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elpe
เข้าร่วมเมื่อ 24 ก.ย. 2011
4 time Top 50 Rivals of Aether player
This mechanic is BROKEN in Rivals of Aether 2
I am ending the debate of crouch cancelling and floorhugging right now.
Biobirb's video th-cam.com/video/Pyzfp01XVyE/w-d-xo.htmlsi=fUMRLCwvSql6ZZwg
x.com/elpelpelpe
Biobirb's video th-cam.com/video/Pyzfp01XVyE/w-d-xo.htmlsi=fUMRLCwvSql6ZZwg
x.com/elpelpelpe
มุมมอง: 6 451
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you can also ledge cancel up b if you're crazy with it
I can tell these people didn't play melee...CC/ASDI down IS the game. People literally hold down on the right stick while dashdancing bc its so gd strong... I can see how, as a rivals 1 player, never having to deal with it b4 then expecting to be able to hit them the same in this game, could be a huge letdown/turnoff. But as a melee player, we just see "same shit different game" and we really arent turned off/affected by it as much. If i see my opps crouching, im grabbing. but thats the melee in me. Rivals 1 was verrry fast and basically a game of who could murder who faster, with very few options for the defender to survive once in the vortex. I think theres def some middle ground here, but removing the mechanic is not it. for people saying "I can only use certain moves in neutral"... Stop. Thats a SKILL ISSUE. just use the moves that work and stop doing frame negative shit that can be ccd/floorhugged. Shields are very similar and I've seen people complain about that as well. you have to space, think, and not just roll the c stick in the direction of your opponent now. I agree this game is a massive improvement on the platform fighter strategy, but its A LOT more like smash than rivals 1 and i think thats why Rivals players are struggling. PS: This is my opinion....I love everyone and im really enjoying the game!
"It's literally weaker than it is in Melee and PM." Oh, pardon me, I was under the impression that you were talking about Rivals of Aether 2. Was it actually about Melee and PM? Are we playing those games right now? Did those games have microtransaction stores and battle passes instead of tutorials? For someone deepthroating the mic and acting like a pedantic know-it-all, you're the one who didn't watch BioBirb's video. He quite directly goes over the list of counterplay options, which include: - Spike moves (I hope your character has a safe one to throw out!) - Grab (and potentially deal with pummel RPS) - Contort your entire strategy and give up any semblance of pressure to deal with the mere possibility of your opponent tapping down on the stick at the moment he gets hit You must also consider that being forced into doing this as the defender is not fun, since I either tap down like a monkey or your opponent gets to do real combos. Counterplay is not a mandate from Mount Olympus that makes something right. As I once saw a wise man put it: "the existence of a solution to a problem within a system does not mean there is no problem."
This song is such a fkn banger
This video is real and it cured my cancer fr fr
I don’t care what fancy name gen z comes up with I’m not calling it floor hugging
Hey Elpe, do you do paid lessons?
I do! DM me on discord or X my username is elpelpelpe on both
Yo, is elpe a Nelward fan? Unbelievably based.
Wait hol up I need this in my life. The video and comments make me feel like I missed out
I wanna learn how to play her so badly, but don't even know the first thing about wavedashing lmao
Coughing baby vs Hydrogen bomb
as much as all these are new and seem like amazing things to use, idk how to apply these things in my gameplay!
I love good advice from a rivals 2 veteran 🙏
MAYPULAWESOME
You're just correct and everyone who disagrees is wrong and dumb.
1 billion zetterburns or one of every pokemon?
My wrists hate me, BUT I MUST MAYPUL
I haven't gotten the game and I already know that all of your points are dumb. Now I'm not a scumbag so I'm not gonna say you're dumb because of it. But all I want you to realize is forcing to only grab your opponent isn't fun.
After the game is out for a bit longer and most of the Ultimate kids move on, I guarantee “floor hugging” will hardly be mentioned at all
What a crazy ass character. I'm sold. Great fast tutorial. When I saw him turn invisible, I thought something was wrong with my graphics. 😂
I will never forget first time playing in a tournament. I was a military brat and I was living in Korea at the time. Randomly I saw a smash tournament was gonna be at the mustang center, so I signed. Finally I get there and my first opponent was a the 8th best. Got demolished but that’s what gave me the inspiration to get really good at this game. Then I actually started doing good at ngl, those were some of the highs of my life so far.
Good tips & examples. Thanks! You should record in 60fps.
plz upload Maypul gameplay, doesnt even need to be edited, there arent top level Maypuls streaming nor youtube videos
I'm basically on the ground of the rivals 2 skill ladder but maypul just feels right, even though she's harder to play than most of the cast and i'd be better off learning the game on someone easier i'm adoring her kit too much
I was gonna play Clairen in Rivals 2 but I quickly switched to wanting to play Maypul just before the game released because of the level 50 skin lmao This guide was super helpful cuz I've never played as Maypul before, even in Rivals 1, so learning the simple stuff from this is great
it's "low skill floor", if what you mean is that as your skill decreases, you can perform worse than other characters at a low level.
high skill floor means it's a harder character to pick up and be decent with
@ nope.
no, you dont actually "have to time it" correctly to floor hug. You can simply just option select it because SDI down isnt an option with a lockout window, and because the exchange happens on hit instead of directly before its kind of trivial to control for. This is already in a game where you can't counterpoke anything and there's little reason to actually space anything.
really good vid! Thanks for explaining neutral as well
Honestly, new to Rivals 2, never played Rivals or Melee or PM. Maybe casual Ultimate trash. BUT - Rivals 2 is so insanely fast and disadvantage basically STARTS if you so much as shield against half the casts buttons, so if there is something I can do to maybe get to play the game that stock, hey I'm all for it
>calls bio's video "a very opinionated and misinformed take" >makes an equally opinionated video misrepresenting many of bio's points Online discourse in a nutshell.
I think it should be more like if your attack gets crouch cancelled your faster frame moves should come out a few frames later. So you could shield a combo, grab or read the shield punish your opponents going to attempt. Where it is now just makes some moves not feel good in nuetral when their poke tools. Though through a few balance tweeks in the future this is probably going to be slightly tweaked to feel better to play with in those moments.
People don't get mad because "they watched one video". I played the demo. I didn't like the fact that anyone grounded could always counter me. Your video is frankly uninformed. In fact, you neglected to mention a SINGLE reason as to why it SHOULD BE IN THE GAME. It's not fun, you just talk about how to play around a mechanic that isn't fun.
first off, this video was very poorly made and you should feel bad about it. second, the issue people have is not CC. The issue is FH. At low %, half the moves in the game are not safe on hit when spaced. That's a problem when the moves that aren't safe are combo starters. This game is just grab grab grab because of this.
Exactly this and i definitely hate how a lot of early to mid % scrambles start turning into big grab fests because its one of the most consistent ways to even deal with FH. It really just becomes obnoxious and unfun after a while.
why are people conflating crouch cancelling with floor hugging
Looks idiot anyway
You're explaining how it has a counter but not how it make the game better or more "fun". Then you undermine any negative opinion by reducing it to it being a "skill issue". Not a good look.
The majority of the complaints are from new players.
And? Even if it's a skill issue, leaving it at that is just gatekeeping.
"That was easy." You underestimate how crappy some newer players can be. I still haven't the vaguest idea of how to do this, let alone consistently pull it off. If I hit someone, I should have the advantage. We already have reversing mechanics like shield and parry, what was the need for this unintuitive and arcane mechanic on top? Genuinely wanna know. Even the arcade hard boss seems to do it and I can't beat this shit. I've been at it for over TWO HOURS. I tried several things, nothing worked. No boss should be this hard.
It's so aerials aren't too good, weak hit moves don't overwhelm neutral and players have more advantage at low percents.
Thx for the summary! I learned more from Hyperflame's vid as well and I understand it better now. I still think they could take another look at it. Esp. ASDI working at 180%+ and such.
CC is not a problem, but floorhugging after a missed parry or during a roll/spotdodge has been and always will be strong. I definitely see the benefit in nerfing it in that regard, but even so, there is still counterplay, and your opponent does have to get hit and then time the input in order to do it anyway. I'm coming from being both a Rivals and Melee player, so I'm not exactly biased toward either one, but I'm fine with floorhugging remaining as it is or being reduced. Just don't outright kill it.
I would hesitate to label the others video as misinformed. Just because a mechanic was present in P+ and accepted doesn't mean it must be good or liked by all. You have to consider BioBirbs main background is Rivals 1 (or at least he played that most recently.).in Rivals 1 I can't think of any move that is minus on hit. In project plus there are some moves that are punishable on hit unless L-canceled. Plus the introduction of shields when rivals 1 didn't have them introduces even more ways to be punished for being aggressive. My feeling is that BioBirb just doesn't like playing a fighting game where you can be punished for aggression, especially when the number of moves that can break that CC or floor hug is a bit more limited than desired. I think everyone is allowed to have preferences and the heat in both videos is fully unnecessary. In honesty because rivals 2 is so different than rivals 1 I have a strong feeling as if rivals 1 will continue to live on or that rivals 2 may introduce a sort of classic mode in the future.
Appreciate this and also worth mentioning my background is basically every plat fighter in existence including melee/PM lol.
CC should be removed because I jabbed an orcane holding crouch for 300 years and he down stronged me. It's obviously NOT me!
You’re kind of already approaching this from the wrong angle. Saying “this doesn’t need to be a deal breaker” and “this is just a skill issue” invalidates any negative opinion held by anybody regarding the mechanic, even if it’s just conceptually. There’s no actual analysis here of why CC/FH is necessary to the game flow, nor is there an exploration or even theorycraft of how the game would be differently balanced without it, potentially even better balanced without it (plenty of platform fighters get by without the mechanic, why are their successes and flaws dealing without it not discussed?) I don’t love CC/FH. I think it’s a mechanic born of Melee/PM loyalism, and you can’t really make the excuse that people should like it in Rivals 2 because “it’s not as strong here.” That’s not what people care about. I think you’re actively doing both your side and the side you’re against a disservice by coming at this at an even more surface level approach than Bio did. I don’t believe this video will help change the mind of the already extremely niche subset of people who are turned off by the mechanic. Don’t normally interact with videos like this, but felt the need to talk on this here because you’re just doing what Birb did, and for a person you felt was making a heavily opinionated and misinformed video, this video also felt heavily opinionated, and actively ignorant to the actual intent of the video you’re responding to.
The vast majority of complaints are from new players who don't understand the mechanic, hence the "skill issue". The devs of the game like CC/FH and designed the game and moves with it in mind, it's not some loyalism. Plenty of the complaints are that it is too strong, when it's definitely not. Another complaint is that it feels bad to get hit when you get your opponent, which I can understand. However, instead of just saying "thats stupid and feels bad" it should be a "what can I do to avoid that happening". But alas reddit exists so people think they're experts after the games been out 2 days.
@@Oakwin_mb What is the counter play against floor hugging? CC I can understand and have come to accept as a mechanic bc it just is another form of shielding an attack in my eyes but floor hugging just doesn’t seem right to me. I am new to Rivals and these mechanics but I can’t wrap my head around it.
@@Oakwin_mb 1. The video is in direct response to BioBirb, not "new players." If your instinct is to demean new players because they don't get a mechanic and aren't willing to learn it to experience a game, a matter of their own personal opinion, you're a bad person. 2. It's absolutely loyalism because, as you said, this game has CC/FH because it's in the games they like, despite it being one of the most contentious aspects of mid and high level Melee and PM. Plenty of games get by without it, but it's inclusion here is because it was done in these games, not because there is no alternative to them. 3. On "this feels bad, so I'll learn counterplay," this is a mindset exclusive to people who are already dedicated to learning the game. In the hypothetical reality where swaths of new players are discouraged from sticking with the game because of some innocuous video about a mechanic the author doesn't like, these players don't have this mindset. Which, by the way, is not a bad opinion to have. Not wanting to deal with things you don't like is one of the prime pillars of being autonomous.
@@divinemusa8731 FH is directly counterplayed by the same things that counter CC; certain spiking moves, such as most character's down airs, as well as grabs, which are pretty strong in R2. Reading and anticipating FH also allows you to read your opponent's tech, or lack thereof, and punish them even harder for holding down. There are situations where being knocked down/forced to tech could be disadvantageous, so FH is also position-dependent.
So that what those arrows mean
"it's in melee guys 🫵😯, we have to put it in the game!"
Please use your head for more than 2 seconds I BEG you
Bios video mentions 3 forms of counterplay to floorhugging/crouch cancelling, if you think he did not mention any forms of counterplay you need to rewatch the video. If you still cant find it after rewatching it then i can provide timestamps to help.
I think he's aware, I think he's just misrepresenting BioBirb to make his arguments seem irrational and emotional to push his "Skill issue" narrative.
@@MiaoNyaim gay
@@doomeyay I'm happy for you man.
@@MiaoNyajust like how biobrb is misrepresenting this mechanic to make it seem like the entire game revolves around countering floor hugging
@@MiaoNya Damn.
Currently the most consistent way for me (a not so good player) to counterplay people who know how to floorhug is to play Grabs of Aether. I don't want to spend my time playing Grabs of Aether, and the promise of a deep game on the other side isn't enough to make me want to play Grabs of Aether. Game's not for me.
First off, he mentioned the counterplay. That was part of the problem, if you don't punish someone with a spike or grab, they punish your punish. Second, it doesn't make the game better, in invalidates a bunch of moves making the game shallower and more boring. Third. Crouch Cancel can't be done at any time during any state. It's a low risk counter that trades % for frame advantage and requires you to crouch in advance. Floorhugging can be done at any time in any state, including a failed parry, a roll, or mid attack. This "Mechanic" is caustic to competitive play, I can think of a single fighting game where you can interrupt your opponents combo and that's guilty gears burst, which is limited by a gauge and can't be done constantly. Additionally, there's counter play to it that's more than just "Only using certain attacks". if you predict it you can block it then continue your combo. Being able to do it at will as many times as you want is just awful.
It's like parries in third strike kinda
The problem isn't the floorhugging or the CC The actual problem is that the game plays nothing like Rivals 1, and that one fact basically recontextualizes the reason we got here in the first place. Players who expected or supported a sequel to Rivals are left without a direct sequel, and the response to CC and FH since the early betas has happened as a direct result of the differences between RoA1 and RoA2, and the expectations of the playerbase who played and enjoyed RoA 1.
ay, someone had to say it :P
As a new player I don't understand anything of this terms and mechanics 🤷🏻♂️