I hope the devs stumble upon this video - crouch cancelling is way too strong in the current builds & makes offense feel non-rewarding & defense feel brain dead. Why add shields when you can just hold down? Lol I worry if things stay like this the game would be pretty grab-centric or people spamming their least committal tools CC/floorhugging can be in the game, but atm it just lasts until way too high percentages. Hopefully they change it.
I think a cool mechanic would be if jab forces you to stand, jab is a really cool move in original rivals as it doesn't have parry stun and can cancel into majority of hits assuming you don't finish the jab, making it really good to lock an opponent in place mid combo, so allowing it to basically break crouch canceling but not ASDI would be a really neat way to apply strategy to mid percentages
do you have some kind of fancy tool for automating the rectangle backgrounds for text and the motions, if so where can i get it xd. or did you just spend forever on it
This looks like a proper implementation of melee mechanics without tracing everything 1 to 1. I'm super excited to have something to play with friends that hate melee.
"hyperflame... Why does that name sound familiar" *sees lucas and gets activated like a sleeper agent as a hundred hours of pm combo videos flash before my eyes*
Man fighting games get so crazy for the fast reactions and decision making you need at high levels. Makes the twitchy side of LOL look chill. I'm probably too old to get very good at Rivals 2, but its the 2nd fighting game I'm going to get into. Played some version of super smash bro's super casual when I was a kid.
this is too complicated for me, but I'm glad people care. I was wondering though, what if in addition to teching, characters also have a special tech that specifically counters techchasing? It would be a tech that, if no chasing happens, is vulnerable to any other move.
i say this as someone whos only really played killer instinct, rivals, and guilty gear (and yomi hustle lol) as the only fighting games for a substantial amount of time, i just dislike cc conceptually cause being negative on hit feels AWFUL to me and i cant imagine it feels good to a lot of other people either, it definnelty is just a skill issue but i just hate the feeling of i
This video honestly explains so much as to why I struggled with low percent combos as Wrastor when I first played the game. After playing for a bit I started to realize how to counter it, but off first impressions this explains why starting a combo felt so much harder without taking advantage of grabs, thanks for the explanation!
wow. just wanted to say that this video was put together so so well and organized and this is the most gameplay ive seen from the game. looks super good and cant wait to get my hands on it. very very exciting. well done again on the presentation
CC and floorhugging are one of the many techniques that has given Melee and PM/+ the extra depth to still have an active competitive scene after so many years. It became OP in the last Rivals 2 beta and the knee-jerk reaction of people straight up calling the game a failure was just sad. It made no sense to attempt to change it mid beta weekend since as this video showed, there's a lot that goes into it. This is a beta that they are very much listening to the feedback and I enjoy being apart of playtesting and attempting to give feedback to try and make this become one of the best platform fighters, all while continuing to remember the devs are humans(so treat them like it). Saying you don't like something without going into any depth isn't feedback. Just claiming the game is trash or a lost cause, especially because you don't agree with their design decisions is akin to a child throwing a tantrum in a supermarket. It's obnoxious and unhelpful for everybody, take a nap. This video is a great breakdown of a very complex mechanic. On top of learning new things there was a ton of stuff that, while I knew of it, I didn't really know all the hows or whys of it so it was really nice to see that in-depth explaination of everything. Fantastic video that I hope will help people realize the how much goes into a mechanic like this, why people enjoy it, and that the dev team is taking advantage of the BETA portion to experiment and fine tune this into a great game.
Holy... By far one of the best Rivals 2 videos out there to date. I love the in-depth analysis you do and then explain further using your own experience. Just, top notch stuff right there.
I'm not a competitive player by any stretch so take my comment with a big BIIIIIIIIIIIG grain of salt. Personally, what made the later Smash titles feel unsatisfying to me is how long it can feel to take down a stock, especially with floatier physics and better recovery options across most characters. It can help make for a more fair game, but not necessarily for a more fun game. Having a good grounded defensive option certainly isn't a bad thing. That's literally what shielding is. But from the sound of things, it seems like a universal super armor mechanic that could negatively impact character uniqueness. Simply tuning the frame data is probably the best solution, though one idea I had would be to add a sliding mechanic. Essentially it's knockback that sends you sliding along the ground instead of hurdling in the air. Not only would it be a way to differentiate itself from shielding more, add more branching follow-up options for both players and give heavy weights a buff by making them slide less who should be more defensive anyways.
Oh no there are defensive options that only work at low percent, sooooo broken. You sound like a whiny melee player and its obnoxious. Crouch cancelling is literally your only good defensive option other than shield or not engaging. Melee without crouch canceling would be garbage.
This is such a good example of someone who actually knows what they're talking about when it comes to platform fighters, and not just yapping and throwing out opinions.
the backer tournament today I think confirmed that they're currently trying to implement reason #3 from your conclusion, or crouch canceling only being active during the full crouch. I really like the optimism in your video, generally I have seen a lot of positivity, but the top level rivals community has thrown a lot of shade around
seeing a 3d rivals of aether game in 2024 after my last interaction with the game being oris release is genuinely the most unexpected thing i couldve thought of to see this year
also forget about the compettitive side just focus on casual first at somepoint i dont like melee players who are oppsessed with competitiveness to a point that any new game doesnt feel even finished or is just another clone from the start
I can see how its a good defensive option to help stop spamming but wouldn't it almost makes certain parts of characters kit useless if you can't even pop an enemy into a combo until 170% damage, that is just ridiculous.
also speaking from a very casual and not very good platform fighting player, (and after watching the complete video and seeing that they are actually working on it) , if its so easy to do couldn't that lead to essentially a skill check or skill floor where you have to be able to deal with CC or floor hugging to have any sort of success online if you opponent if area then can just hold down on the controller during lower precents. All this is coming from a very uneducated fighting game background and merely questions on how it could negatively affect players with lower skill or those who have not played fighting games with this mechanic at a pro or highly competitive level.
You not really winning neutral if someone is preemptively crouching to bait you into hitting them. Though i do think it’s way too strong. CCing any attack besides a jab past 50 percent is crazy
@@xSABRET00TH the risk of CC is youre opening yourself to free damage, and if they space themselves with a safe move it’s even worse if you don’t get a punish. youre also open to grab and moves that break CC. They need to nerf it more but once they do, you will have to choose carefully when to CC because you could just end up opening yourself to a free opening
@@xSABRET00TH also in games like melee there are multi hit moves that do more damage and connect better if you CC it, so some matchups you basically are putting yourself at much more risk by CCing. So I wonder if there will eventually be the same in rivals
Multiversus scumbag here lol I know 2v2 isn't a normalcy in the platformer genre, but is there any plans of them incorporating a 2v2 matchmaking option? First time seeing this game and the skill gap seems like something I'd actually love to try with my brother who is a Smash genius.