In the description you'll find a transcript of this video, in case understanding what I'm saying is difficult, still learning how to mix audio and speak well while recording my voice. If anything needs to be corrected for this video, it'll be added to and noted in the transcript. So far added a few things to it so check out if u have chance. Thanks for watching :)
This was a really well made video! Two addendums I'd make just for additional information: When going over parry, you didn't mention projectiles. From my understanding, there are two kinds: reflect type and stun type. Reflect type works similar to parrying a jab, granting you invuln while your opponent can move freely, all while reflecting the projectile (orcane's droplet, zetter fireball, kragg rock etc etc) Stun type works the same as non-jab melee attacks, you gain invincibility and your opponent gets stunned (orcane's bubbles, kragg down b, among a few others I'm forgetting haha) The other is just that that purple background is commonly referred to as "Galaxy" by rivals 1 players, so you might hear it in commentary
Hey dude, just wanted to lyk this guide has been really helpful for me because I used it to help explain a lot of new concepts for my friends from games like Ult and For, thanks again. Edit: I think it’d also be good to mention a shieldlock shielddrop, where you use two shield buttons to lock yourself into shield and then can drop through plats by pressing straight down.
Great video! tho hitpause and hitstun are different things. Hitstop refers to the freeze frames when you get hit, while hitstun is the number of frames of stun that you are in after beng hit andd launched away. You likely confused hitstun with hitlag/hitstop which do mean the same thing as hitpause
Hey Woodley, super informative video. My friend Anubis keeps beating me in Rivals of Aether 2. As I have played Melee and P+ exactly 1 time as of today, how do I beat him? Thank you
I want to point out that "tap strong" is a bit finnicky at the moment. I thought it was just me but apperently a lot of people are stuggling with finding the correct Stick Sensitivity and apperently it is an issue the devs are working on.
Hitstop is the freeze frame that occurs when an attack lands, and it effects both parties. Hitstun is what happens after hitstop, you’re sent on a trajectory and can’t leave it until your *hitstun* ends and you’re actionable again. I know it’s basically semantics and dumb similar names but I figured I’d throw my hat in this ring
The purple flash section isn't exactly true. Because of keyboard players survival di is only 8 angles. It will also auto adjust your angle if you were in a certain range. There's a good chance even if a move doesn't flash purple it was still a guaranteed kill. I tried testing against orcane ftilt and would die no matter the angle without the purple flash. I'm also not sure if all di is 8 angles or only for kill moves the knowledge is not well documented that I could find.
Maybe you can answer this kinda stupid question for me. How do you use/do the extra taunts? no video or player I've seen has talked about it even if they do it and I dunno if I'm missing some clearly obvious input but I don't see anything in keybinds or what-have-you so I'm stumped.
Rivals 2 is a much better game to Melee for me. And the best thing to convince me of that... I tried to make a mod 3 years ago with melee and I couldn't do half of the things I wanted in it. Then Dan fernacey added everything including grab counter play, input buffer, ledge grab limit, no Mashing, no shield poking, no ass-grabs, Etc Honestly, I'm just sold with a better grabbing system than melee.
That’s fast falling. You can only fast fall when hitting a sheild if you are at the apex of your jump or moving downwards, but it has nothing to do with sheild, you can always fast fall as long as you aren’t rising. Hitfalling is something that can be done anytime you get a hit, even when you are rising in the air. That’s what differentiates it, and that’s why it can only be done on hit. So hitfalling = is done rising, falling or apex if you get a hit, and fast falling = only at apex of your airtime or after, but can be on whiff, hit, or sheild.
@@BurnsyRuns ah okay, thanks for clearing that up. ithink i saw a video talking about that but it either was wrong or i mistook what they said. either way thank you for clearing that up
In the description you'll find a transcript of this video, in case understanding what I'm saying is difficult, still learning how to mix audio and speak well while recording my voice. If anything needs to be corrected for this video, it'll be added to and noted in the transcript.
So far added a few things to it so check out if u have chance.
Thanks for watching :)
now I'm never gonna lose eeeeever again
Hey dude I love watching your videos who are you maining in this game
This was a really well made video! Two addendums I'd make just for additional information:
When going over parry, you didn't mention projectiles. From my understanding, there are two kinds: reflect type and stun type. Reflect type works similar to parrying a jab, granting you invuln while your opponent can move freely, all while reflecting the projectile (orcane's droplet, zetter fireball, kragg rock etc etc)
Stun type works the same as non-jab melee attacks, you gain invincibility and your opponent gets stunned (orcane's bubbles, kragg down b, among a few others I'm forgetting haha)
The other is just that that purple background is commonly referred to as "Galaxy" by rivals 1 players, so you might hear it in commentary
Streets have been asking for this
super useful video as an r1 player, really great overview of basically everything and surprisingly learnt more things than i thought
Being an older project M player, this game felt so naturally smooth. This video is perfect for me, thanks a lot!
I felt the same exact way. I've been suffering through so many bad modern platform fighters waiting for a game to feel as smooth and fluid as PM...
Hey dude, just wanted to lyk this guide has been really helpful for me because I used it to help explain a lot of new concepts for my friends from games like Ult and For, thanks again.
Edit: I think it’d also be good to mention a shieldlock shielddrop, where you use two shield buttons to lock yourself into shield and then can drop through plats by pressing straight down.
Fantastic video. It’s been a struggle finding quality sources scattered around, let alone all of them in one place
You are a saint
A definitive guide from a definitive goat, great work
Great video, the rivals unique mechanics were exactly what I was looking for. Had no idea about wavedash assist for max angle
Great video! tho hitpause and hitstun are different things. Hitstop refers to the freeze frames when you get hit, while hitstun is the number of frames of stun that you are in after beng hit andd launched away. You likely confused hitstun with hitlag/hitstop which do mean the same thing as hitpause
@@watchdog5100 Correct, check the transcript i made a correction.
Goat
Woodley is the Sal Khan of Rivals 2
yeey this is so useful
Now I want you to tutorial videos about Nick all star brawl 2 and Multiversus!
SORRY ULT PLAYERS!!!!
Excellent vid, well done !
This was such great content that was very useful and well done! Liked, Subscribed, Commented, I hope there's more content to look forward to!
17:09 I thought you could tech his down throw. I've done it. Unless I'm misremembering?
maybe in one of the early betas? but no you cannot tech, it is like snake down throw where it puts you into a missed tech state
very helpful video thanks a lot
pierre Bourne mentioned
Thank you!!!!
good vid +1
Hey Woodley, super informative video. My friend Anubis keeps beating me in Rivals of Aether 2. As I have played Melee and P+ exactly 1 time as of today, how do I beat him? Thank you
I want to point out that "tap strong" is a bit finnicky at the moment. I thought it was just me but apperently a lot of people are stuggling with finding the correct Stick Sensitivity and apperently it is an issue the devs are working on.
they should add a strong sensitive like smash ult
nitpick @17:31, I think you meant hitstop instead of hitstun
Correct.
Hitpause = Hitlag = Hitstop
^Rivals, Smash, FGC^
Hitstop is the freeze frame that occurs when an attack lands, and it effects both parties. Hitstun is what happens after hitstop, you’re sent on a trajectory and can’t leave it until your *hitstun* ends and you’re actionable again.
I know it’s basically semantics and dumb similar names but I figured I’d throw my hat in this ring
The purple flash section isn't exactly true. Because of keyboard players survival di is only 8 angles. It will also auto adjust your angle if you were in a certain range. There's a good chance even if a move doesn't flash purple it was still a guaranteed kill. I tried testing against orcane ftilt and would die no matter the angle without the purple flash.
I'm also not sure if all di is 8 angles or only for kill moves the knowledge is not well documented that I could find.
@@cyberjeeb gonna do some labbing with this for sure, appreciate the info 🙏
Is there shield sdi?
I think yes.
Cakeassault Was talking about It in junebug's video.
how u c damage
Maybe you can answer this kinda stupid question for me. How do you use/do the extra taunts? no video or player I've seen has talked about it even if they do it and I dunno if I'm missing some clearly obvious input but I don't see anything in keybinds or what-have-you so I'm stumped.
It would be the left dpad button
You have to unlock the extra taunts by leveling up your character
Rivals 2 is a much better game to Melee for me.
And the best thing to convince me of that... I tried to make a mod 3 years ago with melee and I couldn't do half of the things I wanted in it.
Then Dan fernacey added everything including grab counter play, input buffer, ledge grab limit, no Mashing, no shield poking, no ass-grabs, Etc
Honestly, I'm just sold with a better grabbing system than melee.
actually iirc you can hitfalling on shield you just can't buffer it. but I'm at work and can't check rn lol
awesome vid btw!!!
That’s fast falling. You can only fast fall when hitting a sheild if you are at the apex of your jump or moving downwards, but it has nothing to do with sheild, you can always fast fall as long as you aren’t rising.
Hitfalling is something that can be done anytime you get a hit, even when you are rising in the air. That’s what differentiates it, and that’s why it can only be done on hit.
So hitfalling = is done rising, falling or apex if you get a hit, and fast falling = only at apex of your airtime or after, but can be on whiff, hit, or sheild.
@@BurnsyRuns ah okay, thanks for clearing that up. ithink i saw a video talking about that but it either was wrong or i mistook what they said. either way thank you for clearing that up