Here is a list of everything I missed and/or I was wrong: - His Down Special is Consume, it doesn't do anything by itself, but when near a smoke cloud Forsburn consumes it. (This information is obvious from watching the video but I never explicitly explained it) - There is a limited amount of smoke clouds you can fill on screen. It's roughly 2 full smoke spews from his neutral special. Any smoke cloud created afterwards will make the first smoke clouds produced progressively disappear. - The camera might follow you and your clone while you're inside the smoke. This might sound terrible for Forsburn but, in practice, it's hard (if not outright impossible) for the opponent to use this information against you since the camera also follows them, it follows both the real Forsburn and the clone and because of how fast paced the game is in general making it hard to pay extra attention to the camera movements. - 2:37 You also become visible in the smoke when you crouch, grab, shield, spotdodge, parry and roll. You stay invisible if you airdodge which, by extension, includes wavedashing. - Doing a ledge getup special while the clone is out, will make the clone disappear. - 2:53 Side Special will no longer play a sound when used behind smoke. This was a bug and it was fixed in the launch patch of the game. - Your Super Clone disappears when you do a getup special. This doesn't happen with the regular clone because you either need to get hit to fall to the ground (the clone disappears when you get hit) or you need to force a tumble state by pressing taunt in the air (which will make the clone disappear as soon as you touch the ground). - Fully charged neutral special restores your double jump. (Thanks to @Caveman_XD for reminding me of this) - 12:40 While it is true that you can't decide on your super clone's attack when pressing the special button, the attacks that the clone does aren't random. It depends on the clone's position towards the opponent as well as if the clone is running, walking or in the air. Borrowing @xdCloudxd1996 wording, "it's related to the closest cardinal position of it compared to the opponent". This means that if: The clone is on the ground and sees the opponent in front of him, it will attack with a Dash Attack or Foward Tilt (DA = the opponent is a bit far way where FTilt doesn't reach, clone is in its initial dash frames where it's not able to FTilt, the opponent is diagonally above the clone; FTilt = Close to the opponent, when clone is walking, in the end of the initial dash animation and it's close to the opponent); Clone on the ground and opponent above = UTilt; Clone in the air and opponent above = UAir; Clone in the air and opponent in front of it = Fair; Clone in the air and the opponent behind it = Bair; Clone in the air and the opponent below it = Dair. The Super Clone could attack with Dtilt and Nair in the Rivals 1 but I wasn't able to trigger either of those in this game. - Super Decoy's detonation is stronger than the regular one.
you also become visible when you crouch in the smoke to prevent not being able to see CC (so also matters when wavedashing since if you do diagonal down you are crouching). great video !
@@owoverkix1926 You're correct about crouch being visible in the smoke so I'll add that to list of things I missed. You're incorrect about wavedash unless you hold crouch before and/or after your wavedash. Btw, you can wavedash by holding the left stick horizontally because of this game's wavedash buffer that starts when you're in jump squat. Thanks for watching. 👍
@@guidobaldopulcini One other useful tip I wanted to add, that I can't remember if you covered in the video, is that Up-B'ing to ledge while above it will automatically snap you to ledge instead of doing the explosion hitbox before grabbing it. It's amazing to safely recover without worrying about being parried and punished 👍
@@watotodile I showed that in the video when recovering but since it has little to do with the main point of the video, which is Forsburn's gimmick, I did not go out of my way to explain it. Still, I definitely agree that that's a very useful Fors's tech.
Wow, I've been Rivals on and off (mostly offline with friends spread months apart, never an online warrior) for years, ever since Etalus was added to RoA 1, and never knew you could hold special to make the clone not jump! That is actually crazy useful tech to know now... really appreciate the video dude!
Most of his buffs in the launch patch were to make his moves more effective, but one thing of note is that his side special no longer makes a noise when used behind smoke, making it easier to be tricky with.
Really cool guide! What would make it even better is if you added chapters to the video, so it's easier to come back and watch whatever part without having to dig through :)
Im a little late, but the Super Clone attacks are not random, its related to the closest cardinal position of it compared to the opponent: under = up - air above = d - air so on and so forth
You're absolutely correct. That was my fault for oversimplfying the explanation. Like you're implying, if the clone on the ground sees the opponent in front of you, he won't suddendly attack behind it, it will just attack in the direction of the opponent. I'll add that to the things I missed in the pinned comment. Thanks for the feedback and for watching. 👍
You're absolutely right! I completely forgot to include that in the video even though I wrote it in my notes. Thanks for the feedback and for watching the video. 👍
6:05 I don't really think it's a bug. It might be the attack that killed the clone that also makes the smoke disappear as soon as it comes out of it. So unless it's a super clone this mechanic is pretty useless.
I wish I had recorded the rare times that happened to me while labbing the character for this video (I was doing with maypul's jab1). I wasn't able to replicate since I didn't understand what was causing it but I still mentioned it in the video since a friend of mine also noticed that happening while playing. I won't rule out the possibilty that both of us are wrong tho. Your explanation could be the cause of it. Thanks for watching.
Thanks for watching the video. I want to preface by saying that I was never what you would call a high level player in Rivals 1 so my opinions on meta might not be the most well-informed. With that out of the way, for me he feels weaker than rivals 1 but not weak. Rushdown playstyles feel very strong in rivals 2 which is way I think Wrastor, Maypul and Zetterburn are the best characters in this current build of the game. Forsburn combo ability and kill power feel weaker. DTilt only sends the opponent upwards at the tip of the move, Sourspot Dair was nerfed hard and he doesn't benefit very much from his throws. Some of his hitboxes are weird too which hinders his neutral and combo abilty like his Nair which can somehow send the opponent backwards with its final hit. But he still has his disjoints and his smoke/clone shenanigans, his combo game is still good and he now has a reliable way to to recover horizontally without relying heavily on his smokes and teleport. The game is still new and I've only been playing it for a week which means that I'm still learning and adjusting to this new game so don't take what I'm saying very seriously.
Great guide! It’s very sad to me that the super clone dies to anything, makes it much harder to justify One thing I didn’t fully understand was how while grounded onstage, you sent the clone offstage. Was that also by holding special like you do to delay the jump?
@@morimementos It was by holding the special button, yes. If you hold the special button while the opponent is offstage, the clone will go offstage to follow them (without jumping). He will fall to the bottom until you let go off the special button in the same manner as the clone's delayed jump I showed in the video. I suppose I could have explained and demonstrated it better. My bad.
@@guidobaldopulcini no that’s not on you at all! I just had some vague memories of times I tried to send the clone offstage without success, so I just wanted to be sure
As a zetter / forsburn main, he generally feels like the fox of the spacies. Fox's lasers forces the enemy to push you, this corrilates well with forsburn's smoke / clones, as often times when you smoke the entire stage, the enemy starts to feel clostriphobic and just throws random attacks leaving them open, this convinces them to play more aggressively against forsburn, giving him easy opportunities for nair, dair, and bair really well because their disjointed, and reward him when he's running away, and bair does alot of damage. Zetter burn's laser often stop's enemies from moving, and allows him to do offensive mix ups with feints and empty shines to leave the opponete open and basically punish with his heavy hitter attacks, such as dair and fair.
Here is a list of everything I missed and/or I was wrong:
- His Down Special is Consume, it doesn't do anything by itself, but when near a smoke cloud Forsburn consumes it. (This information is obvious from watching the video but I never explicitly explained it)
- There is a limited amount of smoke clouds you can fill on screen. It's roughly 2 full smoke spews from his neutral special. Any smoke cloud created afterwards will make the first smoke clouds produced progressively disappear.
- The camera might follow you and your clone while you're inside the smoke. This might sound terrible for Forsburn but, in practice, it's hard (if not outright impossible) for the opponent to use this information against you since the camera also follows them, it follows both the real Forsburn and the clone and because of how fast paced the game is in general making it hard to pay extra attention to the camera movements.
- 2:37 You also become visible in the smoke when you crouch, grab, shield, spotdodge, parry and roll. You stay invisible if you airdodge which, by extension, includes wavedashing.
- Doing a ledge getup special while the clone is out, will make the clone disappear.
- 2:53 Side Special will no longer play a sound when used behind smoke. This was a bug and it was fixed in the launch patch of the game.
- Your Super Clone disappears when you do a getup special. This doesn't happen with the regular clone because you either need to get hit to fall to the ground (the clone disappears when you get hit) or you need to force a tumble state by pressing taunt in the air (which will make the clone disappear as soon as you touch the ground).
- Fully charged neutral special restores your double jump. (Thanks to @Caveman_XD for reminding me of this)
- 12:40 While it is true that you can't decide on your super clone's attack when pressing the special button, the attacks that the clone does aren't random. It depends on the clone's position towards the opponent as well as if the clone is running, walking or in the air. Borrowing @xdCloudxd1996 wording, "it's related to the closest cardinal position of it compared to the opponent". This means that if:
The clone is on the ground and sees the opponent in front of him, it will attack with a Dash Attack or Foward Tilt (DA = the opponent is a bit far way where FTilt doesn't reach, clone is in its initial dash frames where it's not able to FTilt, the opponent is diagonally above the clone; FTilt = Close to the opponent, when clone is walking, in the end of the initial dash animation and it's close to the opponent);
Clone on the ground and opponent above = UTilt;
Clone in the air and opponent above = UAir;
Clone in the air and opponent in front of it = Fair;
Clone in the air and the opponent behind it = Bair;
Clone in the air and the opponent below it = Dair.
The Super Clone could attack with Dtilt and Nair in the Rivals 1 but I wasn't able to trigger either of those in this game.
- Super Decoy's detonation is stronger than the regular one.
you also become visible when you crouch in the smoke to prevent not being able to see CC (so also matters when wavedashing since if you do diagonal down you are crouching).
great video !
@@owoverkix1926 You're correct about crouch being visible in the smoke so I'll add that to list of things I missed. You're incorrect about wavedash unless you hold crouch before and/or after your wavedash. Btw, you can wavedash by holding the left stick horizontally because of this game's wavedash buffer that starts when you're in jump squat.
Thanks for watching.
👍
@@guidobaldopulcini One other useful tip I wanted to add, that I can't remember if you covered in the video, is that Up-B'ing to ledge while above it will automatically snap you to ledge instead of doing the explosion hitbox before grabbing it. It's amazing to safely recover without worrying about being parried and punished 👍
@@watotodile I showed that in the video when recovering but since it has little to do with the main point of the video, which is Forsburn's gimmick, I did not go out of my way to explain it. Still, I definitely agree that that's a very useful Fors's tech.
You also didn't mention that when Forsburn uses charged neutral b and teleports into his smoke, it refreshes his double jump
Wow, I've been Rivals on and off (mostly offline with friends spread months apart, never an online warrior) for years, ever since Etalus was added to RoA 1, and never knew you could hold special to make the clone not jump! That is actually crazy useful tech to know now... really appreciate the video dude!
Thanks for watching, I'm glad It was useful. 👍
I hope this blows up because you did a really good job with this guide!
Thanks for the kind words. 👍
Detonating the clone as an edge guard was something I did not think of. Really cool application
Most of his buffs in the launch patch were to make his moves more effective, but one thing of note is that his side special no longer makes a noise when used behind smoke, making it easier to be tricky with.
Yeah, I added that to the list of corrections in the pinned comment as soon as I saw the patch notes. It's a very good buff.
Really cool guide! What would make it even better is if you added chapters to the video, so it's easier to come back and watch whatever part without having to dig through :)
That's a good idea. I added them.
Thanks for watching.
Most important thing, when you create a superclone, you can have them attack by pressing "Neutral B". Ice Climbers combos galore.
Can you choose what move the clone throws out?
@yawbyss981it automatically chooses a move based on where the nearest opponent is, eg. it will down air if the opponent is below it
Im a little late, but the Super Clone attacks are not random,
its related to the closest cardinal position of it compared to the opponent:
under = up - air
above = d - air
so on and so forth
You're absolutely correct. That was my fault for oversimplfying the explanation. Like you're implying, if the clone on the ground sees the opponent in front of you, he won't suddendly attack behind it, it will just attack in the direction of the opponent. I'll add that to the things I missed in the pinned comment. Thanks for the feedback and for watching. 👍
@@guidobaldopulcini You thought me a lot about the new clone behavior too!
Thanks for the amazing review of the mechanics.
Just what i needed
Btw, when you use neutral special while fully charged you get your double jump back even if you've used it :^)
You're absolutely right! I completely forgot to include that in the video even though I wrote it in my notes. Thanks for the feedback and for watching the video. 👍
Incredible guide
Needed this. I mostly just assumed there was black magic fuckery going on whenever he went in the smoke
Edgy hyena boi has some sauce
4:02 Even with the sound effect, I was completely bamboozled which one was the real Forsburn coming back to the stage
very useful guide!
One more thing that was missed! Using the empowered neutral B refreshes your double-jump, allowing for better recovery options.
Wow, this character has a lot of hidden sauce
6:05 I don't really think it's a bug. It might be the attack that killed the clone that also makes the smoke disappear as soon as it comes out of it. So unless it's a super clone this mechanic is pretty useless.
I wish I had recorded the rare times that happened to me while labbing the character for this video (I was doing with maypul's jab1). I wasn't able to replicate since I didn't understand what was causing it but I still mentioned it in the video since a friend of mine also noticed that happening while playing. I won't rule out the possibilty that both of us are wrong tho. Your explanation could be the cause of it.
Thanks for watching.
based and clone-pilled
Great guide commenting for the algorithm
It would be nice for the super clone to take 2 hits
Can you these breakdowns with all the characters?
Great video!
Sorry but I probably won't. If I ever do another video, it would most likely be about Forsburn again since that's my main.
Thanks for watching.
1 more thing probably everyone knows u can choose which clone u spawn as with both the getup specials if u hold left or right :3
Fantastic guide, thank you!
How strong do you think Forsburn is in Rivals 2? What are his pros/cons compared to Rivals 1?
Thanks for watching the video.
I want to preface by saying that I was never what you would call a high level player in Rivals 1 so my opinions on meta might not be the most well-informed. With that out of the way, for me he feels weaker than rivals 1 but not weak. Rushdown playstyles feel very strong in rivals 2 which is way I think Wrastor, Maypul and Zetterburn are the best characters in this current build of the game. Forsburn combo ability and kill power feel weaker. DTilt only sends the opponent upwards at the tip of the move, Sourspot Dair was nerfed hard and he doesn't benefit very much from his throws. Some of his hitboxes are weird too which hinders his neutral and combo abilty like his Nair which can somehow send the opponent backwards with its final hit. But he still has his disjoints and his smoke/clone shenanigans, his combo game is still good and he now has a reliable way to to recover horizontally without relying heavily on his smokes and teleport.
The game is still new and I've only been playing it for a week which means that I'm still learning and adjusting to this new game so don't take what I'm saying very seriously.
the camera following you around as you move in smoke tells your opp where you are!!!!
clone counter this a little
since the camera is less focussed because of more characters to follow
Great guide!
It’s very sad to me that the super clone dies to anything, makes it much harder to justify
One thing I didn’t fully understand was how while grounded onstage, you sent the clone offstage. Was that also by holding special like you do to delay the jump?
@@morimementos It was by holding the special button, yes.
If you hold the special button while the opponent is offstage, the clone will go offstage to follow them (without jumping). He will fall to the bottom until you let go off the special button in the same manner as the clone's delayed jump I showed in the video.
I suppose I could have explained and demonstrated it better. My bad.
@@guidobaldopulcini no that’s not on you at all! I just had some vague memories of times I tried to send the clone offstage without success, so I just wanted to be sure
Incredibly based.
i haven't been able to figure out how to get the 2nd hit on forsburn's strong attacks, like the one at 16:27
Im pretty sure you just use your heavy attack in the same direction within half a sec, 1 for the cloak hit second for knife
@@TofuTofa i see why it was wierd then, thanks. i dont have a bind for strong attacks so this was pretty unintuitive
As a zetter / forsburn main, he generally feels like the fox of the spacies.
Fox's lasers forces the enemy to push you, this corrilates well with forsburn's smoke / clones, as often times when you smoke the entire stage, the enemy starts to feel clostriphobic and just throws random attacks leaving them open, this convinces them to play more aggressively against forsburn, giving him easy opportunities for nair, dair, and bair really well because their disjointed, and reward him when he's running away, and bair does alot of damage.
Zetter burn's laser often stop's enemies from moving, and allows him to do offensive mix ups with feints and empty shines to leave the opponete open and basically punish with his heavy hitter attacks, such as dair and fair.
strong than in rivals 1
Bruh no workshop no purchase