These videos are friggin awsome. ROA2 has been the first plat fighter that I've really felt like trying to get good at and these vids are MILES better for beginners than any other videos I have tried to find. Keep up the good work gang
izaw has started a new channel specifically for rivals 2 called Art of Rivals, I highly recommend it, he was by far the best guide producer for the last two smash titles.
Not mentioning the best defensive option which is parry is a disappointment. Most players are not using it. You just have to land one parry in the match and then the opponents pressure will lessen as they try to bait out parry. Which is huge vs the fast characters that stick to you like glue.
@@randomguy8107 I have put in 30 hours over the course of the closed beta, once you get used to the speed (which just takes time) you'll be able to do it no problem 👍
4:19 I think this one is less a bad habit and more simply that new players don't know *how* to edge guard effectively. Trying to edge guard will lose you a lot of games if you don't know how to do it without overextending or putting yourself in dangerous situations, and none of that is intuitive. It's better to let your opponent get back for free if you even have a 20% chance to die in your edgeguard attempt. It's absolutely worth learning, of course! but I wouldn't call it a bad habit so much as a knowledge/experience barrier. Edge trapping is a good low-risk way to at least put some pressure on your opponent's recovery though.
Really appreciate this video, there is very little content that is actually focused on beginners and isn't trying to go over very specific tech options. Have felt it really bad with RoA2 that since it's such a more niche game, finding beginner friendly content is so fucking tough
As someone coming over from 2d fighters, I expected to be crucified by this video. Surprisingly, I made out better than I expected. Failed at 4 of these, and got some new stuff to add to the list of things I need to practice. You've been putting out some really great Rivals 2 videos so far, and I want you to know I appreciate them.
One of the biggest things that has improved my gameplay is adopting a confidence that my my attack will connect and commiting to the followup. For the longest time I would simply continue combos and strings solely on reaction to where my opponent ends up. That's good, but there ends up being so many times where you miss kill confirms because you weren't confident enough that the attack would land, so you did nothing to follow it up. Commit, commit, commit!
Thanks for the guides ! I hope the game and your channel will take off I love my training on this game so far, but it's hard to get from SF6 Master to struggling in silver in ROA2!
Dude please keep making these, I'm new to platform fighters and you're pretty much the only guy making these guides that I can actually follow, other vids always expect me to know terms or basics from smash and I just don't 😅. You are genuinely a reason I kept playing after losing so often when I saw your last guide. Do you plan on making more character guides in the future? I love Maypul and I hear she's not very beginner friendly but I simply don't enjoy playing other characters as much.
@@ayjj8223 I plan to make a lot more beginner guides. I’m cooking a movement guide next. I’ll make some more character guides once I get better with other characters lol
14:00 I want to take a specific note here, instead of rolling when they grab either spot dodge or stuff it out with something else. Rolling is slow and grabbing is fast, you can not punish someone for most things including grabs if you roll away. I firmly believe rolling is bad in this game due to how fast everyone is and how slow rolling is in comparison.
Try rolling and holding down after, a lot of the time people will cover the roll on reaction with a dash attack or an aerial. You can punish them and they will start to respect your roll
Hey dude, not sure if this is a rushed video maybe but i loved the in game examples you used in your last video. I think its a super appealing part of the last video and would love to see them return next time.
Killer video! Appreciate the tips. I'd like to recommend a video idea for you: The beginner/intermediate/high level Rivals 2 practice routine or Practice like a Rivals 2 pro. The idea is to provide some practice drills for beginner, intermediate and high level players, particularly the movement and technical skills, to build up the fundamental and technical mechanical skills to climb ranks and excel at the game. While I'm aware of some of the mechanics from previous Smash Bros. experience, exactly how to do each thing and how to practice them would go a long way. Think Day9 for Starcraft or Woohoojin for Valorant as examples of educational content. They were both fundamental in my experiences with those games, and there is a vacuum for that kind of content for Rivals 2 right now.
As someone who used to play only melee back in the day, I finally found another platforming fighter that feels just great! Most of these tips are known with that experience, but I didn't even know you could do special pummeling and special getup?! I notice I bust out some random moves with characters and never sure how to replicate them. Only played the game for one evening so far but it's damn fun. These are surely some good beginner tips tho and a good reminder for myself to keep focusing on the opponent. Would love to see you cover more stuff in Rivals!
To add onto the last tip, there are 3 common things people do when landing with an aerial and this is how you beat it. 1. They will dashback like in the video, so you have to DASH PAST where they were and overshoot an attack or grab. 2. They will sheild immediatly after landing so trying to react with an attack will be really hard so go for grab if you think they are going to sheild. 3. They will do an immediate option such as another aerial, jab, tilt, spotdodge, roll, etc after they land and this beats the previous options so in this situation you just take space and wait and see what they do and then react to their next option. A lot of players will have their favorite thing to do after landing so you can really exploit some players if you catch on. Good players will constantly make you guess on which of these options they are gonna do after landing
My 2 things coming from RoA 1 is ledge exists now and no wall jump out of special fall. Forget that all the time and try to edgeguard from stage. Rannos recovery benefited a ton from going low, robing to the wall, wall jump out of special fall then you could stall with tongue, bubble or DAD then upB. Dozens of SDs already from trying to do that.
@@ofischial he definitely feels like he should try to recover high now and go for a plat cancel on the down angle of upB as the go to. Everything else seems to get punished hard. Been really struggling with loxodont. So floaty that the combos stop working at mid% and recovery is so good unless I'm missing something. Probably another kill confirm I should be trying instead of dtilt-dacus/fair
As a kragg Main, I haven't been affected by the wall jump change, as kragg can still wall jump out of special fall. This applies if you used his short boost, either by using up special when you have already used your pillar, or if you press special after activating side special, which also initiates the short boost.
@@carthagegaming5545 the Ranno lox match up is cursed. It’s so hard to kill him and impossible to edge guard. Always make sure to get a small stage to help with killing him
13:30 Lots of players are transfering to this game from Multiversus where shield doesn't exist and dodges are the only evasive option. I can always tell when I'm fighting a Multiversus player because they air dodge at me.
@HighLanderPonyYT yeah I just meant it currently doesn't have shields so people that only play MVS are used to it. The shield test was really good but we'll probably have to wait until mid-season 4
I feel like missing techs is less of a bad habit and more a skill/experience issue. The habit part would apply more to what you do out of successfully or unsuccessfully teching. Like do you always stand (tech in place), roll away, get up attack, etc. Similar to the tip about using ledge special too much. Funny story; was in a free-for-all match and a Kragg player was only using ledge special, so I and another player were basically taking turns parrying it. Also, something not mentioned that I see my friends with mostly Smash Ultimate experience do is not directional air dodge as a recovery tool enough. I've been slowly improving at doing in myself, but coming from Ultimate where directional dodge off stage is a death sentence for most. It can be tough to get used to.
New player here - very good video. You already gave me 13 ways to improve, since i'm probably guilty of doing all of them 😂 Like others said: great content - easy to follow, pleasent voice. Thanks for sharing! As a suggestion for future content: as you pointed out "movement reigns supreme". Maybe you can dive deeper into the different movement techniques more advanced players use.
I always played plat fighters casually, they're very complicated games, but yeah, this is the first one I caught before release and I really want to commit to getting good at it. That being said, I think I just have to work on motor control. The shorthop window for a button press is incredibly tight in this game, on top of that I notice another bad control habit is when I want to just do an f-tilt I end up dash attack most of the time instead. I'm more adjusted to traditional Fighting Games, where the control stick is not nearly as precise a factor as it is in plat-fighters. DI is something I've seen not even people who are familiar with the scene agree on, so that precision alongside the fact that most top level players in melee have custom modified controllers compared to Trad-Fighters having Arcade sticks and normal controllers at top-level play, just tells me that generally the control side of Plat-fighters is easily one of the biggest hurdles to it.
Plat fighters are hard! Luckily rivals 2 is the most accessible controls wise. Most top players just use and Xbox controller. You can bind short hop and full hop to separate buttons if that helps! Also a lot of people choose to change the right stick to tilt attacks to make it easier to perform and use a specific button for strong. Maybe I’ll make a controls video in the future!
would you ever make video on the special mechanics of the game and how to do them, like wave dash, wave land, etc. You explain things really well and I feel like youd explain them really well
Real quick! A big difference between a bad habit (lets say using Full Jump) vs. Full Jump as a true tool to do intentional things such as conditioning or as a genuine jump mix up, is all a matter of intention and if you're consciously using it or not.
I dare you to try this request: Player one: ranno Player two: zetterburn Player three: ranno Player four: zetterburn Player one: green team Player two: blue team Player three: green team Player four: blue team
I have beat every one of these habits out of my brain over the years of Melee, so I'm happy to say I don't have any of these. But that means I also need to go outside and get some more sunlight
Love the rivals videos. One thing I’m struggling with in this game is proper shield pressure. Without shield pokes it seems difficult to establish proper shield pressure. Landing a late Ariel on shield still leaves you at disadvantage in this game so I’ve been trying to space further in front of shield or trying to get behind someone’s shield. Better players are punishing the latter option. Would like to know your opinion
@@michaelbodrovics3583 honestly I’m still figuring that out too. It definitely seems like it’s match up dependent. I think empty hop grab is pretty good in this game because shields are so good
sir do you know the fastest way to grab the ledge to prevent recoveries? In ultimate you just roll the stick quarter circle but in this game I can't figure it out. Pls help tysm also liked
The fastest way to to face towards center stage and wavedash back. Another option is to just rar short hop. There is a tech on twitter right now about shield pivoting that is fairly simple to do as well
I'm going to have to disagree with point 2. While not as strong as in melee you still have drift / fast fall mixups from full hop which are really good
Any way to tell when I went from the hitstun state to the tumble state (mid air after getting launched)? I find it impossible to tell those apart, making recovery frustrating and making figuring out whether I can still recover after being whooped total guesswork.
You kinda just have to feel it. You can also “wiggle out” of tumble by moving your left stick back and forth. This will reset you character to a neutral airborne state once hitstun is over
Love the videos but I do think you left out the importance of pummel 50/50s with special pummel and regular, and also the fact that (I maybe mistaken) all characters have tech chase down throws. I play ranno @1300 and i get most of my % by pummel mixups and down throw tech chasing
I like the content, but for bad habits being hops, edge guarding, tech chasing. For a experienced player sure it makes sense. These are all mechanic that require a ton of time practicing and learning match up specifics. I wouldn't expect a new player to know how to properly execute these. Explanations were solid and gave a good visual or good methods too.
@deividgonzalez4471 Even if that's true, the video's goal is to be infomative and should note complex mechanical errors or bad habits versus new player mistakes. Most pros have their feedback channels and as such are not looking up youtube video's on bad habits. Not to discount the value of the information provided in this video.
the two biggest issues i have in any platform fighter are edge guarding and anticipating movement. first of, edge guarding. yes, it is really good. but being off platform is scary and made worse with someone who struggles to recover. to ask me to WILLINGLY jump off of safety and try to kill someone is not easy. especially when it comes to the second point. anticipating movement is a skill that takes time to build. i am not the type of person who likes to guess. i prefer to be reactionary. but reacting isnt always easy, especially in faster games. plus, all the reaction time in the world wont help me if they throw a move faster then anything i can throw out. i guess what im trying to say is... i suck. back to the slow grind called improvement.
Hi there! I want to iron out my gameplan in this game, you said you do some teaching in this game? There a place I can contact you more in detail about it?
I know this doesn't mean anything to someone who comes from Smash, but almost everything you covered didn't exist in Rivals 1: no shields, no grabbing, no ledge grabs; so it's not surprising to see Rivals 1 players not doing some of these things. Unfortunately, no numbers were given, so telling people to not do everything "too much" would probably be better phrased as try to "vary your attacks/etc." Maybe I'm alone on this, but I think it's more important to learn to control your movement, than to just spam movement in front of the opponent. So many people like to spam movement and show off (as you touched on people like to watch themselves move around, and focus on it), that I catch people all the time who are doing this, because they no longer have a way to react to me. I hated "tech chase chain grabs" in Smash, finding out it was coming into Rivals 2 killed most of my interest in the game unfortunately. It's incredibly uninteractive when it's happening to you; I really hope people aren't abusing this on new players, that will be a quick way to kill the playerbase.
Tech chase chain grabs are limited to one regrab and then it will auto break the grab on the second regrab. The only way to avoid this is landing a pummel which is interactive in this game
Can you give me your controller mapping setup? I'm using a xbox elite controller coming from a long smash bros background and really wanna optimize for rivals
Hi, I have a question about Ranno and his wall jump, i can't hit a wall jump after my Up B when i'm freefalling and i wonder if it is just me the problem or if Ranno can't wall jump while freefalling ?
I’m a long time SSBU player and while most stuff seems to transfer over quite well, I’m really struggling with IRARs in this game. Does it just not exist or is there a different way to do it?
The fact that "Not Parrying" wasn't mentioned truly saddens me, as it is a game changer when it comes to dealing with projectiles, and conditioning your opponent. But for whatever reason, nobody seems to use them.
"AND THOSE LAST TWO TIPS ARE THE MOST IMPORTANT FOR ANY FIGHTING GAMES" Oh finally some stuff that might not be for people who never played sma- "Look at your opponent" fml
dash dancing opponents are the most annoying thing, they don't usually give me any trouble but for some reason it's infuriating. I understand why sakurai put tripping in brawl
I like the video, but u might want to "tik toktify" ur video by editing it and not just talking while playing. Really good video, but I know some people wont watch it cause of that
These videos are friggin awsome. ROA2 has been the first plat fighter that I've really felt like trying to get good at and these vids are MILES better for beginners than any other videos I have tried to find. Keep up the good work gang
Thank you so much! I’m so glad new people are getting into this game
@@ofischial great video!!!! I have a question as I play I get more black and white and grey lines on my screen how do I stop it or deactivate it
@JesusFreak711 have you checked if vsync is turned on in the graphics settings?
@@shnurgle1721 I will check. I think it was off
izaw has started a new channel specifically for rivals 2 called Art of Rivals, I highly recommend it, he was by far the best guide producer for the last two smash titles.
Not mentioning the best defensive option which is parry is a disappointment. Most players are not using it. You just have to land one parry in the match and then the opponents pressure will lessen as they try to bait out parry. Which is huge vs the fast characters that stick to you like glue.
Dang this is so true! I’ll be sure to include it in future videos
That looking at your opponent tip is pretty big for me I think. I notice I am always looking at myself. Ty for the video! Excited to see more :)
I gotta give credit to the melee legend Toph for that one
I try to do it but the game is so fast I just can’t
@@randomguy8107 I have put in 30 hours over the course of the closed beta, once you get used to the speed (which just takes time) you'll be able to do it no problem 👍
@@jinto_reedwine I have almost 100 hours
4:19 I think this one is less a bad habit and more simply that new players don't know *how* to edge guard effectively. Trying to edge guard will lose you a lot of games if you don't know how to do it without overextending or putting yourself in dangerous situations, and none of that is intuitive. It's better to let your opponent get back for free if you even have a 20% chance to die in your edgeguard attempt.
It's absolutely worth learning, of course! but I wouldn't call it a bad habit so much as a knowledge/experience barrier. Edge trapping is a good low-risk way to at least put some pressure on your opponent's recovery though.
@@anachronity9002 yeah it definitely is a steep learning curve! I wanted to encourage people to try though because that’s the only way to learn
Happy to be here and see all the new yt channels sprouting from Roa\\
This is really helpful to me tbh, thanks. I haven't been edgeguarding nearly enough
Really appreciate this video, there is very little content that is actually focused on beginners and isn't trying to go over very specific tech options.
Have felt it really bad with RoA2 that since it's such a more niche game, finding beginner friendly content is so fucking tough
As someone coming over from 2d fighters, I expected to be crucified by this video. Surprisingly, I made out better than I expected. Failed at 4 of these, and got some new stuff to add to the list of things I need to practice. You've been putting out some really great Rivals 2 videos so far, and I want you to know I appreciate them.
One of the biggest things that has improved my gameplay is adopting a confidence that my my attack will connect and commiting to the followup. For the longest time I would simply continue combos and strings solely on reaction to where my opponent ends up. That's good, but there ends up being so many times where you miss kill confirms because you weren't confident enough that the attack would land, so you did nothing to follow it up. Commit, commit, commit!
@@headcrab4 yeah especially if you are whiff punishing, you gotta just know that your attack will connect!
You were right, i kearned a single thing. The pummel stuff. Makes so much sense why my opponents kept breaking out now
Thanks for the guides ! I hope the game and your channel will take off I love my training on this game so far, but it's hard to get from SF6 Master to struggling in silver in ROA2!
Platform fighters are a different beast but you’ll get there!
Dude please keep making these, I'm new to platform fighters and you're pretty much the only guy making these guides that I can actually follow, other vids always expect me to know terms or basics from smash and I just don't 😅. You are genuinely a reason I kept playing after losing so often when I saw your last guide. Do you plan on making more character guides in the future? I love Maypul and I hear she's not very beginner friendly but I simply don't enjoy playing other characters as much.
@@ayjj8223 I plan to make a lot more beginner guides. I’m cooking a movement guide next. I’ll make some more character guides once I get better with other characters lol
Urm, actually, i bet i do them all
14:00 I want to take a specific note here, instead of rolling when they grab either spot dodge or stuff it out with something else. Rolling is slow and grabbing is fast, you can not punish someone for most things including grabs if you roll away. I firmly believe rolling is bad in this game due to how fast everyone is and how slow rolling is in comparison.
I think wavedashing is better than rolling most of the time, even if it did get nerfed.
Try rolling and holding down after, a lot of the time people will cover the roll on reaction with a dash attack or an aerial. You can punish them and they will start to respect your roll
@@purpsheik2975 Crouch canceling is a partial solution, but it's probably better to just wavedash instead
Dude your vids are so spot on and relevant. I seriously appreciate the effort you put into making these guides concise and organized!
high tier content baby LETS GOOO keep it up man!!!
Hey dude, not sure if this is a rushed video maybe but i loved the in game examples you used in your last video. I think its a super appealing part of the last video and would love to see them return next time.
@@renfrifan1232 they will definitely be in the next one 🫡
Great video!! Helpful tips and good explanation.
Thank you for your insights. Really helpful!
Killer video! Appreciate the tips.
I'd like to recommend a video idea for you: The beginner/intermediate/high level Rivals 2 practice routine or Practice like a Rivals 2 pro. The idea is to provide some practice drills for beginner, intermediate and high level players, particularly the movement and technical skills, to build up the fundamental and technical mechanical skills to climb ranks and excel at the game. While I'm aware of some of the mechanics from previous Smash Bros. experience, exactly how to do each thing and how to practice them would go a long way. Think Day9 for Starcraft or Woohoojin for Valorant as examples of educational content. They were both fundamental in my experiences with those games, and there is a vacuum for that kind of content for Rivals 2 right now.
As someone who used to play only melee back in the day, I finally found another platforming fighter that feels just great! Most of these tips are known with that experience, but I didn't even know you could do special pummeling and special getup?! I notice I bust out some random moves with characters and never sure how to replicate them. Only played the game for one evening so far but it's damn fun. These are surely some good beginner tips tho and a good reminder for myself to keep focusing on the opponent. Would love to see you cover more stuff in Rivals!
Great Rivals vids! especially for me as ranno main. A guide on the movement options in the game and how to practice them would be great as well!
another great video, glad to see your viewership is already up
Another amazing video, keep up the great work!
Awesome video, really appreciate videos like this that talk and touch up on some really important things. helps me not get tunnel vison when playing!
To add onto the last tip, there are 3 common things people do when landing with an aerial and this is how you beat it.
1. They will dashback like in the video, so you have to DASH PAST where they were and overshoot an attack or grab.
2. They will sheild immediatly after landing so trying to react with an attack will be really hard so go for grab if you think they are going to sheild.
3. They will do an immediate option such as another aerial, jab, tilt, spotdodge, roll, etc after they land and this beats the previous options so in this situation you just take space and wait and see what they do and then react to their next option.
A lot of players will have their favorite thing to do after landing so you can really exploit some players if you catch on. Good players will constantly make you guess on which of these options they are gonna do after landing
The 4th common option after landing with an aerial is holding down it works really well against people trying to whiff punish your landing
My 2 things coming from RoA 1 is ledge exists now and no wall jump out of special fall. Forget that all the time and try to edgeguard from stage.
Rannos recovery benefited a ton from going low, robing to the wall, wall jump out of special fall then you could stall with tongue, bubble or DAD then upB. Dozens of SDs already from trying to do that.
Yeah Rannos recovery got hit hard sadly
@@ofischial he definitely feels like he should try to recover high now and go for a plat cancel on the down angle of upB as the go to. Everything else seems to get punished hard.
Been really struggling with loxodont. So floaty that the combos stop working at mid% and recovery is so good unless I'm missing something. Probably another kill confirm I should be trying instead of dtilt-dacus/fair
As a kragg Main, I haven't been affected by the wall jump change, as kragg can still wall jump out of special fall. This applies if you used his short boost, either by using up special when you have already used your pillar, or if you press special after activating side special, which also initiates the short boost.
@@carthagegaming5545 the Ranno lox match up is cursed. It’s so hard to kill him and impossible to edge guard. Always make sure to get a small stage to help with killing him
@@ofischial glad to know it isn't just me!
Exception being Fors smash attacks, first hit can be combo a starter/extender.
This is great man especially for new players. Would love to see a Kragg guide some time!
Excellent video for transitioning to intermediate play!
Immaculate guide
13:30 Lots of players are transfering to this game from Multiversus where shield doesn't exist and dodges are the only evasive option. I can always tell when I'm fighting a Multiversus player because they air dodge at me.
Shields might come in MVS soon. Lol
Same with people from Brawlhalla (me), it’s proven to be a very bad habit
@HighLanderPonyYT yeah I just meant it currently doesn't have shields so people that only play MVS are used to it. The shield test was really good but we'll probably have to wait until mid-season 4
@@MindGobby yeah shields are a whole new dimension that you have to learn. My friend who only plays Multiversus is struggling with it
I come from Multiversus and the amount of airdodges I do is insane lmao. It's slowly getting better though.
I’m using your channel as my introduction to fighting games(I lost 300 rating so far) hopefully your channel changes that for me 🙏
Sometimes you gotta lose before you start winning! I hope my videos can help
You should eventually make a video for us ultimate players getting used to the new style of platforming
This is one that I have on my to do list!
These ones are actually helpful 🙏
I feel like missing techs is less of a bad habit and more a skill/experience issue. The habit part would apply more to what you do out of successfully or unsuccessfully teching. Like do you always stand (tech in place), roll away, get up attack, etc. Similar to the tip about using ledge special too much. Funny story; was in a free-for-all match and a Kragg player was only using ledge special, so I and another player were basically taking turns parrying it.
Also, something not mentioned that I see my friends with mostly Smash Ultimate experience do is not directional air dodge as a recovery tool enough. I've been slowly improving at doing in myself, but coming from Ultimate where directional dodge off stage is a death sentence for most. It can be tough to get used to.
New player here - very good video. You already gave me 13 ways to improve, since i'm probably guilty of doing all of them 😂
Like others said: great content - easy to follow, pleasent voice. Thanks for sharing!
As a suggestion for future content: as you pointed out "movement reigns supreme". Maybe you can dive deeper into the different movement techniques more advanced players use.
Movement guide is already in the works!
I always played plat fighters casually, they're very complicated games, but yeah, this is the first one I caught before release and I really want to commit to getting good at it. That being said, I think I just have to work on motor control. The shorthop window for a button press is incredibly tight in this game, on top of that I notice another bad control habit is when I want to just do an f-tilt I end up dash attack most of the time instead. I'm more adjusted to traditional Fighting Games, where the control stick is not nearly as precise a factor as it is in plat-fighters. DI is something I've seen not even people who are familiar with the scene agree on, so that precision alongside the fact that most top level players in melee have custom modified controllers compared to Trad-Fighters having Arcade sticks and normal controllers at top-level play, just tells me that generally the control side of Plat-fighters is easily one of the biggest hurdles to it.
Plat fighters are hard! Luckily rivals 2 is the most accessible controls wise. Most top players just use and Xbox controller. You can bind short hop and full hop to separate buttons if that helps! Also a lot of people choose to change the right stick to tilt attacks to make it easier to perform and use a specific button for strong. Maybe I’ll make a controls video in the future!
I put shorthop on LT. Also makes wavedashing a lot easier.
would you ever make video on the special mechanics of the game and how to do them, like wave dash, wave land, etc. You explain things really well and I feel like youd explain them really well
Thanks! Planning to do a movement guide in the future!
Real quick! A big difference between a bad habit (lets say using Full Jump) vs. Full Jump as a true tool to do intentional things such as conditioning or as a genuine jump mix up, is all a matter of intention and if you're consciously using it or not.
@@MusicalMike absolutely! It definitely is a great tool but not something to do constantly
These are some cool and useful tips! Can you teach us how to FH properly? 🔥
Wtf I didn't know about Ranno's special pummel adding all the poison stacks.
Great vid boss
I dare you to try this request:
Player one: ranno
Player two: zetterburn
Player three: ranno
Player four: zetterburn
Player one: green team
Player two: blue team
Player three: green team
Player four: blue team
@@TributeClub-kd1dn what does this do?
It’s a CPU battle request
Hey just played your Zetterburn, I was the Loxodont tryintg to cheese you with Air armade haha. Super happy I got to play you, ggs!
Oh boy my zetter is trash lol ggs!
You are a good teacher. Got a Sub from me.
Good tips man!
love the vid! please do more videos about improving in rivals 2.
That’s the plan!
I have beat every one of these habits out of my brain over the years of Melee, so I'm happy to say I don't have any of these.
But that means I also need to go outside and get some more sunlight
Last bad habit to break: being a smash player 😞
Love the rivals videos. One thing I’m struggling with in this game is proper shield pressure. Without shield pokes it seems difficult to establish proper shield pressure. Landing a late Ariel on shield still leaves you at disadvantage in this game so I’ve been trying to space further in front of shield or trying to get behind someone’s shield. Better players are punishing the latter option. Would like to know your opinion
@@michaelbodrovics3583 honestly I’m still figuring that out too. It definitely seems like it’s match up dependent. I think empty hop grab is pretty good in this game because shields are so good
sir do you know the fastest way to grab the ledge to prevent recoveries? In ultimate you just roll the stick quarter circle but in this game I can't figure it out. Pls help tysm also liked
The fastest way to to face towards center stage and wavedash back. Another option is to just rar short hop. There is a tech on twitter right now about shield pivoting that is fairly simple to do as well
run towards ledge and turnaround shield will grab it instantly
Keep up the good work!
I haven't ever tried to take a platform fighter so your Rivals Of Aether 2 videos have been very useful. How do you become an esports coach?
Great video
I'm going to have to disagree with point 2. While not as strong as in melee you still have drift / fast fall mixups from full hop which are really good
@@loganreidy7055 yeah full hopping is definitely good. Just wanted to get across to newer players that short hop is super good
Any way to tell when I went from the hitstun state to the tumble state (mid air after getting launched)?
I find it impossible to tell those apart, making recovery frustrating and making figuring out whether I can still recover after being whooped total guesswork.
You kinda just have to feel it. You can also “wiggle out” of tumble by moving your left stick back and forth. This will reset you character to a neutral airborne state once hitstun is over
Love the videos but I do think you left out the importance of pummel 50/50s with special pummel and regular, and also the fact that (I maybe mistaken) all characters have tech chase down throws. I play ranno @1300 and i get most of my % by pummel mixups and down throw tech chasing
OH YOU DID TALK ABOUT IT WHAT A GOAT
I like the content, but for bad habits being hops, edge guarding, tech chasing. For a experienced player sure it makes sense. These are all mechanic that require a ton of time practicing and learning match up specifics. I wouldn't expect a new player to know how to properly execute these.
Explanations were solid and gave a good visual or good methods too.
he coaches pros, not timmys
@deividgonzalez4471 Even if that's true, the video's goal is to be infomative and should note complex mechanical errors or bad habits versus new player mistakes. Most pros have their feedback channels and as such are not looking up youtube video's on bad habits. Not to discount the value of the information provided in this video.
Big fan bro
W video. I’m trash silver but determined to get to diamond
You can see exactly when invincibility starts and ends if you turn on hitbox visualization in the training mode settings
Your videos are helpful as fuck thanks doooooooood
subbed
subbed baby
Great content. Have you ever considered going over the netural triangle or other topics related to that?
A neutral video is definitely one I want to make in the future
any tips on how to apply wave dashing to my gameplay like i just kno w the basic cancelling into strong.
the two biggest issues i have in any platform fighter are edge guarding and anticipating movement. first of, edge guarding. yes, it is really good. but being off platform is scary and made worse with someone who struggles to recover. to ask me to WILLINGLY jump off of safety and try to kill someone is not easy. especially when it comes to the second point. anticipating movement is a skill that takes time to build. i am not the type of person who likes to guess. i prefer to be reactionary. but reacting isnt always easy, especially in faster games. plus, all the reaction time in the world wont help me if they throw a move faster then anything i can throw out. i guess what im trying to say is... i suck. back to the slow grind called improvement.
Platform fighters are hard! As you keep playing you will naturally improve at these things. You got this!
Hi there! I want to iron out my gameplan in this game, you said you do some teaching in this game? There a place I can contact you more in detail about it?
I know this doesn't mean anything to someone who comes from Smash, but almost everything you covered didn't exist in Rivals 1: no shields, no grabbing, no ledge grabs; so it's not surprising to see Rivals 1 players not doing some of these things. Unfortunately, no numbers were given, so telling people to not do everything "too much" would probably be better phrased as try to "vary your attacks/etc." Maybe I'm alone on this, but I think it's more important to learn to control your movement, than to just spam movement in front of the opponent. So many people like to spam movement and show off (as you touched on people like to watch themselves move around, and focus on it), that I catch people all the time who are doing this, because they no longer have a way to react to me. I hated "tech chase chain grabs" in Smash, finding out it was coming into Rivals 2 killed most of my interest in the game unfortunately. It's incredibly uninteractive when it's happening to you; I really hope people aren't abusing this on new players, that will be a quick way to kill the playerbase.
Tech chase chain grabs are limited to one regrab and then it will auto break the grab on the second regrab. The only way to avoid this is landing a pummel which is interactive in this game
Can you give me your controller mapping setup? I'm using a xbox elite controller coming from a long smash bros background and really wanna optimize for rivals
I especially find teching super hard. I just try to mash the shield button, but i almost never hit it x)
if you mash the shield you'll not get the tech, try to hold it pressed just before touching the ground
do not mash it jus hold it slightly before u hit the ground
I love you
I have a crush on this guy
Hi, I have a question about Ranno and his wall jump, i can't hit a wall jump after my Up B when i'm freefalling and i wonder if it is just me the problem or if Ranno can't wall jump while freefalling ?
he can only walljump if you do the downwards second part, not just the straight up
@@duncanmcmanus6908 oh, 'cause i can't do it online lol, i guess i don't do it quick enough, thanks!!
One of the bad habits is subbing? My b
I hate to ask but can we get a Fleet combo guide? If you play the character ofc
YESS ANOTHA ONE!!
No mention on the parrying? Feels necessary against some matchups(mainly zetterburn)
Legend
no u
Coach me king
I'm not teching because the timing is tight af. Lol
How did you voluntarily trigger tumble animation in the tech section?
@@DoUbLeH9 taunt in the air! It’s untechable though
I’m a long time SSBU player and while most stuff seems to transfer over quite well, I’m really struggling with IRARs in this game. Does it just not exist or is there a different way to do it?
honestly same though. I think it might just not exist tbh
Same, I find myself having to delay the inputs to get RAR out, it's an adjustment for sure
How do you put yourself in a tech situation in training?
If you hit the taunt button in the air it puts you into freefall
Taunt knocks you down mid air, but you can’t tech it. That is why I set the training dummy to just up smash me on counter
Directions unclear on the tech thing. (Number 9). When do I hit the shield button after getting hit?
@@hadesisbetter
Right as you land!
Right before you land. If you have already hit the ground or wall, it's too late
The fact that "Not Parrying" wasn't mentioned truly saddens me, as it is a game changer when it comes to dealing with projectiles, and conditioning your opponent. But for whatever reason, nobody seems to use them.
10:23 it says the move is active
"AND THOSE LAST TWO TIPS ARE THE MOST IMPORTANT FOR ANY FIGHTING GAMES"
Oh finally some stuff that might not be for people who never played sma-
"Look at your opponent"
fml
Lag or recovery time?
dash dancing opponents are the most annoying thing, they don't usually give me any trouble but for some reason it's infuriating. I understand why sakurai put tripping in brawl
you bet i do at least one of these habit but havent considered my 2.5k hours in smash and competitive history in the game
Go off king
I like the video, but u might want to "tik toktify" ur video by editing it and not just talking while playing. Really good video, but I know some people wont watch it cause of that
I meant overly edited*