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In-Game SOCD Cleaner

SOCD is short for Simultaneous Opposing Cardinal Directions. This refers to a phenomenon in certain game controllers that are capable of inputting left and right at the same time, or up and down.

Most gaming controllers' method of inputting directions, such as a thumbstick, directional pad, or arcade lever, make it physically impossible for SOCD inputs to occur. However, for controllers where directional inputs are distinct button presses (e.g. on keyboards, on leverless controllers, and even the directional buttons on a pair of Nintendo Switch Joy-Cons), SOCD inputs are trivial to perform. In older games, being able to hold left and right simultaneously and/or up and down results in strange and unintended behavior; modern games, and especially PC games which very likely support keyboard controls, account for this by deciding what behavior should occur upon an SOCD input. This is known as SOCD cleaning. Most leverless controllers will feature their own internal SOCD cleaning as well.

For Rivals of Aether II, in-battle, SOCD cleaning is Neutral: Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
, as well as Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
, results in a completely neutral direction.

This results in some interesting movement inputs, namely for Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
:

  • Holding one direction to dash and run, then pressing and holding the opposite direction, results in a run stop. This allows for very quick Jabs or Neutral Special out of a dash/run.
  • Holding one direction, then pressing the opposite direction repeatedly and quickly, results in a foxtrot in one direction.
  • Pressing and holding one direction and then the other, in rapid succession (within a 2-frame window), results in a babydash.

There are a couple limited applications for Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
+ Default Controls
Xbox/GCN: Left Analog Stick
KB: / / /
, while TAP JUMP is turned ON:

  • Pressing and holding Default Controls
    Xbox/GCN: Left Analog Stick
    KB: / / /
    to JumpDefault Controls
    Xbox:
    GCN:
    KB:
    , then pressing and releasing Default Controls
    Xbox/GCN: Left Analog Stick
    KB: / / /
    , results in a mid-air jump.
  • Pressing and holding Default Controls
    Xbox/GCN: Left Analog Stick
    KB: / / /
    , and then Default Controls
    Xbox/GCN: Left Analog Stick
    KB: / / /
    , in rapid succession (within a 4-frame window), results in a shorthop.

Utilization of Neutral SOCD is not yet fully explored; the SOCD exploits listed here are not fully comprehensive, and the usefulness of such exploits may vary greatly.

As of this writing, there is no standardized ruling on the legality of other SOCD cleaning protocols internally within controller firmware.

Buffer

In Rivals 2, there is a 6 frame universal buffer. This means that if an input is performed but does not lead to an action, it will be stored for 6 frames before being deleted, being performed if it results in an action.

The following actions are unbufferable:

  • If a character's shield is hit, they cannot buffer a shield grab during shield stun unless they perfect shielded.
  • If a character is in heavy hitstun such that they will tumble, they cannot buffer an air dodge by releasing ShieldDefault Controls
    Xbox:
    GCN:
    KB:
    , unless they also buffered a directional input to wiggle out of tumble. This does not apply to light or medium hitstun.

The following actions are hold bufferable, meaning that as long as they are held, they will come out when possible. Really, all this means is that the game simply checks if you are holding the input in the given moment, and it does not pay attention to when the input was started.

  • Shielding.
  • Crouching.
  • While shielding, if using the Right Stick, it is possible to buffer jump, spotdodge, and roll out of shield.
  • Shield dropping.
  • Walking and walk turnaround while grounded.
  • Technically, DI and ASDI, and therefore hits that are auto-floorhuggable.
  • Wall cling is uniquely hold bufferable. If a character cannot wall jump, they cannot hold buffer their wall jump.
  • Maypul's Tether mechanic is semi-hold bufferable. The AttackDefault Controls
    Xbox:
    GCN:
    KB:
    input can be hold buffered, whereas the SpecialDefault Controls
    Xbox:
    GCN:
    KB:
    input follows normal buffer timing. Specifics are included in the techniques page for Maypul.
  • Fleet's slow fall.
  • During knockdown, the left stick and the right stick can both hold buffer getup roll or neutral getup.
  • During ledgejump, air dodge can be hold buffered. This can lead to instant wavelands, though these are notably not intangible.
  • Throws are hold bufferable with either stick, though they will come out faster with the right stick.
  • Attacks that further depend on the joystick value for control during the move also obey this, since they are simply checking whatever direction is being held on a specific frame.

Techs and floorhug timings operate on their own separate timer, being independent of the 6 frame universal buffer.

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Detailed & Advanced Information
Universal StrategyFrame Data ExplanationEsoterica
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In-Game StoreIconsEmotesCharacter Progression

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