![]() Each character has 3 directional tilts: side/forward tilt ("f-tilt"), upwards ("u-tilt"), and downwards ("d-tilt"). While all characters can perform a jab, Clairen and Elliana are the only characters that do not have multiple jabs to perform.Ī tilt is a ground attack that depends on the direction used. Press the attack button without any direction on the ground to perform a jab, and repeat to finish the combo. Note that fast falling cannot be performed while in hitstun.Ī jab or jab combo is the most basic attack a character can perform: a generally weak, short-range, and quick attack. This is used to quickly return to the ground (for example: after jumping, running off a platform, etc.) and is a key part of quick movement in Rivals of Aether. ![]() ![]() The character instantly begins to fall at a high speed. Performed by tapping the Left Stick down while falling. Pressing Jump while airborne will instead activate her Flight if she is in her mech. Elliana is the only character lacking a double jump. Mollo and Wrastor are the only characters with more than one double jump - posessing 2 and 4, respectively. For characters with multiple double jumps, this height might differ between double jumps, typically by decaying in height with each successive jumps. Unlike grounded jumps which can be performed as either full hops or short hops, double jumps only have one fixed height. Double jumps are not replenished until the character lands on the ground or is KO'd and respawns. Every character has at least one double jump that can be used per airtime. The character will perform a mid-air jump, allowing them to gain more height or adjust their position. Performed by pressing the Jump button or by tapping up on the Control Stick (if Tap Jump is enabled in the player's control scheme options) while airborne. This allows the character to perform a much shorter jump. The second type is known as a short hop and is performed by quickly tapping the jump button, making sure to release the button before the end of jump squat. This results in the character doing a full jump to their maximum jump height. The first type is known as a full hop and is performed by pressing the jump button and keeping the button held during jump squat. There are two main types of grounded jumps: ![]() This is known as jump squat and lasts for a universal length of 5 frames for every character. When pressing Jump are a few frames during which the character stays on the ground before they actually jump. The character will jump into the air, typically whilst maintaining a portion of their grounded momentum. Performed by pressing the Jump button or by tapping up on the Control Stick (if Tap Jump is enabled in the player's control scheme options) while grounded. The character will drop down through the platform and immediately become airborne and fully actionable, allowing them to more quickly and flexibly move around the stage. Performed by tapping down on the Control Stick while on a platform. This can be useful for avoiding some attacks and allows for Crouch Canceling. The character will crouch down to the ground, making their hitbox shorter in the process. Performed by pressing and holding down on the Control Stick while grounded (requires a gentle press on platforms to avoid performing a Platform Drop). This is the most commonly used type of basic grounded movement the character quickly runs left or right across the ground. Performed by quickly pressing left or right on the Left Stick while grounded or by pressing the appropriate movement buttons with/without the appropriate modifiers (see Controls for details). This is a slow, rarely used form of basic grounded movement used mainly for small positional adjustments or as a movement mix-up. The character slowly walks left or right across the ground. Performed by gently pressing left or right on the Left Stick while grounded or by pressing the appropriate movement buttons with/without the appropriate modifiers (see Controls for details).
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