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Patch 2.1.6.4 – The One That Revamps Practice Mode

Today we have a new patch for you that’s focused on fixing a few small bugs, an elusive desync, and also adding some great new features to our Practice Mode!

Input Recording and Save States, two of our most requested Practice Mode features, are now available. These updates have been in the pipeline for a while now and should add plenty of features to help players learn the game and grind specific interactions. Be sure to let us know if you find any bugs since we expect this feature isn’t perfect yet with all types of controllers. Let’s dive in to patch 2.1.6.4:

If you like labbing, head into practice mode to try out the new features. There you can use save states to practice scenarios by recording inputs for a specific player slot, and then playing the inputs back.

You should be able to practice all kinds of different scenarios right in game, but if you want to get extra fancy, the inputs are saved to files in your %AppData%/RivalsofAether/training folder. This means you can even share practice scenarios with other players by sharing input files.

You can also loop or randomly shuffle the input playback from the scenarios you currently have recorded. Perfect for practicing a common scenario, or trying different reactions to a situation to see what’s best.

You can also save or load the entire game state during a training mode session. Note that Workshop items are not supported. You can also use hotkeys for these new Practice Mode features, which are 1-6 by default.

And one of the best changes for practicing – you can now control other player slots without the need to have multiple controllers plugged in!

Bugfixes

  • Fixed multiple Sylvanos desyncs.
    • We did a deep dive into the previously assumed “howl” desync and were able to find multiple causes after some considerable sleuthing.
  • Golden Olympia now has the proper golden skin effects. (Unlock this skin by purchasing her adorable plush here).
  • All plush skins should now properly unlock the Catnip Bravo buddy.

Rivals of Aether Balance Patch 2.1.6.0

As we near our first RCS event of Season 8, we’ve got a fresh new balance patch to shake up the start of the competitive season! This patch focuses primarily on our four newest characters, while taking a brief pass at some of our original cast. As RCS Season 8 progresses, we will be paying close attention to how things are progressing in the meta and how our newest characters are fitting in with their classmates. Now, let’s dive in:

  • Hitboxes with Priority 0 (meaning they only hit projectiles) will now appear gray when hitboxes are visible.
  • Bug Fix: Fixed the D-pad being unable to perform certain actions when set to Walk instead of Run
  • Bug Fix: Fixed a bug that turned characters invisible if killed while armored crystallization is active on them.
  • Bug Fix: Fixed a bug where the game would not track the color players would hover/select on the newest four characters.
  • Workshop: Added function: get_color_profile_slot_range(slot, hsv).
  • Workshop: Added support for `wallcling.png` sprites. If this isn’t found, it’ll use `walljump.png` and the `wall_frames` variable for the duration of wallcling.
  • Workshop: Fixed palette 31 for custom characters being sent as negative when online.

Mollo is getting more and more attuned to the Rivals world with every patch. This time we focused on once again toning down his wackiness while taking a swing at his stalling capabilities and his Finisher bomb usage. We’ve also given some love to his bomb interactions, up air, and up strong.

  • Up Throw: Reduced window that can cause landing lag, 12 > 6 frames
    • This should make landing during aerial up throws feel less awkward for Mollo.
  • Up Air: Second hit KB Scaling increased, 0.7 > 0.8.
    • This is halfway between the strength of launch Mollo Up Air 2 and last patch. Mollo should now be able to net kills at more reasonable percents.
  • Neutral Special: Pulling a bomb no longer affects falling speeds, removing frequent aerial stalls.
    • Pulling bombs in the air has been a key tactic for Mollos to slow down the game and frustrate opponents. This change will affect his offstage stalling as well, forcing Mollo players to be more decisive in their recoveries. Players could try utilizing the new right stick bomb angles to throw bombs straight down during his Up Special to achieve a vertical boost while having full range of Mollo’s motion with the left stick.
  • Up Strong: Hits 2 and 3 have been extended forward and downward by 10 pixels to help the move connect into itself more consistently.
  • Forward Strong: Projectile-only hitboxes have been added near the ground to hit bombs easier.
  • Down Special: Projectile-only hitboxes have been added near the ground to hit bombs easier.
  • Bomb Throws: You can now angle bomb throws during strong inputs and Up Special with the right stick (this input overrides the left stick).
  • Bug Fix: Getting hit while holding a flashing Finisher bomb no longer resets its countdown once it has already started.
    • This bug fix was a main focus of Mollo’s portion of the patch, aiming to make Finisher a harder commitment than the current meta of using it as his main option.
  • Bug Fix: Down Throw (Air): Landing while charging now immediately ends the charge instead of having Mollo slide across the ground in specific situations.
    • This fixes what the community knows as “the cha-cha slide.”
  • Bug Fix: Forward Throw: Fixed bombs being thrown too early, which caused them to warp in front of Mollo.
  • Bug Fix: Bombs: Fixed a bug where getting hit when holding a partially-detonated firecracker interrupts the rest of the detonations.
  • Bug Fix: Bombs: Fixed a duplication bug involving buffering a throw and wavelanding to spawn extra bombs.
  • Bug Fix: Bombs: Fixed bonk hitboxes being destroyed too soon, meaning they will consistently destroy solid articles like Kragg pillars.
  • Bug Fix: Bombs: Bombs now explode properly when bonking against a ceiling.
  • Bug Fix: Bombs: Fixed grounded bombs being stuck as an active projectile.
  • Bug Fix: Dash Attack: Fixed grabbed bombs acting as if they’re on the ground, which caused some odd platform interactions.
  • Bug Fix: Dash Attack: Fixed thrown bombs appearing to teleport upwards for one frame.
  • Bug Fix: Dash Attack: Grabbing bombs now uses a projectile only hitbox for greater consistency.

Dan told us to stop changing Olympia but we could help giving her some more fine tuning as we tackle a few semi-niche interactions and redistribute some power on her strong attacks.

  • Gem: You can now perform jump cancels out of Forward Special and Down Special startup in an opponent’s gem field.
    • Everyone else gets to have fun in the mirror, why not Olympia?
  • Down Strong: Startup reduced, 24 > 18
    • Down Strong is often overlooked despite its unique crystal spawning capabilities. We’ll be keeping an eye on this move as the meta continues to shape.
  • Forward Special: The active dash window can now go off ledges during its first 3 frames.
    • We’ve heard some complaints from players that charging the move midair could result in Olympia getting stuck on a ledge/platform if released slightly too late. This change should allow Olympia players to utilize her burst more consistently in ledge scenarios.
  • Down Special: Dash cancel no longer has invulnerability frames.
    • The few frames of invulnerability during her dash often caused some weird interactions and missed attacks by opponents. If you want to avoid an attack, try absorbing the hit before dashing!
  • Up Special: Increased multi-hit hitstun to avoid situations where crystallized opponents would pop out of crystal before the final kick, 1.0 > 1.2
  • Up Strong: Decreased final hit KB scaling, 1.2 > 1.15
  • Up Tilt 1: Damage increased, 5% > 7%
  • Neutral Special: Her projectile now creates a gem when it hits a wall instead of disappearing.
  • Bug Fix: Crystalize: The pop hitbox now only lasts 1 frame, which should fix frame-perfect hits getting overridden by it. This should remove interactions causing lost kills and shortened combos.
  • Bug Fix: Fixed Down Special removing respawn invulnerability early.
  • Bug Fix: Fixed Forward Special dash not moving up ledges if started against a ledge.

Pomme is once again getting a magnifying glass brought to her special moves and stalling capabilities. We are once again reducing her ability to stall offstage while making sure she still sports one of the strongest recoveries in the game. We hope that these changes along with some balance changes and bug fixes for our favorite bodyguard, Vince, will make Pomme just as fun to fight against as she is to play.

  • Up Strong: Evened out damages of sourspot and sweetspot, 10% and 14% > 12.
  • Up Strong: Increased sourspot BKB to match sweetspot, 7 > 9.
  • Up Strong: Evened out base hitpause of sourspot and sweetspot, 10 and 18 > 14.
    • These changes mean that there are no longer sourspot or sweetspot hitboxes. Both pre-existing hitboxes are now the same strength with the same overall properties, which should help balance out a previously underpowered Up Strong.
  • Forward Air: Back hitbox now ignores projectiles.
    • This should make Pomme’s reverse Forward Air burst recovery less safe against most of the cast.
  • Forward Air: Reduced width of front hitboxes, 50 and 70 > 42 and 62.
  • Forward Air: Pushed out front hitboxes to account for the reduced width.
    • These changes should make Pomme’s Forward Air less of a guessing game between sweetspot and back hitbox to both players when an opponent is hit near the center of Pomme. Pomme’s Forward Air still reaches the same distance in front of her as before.
  • Neutral Special: Added a visual for Pomme’s notes getting knocked off of her.
    • This visual has been on the Switch build since Pomme’s release, but has been bugged on PC due to visuals affected by rollback coding.
  • Forward Special: Moved Vince’s grab hitbox up by 8 pixels to avoid grabbing wall clinging opponents.
  • Forward Special: Vince now displays a super armor effect when fully charged.
  • Forward Special: Vince stops blocking attacks once he starts fading out.
    • Updates to Vince this should help him feel more consistent and less gimmicky to all players.
  • Up Special: Early hits have shockwaves and galaxy effects disabled to avoid repeated vfx playing when near blastzones.
  • Up Special: Holding Dodge during the first six frames of startup allows you to cancel into the dive variant.
  • Up Special: The dive variant now interrupts horizontal momentum for consistency.
  • Down Special: Can now only be used once per airtime.
  • Down Special: Using Up Special to restore your float now reduces the songfield’s timer to 1 second. This will reduce Dspecial’s cooldown to a maximum of 5 seconds.
    • Using the stage dive variant will not restore float or consume field.
  • Down Special: Added a UI element showing if Down Special can be used.
    • Float and repeated Down Special abuse offstage has been a key offender resulting in some of the less approachable ways to play against Pomme. The rework to her Down Special and addition of stage dive variant on-command should keep Pomme’s recovery strong while introducing completely new mixups and removing the painful offstage stalling.
  • Bug Fix: Forward Special: Vince no longer teleports through pillars or rocks.
  • Bug Fix: Forward Special: Vince’s grab hitbox is now only destroyed by successfully grabbing players, not just hitting articles.
  • Bug Fix: Forward Special: Hitting Vince should now trigger every on-hit interaction as other solid articles.

Hodan is getting a lighter but still important cleanup of kit. We’re focusing on moves connecting better and bringing some re-balancing of his more oppressive and less frequently used attacks.

  • Up Strong: Removed KB scaling from the initial upwards hits.
  • Up Strong: Increased BKB of initial hits, 7 and 8 > 8 and 9.
  • Up Strong: Slamming grabbed opponents should now work more reliably when solid blocks are above Hodan.
    • Up Strong should now connect with itself more consistently and slam opponents more reliably.
  • Forward Tilt: Sourspot KB adjusted, 9 + 0.2 > 8 + 0.3
  • Forward Tilt: Startup reduced, 17 > 14
    • Forward Tilt has been one of Hodan’s least used moves. Giving it some adjusted KB values and speeding it up should help it find a home in his kit.
  • Forward Air: Added 10 frames of hit lockout.
    • The extra hit lockout should make it less common for sweatwhirls to interrupt kills.
  • Up Air: Increased landing lag, 4 > 7.
  • Up Air: Increased hit two KB scaling, 0.5 > 0.7
    • Up Air loops have been one of Hodan’s most devastating tools. The extra landing lag and KB scaling should allow for opponents to escape the blender much quicker, while still keeping the move as a powerful tool in his kit.
  • Down Air: Increased spike hitbox height, 10 > 30
    • The spike hitbox previously sat in the middle of a sour hitbox, making it difficult at times to predict whether or not the spike will connect.
  • Down Air: Increased sweetspot hitpause, 8 + 0.65 > 11 + 0.75
  • Up Special: Throwing a sweatwhirl no longer puts Forward Special on cooldown.
    • The cooldown was originally added when Hodan could use Up Special into sweat spirits more than once. We’ve removed the cooldown since his previous recovery routes have been changed in a recent patch.
  • Up Special: Increased hit lockout, 6 > 10
    • The extra hit lockout should make it less common for sweatwhirls to interrupt kills.
  • Down Special: Removed hurtbox from of his hands at the point of impact.
    • This should help with some strange looking trades resulting from Hodan drastically extending his hurtbox as he lands.
  • Sweatwhirls: On hit, sweatwhirls now reset their vertical speed and reduce their horizontal speed, making multihits more consistent.
    • This change should help his third level sweatwhirls, gained by throwing a side special through two active spirits, connect more reliably.
  • Down Special: Mud wave hitboxes now start closer to Hodan, reducing blindspots.
  • Down Special: Parrying a mud wave now reflects it, causing Hodan to be buried if it returns to him.
  • Down Special: Mud wave hitboxes now check a much larger area to spawn on, helping niche scenarios at ledge where they would not appear.
  • Bug Fix: Up Air: Fixed whifflag not applying properly to endlag.
  • Bug Fix: Bury: Fixed buried characters still being counted as grounded for 1 frame when jumping out of it.
  • Bug Fix: Down Special: Mud slam VFX no longer tries to snap to ledges.

Forsburn is getting a touch-up to his combust damage and a slight rework to his Neutral Special to address smoke camping capabilities.

  • Neutral Special: Smoke clouds now become active and vulnerable 30 frames after initially spawning, or when Forsburn ends Neutral Special – whichever happens first. Previously all clouds only became active and vulnerable at once when Neutral Special ended.
    • We’ve been keeping an eye on Forsburn’s smoke camping and the versatility of Neutral Special to spawn invulnerable smoke with no intention of interacting with opponents. This change allows for smoke to be spread in a more natural manner while still keeping his three most recent clouds safe for recovery mixups. We’re excited to see how this change shakes out since opponents will now be able to clear smoke easier, but Forsburn will be able to utilize active clouds sooner as well.
  • Down Special Combust: Damage increased, 10% > 14%
    • We are increasing the reward on landing a Combust in those very rare cases where it doesn’t K.O.

Clairen’s in a great spot right now but we’ve found a few more Down Special bugs to clean up this patch.

  • Bug Fix: Down Special: A grounded counter over Etalus Down Special ice exploding now activates the move.
  • Bug Fix: Down Special now ends respawn invincibility early, allowing for the move to activate properly.

Zetterburn, The Fire’s Roar!

  • The golden skin coupled with the Zetterburn plush now has a darker fire outline to help with visuals on lighter stages.
  • Down Tilt: Hitbox size increased by 2 pixels downward, which allows for break cancels when standing on rocks.
    • BREAK CANCELS! YES!

Legend has it, Wrastor’s slipstream had a very brief stint where it lost to all projectiles in the game. We’ve discovered new technology that has allowed us a middle-ground between the fabled patch and his latest anti-projectile behaviors.

  • Forward Special: Projectile hitbox no longer breaks projectiles.
    • Wrastor’s Forward Special is a strong tool for interrupting moves and comes off of cooldown every five seconds. We wanted to take away some of its abilities to shut down opponent projectiles on command while still allowing Wrastor to utilize the speed boost as it passes.

Absa’s new Up Air hitboxes are getting a slight damage adjustment and she’s getting a small bugfix in the Clairen matchup.

  • Up Air: Sourspot damage decreased, 12% > 10%.
    • Absa’s sourspots were doing the same damage as her main up air hitboxes and we wanted to have the damage lower to mirror the weaker nature of their KB.
  • Down Special: Fixed the hitbox not working properly if activated while Absa is inside Clairen’s plasma field.

Ranno is getting a mix of few quality of life and balance changes this patch. On the balance end, we’ve focused on taking some strength from his multi-hit confirms.

  • Up Air: Hitstun multiplier on hit one reduced, 1.3 > 1.1
  • Down Air: Landing lag increased, 6 > 8
  • Down Air: Reduced hitstun multiplier of hits 1 and 2: 1.0 > 0.8
    • The collective changes to Ranno’s aerials should make hitfall confirms into moves such as up strong more difficult to pull off.
  • Neutral Special: Getting hit while charging Neutral Special now creates the same needle lost VFX as getting parried.
  • Forward Special: Ranno can now grab an active Olympia gem with his tongue similar to interactions with rock and pillar.
  • Bug Fix: Down Air: Hitfalling once now applies to every hit, removing weird situations where momentum would stall when down air 2 or 3 started following a hitfall.

Kragg was upset our cool new rock animations got removed from the game and he threatened to “turn us into his rock” if we didn’t make it right. We aren’t sure what that means but we knew he meant business.

  • Changed how rock is drawn while Kragg carries it, allowing for skins like Genesis Kragg that change rock sprites to show properly at all times.
  • Bug Fix: Fixed pratfall while holding a rock using the wrong animation.

Someone on Twitter, sorry I mean X, said that Maypul is too easy to play. So we removed an old mechanic and now you actually need a small amount of skill to edge cancel her Forward Special.

  • Forward Special: Removed a mechanic where horizontal speed is doubled when landing from pratfall after using Forward Special.
    • This mechanic was a relic from a time before Maypul’s recovery buffs. We feel that the extra slide has made ledge cancels on aerial recoveries a little too forgiving. This change will still allow for safe high recoveries, just with tighter spacing.

Ori is getting a few bug fixes this patch along with a change to address Sein charge storage abuse.

  • Sein: Increased cooldown when charge is cancelled via parrying to match the cooldown of a used charged spirit flame.
    • Since the change causing Sein to go on cooldown during a parry, players have been using a parry in neutral to avoid a missed Sein explosion, resulting in Sein becoming active sooner. We wanted to tie off this exploit by making a missed parry just as punishing as a missed Sein explosion.
  • Bug Fix: Landing a successful parry while charging Sein no longer puts Sein on cooldown, but it does reset Sein Charge.
  • Bug Fix: Fixed Kragg pillar getting destroyed during bash’s hitpause.
  • Bug Fix: Fixed armored characters going through normal hitpause while being held by bash.

Sylvanos is sitting on some really nice grass right now.. We just have one change to his petal wave to allow for more consistency.

  • Petal Wave (Jab 2 > Special): Petal wave now spawns 1 frame earlier and 10 pixels inwards.
    • Petal wave travels 10 pixels each frame so this move will function nearly identical to previous patches, with the exception of niche situations where characters would dodge his tail hitbox and the petal wave would spawn past them.

In this patch, we are addressing both one of her oldest complaints about Elliana’s missiles being too good when she’s in hitstun and one of her newest complaints about mines lacking counterplay now that sticking them is easier thanks to the last patch.

  • Forward Special: Missiles now turn at half speed while in hitstun.
    • Since Elliana was added to the game, we have heard complaints about her ability to break combos with her missile. This design was intended because we believed that opting for missile control instead of DI would be a worthwhile tradeoff. However, now that the game has been optimized more, the combo break is much stronger than any DI could be. Since Dan didn’t want to remove his prized mechanic entirely, we opted for giving Elliana less missile control during hitstun. It’s still possible to combo break but you’ll need to get hit with the missile in a good spot already.
  • Forward Special: Missiles are now destroyed if Elliana is put into parry stun.
  • Down Special: Mines now fall off of opponents if they hit Elliana with a launching melee attack.
    • Elliana has recently received more ways to attach mine to her opponents without any new ways for opponents to remove them. A common theme we have seen in Elliana matches is reversals from offstage using missiles she controls during hitstun/parrystun bailing her out, or finished combos that would normally reset to neutral where the Elliana in disadvantage comes out in a more favorable position than her opponent thanks to the threat of mine. These changes should make Elliana players more fearful of disadvantage state and more conscious of mine and counterplay available to their opponents.

Mollo, Hodan, Pomme, and Olympia Workshop Skin Templates Are Here!

In 2020 along with the addition of Steam Workshop to Rivals of Aether, we also included a Workshop feature called “skins”. Skins are fairly self-explanatory if you’re familiar with the term already; they’re cosmetics that can potentially replace all of a characters’ sprites and sounds while keeping gameplay pretty much the same. Instead of having to make a Workshop character from scratch, this feature let creators use our original characters as templates to do everything from re-sprite to re-code our fighters in new and exciting ways.

Up until today only our first 14 characters had this feature. Today we’re back with skin templates for all four of our newest members of the Rivals cast – it’s only fitting that characters originating in workshop are given back to the community!

For those not familiar with Steam Workshop, it is essentially a community hub for creations and modifications that allow you to create you own characters, stages, buddies, game modes, and skins. You can check out the Steam Workshop for Rivals of Aether right here. If you’re interested in creating your own characters, be sure to check out the Intruduction page in our Steam Workshop Modding Manual for all of the information you need to get started.

New Templates

The following templates for every character contain all of the sprites they use, as well as scripts with every animation-related variable you can change and attack scripts for all of their attack properties.

Here are the brand new templates for Mollo, Hodan, Pomme, and Olympia:

For anyone just finding out about the wonderful world of skin modding, here are the templates we released in 2020, along with everything you need to know to get started! If you’re new to Workshop skins read on for a look at what you can do below, or download some of these examples to enjoy.

Basic skins

Basic skins are meant to be purely cosmetic; changes are restricted to things that don’t affect actual gameplay, and can generally be safer to use in tournaments and a more competitive setting. This modding option is perfect for artists and people that simply just want a new look to their favorite Rival. Since 2020, there have been some great basic skins of characters, ranging from partial re-sprites to complete overhauls of entire characters.

Here are just a few fantastic examples of what our community has already accomplished with basic skins:

Advanced skins

An advanced skin allows you to essentially create variants of the character with edited moves and properties. Advanced skins mean that your imagination, spritework, and coding can create pretty much anything you want! Over the past few years, the community has created everything from hilarious to experimental and everything in-between.

Here are some great examples of what our community has created since 2020:

Season 7 Rankings: #10-1

Welcome to the North American RCS Season 7 Top 50! Each year we look back on the previous competitive season and the players who influenced our scene by creating a Top 50 Players list. The rankings are created by a community panel that considers data from across the season to construct a comprehensive list that highlights our top players and their accomplishments.

View more articles in the Season Seven NA Rankings Series:

“How to tell if your washing machine is from Japan.”

10. darai

Kicking off our top 10 is the Sunnyshore tournament organizer, event photographer, and highest ranked player on the West Coast. Darai has been playing Rivals since 2017, but only started competing seriously at the start of 2020. Darai’s Season 7 propelled him to new heights as he placed in the Top 8 at five different tournaments, three of which were Premier tier, and won Back In Blood 5 after an intense eight game Grand Finals. Make sure you keep an eye on him as he’s already won the first event of Season 8, and enter his next Sunnyshore event when registration goes live as part of Grassroots League.

 

 

“Try to do good, recklessly.” – Alsnapz

9. Akashi

The player most likely to mess up our commentary schedule jumps up from 33rd in Season 6 to 9 in Season 7! Akashi approached this season with a goal of broadening his comfort level with competition, focusing on entering every event with a small goal, and leaving with a new one. As it turns out, this approach complemented his playstyle extremely well, as he was able to gradually upset player after player while securing 3rd place at Heat Wave 5 over ZeeBee and 4th place at The Big House 10 over Penguin. Akashi’s climb throughout Season 7 was nothing short of meteoric as he continuously struck down opponents as the underdog all the way up to Genesis 9, where he placed 7th and then commentated Top 6 on the mainstage the next morning. As Season 8 revs up, you can catch Akashi helping with events, commentating, and even doing voiceover work and writing for Stats of Aether.

 

 

“Hey it’s me, your washing machine. I’m from Japan.”

8. CheesyPotato

CheesyPotato is another top 10 player who has actively created amazing experiences outside of the game. CheesyPotato has worked on everything from start.gg web extensions, to an entire website dedicated to the history of Rivals Esports, all while finding niche and experimental in-game advanced techniques to attempt to push the meta. CheesyPotato only missed Top 8 twice in Season 7 out of the the 10 brackets she attended, never placing below 9th and even winning Sunnyshore over the likes of darai, Wai, and Plastic Dinos. Despite the impressive results and unwavering consistency, CheesyPotato feels that she did not improve as much as she had hoped this season and she hopes to focus on active thinking and dealing with pressure while on the big stage.

 

 

“YES I DO ACTUALLY WORK AT MCDONALDS ITS AWESOME”

7. Kusi

Coming in at seven is the best Ori & Sein main in the world. Kusi placed 5th at five of his six events, placing 4th at GOML 2022. His consistency in Season 7 was immaculate, only dropping a single set to someone ranked below him and one more to a former hidden boss known as Halite. School and work has been a main priority for Kusi as the season dragged on, but that did not stop him from making the top 10 rankings and shutting the door on countless competitors trying to break through to the Sunday stage. Next season, Kusi wants to aim for #1 but has the specific goal of defeating the elusive ZeeBee Mollo.

 

 

 

6. Xaro

Xaro lands at number six this Season after placing Top 3 in all three offline events he attended and Top 8 in both Online Premier events. Xaro held an impressive 6-0 game count over ZeeBee in offline events and was one of only two players to take multiple sets off of Seggo in Season 7. As Season 8 kicks off, Xaro has his eyes set on an ambitious goal that not many have achieved over the years, winning an offline major.

 

 

“My friends are awesome :)”

5. Penguin

Penguin is a legend in the Rivals community, known for his nearly perfect doubles record and his ability to push the best player in the world to his breaking point like no one else ever has. During Season 7, Penguin moved out for college and is using the opportunity to see friends and enjoy the social aspect of events more. Season 7 may not have been up to the competitive standards a titan like Penguin normally holds himself to, but he was one of only three players to take a set off of CakeAssault, one of three players to beat Soulrifle211, and still placed in the Top 8 of each of the eight offline tournaments he attended.

 

 

“Corruption’s such an old song that we can sing along in harmony, and nowhere is it stronger than in Albany.” – Hamilton (Nonstop)

4. ZeeBee

Moving up two spots from Season 6, ZeeBee became an entirely new threat in Season 7 as he balanced his character pool around a new main – Mollo. ZeeBee put down the Kragg partially through the season and began to really refine a character that seemed like a counterpick at first. Before long, ZeeBee was able to take a set off of CakeAssault, get consistent wins over Kusi and Penguin, and placed 2nd at The Big House 10 and 4th at Genesis 9.

 

 

“Please for the love of god nerf Forsburn.”

3. Soulrifle211

One of the youngest and most passionate competitors in the game took his electric popoffs to every stage possible, placing in the Top 3 at every Premier event he attended. Soulrifle211 was able to take at least one set off of every player he played this season other than CakeAssault, and only lost to three players in his seven events. We have yet to see Soulrifle211 take first at a major, but at this rate it is only a matter of time until he breaks through the seemingly unbreakable wall set up by CakeAssault.

 

 

“#3MSWEEP”

2. Seggo

Seggo made history at Heat Wave 5, becoming a part of an exclusive club consisting of a handful of players that have won an offline RCS Major. Seggo has long proven himself to be a top player threat and even won three different community events in Season 7, but there was something different about his magical run at Heat Wave 5. This event not only cemented Seggo in history due to his win, but also spoiled the #CakeSweep movement that had seen CakeAssault nearly demoralizing any and all competition as he ruled over Season 7 with an iron fist. Following up his magical run, Seggo was out to prove beyond a shadow of a doubt that there was no fluke involved in his victory, beating CakeAssault at PPS and taking another set against the king of Rivals before finishing 2nd at the Genesis 9 Finals.

 

 

 

1. CakeAssault

CakeAssault, the king of Rivals is once again here to defend his throne in what seemed like a sure thing up until his fall at Heat Wave 5. Immediately after the Heat Wave 5 loss, CakeAssault dominated the December RCS and proceeded to trade the RCS Gold online brackets with Seggo, putting all eyes on what would happen at the Genesis 9 finals. CakeAssault entered the Genesis Top 6 from the winners side for the first time ever, where he would meet and fall to Seggo in a shocking Winners Finals before coming back with a vengeance to take the finals and once again cement himself as the best player in the world.

CakeAssault entered 12 different brackets, placing first place in 10 of them, and 2nd in the remaining two. His domination is hard to comprehend as even his most fierce opponent could not hold a candle to the pure fire pumping through his veins. CakeAssault’s 1st place in Season 7 marks the fourth time he has topped our rankings.

 

Thank you everyone for a phenomenal Season 7. We cannot wait to see what comes next.

 

 

Season 7 Rankings: #20-11

Welcome to the North American RCS Season 7 Top 50! Each year we look back on the previous competitive season and the players who influenced our scene by creating a Top 50 Players list. The rankings are created by a community panel that considers data from across the season to construct a comprehensive list that highlights our top players and their accomplishments.

View more articles in the Season Seven NA Rankings Series:

#20 – 11

“Wrastor Sucks” – Big Mike

20. MattyIce

MattyIce is a titan of Rivals history, holding onto one of the longest active local Top 8 streaks and seemingly returning to the game at any time without skipping a beat. MattyIce was able to attend the first Premier event of Season 7 with a 5th place finish while taking down Kodako, MSB, and Backpack on the way. Following GoTE 4The Kids 7, MattyIce made his presence known as an online threat, placing 9th and 7th respectively at both RCS Gold events. Outside of Rivals, MattyIce works for the Tampa Bay Rays and Toronto Blue Jays as a Major League Baseball employee. Fittingly, he also competes at a top level in the Mario Superstar Baseball community and holds the world record for the game’s Any % category.

 

 

“Mash smarter, not harder.”

19. Codek

Leaping into 19th this season is a Ranno main who originally aimed to crack the top 20 next season. Little did he know that his accomplishments this season would land him comfortably in this goal a year early. Codek secured 3rd place at The Kingpin 10 with big time wins over Seggo, darai, and Sawtooth before having his run extinguished by the #1 and #2 frontrunners of Season 7. After multiple seasons of primarily online events, Codek aims to travel to more LAN events and take a shot at earning his place as the world’s best Ranno.

 

 

“It’s ride or get rode.”

18. Gizmo

Gizmo is an old school Rivals player that has been playing and competing online for eight years. Season 7 marks Gizmo’s first appearance on the Top 50 Rankings at an incredible #18 while finally experiencing the thrill of traveling to offline tournaments. Gizmo picked up multiple top 10 wins along the way, proving to be a menace with a deep character pool, ready to counterpick opponents with Zetterburn or Wrastor in the rare occasions his Maypul wasn’t cutting it. Gizmo is now in college and is using his time studying computer science and jazz studies while maintaining a love of the outdoors and weight lifting lifestyles. If you do see him at majors during Season 8, you can expect him to be enjoying his time as a spectator or exploring whatever city he may be in with friends.

 

 

“Do you seriously think that I’m going to give you more advice after that blunder you just did?”

17. Giga

Giga comes in at 17, marking the highest placing Sylvanos and Hodan of the Top 50 rankings! He had an extremely active Season 7, traveling to five of the seven LAN Premier events, both RCS Silver, and a RCS Bronze event. During this time, Giga spent a good chunk of the season figuring out how to make his new Hodan co-main work in matchup spreads, starting off Season 7 with a massive 2nd place finish at TAPS 5 and recognizing that Sylvanos could help him make those adjustments to punch even higher above the belt than ever before. This formula looks to boil over into Season 8 as Giga plans to make a run at the top 10 to cement himself even deeper in Rivals history.

 

 

“All this McDonalds is finally paying off.”

16. Nbad

Nbad is a veteran Canadian player who has been a community leader and T.O. for the online RCS for several years. While always a top level threat, he had his breakout tournament this year at Heat Wave 5, where his cinderella losers run capped out with seven straight sets to earn a remarkable 4th place at the event. Nbad’s Heat Wave 5 victories consisted of seven unique current and former Top 50 players, including a 3-0 over top 10 mainstay, ZeeBee. Beyond his Heat Wave 5, Nbad had a solid online presence with a 9th place finish at The Kingpin 10 and 13th place at RCS June. Looking to Season 8, Nbad looks forward to helping out with events through T.O. duties at weeklies and seeding for majors.

 

 

 

15. Bagel

As if there was a theme for Canadian players with cinderella stories, coming in at 15 is Bagel, who had been a beacon for consistency up until his grueling losers run at Genesis 9. After giving up on his dream of reaching the big stage at the RCS Finals, Bagel went on the run of a lifetime to take out multiple top 10 players back to back to stun the Rivals world with a 5th place finish. Bagel was incredibly active this season, attending Premier and community events left and right, while also acting as the driving force to bringing Rivals to GOML 2022. As a competitor, and a community leader, Bagel has been batting a thousand, with his eyes set on the return of GOML in 2023, where he hopes to blow the previous year’s event out of the water.

 

 

“Please sub to my YouTube.”

14. Sparx21

After breaking into the top 10 in Season 4, Sparx21 felt like he had met his goal of being a threat to any player in the game. After the pandemic hit and locals slowly returned in Season 6, Sparx21 realized that he wanted to remain an active obstacle to anyone trying to make a run, while also spreading himself out to other hobbies and games. He has placed within the top 15 for two seasons in a row and has been able to place in the Top 6 of two separate events in Season 7, soundly accomplishing that goal. Sparx21 is looking forward to entering more traditional FGC games this year while attempting to continue his balancing act at COST 2023 and various other Grassroots League events in Season 8.

 

 

“Hydraulics Pumping.”

13. MSB

What can we say about MSB that hasn’t been said since RCS Season 1? The Kragg specialist and legendary competitor attended 14 of the 17 eligible events in Season 7, besting several top 10 players with his signature flair along the way. Despite his exceedingly active lifestyle, MSB has been focusing on content creation, game development, and picking up a new secondary in the few hours he isn’t in a bracket. Since Season 7 has concluded, MSB has already made waves in Season 8 with a 2nd place finish at Major Upset after a thrilling Grand Finals reset, and a trip to Arizona for Smash Camp, where he has been both terrorizing and teaching their local scene the ways of the turnaround rock-shine. Since he has already signed up for GoTE 4TheKids 8, we think it is safe to say that you should expect to see a lot more of the wonder Kragg and his trusty sidekick, Sylvanos at a slew of events throughout the year.

 

 

“Que sera, sera.”

12. Tapscott

In his first real season of maining Wrastor, Tapscott has seemingly skyrocketed up the Top 50 with a volley of top level wins and excruciatingly close sets against Rivals legends like CakeAssault and Penguin. Tapscott was able to place in the Top 8 at two Premier events and 5th at TAPS 5, turning heads with his safe and deliberate neutral and his ability to turn a single opening into a stock. Tapscott expects to travel to events less frequently next season, but we can be certain that his intensity and determination to win will put fear into his opponents wherever he appears.

 

 

“There’s nothing to it but to do it.”

11. Wai

Wai first came out to an offline major at Genesis 7, where he was able to upset several top level players in a vision of things to come. Fast forward to RCS Season 7 and Wai made a name for himself with a 2nd place finish at Sunnyshore and a shocking run to place 3rd at The Big House 10. Wai became one of the most consistent players in the community with snapshots of glory, including wins over the likes of Penguin, ZeeBee, and many more. He hopes to collect this energy and focus on improving to win a major with Ranno in Season 8. Don’t be surprised with the world’s best fall one by one as Wai continues his journey.