Also, wavedashing is an intentional mechanic this time around. It has its benefits, but its execution and importance isn’t as severe as it is in Melee. Another aspect is wavedashing, while wavedashing is integral in competitive Melee, it isn’t as integral in this game. This allows you to punish because enemies who are parried will be stunned for a short time. Shield are replaced with a parry system, there is a dedicated parry button that you use to counter enemies by parrying at the same time you are attacked. Rivals streamlines many aspects of these games, such as taking out shields. Rivals of Aether takes the cues from other fighting games and brawlers, but its goal is to make a title that is competitively interesting, while having learning curve isn’t as intimidating as other games. This isn’t super integral to your experience unless you plan to play competitively, but it’s something that I feel necessary to bring up. A lot of the terms I am going to be using are very common in fighting games but more specifically Super Smash titles. While very simple in concept, the beauty and finesse are found in the combination of the character moves sets and little mechanics in the game’s core design. Basic point of the game: beat the crap out of your opponent and then knock them out of the stage.
![rivals of aether stock icons rivals of aether stock icons](https://softonet.pl/zdjecia/pliki/r/rivals_of_aether_icon_300.jpg)
The remnants of it can be seen, as Tamat is visible in the background of the stage, although resembling a normal traffic sign.So, as mentioned above, Rivals is similar to Smash in that it’s more of a brawler than a traditional fighting game. A boss fight was planned for the stage, but was eventually scrapped due to time constraints.In order for this character to be released, the Workshop community needed to solve an ARG which involved Tamat's homestage, and solving a set of puzzles on that stage.Tamat cries static while a scream plays in the background.Ĭharacter Compatibility General Description Palette Swaps This briefly pauses the background music.įreezes the movement of the stage so she can better use the tools provided to them in specials. Teleports to any area where static is, provided she is able to line herself up to any static during the move. Summons Tendrils on all parts of the stage that have static.
![rivals of aether stock icons rivals of aether stock icons](https://mangasozai.com/e/e1671/e1671.png)
![rivals of aether stock icons rivals of aether stock icons](https://owc.minikoparka-lodz.pl/templates/64af9ff6ec07d70d68e9adf4e68843a5/img/eeb2fd9d82c2c45f52b37800f68a50f6.jpg)
He bounces around the stage, screen wrapping whenever he can, and leaving behind static when he does. Tamat summons a Traffic man made of static. This has a tipper.ĭoes a somersault in the air, with her face being the hitbox.Ĭovers enemy in static. Tamat slams the end of the pole into the enemy. Tamat summons tendrils around her to deal heavy knockback. This has little endlag, so can be used to combo into other moves. Tamat jumps and bodyslams her into the ground. This is slower than UTilt, but has more range. Tamat slams her face forwards after a bit of static.
![rivals of aether stock icons rivals of aether stock icons](https://vignette.wikia.nocookie.net/rivals-of-aether/images/0/00/Orby.png)
Teleports a bit forwards, then charges backwards. Being next to Tamat before and after the teleport has different hitboxes and damage. Tamat slams her face into the enemy, then covers them in static. Has very little cooldown, so this can be spammed. She can still do smash attacks in the air through this method. While running, Tamat can slightly rise upwards. All of Tamat's Strong attacks cannot be charged. The two also play very similarly, although Tamat has more power, while lacking in the durability of Mojibake. While sharing lots of similarities with Mojibake in neutrals and aerials, the two completely differ in Strongs and Specials.