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(Redirected from Rivals of Aether II/Stages)

Rivals of Aether II features a wide variety of stages designed for competitive play, but kept unique enough to be enjoyable when playing casually. Currently there are thirteen stages in the game, three of which are not accessible during 1v1 competitive play. When playing Ranked online or with Tournament Mode turned on, the stages are split into two categories; Starters and Counterpicks. Uniquely, every stage in Rivals of Aether II features a 'last stock effect', morphing the stages' appearance to some degree when every player is on their final stock. This is purely cosmetic and has no effect on gameplay.


Starter Stages

There are five Starters. These stages are the only stages available during the first game of a set. Each and every one of these stages are on the simpler side, designed to provide a more even ground for every character.

Aetherian Forest

x x x x x x
1280 250 (Varies) 400 1380 2180 1315

Stage Length: Short

Top Blastzone Distance: Short

Horizontal Blastzone Distance: Short

Bottom Blastzone Distance: Average

Aetherian Forest is a smaller stage with a single platform in the middle. The platform is constantly swinging from left to right. The last stock effect causes the stage to darken, turning red and purple. Additionally, two creatures reminiscent of Sylvanos rise up in the background to spectate the rest of the game.

This stage has the smallest distance from the horizontal blastzone to center stage, and it also often is treated like a stage without a platform due to the sinwing platform. It also has incredibly close blast zones overall. Overall, this stage is small on all fronts, and this stage is great for players who favor scrapping and struggle with platforms.


Godai Delta

Stage Length: Average

Top Blastzone Distance: Long

Horizontal Blastzone Distance: Long

Bottom Blastzone Distance: Short

Godai Delta is a decently long stage with symmetrical platforms on the left and right sides of the stage. For the last stock effect, the stage transitions from day to night. A storm ensues, causing waves to crash against the stage while the volcano erupts.

Notably, Godai Delta has the lowest platforms of all the stages, making its platforms the most susceptible to sharking and catching platform tech options. However, it has the farthest top and horizontal blastzones out of all the starters, making it much better to survive on. It notably has the highest bottom blastzone, however, meaning that characters can struggle to recover vertically.


Hodojo

Stage Length: Average

Top Blastzone Distance: Long

Horizontal Blastzone Distance: Short

Bottom Blastzone Distance: Short

Hodojo has a three platform layout, with a platform on each side and one higher up in the middle of the stage. The last stock effect simply has the sun rise in the background.

This stage has the tallest platforms out of all the starters, but it also has the shortest distance from center stage to the horizontal blastzones. It is also notably the only three platformed stage with a top center platform. Theere is also


Julesvale

Julesvale may look like a long stage, but it's actually a very moderate length, barely shorter than Hodojo. Julesvale has one platform that constantly moves from left to right, while a smaller platform appears at a timely interval. This miniature platform moves from one side of the stage to the other, and disappears when it reaches the end. The miniature platform does not move in relation to the main platform.


Merchant Port

Merchant Port is the longest stage of the starters. It has four platforms. Two platforms are above the very edge of the stage, while two smaller platforms are raised and closer to the middle.

Counterpick Stages

Counterpick stages are available after the first game in a set, and stay available in subsequent games until the set ends. There are five Counterpicks. Counterpicks contain more exaggerated features, and aren't always symmetrical.

Air Armada

Air Armada has two separate platforms that meet in the middle to form one long platform. The platforms will move in opposite directions, going to the end of the stage before reversing and returning to the middle. This stage is unique in that the walls are actually slightly slanted and don't extend all the way to the bottom, which can be harmful to some character's recoveries. The last stock effect has the stage transition from daylight to "golden hour", the final hour of daylight.


Fire Capital

Fire Capital is the single longest stage in the game. It features platforms opposite of Merchant Port, with two raised platforms near the edge of the stage and two lowered platforms closer to the center.


Hyperborean Harbor



Rock Wall



Tempest Peak


Doubles Variants

These stages are variants of previously-listed stage, but modified for a 4-player environment. In Tourney Mode with 2v2 teams, these stages will replace their 1v1 counterparts in stage selection. The counterpicking process remains identical.

Forest Understory

Forest Understory is the doubles variant of Aetherian Forest. Instead of one platform that swings in the middle, it has two platforms on the side that both swing half of the distance and meet in the middle. It has the same last stock effect as Aetherian Forest.


Stormswept Pillar

Stormswept Pillar is the doubles variant of Tempest Peak. It has three platforms that switch throughout the match between a tri-plat layout similar to Hodojo, and a reverse tri-plat layout. It has the same last stock effect as Tempest Peak.

Other

Certain stages are only available outside of normal PvP game modes.

The Training mode has an exclusive stage in its stage select screen labelled Training Room, marked by solid indigo colors and a numbered grid marking the mainstage and background. Under initial settings, it shares the exact same layout as Hodojo; this layout can be changed to every playable 1v1 stage via the Training Menu settings.

The single-player Arcade mode features a special minigame called Target Test, involving different obstacle-course stages unique to each playable character. There is currently no way to play on these stages outside of Arcade.

Data Table

Stage Stage Length Platform HeightThis is measured by the distance between the stage and the platform. Platform Length Horizontal Blast Zone DistanceThis is measured by the distance between ledge and the horizontal blastzone. Top Blastzone HeightThis is measured by the distance between the stage and the top blastzone. Bottom Blastzone DepthThis is measured by the distance between the bottom blastzone and the stage.
Aetherian Forest 1280 250 (Varies) 400 1380 2180 1315
Godai Delta 1600 225.5 400 1680 2230 1280
Hodojo 1460 275/525 400 1478 2195 1330
Julesvale 1400 250 500 1560 2170 1360
Merchant Port 1630 275/475 200 1540 2140 1305
Air Armada 1900 300 300 1630 2080 1290
Fire Capital 2020 250/500 300 1814 2254 1470
Hyperborean Harbor 1380If you count only the main part of the stage, the length is 780. 275/325 400 1840 1940 1390
Rock Wall 1860 275/525 325 1320 2130 1420
Tempest Peak 1250 300 (Varies) 450 1645 2260 1250
Forest Understory Example Example Example Example
Stormswept Pillar Example Example Example Example

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