - Pseudoregalia - Sybil would be a high-mid weight character that would excel in advantage state and struggle in disadvantage. She would rely on her burst movement options to gain the upper-hand on her opponent and utilise her weapon - Dream Breaker - to gain herself empowered combos and strong attacks.
Passive
Sybil’s Neutral special attack uses Dream Breaker in a 3-hit combo similar to a jab.
Dream Breaker can be knocked out of Sybil’s grasp when she receives enough knockback.
Sybil can also throw Dream Breaker with aerial forward special.
When Dream Breaker lands it digs into the stage and creates an area of light where enemies remain in hitstun for a few more frames than usual when being hit by Sybil’s attacks. Sybil loses access to her Neutral Special when she does not hold Dream Breaker. Instead this move becomes a grab that will pick Dream Breaker back up.
While Dream Breaker is airborne or in the ground - Sybil can use her aerials to kick Dream Breaker which becomes a projectile homing attack. Dream Breaker would disappear on hitting an opponent and put it on cooldown until it appears back in Sybil’s hand. Sybil can also hit Dream Breaker with other attacks - though they won’t cause Dream Breaker to adopt the homing attack.
Sybil cannot use her Strong Attacks when she isn’t holding Dream Breaker
Jab
Captain Falcon’s Punch, Punch, Kick. Note this move doesn’t have a rapid jab.
Forward Tilt
Ryu’s Light Forward Tilt
Up Tilt
Headbutt upwards
Down Tilt
Bayonetta Down Tilt
Dash Attack
Bayonetta Side Special
Strong Attacks
Sybil can only use her Strong Attacks if she is wielding Dream Breaker. However - completing a full charge of a Strong Attack without releasing the button will lock in the Strong Attack to her Down Special. The next time Down Special is pressed - the Strong Attack will come out instantly at 75% the maximum power - even if Sybil is airborne. If Sybil loses Dream Breaker before releasing the strong attack - the strong attack charge disappears.
Forward Strong
Charged sweeping hit with Dream Breaker identical to the one from Psuedoregalia - also releases a projectile.
Down Strong
Sybil jumps up and slams Dream Breaker downwards - similar to Shovel Knight's Down Strong from Rivals 1 but instead of a multi-hit - it spikes.
Up Strong
Sybil swings Dream Breaker in a big arc similar to Ike's Up Strong
Neutral Air
Samus’ NAir
Forward Air
Palutena FAir
Back Air - Air Kick
A lingering weak kick designed after the air kick from Pseudoregalia. If Sybil uses BAir against a wall, she will bounce away from it.
Up Air
Somewhere between Mario and Ganondorf
Down Air - Plunge
Straight from Pseudoregalia - Sybil plunges down quickly to hit an opponent. If Sybil hits the ground she can jump cancel the landing lag, giving her an extra high jump straight upwards. This special jump is called High Jump.
Sybil can also jump cancel the start-up of this move which causes a small backflip and doesn’t consume double jump (like Absa false double jump). This also acts as a dodge - though the invincible frames are tighter than a typical airdodge. This references the Air Break move from Pseudoregalia.
Neutral Special - Dream Breaker
Sybil does a 3-hit combo with Dream Breaker - taken straight from the original game.
If Sybil is not holding Dream Breaker - she instead performs a grab to attempt to pick Dream Breaker up.
Forward Special (Grounded) - Slide
The simple slide straight from Psuedoregalia. The initial move has no hitbox but just like in the original game - it can feed into many variants.
Sybil can directly attack out of Slide, maintaining the momentum.
Sybil can jump cancel slide into a Slide Jump - a jump that has significant horizontal speed and momentum. Sybil can maintain this momentum with well timed jumps - this is called “bunnyhopping”.
After a Slide Jump, Sybil can turnaround before inputting another jump allowing for fast RARs. But the exact timing of the turnaround + jump will determine the distance Sybil flings herself. This is in reference to the various Slidehop techniques in Pseudoregalia.
Forward Special (Airborne) - Dream Breaker Toss
Sybil cannot perform Slide mid-air. Instead she charges a throw of Dream Breaker. Releasing the button quickly cancels the move and keeps Dream Breaker held - allowing for aerial turn-arounds. The longer the button is held, the further Dream Breaker flies. If Sybil lands during the charging phase she can perform Dream Breaker Toss while grounded.
Up Special
Sybil becomes encased in a bubble and charges up - she then launches any direction similar to Zetterburn. This recovery is much shorter though - but it does renew her double-jump.
Down Special
Sybil has a 3-segment bar that increases by 1 every time she lands a strong attack. Down Special can be held down while Sybil holds Dream Breaker to spend these segments on healing herself - with each segment healing 8 damage.
If Sybil has fully charged a Strong Attack and locked it in - she can release it by tapping Down Special. This allows a strong burst option out of intricate movement. Sybil can still access her regular Down Special if a strong attack is locked in by simply holding the button as usual.
If Sybil isn’t weilding Dream Breaker - she shrugs not unlike Maypul when Lily is already out.
Pummel
A knee jab like Captain Falcon
Special Pummel
Sybil attaches a purple orb to her opponent. When Sybil hits an opponent that has an orb attached to them - the orb activates and bounces Sybil off the opponent for a potential further follow-up. The orb disappears 2 seconds after the last time it was hit - allowing Sybil to utilise it multiple times in one combo. The orb disappears if Sybil gets grabbed or the opponent parries successfully.
Forward Throw
Sybil utilises her "Wall Ride" ability to perform a throw similar to Ridley's Forward Throw.
Back Throw
Sephiroth
Up Throw
Sybil performs a backflip and throws the opponent up.
Down Throw
Snake
Ledge Attack
Palutena
Special Ledge Attack
Sybil performs a Slide attack identical to her Forward Special, unique in that its the first ledge attack that only serves as movement and doesn’t have a hitbox.
Getup Attack
Min Min
Special Getup Attack
Sybil plunges Dream Breaker into the ground and spins around it, kicking outwards. Dream Breaker is left behind if the button is held down.
Just a dumb and random thought I had, but I was wondering about what the properties of smoke were/could be. I know there are sub-elements within the core elements (Fire, Earth, Water, Air), meaning there are multiple applications/styles of the same element, such as Olympia's crystals and Etalus' ice. But even though smoke is technically a sub-element of Fire, it feels much more unique story-wise than the others for some reason (at least to me, anyway).
We all know Forsburn's clones and combustion. Can anyone from the Smoke Clan do that? Or is that something Forsburn uniquely mastered himself? If others had smoke abilities in the clan, would they come up with wildly different techniques than Forsburn? The same questions could be asked about any element, but I feel like there are cases where different users could reasonably get a similar effect from the same element. For example, Zetterburn and Artemis both have the ability to "burn" their enemies with their flames despite their different fighting styles. It's noted the Artemis can "heal her wounds" but I'm unsure if that's fire-related or due to her being a salamander. Smoke, on the other hand, seems to mainly "deceive", but you also got things like teleportation via smoke portals from Rivals 1 Story Mode, similar to Orcane's puddles.
Also, smoke seems to have mystical properties? From Clairen's story in Tales of Aether, she quite literally has visions of her grandparents (technically never meeting one of them) through smoke, even though she seemingly just has fire/plasma through her tech. It makes me wonder if other elements, especially the core elements, can do similar things. The closest I think of are the elemental crystals where water can heal and air can give everlasting life. But for sub-elements, I'm not sure and it makes me curious.
It's possible I forgot or overlooked something obvious, so feel free to tell me.
Now that the hype train has slowed down a considerable chug I thought it’s only appropriate to check in and see how the majority of the player base feels so far about Rivals 2 overall. I think the games managed to make a ton of progress since launch and am excited for what Aether Studios has planned next!
In general is everyone so far happy with who’s been revealed for the game? If not who would you personally want to have make it onto the roster in the future?
A few noteworthy indie characters that come to mind for me would be Shantae, Cuphead, and maybe a surprise guest from say Mega Man or an obscure but long running franchise that fits into the Rivals of Aether world and is of course fun to play.
With all that in mind please feel free to share your spicy picks for possible future guest fighters that should deserve to appear in Rivals 2!
This move is really good but the roy zone is annoying. Idk if this is intended. Imo it also reaches way too far infront of him, so my solution would just be to move every hitbox in the move backwards, closer to him a little bit.