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= Media Testing = |
= Media Testing = |
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This is a sentence mentioning {{Term|ROA2|crouch cancel|CC}} for testing purposes. |
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<big>{{Notation|Strong|RoA2}} {{HoldOK}}</big><br> |
<big>{{Notation|Strong|RoA2}} {{HoldOK}}</big><br> |
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<big>{{Notation|Strong|RoA2}} {{AirOK}}</big><br> |
<big>{{Notation|Strong|RoA2}} {{AirOK}}</big><br> |
Latest revision as of 10:11, 7 March 2025
Media Testing
This is a sentence mentioning CCCrouch Cancel
The knockback reduction received if hit in crouch. When paired with floorhugging, this is an excellent way to minimise hitstun and quickly reversal opponents for poor offensive choices.See in Glossary for testing purposes.
StrongDefault Controls
Xbox:
GCN:
KB: (Hold OK)
StrongDefault Controls
Xbox:
GCN:
KB: (Air OK)
StrongDefault Controls
Xbox:
GCN:
KB: (Skibidi OK)
Archiving latter half of Controls in case I need chunks of it later
Basic Movement
One fundamental difference between most traditional fighters and most platform fighters is analog movement: the difference between walking and running (among other fundamental movement options) is determined by how far and how quickly the left analog stick is moved.
It is for this reason that platform fighter players will refer to tilt versus tap directional inputs: gently "tilting" the left analog stick (sometimes only part-way), versus "tapping"—or quickly flicking—the stick all the way.
The genre necessarily presumes the player is using a typical gamepad with an analog stick, or else some way to emulate one. To accommodate players using a purely digital interface, such as a keyboard or leverless controller, Rivals of Aether II enables a Walk Mod.Default Controls
KB: input, to be held whenever you wish to perform directional "tilts" versus directional "taps".
Walk
- (
Walk Mod.Default Controls
KB:+ )
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
or
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
The most basic movement option; the player character will walk in either direction you hold your left analog stick. The closer to the joystick gate you hold the analog stick, the faster the character will walk and vice versa.
With a keyboard using Walk Mod.Default Controls
KB: under default settings, you are limited to one exact speed for walking.
Dash and Run
Default Controls
Xbox/GCN: Quickly tap Left Analog Stick
KB:/
/
/
orDefault Controls
Xbox/GCN: Quickly tap Left Analog Stick
KB:/
/
/
Tapping the left stick left or right makes the player character dash; keyboard users may simply input left or right to tap left or right, under default settings.
Dashes move a character forward faster than walking. Keep holding the direction after starting a dash to transition into a run.
Crouch
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
Holding down allows you to crouch, shrinking the character's hurtbox. Characters will also suffer less hitstun and knockback in this state; this is known as crouch canceling.
Gamepad users must tilt down Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
to crouch while on a platform, or else they may accidentally perform a platform drop; keyboard users must hold
Walk Mod.Default Controls
KB: before inputting down
Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
to do the same, under default settings.
Platform Drop
Default Controls
Xbox/GCN: Quickly tap Left Analog Stick
KB:/
/
/
while standing on platform
Tapping down allows the player character to fall through platforms, when they are standing on top of one.
If the character is airborne, any down Default Controls
Xbox/GCN: Left Analog Stick
KB: /
/
/
input will have the character phase through platforms automatically.
Shield Drop
- (
Walk Mod.Default Controls
KB:+ )
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
while holding
ShieldDefault Controls
Xbox:
GCN:
KB:on platform
Default Controls
Xbox/GCN: Quickly tap Left Analog Stick
KB:/
/
/
while letting go ofShieldDefault Controls
Xbox:
GCN:
KB:on platform
It is possible to perform a 'shield drop', or a platform drop directly from holding ShieldDefault Controls
Xbox:
GCN:
KB: without performing a spotdodge instead.
The first input listed is the classic input originating from Super Smash Bros. Melee, requiring a tilt downward. Inputting too quickly will register a tap downwards Default Controls
Xbox/GCN: Quickly tap Left Analog Stick
KB: /
/
/
, resulting in a spotdodge. For keyboard users, Walk Mod.Default Controls
KB: will guarantee a shield drop.
The second input is much more consistent for gamepad users; you simply cancel the letting-go-of-shield animation with a tap downwards.
Jump
The JumpDefault Controls
Xbox:
GCN:
KB: input makes the character leap into the air. Every character is able to perform at least one mid-air jump as well.
Short Hop
JumpDefault Controls
Xbox:
GCN:
KB:pressed and released quickly
While grounded, inputting and releasing JumpDefault Controls
Xbox:
GCN:
KB: before the jumpsquat animation ends (i.e. before the character leaves the ground) results in a short hop, or a jump with a shorter peak height. This can also be bound to a dedicated input.
Aerial Drift
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
or
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
while airborne
Holding left or right makes the character drift in the respective direction in the air, changing their air momentum and trajectory.
Fastfall
Default Controls
Xbox/GCN: Quickly tap Left Analog Stick
KB:/
/
/
while falling
Tapping down, at / past the apex of a jump, allows the character to fastfall, or fall faster than their normal fall speed. A small spark will flash when initiating a fastfall.
Common Offensive Actions
Attacks in platform fighters are typically executed by some attack button (Attack / Strong / Special), or by combining an attack button with one of four cardinal directional inputs ( 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: /
/
/
).
Normal Attacks
- Neutral or any direction +
AttackDefault Controls
Xbox:
GCN:
KB:
Press AttackDefault Controls
Xbox:
GCN:
KB: to perform a basic attack. Combining
AttackDefault Controls
Xbox:
GCN:
KB: with a directional input will lead to a stronger attack.
Attacks will differ depending on if the player character is grounded or airborne, if the character is dashing, if the character has grabbed a foe or a ledge, or if the character is in a knockdown state.
AttackDefault Controls
Xbox:
GCN:
KB: is used to perform the largest variety of attacks:
- Standard grounded moves
- Jab -
AttackDefault Controls
Xbox:
GCN:
KB:without directional input
- Tilts
- Forward Tilt -
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB: - Up Tilt -
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB: - Down Tilt -
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB:
- Forward Tilt -
- Dash Attack - While dashing/running
AttackDefault Controls
Xbox:
GCN:
KB:
- Jab -
- Aerials (directional notation presumes character is facing right)
- Neutral Air - While airborne
AttackDefault Controls
Xbox:
GCN:
KB:without directional input
- Forward Air - While airborne
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB: - Back Air - While airborne
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB: - Up Air - While airborne
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB: - Down Air - While airborne
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
+
AttackDefault Controls
Xbox:
GCN:
KB:
- Neutral Air - While airborne
- Miscellaneous attacks
- Pummel - While grabbing foe
AttackDefault Controls
Xbox:
GCN:
KB: - Ledge Attack - While holding ledge
AttackDefault Controls
Xbox:
GCN:
KB: - Getup Attack - While knocked down
AttackDefault Controls
Xbox:
GCN:
KB:
- Pummel - While grabbing foe
Strong Attacks
- Neutral or any direction +
StrongDefault Controls
Xbox:
GCN:
KB:
Press StrongDefault Controls
Xbox:
GCN:
KB: to perform a heavy attack that is generally stronger than normal attacks and many specials.
Holding the button will charge the attack before it becomes active, for up to one second, increasing damage and knockback the longer it is held. Certain Strongs even gain special properties when fully charged, e.g. Ranno's Forward Strong will shoot out a projectile, and
Fleet's Up Strong has its arrow fall back down to the ground.
The StrongDefault Controls
Xbox:
GCN:
KB: input will often behave similarly to
AttackDefault Controls
Xbox:
GCN:
KB: in certain contexts outside of standing, walking, or running. For most characters, inputting
StrongDefault Controls
Xbox:
GCN:
KB: in the air will output an aerial attack the same as inputting
AttackDefault Controls
Xbox:
GCN:
KB: while airborne, but without the ability to perform a Neutral Aerial. (The singular exception to this is
Wrastor, who uses Strongs exclusively while airborne and never while grounded.)
There are three variations:
- Forward Strong - Neutral or
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
+
StrongDefault Controls
Xbox:
GCN:
KB: - Up Strong -
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
+
StrongDefault Controls
Xbox:
GCN:
KB: - Down Strong -
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
+
StrongDefault Controls
Xbox:
GCN:
KB:
Special Attacks
- Neutral or any direction +
SpecialDefault Controls
Xbox:
GCN:
KB:
Press the SpecialDefault Controls
Xbox:
GCN:
KB: button to perform a special attack with effects/properties unique to a particular player character.
Special moves range from standard projectiles, to forward-lunging strikes, to move that help you recover back onto the stage when knocked off, or even some invincible moves, and so on. Refer to each character's pages for more details.
There are four main Special moves:
- Neutral Special -
SpecialDefault Controls
Xbox:
GCN:
KB:without directional input
- Forward Special -
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB: - Up Special -
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB: - Down Special -
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
+
SpecialDefault Controls
Xbox:
GCN:
KB:
Unique to Rivals of Aether II are Special variations of some miscellaneous attacks:
- Special Pummel - While grabbing foe
SpecialDefault Controls
Xbox:
GCN:
KB: - Ledge Special - While holding ledge
SpecialDefault Controls
Xbox:
GCN:
KB: - Getup Special - While knocked down
SpecialDefault Controls
Xbox:
GCN:
KB:
Grab, Pummels, and Throws
- Grab: Dedicated
GrabDefault Controls
Xbox:
GCN:
KB:button, or
ShieldDefault Controls
Xbox:
GCN:
KB:+
AttackDefault Controls
Xbox:
GCN:
KB: - Pummels: Upon successful grab,
AttackDefault Controls
Xbox:
GCN:
KB:/
SpecialDefault Controls
Xbox:
GCN:
KB: - Throws: Upon successful grab,
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:/
/
/
Press GrabDefault Controls
Xbox:
GCN:
KB: while grounded to perform a Grab that cannot be shielded against. In most platform fighters, grabs can catch either grounded or airborne foes.
After grabbing an opponent, pressing the AttackDefault Controls
Xbox:
GCN:
KB: button will Pummel Attack the opponent for extra damage; pressing the
SpecialDefault Controls
Xbox:
GCN:
KB: button will Pummel Special the opponent for a unique special effect. The other player must preemptively guess which pummel will be used: pressing either
AttackDefault Controls
Xbox:
GCN:
KB: or
SpecialDefault Controls
Xbox:
GCN:
KB: to match the subsequent pummel will break the grab.
After grabbing an opponent, before or after pummeling the opponent, inputting a direction will Throw the opponent in that respective direction. Upon being thrown, a character may glow yellow, signalling that they cannot be re-grabbed in this state. Pummeling will preemptively remove this anti-regrab state, making it possible to chaingrab with particular throws under particular circumstances.
There are four throws for each the four cardinal directions (directional notation presumes the grabbing character is facing right):
- Forward Throw -
GrabDefault Controls
Xbox:
GCN:
KB:>
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
- Back Throw -
GrabDefault Controls
Xbox:
GCN:
KB:>
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
- Up Throw -
GrabDefault Controls
Xbox:
GCN:
KB:>
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
- Down Throw -
GrabDefault Controls
Xbox:
GCN:
KB:>
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
Common Defensive Actions
Shield
Holding ShieldDefault Controls
Xbox:
GCN:
KB: while grounded will have the player character summon a protective sphere around their whole body, blocking a majority of attacks. Grabs, however, are not blockable.
Shields have their own "health": it depletes for as long as it is held, it depletes further when struck by attacks, and replenishes slowly over time while it is not used. When the shield's health runs out, the shield will break, launching player character into the air and rendering them vulnerable to a massive punish.
Spot Dodge
ShieldDefault Controls
Xbox:
GCN:
KB:+
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
Performs a quick intangible dodge in-place. Useful for avoiding grabs and other non-lingering attacks without changing the player character's position.
Dodge Roll
ShieldDefault Controls
Xbox:
GCN:
KB:+
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
Performs an evasive roll to the left or right. The roll has intangibility frames in the middle of the animation, but not at the start or end. It can be used to reposition away from the opponent to safety, but it is committal and punishable if used too often.
Parry
- Dedicated
ParryDefault Controls
Xbox:
GCN:/
+
KB:input, or
ShieldDefault Controls
Xbox:
GCN:
KB:+
SpecialDefault Controls
Xbox:
GCN:
KB:
Performs a committal counter state that reflects projectiles and stuns opponents striking the parrying character. The character is granted invincibility upon a successful parry.
The window for a successful parry is short, and the cooldown for a failed parry is long and very punishable. Parries are best utilized on reaction against projectile spam or very reckless slow attacks, or else used for the hardest reads.
Parry is effective against most attacks, even including many command grabs. The two big exceptions are normal grabs (which ignore parries entirely) and non-final-hit jabs (which are immune to parry stun and thus "safe on parry").
Air Dodge
- (Neutral or any direction + )
ShieldDefault Controls
Xbox:
GCN:
KB:while airborne
Pressing ShieldDefault Controls
Xbox:
GCN:
KB: while airborne will have the player character briefly suspended in-place, granting a period of intangibility that can be used to dodge attacks while airborne.
Characters can air dodge once per air-time; then, they must land on the ground or grab ledge to be able to air dodge again.
Air dodging with any directional input results in a straight dodge in that particular direction, halting any previous aerial drift/momentum. Unlike in Super Smash Bros. Ultimate, air dodging in Rivals of Aether II is much quicker to act out of. Thus, directional air dodging is a useful one-time resource when off-stage, shifting the player character closer to the ledge.
Teching
- Tech:
ShieldDefault Controls
Xbox:
GCN:
KB:when launched into a wall or the ground while tumbling
- Tech roll:
ShieldDefault Controls
Xbox:
GCN:
KB:+
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
/
Default Controls
Xbox/GCN: Left Analog Stick
KB:/
/
/
when launched into the ground while tumbling
When launched by an attack, it is possible to time a ShieldDefault Controls
Xbox:
GCN:
KB: input right before making contact with a wall or the ground, breaking the collision with an intangibile animation, instead of bouncing off of the surface or ending up in a knockdown state.
When teching a ground collision, holding left or right will let you immediately roll in the respective direction with intangibility.
Jargon
In spoken and written discussion, players will typically shorthand moves with just the first letter of the move direction before the attack type. For example, a Neutral Aerial attack will typically be referred to as a "N-Air" or "NAir". The same goes for aerials, strong attacks, item tosses, and throws. Notably, Specials are often excluded from this trend and instead are abbreviated based off their move's name. Specials can also commonly be written with their direction and B, such as "Up-B" or less commonly with their direction and Special, like "USpecial".
Notation testing
Forward Smash
Default Controls
Quickly tap Left Analog Stick
AttackDefault Controls
Switch: A
GCN: A
Default Controls
Quickly tap Left Analog Stick + AttackDefault Controls
Switch: A
GCN: A
Lorem ipsum Default Controls
Quickly tap Left Analog Stick
AttackDefault Controls
Switch: A
GCN: A dolor sit amet, consectetur adipiscing Default Controls
Quickly tap Left Analog Stick + AttackDefault Controls
Switch: A
GCN: A elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Lorem ipsum dolor sit amet... Excepteur sint occaecat cupidatat non proident,sunt in culpa qui officia deserunt mollit anim id est laborum. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet.
Forward Tilt
x42px:
+
AttackDefault Controls
Switch: A
GCN: A
+
AttackDefault Controls
Switch: A
GCN: A
x50px:
+
AttackDefault Controls
Switch: A
GCN: A
+
AttackDefault Controls
Switch: A
GCN: A
Lorem ipsum
+
AttackDefault Controls
Switch: A
GCN: A dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Lorem ipsum dolor sit amet... Excepteur sint occaecat cupidatat non proident,sunt in culpa qui officia deserunt mollit anim id est laborum. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. File:Notation testinline RoA2.svg testHovertext for RoA2 test notation input is very cool and you should press it always Lorem ipsum dolor sit amet
AttackDefault Controls
Xbox:
GCN:
KB: input is very cool and you should press it always Lorem ipsum dolor sit amet
StrongDefault Controls
Xbox:
GCN:
KB: input is very cool and you should press it always Lorem ipsum dolor sit amet
SpecialDefault Controls
Xbox:
GCN:
KB: input is very cool and you should press it always Lorem ipsum dolor sit amet
GrabDefault Controls
Xbox:
GCN:
KB: input is very cool and you should press it always Lorem ipsum dolor sit amet
ShieldDefault Controls
Xbox:
GCN:
KB: input is very cool and you should press it always Lorem ipsum dolor sit amet
ParryDefault Controls
Xbox:
GCN: /
+
KB: input is very cool and you should press it always Lorem ipsum dolor sit amet Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
File:Notation test RoA2.svg testHovertext for RoA2 test notation
AttackDefault Controls
Xbox:
GCN:
KB:
StrongDefault Controls
Xbox:
GCN:
KB:
SpecialDefault Controls
Xbox:
GCN:
KB:
GrabDefault Controls
Xbox:
GCN:
KB:
ShieldDefault Controls
Xbox:
GCN:
KB:
ParryDefault Controls
Xbox:
GCN: /
+
KB:
Walk Mod.Default Controls
KB:
JumpDefault 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: /
/
/
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: /
/
/
Default Controls
Xbox/GCN: Quickly tap Left Analog Stick
KB: /
/
/
Default Controls
Xbox/GCN: Quickly tap Left Analog Stick
KB: /
/
/
Default Controls
Xbox/GCN: Quickly tap Left Analog Stick
KB: /
/
/
Default Controls
Xbox/GCN: Quickly tap Left Analog Stick
KB: /
/
/