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This page is obsolete. Its contents have moved to RoA2/System Mechanics.

Normal Moves

Moves performed with the AttackDefault Controls
Xbox:
GCN:
KB:
input are usually your standard, typical attacks in your character's kit. Depending on the angle of directional input, and current state of your character (standing, airborne, knocked-down, etc.), your character will perform different attacks.

Jabs

AttackDefault Controls
Xbox:
GCN:
KB:
(with analog stick in neutral position)

Jabs are usually the fastest and weakest attacks in a character's moveset. With most characters, you can press AttackDefault Controls
Xbox:
GCN:
KB:
multiple times in a row to perform a jab combo.

Jab check

Jabs are unique in that they are safe on parries. If a jab strikes a parrying opponent, though your opponent still briefly gains invincibility as usual, you will not undergo parry stun, enabling you to retreat. This is known as a jab check.

The big exception is the final hit in a jab combo sequence, e.g. Zetterburn's Jab 3 or Maypul's Jab 2.

Tilts

Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ AttackDefault Controls
Xbox:
GCN:
KB:

Tilts are stronger and have longer reach than jabs, while still being reasonably quick. They often serve as good combo tools at low percents.

There are universally three variations, depending on the direction of the left analogue stick: Forward Tilt, Up Tilt, and Down Tilt.

Dash Attack

AttackDefault Controls
Xbox:
GCN:
KB:
while dashing or running

Dash Attacks are committal burst options: they strike fast from a distance, but they are often very punishable when blocked.

To avoid an accidental dash attack, you may consider using other movement options out of a dash/run to halt yourself into a stationary position first before inputting AttackDefault Controls
Xbox:
GCN:
KB:
, such as a wavedash or crouch.

Notably, dash attacks cannot be performed with StrongDefault Controls
Xbox:
GCN:
KB:
. This makes it very simple, for instance, to Down Strong immediately out of a dash or run, without extra steps.

Strong Attacks

Strong Attacks serve as finishing blows. They deliver higher damage and knockback than normal moves.

Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ StrongDefault Controls
Xbox:
GCN:
KB:

The StrongDefault Controls
Xbox:
GCN:
KB:
input can also be held to charge the move, resulting in an even stronger blow.

There are universally three variations, depending on the direction of the left analogue stick: Forward Strong, Up Strong, and Down Strong.

DACUS

Immediately after inputting a dash attack, Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ StrongDefault Controls
Xbox:
GCN:
KB:
/ GrabDefault Controls
Xbox:
GCN:
KB:

DACUS is short for Dash Attack Cancel Up Strong. The first 4 startup frames of a Dash Attack can be canceled directly into an Up Strong; the momentum from the interrupted Dash Attack will propel the character forward as the Up Strong comes out, typically granting further distance than simply inputting Up Strong directly out of a dash.

For DACUS, Up Strong may be inputted with GrabDefault Controls
Xbox:
GCN:
KB:
instead of StrongDefault Controls
Xbox:
GCN:
KB:
, as a quality of life feature for certain control schemes in which GrabDefault Controls
Xbox:
GCN:
KB:
is easier / quicker to input after the Dash Attack.

Aerials

Aerials are, unsurprisingly, attacks performed when airborne. The speed and strength of a given aerial is largely dependent on the directional variant of the move.

( Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ ) AttackDefault Controls
Xbox:
GCN:
KB:
while airborne

There are universally five directional variations: Neutral Air, Forward Air, Back Air, Up Air, and Down Air. Aerials are unique in having a forwards vs. backwards distinction, as characters are able to move left or right in the air without changing which direction they face.

It is usually possible to perform aerials using StrongDefault Controls
Xbox:
GCN:
KB:
without complication. Note, however, that there are certain characters in the Rivals franchise that possess both normal Aerials and Strongs that are performed while airborne—namely Wrastor.

Hitfall

Default Controls
Xbox/GCN: Quickly tap Left Analog Stick
KB: / / /
during the hitlag of an on-hit aerial attack

Upon striking a foe with an aerial attack, you are able to hitfall, or immediately fastfall during hitlag, allowing you to fall to the ground sooner and continue your combo. You cannot hitfall on shield.

A vast number of combos/strings found in Rivals of Aether involve stringing together multiple hitfalling aerials consecutively. This is a crucial technique for maintaining a strong punish game.

Specials

Specials have properties unique to each character's toolkit, serving many different functions.

( Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ ) SpecialDefault Controls
Xbox:
GCN:
KB:

There are universally four directional variations: Neutral Special, Forward Special, Up Special, and Down Special.

Examples of Special Moves

  • Projectiles: Zetterburn's Fireball
  • Forward Lunging Attacks: Clairen's Plasma Echo
  • Counters: Clairen's Plasma Field
  • Command Grabs: Kragg's Rock Pull/Grab

Recovery

Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ SpecialDefault Controls
Xbox:
GCN:
KB:

Most character's Up Special acts as a universal recovery tool. They aid in helping characters get back to the ledge when they are off-stage.

Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ SpecialDefault Controls
Xbox:
GCN:
KB:

Certain Side Specials will travel horizontally, and afterwards puts the character in a helpless freefall state. Such moves will allow you to walljump out of this instance of freefall, making your character actionable again and allowing for better recoveries.

Grabs

GrabDefault Controls
Xbox:
GCN:
KB:
, or ShieldDefault Controls
Xbox:
GCN:
KB:
+ AttackDefault Controls
Xbox:
GCN:
KB:

Grabs are (usually) short-ranged, fast, unblockable actions that briefly hold an opponent in place for a follow-up pummel and/or throw. They can be comboed into, unlike most 2D fighting games. However, they have long whiff animations, making it easy to punish should the opponent expect them.

Standing Grab

GrabDefault Controls
Xbox:
GCN:
KB:
while stationary

The standard grab, performed while standing in place. It is the fastest standard grab, coming out on frame 7. This grab can also be triggered while dashing or running, using a technique called jump cancel grab (JC grab), done by performing a jump input, then cancelling jumpsquat with a grab input (done within 4 frames).

Dash Grab

GrabDefault Controls
Xbox:
GCN:
KB:
while dashing or running

Has a longer reach than a standing grab, but typically has more endlag. It also has higher startup, coming out on frame 10.

Pivot Grab

GrabDefault Controls
Xbox:
GCN:
KB:
upon pivoting from a dash/run

Has even longer reach than a dash grab, with even more endlag. It has the same startup as a dash grab, coming out on frame 10.

Pummel

Pummels are used to rack up additional damage and enable chaingrabs. You may only pummel one time for each grab, before the throw.

Upon being grabbed, characters enter an anti-regrab state, marked with a yellow glow. Characters do not leave this state upon being thrown; they become regrabbable only after leaving hitstun, hitting the ground, teching, or getting struck by another attack. This makes true chaingrabs impossible under these circumstances.

Successful pummels behave as an attack which preemptively removes this anti-regrab state before the throw, thus making chaingrabs possible.

Pummels inherently come with some risk, as they give the opponent a 50/50 chance of breaking out of the grab if they predict correctly. Meanwhile, throwing without any pummel is guaranteed, as there is no other feasible means of breaking out a grab otherwise.

Normal Pummel

GrabDefault Controls
Xbox:
GCN:
KB:
> AttackDefault Controls
Xbox:
GCN:
KB:

A simple strike during a grab, with modest damage and the potential for a chaingrab. Occasionally has a unique property distinct from Special Pummels, e.g. Fleet's Normal Pummel will drop a snack that provides her an extra Neutral Special charge.

Normal Grab Break

AttackDefault Controls
Xbox:
GCN:
KB:
while being grabbed

If the grabbed player inputs AttackDefault Controls
Xbox:
GCN:
KB:
, and their opponent attempts a Normal Pummel afterwards, the grab will instead break with no pummel.

Special Pummel

GrabDefault Controls
Xbox:
GCN:
KB:
> SpecialDefault Controls
Xbox:
GCN:
KB:

A much more unique attack that puts the held opponent in further disadvantage, as well as also enabling chaingrabs. Special Pummels may apply a special state, or dramatically reposition the opponent before the throw.

Special Grab Break

SpecialDefault Controls
Xbox:
GCN:
KB:
while being grabbed

If the grabbed player inputs SpecialDefault Controls
Xbox:
GCN:
KB:
, and their opponent attempts a Special Pummel afterwards, the grab will instead break with no pummel.

Throws

GrabDefault Controls
Xbox:
GCN:
KB:
> Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
/ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /

Throws have a variety of uses. Some are used as combo starters, while others are used to position the opponent offstage in a disadvantageous state. Some throws are even strong enough to KO opponents in the right position.

There are universally four directional variations: Forward Throw, Back Throw, Up Throw, and Down Throw. As characters are stuck in a given facing direction upon a successful grab, a forwards vs. backwards distinction is possible to make.

Grab Release

Unlike in Super Smash Bros. titles, grabs cannot be broken out of by mashing. Instead, the grabbed player must either press AttackDefault Controls
Xbox:
GCN:
KB:
or SpecialDefault Controls
Xbox:
GCN:
KB:
: if the grabbing player then opts for a corresponding Normal or Special pummel afterwards, the grab will instead break.

Alternatively, a grab will eventually break automatically if the grabbing character simply does not throw in a small window of time.

Upon grab release, the two characters will enter a release animation where they recoil slightly apart from each other. Alternatively, upon release, the previously-grabbed player may hold up Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
to lift off into the air instead. If the grab release is the result of a correct pummel prediction, an Attack or Special icon animation will appear, depending on if a Normal or Special pummel, respectively, was attempted.

Priority of Attacks vs Grabs

Attack vs Grab: The attack takes priority.

Grab vs Grab: A Grab Parry occurs, immediately resulting in the grab release animation.

Miscellaneous Attacks

Ledge Attack

AttackDefault Controls
Xbox:
GCN:
KB:
while holding ledge

Ledge Special

SpecialDefault Controls
Xbox:
GCN:
KB:
while holding ledge

Getup Attack

AttackDefault Controls
Xbox:
GCN:
KB:
after getting knocked down

Getup Special

SpecialDefault Controls
Xbox:
GCN:
KB:
after getting knocked down

Taunts

Performed using the DPad on gamepad, or Z/X/C/V on keyboard, on default configuration
File:RoA2 Taunt

Taunts are quick 'emotes' every character can do. These usually serve no gameplay purpose when performed grounded; taunt animations take a long time to interrupt, making them extremely punishable with zero reward for the risk.

In mid-air, pressing taunt will cause the player character to tumble without being able to tech, allowing to be purposely put into a grounded knockdown state. This then grants access to getup options, most notably getup attacks and getup specials.

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