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Rivals of Aether (Smash-like)

I have not had much time to play the game due to work but so far I am loving the game with the little time I have put in. I like that it is very aggressive and requires a little more thought when it comes to defense due to the lack of blocking. I also like the simple controls which enabled me to play online relatively faster than other fighting games since I like to get in some practice first to get familiar with things before going online to get my butt handed to me XD
 
I fucking love this game, smash 64 hitstun with melee airdodges and a gimmick for every moveset. 14 hours and it was released like 2 days ago.

I think Kragg will drop down the tiers to the very bottom.

He is really easy to edge guard if he isn't recovering really low and if he is recovering really low you can probably just send him back off stage or parry him coming up with an attack.
If you mash jump I've found that you can jump off the tower before it gets a hurtbox so his recovery isn't so bad. I think that's a mistake though so there's a possibility it will get patched out. I think kragg is good enough to stay in top tier even if they patch that, though. His edgeguarding with upb is amazing, he has really good setups with his neutral b/up b, he has really good comboability and he can zone out everyone but orcane.

Orcane is the one with the really awful recovery. If you catch them without a puddle then you don't even have to gimp them, just ftilt them off a the stage and they're pretty much dead, and if they do have a puddle then you stand next to it charging fsmash and they're fucked.
 
Orcane's recovery can get pretty bad, but if he's not too far off stage, you can always f/b+special on to the stage. You can also spit/tele on stage.

My only problem with Orcane's recovery right now is how long the teleport's recovery is. I've had people guard the edge when my puddle is on the other edge, and they still have enough time after I teleport to get all the way to the other edge and punish me for it. Quite literally, the only time someone misses a punish on it is if they have committed to something.
 
You guys wanna talk about bad recovery, forsburn might as well just teleport off screen to save time.
 
You guys wanna talk about bad recovery, forsburn might as well just teleport off screen to save time.
I disagree, his teleport has a million years of recovery, yeah, but it is long and you can hit them with the hitbox of it too. This makes his basic recovery somewhat of a 50/50, a defensive one for Forsburn of course, but there is a chance he'll make it back.

That's before talking about clone and smokescreens.

If Fors has a smokescreen up, he can usually get back very easy, edge guarding upB into cloud is a pretty big read unless you only have 1.

Clone creates another mixup scenario.

sideB towards the ledge, if they try to hit you, your clone whacks them back.
sideB away from the ledge, clone gets hit and now you have a smokescreen to teleport to.

Recovering with pretty much anyone in this game is hard, Forsburn at least has multiple was to mixup that makes death at least not feel like an inevitability like it does with Zetterburn, Maypul with no mark(hell even with one, you can react to tether and bop her) and Orcane with no puddle (but why would you be in that situation)
 
You guys wanna talk about bad recovery, forsburn might as well just teleport off screen to save time.

Man, what are you even talking about? Airdodge + Side B + Teleport +Wall Jump can get you from bottom corner on most stages, and that's without even considering the fact that his teleport can go through the stage. I feel like it's definitely on the upper-tier of recoveries.
 
Orcane's recovery can get pretty bad, but if he's not too far off stage, you can always f/b+special on to the stage. You can also spit/tele on stage.

My only problem with Orcane's recovery right now is how long the teleport's recovery is. I've had people guard the edge when my puddle is on the other edge, and they still have enough time after I teleport to get all the way to the other edge and punish me for it. Quite literally, the only time someone misses a punish on it is if they have committed to something.
I'm not sure if it's a glitch or not but Orcane gets some pretty good height without having a puddle out by just jumping and immediately using upb.

http://gfycat.com/BelatedNecessaryGelada
 
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That's very clearly a bug, the question is whether or not it's impactful enough to warrant attention. On the one hand, it's almost completely vertical, so it's still worthless if you're far from the stage, and is also super easy to edgeguard, and then their back to square one, and they still don't have a puddle. On the other hand, that is a frankly ridiculous amount of height, especially for something that fast.
 
That's very clearly a bug, the question is whether or not it's impactful enough to warrant attention. On the one hand, it's almost completely vertical, so it's still worthless if you're far from the stage, and is also super easy to edgeguard, and then their back to square one, and they still don't have a puddle. On the other hand, that is a frankly ridiculous amount of height, especially for something that fast.
It's not really completely vertical. You get some decent horizontal distance depending on your momentum prior to doing it, so if you were already drifting towards the stage, you will get some distance. Even if you do it straight vertically, you can start drifting left or right at the peak of the jump.
Not to mention you can totally airdodge up or towards the stage prior to doing this for even more distance.

EDIT:A better representation of how far away orcane can recover from. This isn't even taking into account that Orcane can walljump after a sideb lol.
 
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I'm not sure if it's a glitch or not but Orcane gets some pretty good height without having a puddle out by just jumping and immediately using upb.

http://gfycat.com/BelatedNecessaryGelada

Weird! I'll see about making that work. It might be intentional to cover the case of left/right special into the stage wall from which you usually can't recover. It might, of course, be a bug though.
 
Incorporating sideb and walljumps and jazz.

Someone showed this on reddit and one of the devs themselves replied by saying it was neat and they have no intention of removing it.

EDIT: Holy **** I just realized. You can totally walljump after the boosted upb and IT GIVES YOU YOUR SECOND JUMP BACK. You can totally save your airdodge then to mixup your way back onto the stage.
 
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Incorporating sideb and walljumps and jazz.
(video)

Someone showed this on reddit and one of the devs themselves replied by saying it was neat and they have no intention of removing it.

EDIT: Holy **** I just realized. You can totally walljump after the boosted upb and IT GIVES YOU YOUR SECOND JUMP BACK. You can totally save your airdodge then to mixup your way back onto the stage.
Lol, that actually makes his recovery far worse when he has a puddle down.
 
I'm absolutely loving Maypul right now, there's just something so invigorating about landing one side-b or dash attack and being able to convert that to, like, 60%. That being said, I'm having some trouble capitalizing on all that damage I'm building up. I know that you can carry a combo over to the edge and then fair, and that's a way to do it, but in practise, all my opponents just DI towards the center, and I'm stuck hoping for a fsmash punish to kill, and I feel like that's no quite good enough.
 
Went from playing Orcane almost exclusively to trying out Zetterburn... holy balls is the grass greener on the other side. His recovery isn't as solid and is equally as predictable... but his fire > execute combos are obscene... I'm knocking some people off at ~65%. I'm quite literally using like 3 moves and doing a-okay with him (obviously that won't last, but it is quite a bit different than the "use most everything" that you need to get half proficient at Orcane).

Up next, trying Wrastor.
 
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That being said, I'm having some trouble capitalizing on all that damage I'm building up.

I find her most reliable killmoves to be FAir spiking and UpB (which has somewhat more knockback than UAir, kills off the top easy if you can land it in a juggle). If you can actually land it with it's tiny range, reverse DSmash is her heaviest horizontal knockback.

I also like putting a plant down on the edge, then outpacing the opponent for long enough to throw 5 nuts into the plant which increases it's snare time & makes it permanent until used or replaced. If i end up knocking them past that ledge or into the plant i can often get a slightly charged FSmash which can potentially kill at 70% or so. If yer feeling really gutsy, you can even mark the opponent, get them into an UAir chain close to the top, then homing UpB to their front-most side (for positioning/speed) and get another UAir to kill *really* early.
 
Went from playing Orcane almost exclusively to trying out Zetterburn... holy balls is the grass greener on the other side. His recovery isn't as solid and is equally as predictable... but his fire > execute combos are obscene... I'm knocking some people off at ~65%. I'm quite literally using like 3 moves and doing a-okay with him (obviously that won't last, but it is quite a bit different than the "use most everything" that you need to get half proficient at Orcane).

Up next, trying Wrastor.
Ya zetterburn and kragg you can kinda shut off your brain for a bit and get some results until you come across someone with a good connection that can parry decently. I still get super salty at the kill percents zetterburn can KO you at with the fire, especially given how good his fsmash is.
 
Ya zetterburn and kragg you can kinda shut off your brain for a bit and get some results until you come across someone with a good connection that can parry decently. I still get super salty at the kill percents zetterburn can KO you at with the fire, especially given how good his fsmash is.

Yeah I think my only gripe with Zetter is how he's never truly "out of it". I'm all for comebacks, but when you're sitting 100% to 0% as an Orcane... you're going to have to play like a god to get that win.

Zetter? 3 stray fireballs and a forward smash oughta do it.

Edited to add:

After playing a bunch more Wrastors (finally it's not just 95% Kragg!), he's freaking strong. I'm going to go out a limb here and say he's probably the one that's climbing my tier list the fast.

For anyone that plays him, can you please explain why a character with such phenomenal edge guard, edge recovery, and air moves has such fantastic priority on the ground? You can't catch the fucking character. You have to beat him honest since he can simply fly back on stage, and he's literally trading with just about anything you can do on the ground (where he would ostensibly be weak). He's high skill for sure, but damn he's a frustrating character.
 
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Zetterburn's fSmash and dSmash first hits can be teched.

EDIT: Against Wrastor you have to try and challenge his predictable approaches, most of his hitboxes aren't TOO fantastic except downB which is pretty nuts. If he is approaching with smashes you can punish him pretty heavily if he whiffs.

The alternative is to try and counter the approaches, but if that is your first option, you are pretty much putting yourself into a 50/50 with debatable risk/reward.
 
Honestly this game is pretty fucking sweet. I had a chance to play all the characters, and Zetterburn is my personal favorite. Kraag has a combo that goes up b into dSmash which is avoidable, but takes you out pretty soon. All characters are unique, which is the best aspect in my opinion. It's not like Smash where there are clones, but then again as of right now there are only 6 playable characters in RoA, and not over 40 like Sm4sh. I just hope this game gets a big competitive scene because it definitely deserves one. This game is only in the 0.0.3 build, but hopefully soon they will balance the game out. They stated that they released the early access is to see what they need to fix with the characters. This game is so promising and I can't wait until the final release.
 
7th character lightning cloud goat lady is out, and I'm really liking her so far. The chain lightning to the cloud is really making me think differently about where I want my combos to end, and the lightning circle forces a weird balance between defensive enough to not get hit, and offensive enough to be able to rush in when the time's almost up. I feel like the sweetspot for the Zelda kicks might be a little off, but that may just be my garbage internet talking.
 
New trailer
New character


Ice-Bear-Dude lookin' sick, he comes onto early access Monday, can't wait.
(Also new stage based on Tower of Heaven, actually a pretty good platformer that I played ages ago)
 
Monday is too far away...

dat armor tho
 
Etalus is OUT (And has been for several hours whoops)
Now's your chance to go online and see how you fare with the Ice Bear! Or how your main's MU is with the Ice Bear, because everyone is playing him online.
 
I suck at this game but i lasted longer than i normally do online.. though i'm chalking it up to people not mastering him just yet.Messing around with Wrastor, i imagine SideB + wavedashing will be more important in the MU because of all the ice and stuff. Icicles are good at fucking your air game as far as i can tell so if you don't have ground control, you better watch out.