This page is obsolete. Its contents have moved to RoA2/System Mechanics.
Ground Movement
Walking
- Tilt the Analog Stick lightly /
The most basic form of ground movement, walking is slower than dashing and running, but provides more control over a character's speed. Additionally, a character can do any action at any point out of a walk, making it a very low-commitment option for moving. It is performed with a horizontal tilt input with the movement stick.
Dashing (Initial Dash)
- Tilt the Analog Stick /
Dashing is one of the most important and common movement options. Performed with a horizontal smash input, it is one of the fastest grounded options available to any given character. During a dash, you are able to jump, shield, dash attack, dash grab, use a strong attack, or input a dash in the opposite direction. You are unable to use tilt attacks*Wrastor is able to use tilts here due to his unorthodox control style; for the remainder of this page, assume Wrastor is able to use tilts in any situations where a smash attack can be input., jab, or crouch. If the stick is held forward, dashing will automatically transition to running after a short time. Dashing or running both provide access to dash attack, dash grabs, and pivot grabs.
If multiple dashes are done consecutively, this is known as a "foxtrot".
Babydashing
- Tilt the Analog Stick / for 1 or 2 frames
Babydashing is a slightly advanced movement option that allows characters to close distance similar to a dash, but without committing to the limitations of a dash. A babydash will happen if the stick is returned to neutral within 2 frames of an initial dash input, and results in the character sliding along the ground in a fully actionable state as if they were standing still. This is most often used as a safer burst movement option, not requiring you to commit to a strong attack or jump.
Running
- Tilt and hold the Analog Stick /
For most characters, running is the quickest way to get from one point to another (For a few characters, Foxtrotting is faster). However, because it requires going through a full dash, running is not useful at short ranges. Running allows for all the same actions as initial dash, aside from inputting another dash. Inputting the opposite direction will instead cause a lengthy "pivot" animation. However, it is possible to crouch out of a run, putting the player in a fully actionable state immediately. Returning the stick to neutral will also cause a "skid" animation, during which the character will slide forward but is fully actionable.
Run Turn
Run Turn is a committal turnaround done by inputting the opposite direction during a run. During this animation you are still able to jump, shield, grab, use strong attacks, use specials, or drop through a platform. However, you cannot jab, tilt, or dash attack, nor are you able to alter your grounded momentum in any way. This state is best avoided entirely by simply crouching out of a run instead, allowing for a dash to instantly be input the other direction.
Jumping
Jumping is one of the primary ways to get off the ground, providing upwards momentum.
Jumpsquat
There is a short delay between when a jump is input and when a character's feet leave the ground. This window is known as jumpsquat. In many other fighting games, this would be known as and is identical to "pre-jump". During this jumpsquat, you are vulnerable to attacks. Unlike in traditional fighting games however, characters can still be grabbed during jumpsquat or even while in the air. Jumpsquat is universally 4 frames long, and can be cancelled into up strong*Wrastor CANNOT use his up tilt in place of an up strong here. or up special.
Shorthop (SH)
- Tap for 4 frames or less or use shorthop macroNo button is bound to this by default.
One of two jump heights, shorthops provide less height and consequently less air time. This makes shorthops useful often, since landing aerial attacks will be able to be used quicker.
Fullhop (FH)
- Press and hold until after jumpsquat ends or use fullhop macroNo button is bound to this by default.
The other of two jump heights, fullhops provide more height and more air time than a shorthop. This can make them more useful in some situations for hitting an opponent. To perform a fullhop, jump must still be held when a character exits jumpsquat.
Ground friction
Ground friction is the measure of how quickly a character will lose their ground speed and slow to a stop. It is measured in the amount of units lost per frame, so if a character has a ground friction of 0.1 and is moving with a speed of 1, their speed on the next frame will be 0.9verify. Characters with lower traction will go further with the same amount of speed, which can both help and harm their movement abilities. Orcane, for example, has the lowest ground friction in the game at 0.44, which benefits him giving better wavedashes.
Air Movement
Air Jump (Double Jump)
- Press while airborne
All characters in Rivals of Aether II have at least one additional double jump, while some characters have more than one double jump. Double jumps are restored after the following states: landing, grabbing ledge, getting grabbed. They are not restored upon being put in hitstun. When a double jump is performed, white ring particle effects will be created at the character's feet. This can be used to detect double jumps that are quickly interrupted, such as an opponent double jumping immediately before being hit.
Freefall (Pratfall/Special Fall)
After using certain special moves, your character will go into freefall, also referred to as helplessness, pratfall, or special fall. Some moves, such as Clairen's side special, will still allow characters to wall jump in freefall, provided they have access to it. However, most up specials cannot be walljumped out of. You can walljump once per airtime, and do not get this resource back upon being hit.
Gravity
Gravity is a measurement of how fast a character reaches their max fall speed. Essentially tells how floaty they are.
Air Speed
This value tells how fast a character can move horizontally while in the air.
Air Acceleration
Air acceleration is the rate at which a character can change their horizontal direction while in the air.
Wall Jumps
- towards wall & , or then with tap walljump enabledInputs assume wall is positioned to the character's left.
All characters can wall jump. To wall jump, press jump while holding the left stick towards a wall. This input can be changed in the player's controls with the setting "tap walljump", which makes the input instead pushing the left stick away from a wall. Enabling this disables the default walljump input.
Ground & Air Recovery
Teching
- Press up to 20 frames before colliding with a surface while in tumble
While in tumble, characters will bounce off of walls and be put in a mistech state when hitting the ground. Performing a tech will prevent this from happening, and gives a bit of intangibility alongside it. There is a 40 frame lockout window after a mistimed tech. During this window, all techs will be missed regardless of timing.
Teching the wall is typically done for survival, most often against spikesAn attack that sends at a sharp downwards angle, intended to hit the opponent directly into the lower blast zone.. They can also be used against moves performed by a recovering opponent in order to avoid bouncing offstage.
Teching the ground is much less of a sure bet when it comes to ensuring safety, as teching is vulnerable for a decent amount of time before you can act again. However, there are multiple different options for a grounded tech, so being unpredictable is key to escaping this situation safely.
Grounded Tech Options
Neutral Tech
- Press just before landing while in tumble, with the Analog Stick at neutral
Neutral Tech (or Tech Stand) is the default tech position, and the quickest to recover. Teching has a 20 frame period of intangibility, followed by 6 frames of vulnerability before regaining control.
Tech roll
- Press just before landing while in tumble, with the Analog Stick tilted /
A tech roll, as the name may imply, allows characters to roll away when teching. This roll can be done in either direction, which together with neutral tech, create a 3 way mixup. However, while neutral teching only has 6 vulnerable frames afterwards, tech rolls have a whopping 20, while still only having 20 frames of intangibility, meaning the movement must be utilized to safely get away with them.
Air Tech Options
Wall Tech
- Press just before hitting a wall during knockback
As with grounded techs, wall techs give the character intangibility frames, as well as stopping them in place against the wall. Unlike grounded techs, they are impossible to directly punish, as the intangibility lasts longer than the tech animation, allowing you to be intangible while remaining actionable.
Wall Tech Jump
- Press + just before hitting a wall during knockback
A wall tech jump causes your character to not just stop in place, but jump off of the wall when teching. This is also not directly punishable, and has an animation of the same length as a neutral wall tech. Doing a wall tech jump consumes your walljump resource, however it can still be done if your regular walljump is not available.
Ceiling Tech
- Press just before hitting a ceiling during knockback
Extremely rare in practice, due to only one stage containing a ceiling, teching against it results in a longer, but still safe animation that cannot be done with a jump.
Mistech
If you are sent into tumble and do not perform a grounded tech, you will bounce off the floor in a 25F mistech animation, during which you are completely vulnerable to opponents attacks. This also takes the same number of frames as a neutral tech, meaning during a tech chase this rarely works as a fourth option, being hit by essentially any attack that would catch a neutral tech.
Should your opponent fail to hit you before the animation is over, your character will enter a knockdown state. In this state, you have 4 options: Neutral Getup, Rolling and Getup Attack.
Neutral Getup
- Flick while in knockdown
Neutral teching, essentially. Useful due to being the quickest option.
Rolling
- Flick / :Flick while in knockdown
Essentially a tech roll, with all the benefits and drawbacks it comes with.
Getup Attack
- Press while in knockdown
A basic attack. Fully intangible until the end of its' active frames, making it a good option for punishing opponents getting greedy while tech chasing. However, it is extremely vulnerable on block or whiff.
Getup Special
- Press while in knockdown
Varies by character. Some sort of alternative attack with evasive potential, better reward on hit, more safety, or other unique benefits. However, these typically lose their intangibility during the attacks active frames, unlike the basic getup attack, and are still generally quite punishable if predicted.
Jab Reset
If hit with a weak move while in knockdown, a jab reset occurs. This forces you to choose a getup option immediately, and does not allow you to attack. It also clears the input buffer, causing a neutral getup if a directional input from before the reset is simply held.
Slideoff
Sometimes, attacks send into knockdown with horizontal momentum. If this momentum causes a misteched player to slide off of a surface, they will enter tumble again. However, they will be actionable again a short time later, skipping the tech situation entirely.
B reversing
There are a few different pieces of movement associated with using specials. Most of these involve changing the direction the special is performed in, and each variant has its' own unique properties in both input and function.
Turnaround Special
- Press or , then input special move.
Despite not being able to turn around in the air as easily as on the ground, special moves can be done in either direction at any time. The simplest way to do this is with a turnaround special. Doing a turnaround Side Special is the simplest to input. Simply tilt the analog stick in the direction you wish to use the move, and press . Up Specials and Down Specials are slightly trickier, requiring an angle that is primarily Up or Down, but is skewed slightly to the left or right. Turnaround Neutral Special has a less immediately obvious input. For an example, assume you are facing right, and you would like to use your neutral special to the left. To do this, flick the analog stick left, return it to neutral, and then press . This should not alter your current momentum. This method also works for Up Special and Down Special to avoid relying on a precise angle.
B-Reverse
- Press special move, then press or
A B-Reverse not only performs a special, but also mirrors your horizontal momentum. This is different from a turnaround special in that the direction you are turning to face is input after the special move rather than before. For example, let's say you are facing right and moving right, and want to use a B-Reverse Neutral Special. To input this, you would first input the Neutral Special with . Then, in the first few frames of Neutral Special, you would input . If done correctly, you will use the Neutral Special towards the left, and your character will be moving to the right at the same speed they were previously moving left. In order to B-Reverse a Side Special, you must first input side special in one direction, and then flick the stick the opposite direction. In the above example, you would input and , then .
It should be noted that not all specials can be B-Reversed.
Wavebounce
A Wavebounce is the name given to a turnaround special and B-Reverse performed together. A common situation where wavebouncing is used is as follows: First, you jump to the right. Then, you input , return the stick to neutral, press , then . If performed correctly, you will use Neutral Special to the right, but be moving back to the left, making this technique especially useful in defensive positions.
Misc
Jostle
Jostle is the hitbox every character has that interacts with the environment and other characters. It allows characters to push each other slightly be being near each other.
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