I'll be honest with ya'll. I recorded my thoughts and edited all of this after catching the Flu. If it seems a little rushed, that's why lmao Edit: Oop forgot to edit out a bad recording take in there lmao
I'm so damn hyped for this game, I can't wait to see more about it in the future I'm gonna be command grabbing so many friends to play this with me, and that includes you too Toma c:
Copy and pasting a response to a very similar comment: I think Workshop will likely not be a thing until the game's end-of-life, much like Rivals 1. If I'm right we're looking at 3 or 4 years after launch (maybe more). The game has GOT to stand on its own before allowing people to put goofy ahh characters in the game
I believe Dan has mentioned that the goal is to get every character in Rivals1 into Rivals2 post-launch (excluding the guests). So even though most won't be there at launch, the hope is that they'll all get there eventually as long as there's enough interest in the game and enough funding. On that note, I believe the WS4 (oly, pomme, hodan, mollo) are all considered just as important as the rest of the base cast.
It's the Dev team's intention to eventually have all the non-guest characters return. There will be about 10 characters on launch, and they will continue to add characters post-launch as long as there is interest in the game and as long as there's funding.
As far as I know, the only "break" type thing is pressing pummel or special pummel while your opponent has you grabbed. If you press the same one, you break out of the grab. Also Orcane had a model hinted at. I'd be surprised if Orcane didn't make the launch of the game
The reason they added drift di in RoA because there weren't any defensive options but because there is one in R2 there isn't really a need for it anymore.
Basically what p0Ke said. There were no defensive mechanics in R1, so they compensated by allowing you to "fix" your DI with Drift DI. That being said, I still don't know how I feel about it not being in there. It was a cool mechanic of R1, but I imagine the devs though it would slow down gameplay if Neutral interacts slow down because of shields.
I think Workshop will likely not be a thing until the game's end-of-life, much like Rivals 1. If I'm right we're looking at 3 or 4 years after launch (maybe more). The game has GOT to stand on its own before allowing people to put goofy ahh characters in the game
I know it isnt about Rivals 2 but There is a popular Ganondorf in the workshop maybe you should do a video about it. It probably help your channel grow to since Ganondorf is a fun character but idk tho
Since you got a ....crack...at Kragg. Do you feel he is moving more toward a traditional grappler archetype than his more heavy bruiser gameplay in RoA?
I love his cargo carry as well as how his grabs feel, but I think I'd still classify him as a heavy bruiser. Kragg still feels like you can play him like Kragg. However, they may lean into making another new character a true grappler. Maybe a certain Flame Emperor...
@@Toma_Honestly, either option is great. So this is good feedback. Good buddy of mine is the grappl-stand and we both like Kragg in RoA. Appreciate you!
Idk if im just dooming or something, but a lot of the changes they made for rivals2 are negative to me. Rivals had such charming 2d pixel graphics and now they changed it to the 3d graphics, which don't look bad, but don't feel the same either. I liked rivals for how fast and offense focused it was, imo not having get ups, ledges, grabs and shields made it stand out from smash a lot and just made the game feel *even more* fast paced I would love to discuss this with some who thinks otherwise to see what they see, idk its also a shame (though it is understandable) to have see ori and shovel go
I love that you actually own an irl copy Rattle Me Bones. Did you get it before or after making the Workshop character? Lol My only gripe with how the looks is the CSS and HUD, but that’s probably nowhere close to how it’ll look in the final product. Also THE HODAN MENTION MADE ME LEGIT POG
I don't just own one. I own TWO. The box has a complete set, and the one on the shelf is slightly damaged and is missing some pieces. The CSS and HUD are purely temporary. Almost nothing is final.
still has hitfall lag (no whiff shffls) more pressure & punishing no drift DI no repeated ledge invulnerability parry more startup lag these things push me so far away ugh, was hoping they made Rivals 2 *more* accessible not less; only playing PM, CMC, & whiff turbo workshop on 1 until someone makes that mod for 2 - FOrce
@@oldrego Depends on how powerful of an option it is. I really like RoA's offstage game, so I really don't want it to boil down to "Just ledge hog lmao"
@@Toma_ Making sure that ledge regrabs don't give i-frames will do a lot to prevent it. Brawl also had a system where performing an action off ledge doesn't hog it (such as ledge rolls, ledge attacks, etc.) which made ledge hogging much more risky, but still rewarding if properly timed (unlike melee, where you can wait then roll). Project M and P+ keep this system as well, which I definitely like, especially when recoveries can punish ledge-hoggers if they mistimed their ledge-grab. Here's to hoping that they implement that.
This was a really nice video. Quick question now though, are shields realyl strong or is there good counterplay beyond grabs. I have always hated good bubble shields in plat fighters because they are a get out of jail free card with avoiding pressure and make it too easy to counterplay even smart aggression. Very few platfighters do good shields imo so i wanna know if there is good stuff like shield poking, shields regenerating much slower etc. Stuff that would make shielding not too oppressive but still good. I find grab being counterplay to shielding never works out how some might think it would. Also is there OOS options as well and otehr mechanics like spotdodge cancelling. Basically just want a rundown of how shielding is in the game currently. Would also love to know whether or not edgehogging is still planned to be in the game.
So from what I could tell, shields were VERY good... while they lasted. You could do a lot of stuff out of them, but they seemed very brittle. So you can shield to tank an attack instead of parrying it, but do it too much and you're probably going to be in trouble. No shield poking from what I could tell. Instead of the bubble shield shrinking on attack, it instead cracks, so it's always full size. Also ledgehogging is still there, but doesn't seem to be an amazing strategy since there isn't a ton of i-frames.
kay thanks for the response and sorry it took 8 days to read and respond. Sounds like a very interesting system. I noticed the cracking but i wasn't sure about its impact. I know its one of teh hardest things to make and balance too so from what i am hearing is its a resource which is what i honestly like to hear. I panicked hard when i heard that Rivals 2 was adding shields ngl and ledges. Guess i still have to wait to learn more about ledges but hearing ledgehoggin being there is still nice and shielding might not be too oppressive which puts me at ease more. I really liked rivals 1 and i wanted to be hyped about 2 so this helps a lot. Still sad Ori will be gone personally as i really enjoy playing as Ori and Hodan in Rivals 1 and of course the character workshop is just mad casual fun.@@Toma_
I'll be honest with ya'll. I recorded my thoughts and edited all of this after catching the Flu.
If it seems a little rushed, that's why lmao
Edit: Oop forgot to edit out a bad recording take in there lmao
I'm so damn hyped for this game, I can't wait to see more about it in the future
I'm gonna be command grabbing so many friends to play this with me, and that includes you too Toma c:
I'm gonna play this as much as possible as soon as I get my hands on it. No one can stop me.
And I'm dragging everyone I know down with me.
Very very very cool, so much info organized perfectly. The hype is growing my friend!!
I will go to absurd lengths like flying out to Arizona for Heat Wave 6 just to play this game again.
I have been looking forward to this game for so long
I'm jumping at every chance I can to play it. I'm hoping to get another chance at Heatwave 6
Been incredibly excited for this game for the past year. Very well explained
cant wait to see ronald reworked fot rivals 2
We are eternally cursed to have our game associated with Ronald
We don't need meme characters
@@Toma_as with every moddable fighting game
@Eldritch_Panda And fox... Hopefully
I just hope Rivals of Aether 2 supports the modding community, Because rivals 1 has a great moddding community
Copy and pasting a response to a very similar comment:
I think Workshop will likely not be a thing until the game's end-of-life, much like Rivals 1. If I'm right we're looking at 3 or 4 years after launch (maybe more).
The game has GOT to stand on its own before allowing people to put goofy ahh characters in the game
@@Toma_ true, but if it does get added in at the end of it's life, would the freedom from modding in 2D would be brought over to 3D?
YOOOOOO
Pff I'm eagerly waiting for this game, even though I know that SK will not be in it. I hope it is released at an affordable price.
Downside: We lost SK
Upside: We lost Ori
@@Toma_ Couldn't agree more, I wish Ori took Maypul with them too but win is a win.
Do you know if any of the characters added in the workshop pack be returning?
I believe Dan has mentioned that the goal is to get every character in Rivals1 into Rivals2 post-launch (excluding the guests).
So even though most won't be there at launch, the hope is that they'll all get there eventually as long as there's enough interest in the game and enough funding.
On that note, I believe the WS4 (oly, pomme, hodan, mollo) are all considered just as important as the rest of the base cast.
rival? 2?
2? Rival?
Do we know if the characters from the workshop creation contest be returning in 2?
Seconding this. As someone who loves/mains Olympia I am really curious if she is gonna be back. I really hope so.
I think they say everyone but Ori and SK returning.
I mean one of the stages is Hodans Dojo
It's the Dev team's intention to eventually have all the non-guest characters return. There will be about 10 characters on launch, and they will continue to add characters post-launch as long as there is interest in the game and as long as there's funding.
I heard they were adding Killer Instinct like Combo Breakers into the game. Is that a thing at all? Also where is Orcane?
only when initiating a pummel after a grab and soon
As far as I know, the only "break" type thing is pressing pummel or special pummel while your opponent has you grabbed. If you press the same one, you break out of the grab.
Also Orcane had a model hinted at. I'd be surprised if Orcane didn't make the launch of the game
Why are they getting rid of drift DI?
The reason they added drift di in RoA because there weren't any defensive options but because there is one in R2 there isn't really a need for it anymore.
Basically what p0Ke said. There were no defensive mechanics in R1, so they compensated by allowing you to "fix" your DI with Drift DI.
That being said, I still don't know how I feel about it not being in there. It was a cool mechanic of R1, but I imagine the devs though it would slow down gameplay if Neutral interacts slow down because of shields.
i hope it has good workshop compatibility or good modding capability
I think Workshop will likely not be a thing until the game's end-of-life, much like Rivals 1. If I'm right we're looking at 3 or 4 years after launch (maybe more).
The game has GOT to stand on its own before allowing people to put goofy ahh characters in the game
I know it isnt about Rivals 2 but
There is a popular Ganondorf in the workshop maybe you should do a video about it.
It probably help your channel grow to since Ganondorf is a fun character but idk tho
At some point. I AM a Ganondorf main in every Smash game after all
What would knuckles play like in rivals 2
11:15 what happened here LMAO
I noticed that right after I posted the vid lmao
I sent SBS one of the very first bug reports for Rivals2
Since you got a ....crack...at Kragg. Do you feel he is moving more toward a traditional grappler archetype than his more heavy bruiser gameplay in RoA?
I love his cargo carry as well as how his grabs feel, but I think I'd still classify him as a heavy bruiser. Kragg still feels like you can play him like Kragg.
However, they may lean into making another new character a true grappler. Maybe a certain Flame Emperor...
@@Toma_Honestly, either option is great. So this is good feedback. Good buddy of mine is the grappl-stand and we both like Kragg in RoA. Appreciate you!
@@Toma_ If either Rykenburn or Mycolich gets in it would be great
@@Toma_is this confirmed?
@@Toma_Loxodont is too powerful, can't be balanced & canon
Subspace style story mode where we go back to the future?
Legitimately read the title as "I made Rivals 2"
Okay but can you prove that I didn't?
Idk if im just dooming or something, but a lot of the changes they made for rivals2 are negative to me.
Rivals had such charming 2d pixel graphics and now they changed it to the 3d graphics, which don't look bad, but don't feel the same either.
I liked rivals for how fast and offense focused it was, imo not having get ups, ledges, grabs and shields made it stand out from smash a lot and just made the game feel *even more* fast paced
I would love to discuss this with some who thinks otherwise to see what they see, idk its also a shame (though it is understandable) to have see ori and shovel go
I love that you actually own an irl copy Rattle Me Bones. Did you get it before or after making the Workshop character? Lol
My only gripe with how the looks is the CSS and HUD, but that’s probably nowhere close to how it’ll look in the final product.
Also THE HODAN MENTION MADE ME LEGIT POG
I don't just own one. I own TWO. The box has a complete set, and the one on the shelf is slightly damaged and is missing some pieces.
The CSS and HUD are purely temporary. Almost nothing is final.
still has hitfall lag (no whiff shffls)
more pressure & punishing
no drift DI
no repeated ledge invulnerability
parry more startup lag
these things push me so far away ugh, was hoping they made Rivals 2 *more* accessible not less; only playing PM, CMC, & whiff turbo workshop on 1 until someone makes that mod for 2 - FOrce
Why does no repeat ledge intangibility turn you off?
How do those changes make it less accessible?
I am so not excited for edge hogging
Me neither. It all comes down to how long ledge invincibility is
I actually like it as a tactic option, personally.
@@oldrego Depends on how powerful of an option it is. I really like RoA's offstage game, so I really don't want it to boil down to "Just ledge hog lmao"
@@Toma_ Making sure that ledge regrabs don't give i-frames will do a lot to prevent it.
Brawl also had a system where performing an action off ledge doesn't hog it (such as ledge rolls, ledge attacks, etc.) which made ledge hogging much more risky, but still rewarding if properly timed (unlike melee, where you can wait then roll).
Project M and P+ keep this system as well, which I definitely like, especially when recoveries can punish ledge-hoggers if they mistimed their ledge-grab. Here's to hoping that they implement that.
This was a really nice video. Quick question now though, are shields realyl strong or is there good counterplay beyond grabs. I have always hated good bubble shields in plat fighters because they are a get out of jail free card with avoiding pressure and make it too easy to counterplay even smart aggression. Very few platfighters do good shields imo so i wanna know if there is good stuff like shield poking, shields regenerating much slower etc. Stuff that would make shielding not too oppressive but still good. I find grab being counterplay to shielding never works out how some might think it would. Also is there OOS options as well and otehr mechanics like spotdodge cancelling. Basically just want a rundown of how shielding is in the game currently. Would also love to know whether or not edgehogging is still planned to be in the game.
So from what I could tell, shields were VERY good... while they lasted. You could do a lot of stuff out of them, but they seemed very brittle.
So you can shield to tank an attack instead of parrying it, but do it too much and you're probably going to be in trouble.
No shield poking from what I could tell. Instead of the bubble shield shrinking on attack, it instead cracks, so it's always full size.
Also ledgehogging is still there, but doesn't seem to be an amazing strategy since there isn't a ton of i-frames.
kay thanks for the response and sorry it took 8 days to read and respond. Sounds like a very interesting system. I noticed the cracking but i wasn't sure about its impact. I know its one of teh hardest things to make and balance too so from what i am hearing is its a resource which is what i honestly like to hear. I panicked hard when i heard that Rivals 2 was adding shields ngl and ledges. Guess i still have to wait to learn more about ledges but hearing ledgehoggin being there is still nice and shielding might not be too oppressive which puts me at ease more. I really liked rivals 1 and i wanted to be hyped about 2 so this helps a lot. Still sad Ori will be gone personally as i really enjoy playing as Ori and Hodan in Rivals 1 and of course the character workshop is just mad casual fun.@@Toma_