News

Get Ready for the RCS Finals at Genesis 8

We’re just about a month out for the Rivals Championship Series finals and we can’t wait to return to the big stage! The historic finals event was on hold due to COVID concerns, but things are launching back into action on April 15th – 17th where our Season 6 Champion will be crowned.

This event has tons in store and plenty to look forward to for players and spectators alike. In addition to a player being crowned the season 6 champion, they’ll also be getting the lion’s share of our massive compendium pot bonus – currently sitting at over $12,000 dollars thanks to our amazing community.

Make Your Finals Preparations!

  • 1. For those planning to watch from home make sure to stay tuned for the final stream schedule coming soon. We’ll be announcing the stream schedule along with commentators in the coming weeks. Due to the date change, we have also had several commentator slots open. If you’d like a chance to do commentary for Rivals at Genesis 8 please apply via our commentary and volunteer form.
  • 2. For those attendees and competitors coming in person – please double check your travel information, event registration, and hotel reservations to ensure everything goes smoothly. Due to the date change we urge you to double check that your reservations are all set for the correct dates: April 15th – 17th.
  • 3. Familiarize yourself with the rules. This year will be the first year that a finals event has special character legality rules. A new section has been added to account for the Workshop Character Pack:
It was decided before Genesis 8 took place that due to the Workshop Pack release date – Olympia, Hodan, Pomme, and Mollo would not be legal by default at Genesis 8. Upon review we have decided to uphold this ruling even in light of Genesis 8’s date change. However, in the interest of allowing willing players to play the full cast – Olympia, Hodan, Pomme, and Mollo may be played by Gentleman’s Rule. This means that these characters may be chosen provided both players consent to their use. Once players agree that any one of the four new characters listed above are usable during a set, all characters are legally allowed to be used from then on for the entirety of that set. As with any gameplay rules violation, it is the player’s responsibility to stop the game immediately if an opponent is breaking the rules (e.g. playing Olympia, Hodan, Pomme, or Mollo without the consent of both players).

Get ready for the return to offline events with our biggest stakes and stage of the season with the Rivals Championship Series Finals at Genesis 8. We can’t wait to see everyone there!

Rivals of Aether Balance Patch 2.1.2.0

After over a full month since the release of our four free newcomers, we are back once again with another round of balance changes!

Last patch aimed to clean up some obvious troublemakers and mechanics. This time we intend to really dig deep and focus on fine-tuning our new friends. This is not by any means our final balance patch, but this will be our last balance touch-up before Genesis 8 and Low Tide City in April. Players looking for changes for our earlier 14 characters can get excited for our next balance patch coming later this year, where we plan to continue work on our newcomers while giving some elbow grease to some of our other favorite Rivals!

Alright, time to dive in. Don’t forget to breathe.

Mollo is approaching an elevated existence. His role as an aggressive and unpredictable character who can rush down or zone while using everything at his disposal is being carved into the meta every day. Our main goal with our latest Mollo update was to add some more risk to his bombs while also taking aim at some trickier normals that eluded the spotlight during his onslaught of Finisher Bombs on release. We also adjusted his Waveland speed and distance to fit into his kit a bit more naturally.

  • GENERAL BOMBS
    • Added an aerial version of Down Throw with bombs.
      • Having Mollo do the same light toss in the air as on the ground didn’t feel right. We gave him a new down throw that allows for pressure from above without having to commit to an up special.
    • Adjusted bomb sprites to more clearly show when they have a bonk hitbox.
      • We recognized there were a few scenarios where players would expect to be able to parry bombs when they did not have an active hitbox, this visual update should make these scenarios much more clear.
    • Added HUD indicator to show whichever bomb Mollo is holding.
      • We wanted players to have an easier time recognizing what bomb the Mollo pulled in certain scenarios like recovery. This change should make it clear to every player which bomb the Mollo has chosen with a simple peek at the HUD.
    • Bug Fix: Fixed a bug causing delayed explosions of Firecracker when held by Mollo.
    • Bug Fix: Hitting a bomb downward while on the ground now properly bounces them upward.
  • FLASHBANG
    • Stun timer reduced 45 > 30
    • Hitstun multiplier reduced, 1.0 > 0.8
      • We recognized that the stun was a little too easy for Mollo to get a huge reward off of. This coupled with the recent buff to this bomb’s damage, we opted to make the window for stun follow-ups a little tighter.
    • Adjusted sprite to more clearly define it from a firecracker.
  • DEFAULT BOMB
    • KB angle, 70 > 80
      • Default bombs were a bit too difficult to DI based on there position relative to the player. A higher knockback angle makes bad DI less likely to KO off the top, but also makes follow-up combos from Mollo easier in the process. We want the Default Bombs to help Mollo secure kills more than outright taking stocks on their own.
  • FINISHER BOMB
    • Adjusted explosion hit FX layers of Finisher Bomb to primarily appear behind players.
      • This adds to a change last patch that allows players to see where they are in relation to the explosion, helping with DI on reaction.
  • JAB
    • Bug Fix: Removed whifflag.
    • Jab 1 recovery, 8 > 12
    • Jab 1 active frames, 3 > 2
    • Jab 2 recovery, 12 > 16
      • Jabs generally do not have whifflag, so with the removal of that mechanic we needed to normalize some of the values of Jab 1 and 2.
  • FORWARD TILT
    • Damage increased, 5 > 9
    • Endlag reduced, 18 > 14
    • Bug Fix: Added whifflag.
      • Forward Tilt felt a little weak for its intended use. The extra damage should help with that, while the reduced endlag combined with the addition of whifflag will help it feel the same on a miss and better on hit.
  • UP TILT
    • Damage increased, 6 > 8
      • Much like Forward Tilt, Up Tilt damage seemed just a bit low for its use as a get-off-me tool, so we gave it some love.
  • DOWN TILT
    • Removed Jump cancel.
    • BKB 6 > 7
      • Down tilt is a pretty powerful tool even without the jump cancel on hit. We wanted to keep the move feeling good while also giving it an increase in base knockback to make chaining into itself less common.
  • DASH ATTACK
    • Bombless endlag increased, 15 > 18.
      • The bombless Dash Attack is meant to push opponents off of Mollo rather than a strong combo tool. The extra endlag will still allow for some pressure with more strict follow-ups.
  • NEUTRAL AIR
    • Hit 1 damage decreased, 5 > 2
    • Hit 1 hitstun multiplier reduced, 1.0 > 0.5
      • The first hit of Neutral Air seemed to serve its purpose connecting into the rest of the move, but it allowed for some pretty crazy hitfall loops. The lower damage and lower hitstun modifier makes those loops more difficult to pull off while also making the connecting hits of the move more rewarding.
  • FORWARD AIR
    • Bug Fix: Whifflag now applies properly.
  • DOWN AIR
    • Hitpause on sour hitboxes reduced, 7 + 0.6 > 6 + 0.5
    • Hitpause on sweet hitboxes increased, 7 + 0.6 > 10 + 0.8
    • Sweetspot vs. grounded KB reduced, 7 + 0.7 > 5 + 0.7
      • The sweetspot knockback reduction vs grounded opponents should make grounded spikes easier to follow up on at combo percents.
    • Endlag increased, 8 > 12
    • Bug Fix: Whifflag now applies properly.
          • Down air is a pretty cool move that just needed some fine tuning. Startup remains the same but an endlag increase makes it a little more committal to use. The hitpause increase should make it more satisfying to land while giving opponents a better reactionary window to DI.

    FORWARD STRONG

    • Final hit size changed, 62 x 57 > 80 x 72
    • Hits 1 and 2 are no longer techable on the ground (can still be wall teched).
      • These changes should match Forward Strong’s art better and help with linking early hits into the final.

    NEUTRAL SPECIAL

    • Removed the extinguish move; nspecial now does nothing when holding a bomb.
      • Mollo’s ability to extinguish the bomb ran counter to our goal of making the bomb pull a commitment.

    DOWN STRONG

    • Wide hitbox height increased, 58 > 60.
    • Wide hitbox Y increased, -30 > -28.
      • We thought it would be cool if Mollo could break cancel off of rocks with his down strong.

    UP SPECIAL

    • Bug Fix: Adjusted final hurtboxes to align better with sprites.
  • DOWN SPECIAL
    • Tipper angle increased, 35 > 40
    • Tipper KB decreased, 11 + 1.1 > 9 + 1.05
    • Main KB decreased, 8.5 + 1.1 > 8 + 0.95
    • Drifting forward now launches Default Bomb and Flashbang instead of detonating instantly, to mimic Firecracker and Finisher behavior.
      • The community found a fun use for the finisher and firecracker bombs, allowing the bat to launch them forward when airborne and drifting forward. This change allows all bombs to work this way.
    • Bat now launches rocks instead of breaking them.
      • Batter up!
  • GENERAL
    • Waveland speed multiplier reduced, 1.5 > 1.25
    • Waveland time reduced, 9 > 8
      • Mollo’s Wavedash was one of the best in the game, which gave him a bit more of an advantage for his playstyle than we wanted. His overall distance on Wavedash has been reduced to better mesh with his unique mix of normals and projectiles.

Hodan’s charge mechanic changes from last patch seemed to have the effect we wanted. Players have begun exploring more of his kit, really opening up his playstyle in a way that fits his fun-loving personality. Most of our changes with this patch focus on game feel for players on both ends of the field, and the functionality of his specials – NO MORE BOSS HOGGIN, WE’VE SEEN ENOUGH!

  • JAB
    • Bug Fix: Rapid jab can now be done by holding Attack.
    • Bug Fix: Fixed not being parry stunned when doing a tilt cancel.
  • DASH ATTACK
    • Uncharged early hitpause increased, 7 > 8
    • Uncharged late hitpause increased, 5 > 6
    • Uncharged hitpause scaling increased, 0.25 > 0.6
    • Charged early hitpause increased, 7 > 11
    • Charged early hitpause scaling increased, 0.25 > 0.8
    • Charged late hitpause scaling increased, 0.45 > 0.8
      • These changes all aimed to make Dash Attack feel better to land and get hit by, while making reactionary DI a little easier for opponents.
    • Bug Fix: Charged Dash Attack can no longer fastfall offstage.
      • While the mechanic is kind of cool, we found it brought more frustration from accidental self destructs than it was worth. This bug fix also makes the behavior consistent with the uncharged variant, allowing for a tech called fastfall storage on platforms in case players still wanted to utilize the tech in specific situations. Fastfall storage is a pretty complicated tech, luckily our friend SNC has a document dedicated to it and related techs here.
  • FORWARD AIR
    • Adjusted charged hitbox 2 (and related spritework) to hit less inside and below Hodan, with some size shaved off the front and top as well.
      • Last patch we said that this move is meant to be big and strong. The intention of this change is to make lower recoveries a little more safe and to allow opponents to sneak behind the hitbox if the Hodan overshoots.
  • UP STRONG
    • Grabbing opponents gives their double jumps back.
      • Large disjointed moves that grab opponents out of the air can be pretty nasty, so we tend to give double jumps back to numb the pain. Ranno tongue being a similar example.
  • DOWN STRONG
    • Bug Fix: Removed whifflag from the parry window.
    • Bug Fix: Added a 1-frame gap between the parry window and attack.
      • There were some instances where the parry and hit would overlap, resulting in some weird knockback properties.
  • UP SPECIAL
    • Charged and uncharged Up Special now have 6 frames of hit lockout on their sweet spot.
      • This helps avoid situation where a sweat whirl can interrupt kills.
    • Throwing a spirit with Up Special now puts Fspecial on 20 frames of cooldown.
      • Rather than put Hodan into pratfall, we decided this would be a good way to limit Up Special stalling.
  • DOWN SPECIAL
    • Down Special now has a “slam” hitbox that can hit aerial opponents.
      • Previously, Hodan’s final hitbox would only hit grounded opponents, making the second half of the move relatively non-threatening if a player were to jump. This hitbox is intended to catch airborne opponents that would have otherwise barely dodged his bury.
    • Down Special mud wave hitbox width increased to better match the visual, 32 > 52
    • Bug Fix: Fixed mud wave hitboxes having inconsistent positions.
  • GENERAL
    • Sweatspirits are now destroyed when Hodan dies.
      • This makes Sweatspirits consistent with other stage control in the game that is removed when the character is KOed.
    • Bug Fix: Fixed sweat spirits displaying in front of players in some cases.
    • Bug Fix: Hodan no longer gains parry invincibility from parrying his own Forward Special sweatwhirls.

Pomme once again didn’t require too many updates in this balance patch. We did target some of her spammable options such as Dash Attack and Forward Air in addition to shaving some active frames off of a few strong attacks. Don’t fret though, we did give her Neutral Air some love along the way.

  • DASH ATTACK
    • Startup increased, 6 > 8
    • Endlag increased, 12 > 15
      • Her Dash Attack is one of her best burst options, but its previous state was overshadowing her other mechanics. Making the move more of a commitment should open up her kit exploration in a fun way.
    • Adjusted sound effects to be a bit more musical.
  • NEUTRAL AIR
    • Increased early hitbox size.
      • Her Neutral Air was a solid move. This change should make well timed instances of it more rewarding, while keeping the moves main functionality the same.
  • FORWARD AIR
    • Endlag increased, 15 > 19
    • Changed landing lag behavior after the hitbox becomes active. Landing lag will scale from 18 to normal landing time based on how late you land.
      • Pomme’s fair strength is in a healthy spot, but her float mechanic brings a bit of a unique challenge to reducing over-reliance on the move. Floating near the ground could allow for repeated Forward Aerials that would circumvent the move’s endlag in lieu of more favorable landing lag. This scaling change is similar to how Wrastor’s air strongs work.
  • STRONG ATTACKS

    • Up Strong hitbox lifetime decreased, 8 > 6
    • Down Strong hitbox lifetime decreased, 8 > 6
    • Adjusted whifflag to apply to more of the endlag, which should result in whifflag being ~2 frames longer.
      • Both Up and Down Strong had a bit longer of a lifetime than we would have liked. Her powerful sound waves are still pretty active, but now have a harder time hitting players when their techs end.
  • FORWARD SPECIAL
    • Vince now displays in front of players.
      • We wanted his role as a bodyguard to be a bit more pronounced, he will now show up in front of Pomme and other players. Maybe some creative Pomme mains can now use Vince to shield what they are doing?
  • GENERAL
    • Bug Fix: Jump and Double Jump sprites have been realigned to better match the hurtbox.

Olympia is still a Dan favorite. Someone spilled the beans and told him about the nerfs last patch and he was furious… I figured he couldn’t get any MORE angry so I’m doubling down with a bigger rock hammer (geologist joke! Haha!) this time. We took a good look at her normals and a few of her specials this time.

  • GENERAL
    • Hurtboxes now include the gauntlets on all attacks.
      • Originally we wanted her reinforced armored hand to avoid having hurtboxes on them, but based on her archetype, she does not need the added disjoint.
  • JAB
    • Bug Fix: Hit 1 no longer has whifflag.
  • FORWARD TILT
    • Hitbox active time reduced, 9 > 6 (FAF remains the same)
    • Hitbox size reduced.
      • The previous version was catching players off-guard by hitting a bit too far behind her, and lingering on frames where the move appeared to end. This change is more faithful to her animation.
  • UP TILT
    • Reduced the size of her second hitbox to cover less space directly in front of her.
      • This hitbox is intended as a get-off-me tool and anti-air, so it seemed appropriate to reduce the area it strikes in front of her.
  • DASH ATTACK
    • Removed jump cancel.
      • Be honest. Did you even know Olympia had a jump cancel on her dash attack? The jump cancel was only on the last 12 frames of the attack so didn’t affect a ton of situations as is. Rather than adding endlag to the overall move, this change only shaves frames off of the on-hit situations.
  • NEUTRAL AIR
    • Hit 1 hitstun multiplier reduced, 1.0 > 0.5
      • Because it has no hitstun scaling, Olympia’s Neutral Air 1 has been seeing a lot of use across all percents, acting as a looping tool at low percents, and a kill confirm at higher percents. This change should tighten up confirm windows and give some healthy counter-play to these situations.
  • FORWARD AIR
    • Main hitbox size decreased, 76 x 76 > 66 x 66
      • Olympia’s Forward Air has been filling it’s role as a combo tool and finisher very well. The hitbox reduction combined with additional vulnerability on her gauntlets should make contesting the move easier for opponents.
  • UP AIR
    • First hitbox hitstun multiplier changed, 1 > 0.85
    • Second hitbox hitstun multiplier changed, 1 > 0.85
    • Third (spike) hitbox angle flipper removed, 6 > 0
      • Last patch we attempted to make up air chains a little less painful by increasing her base knockback and landing lag. This attack is still a crutch for Olympia players so we decided to reduce hitstun opponents receive in order to allow for easier escape attempts from Olympia’s victims.
  • BACK AIR
    • Reduced main hitbox active time, 9 > 6
    • Reduced underside hitbox active time, 11 > 6
    • Adjusted window timings so active time is 14 > 6 and endlag is 2 > 10,
      • This means whifflag will apply more to the move.
    • Reduced main hitbox width, 70 > 60
    • Reduced underside hitbox size and position.
      • We felt that her disjoint on this move was a little strong, particularly below her. We want this move to be more of a horizontal menace, with less safety when landing directly on top of opponents.
  • FORWARD STRONG
    • Forward Strong is now split between an early strong hit lasting 3 frames, and a late hit beginning on frame 4. The early hit is unchanged from the previous version and the late hit has 12 base hitpause and 0.8 KB scaling. Each hitbox is new compared to the previous Forward Strong.
      • Olympia’s Forward Strong is a unique move that shatters her gauntlets. We wanted to keep the length of the move identical while making later frames a little less powerful.
  • NEUTRAL SPECIAL
    • Projectile Hitstun multiplier reduced, 1.0 > 0.5
      • The projectile throw itself is not intended to be her main strength on Neutral Special. This puts the projectile portion more in line with other projectiles of similar knockback.
    • Creating the gem (either automatically or manually) now puts Break Nspecial on 10 frames of cooldown.
      • This is meant to prevent accidentally buffering gem pops when trying to stop the projectile late.
    • Bug Fix: Bashed gem is now destroyed when it hits the ground.
  • FORWARD SPECIAL
    • Bug Fix: Fixed parry stun not applying if you hit someone or something after getting parried.
  • UP SPECIAL
    • Rapid hitbox size reduced, 72 x 72 > 60 x 60
    • Finisher body hitbox width decreased, 95 > 75
      • This change allows opponents to contest early hits of the move more safely, while also decreasing the size of her finishing hitbox that would terrorize airborne opponents.
    • Pratfall landing time increased, 11 > 18
      • The increased pratfall time should make going for ladders ending with up special a little more commital while still allowing for smart use of edge cancels on the way down to protect herself.
  • DOWN SPECIAL
    • Dodge cancel in the air now puts the move on cooldown until you land, walljump, or get hit.
      • Olympia’s Down Special was a bit too safe to use. Her dash cancel gives a big boost of speed and a smallwindow of invulnerability. Limiting the cancel to once per airtime will make the option a calculated choice rather than a repeated optimal strategy.
    • Increased early attack startup, 2 > 10
      • Releasing the move early was able to sneak through certain multi-hits, this should make the move lose to multi-hit attacks while keeping it as a good counter to single-hit attacks.
    • Bug Fix: Fixed armor being reapplied when releasing it.
    • Bug Fix: Fixed armor being reapplied in certain other situations.

  • Matches no longer desync when switching between rollback and non-rollback modes online.
  • Fixed Orcane’s explosive bubble rune crashing.
  • Fixed keyboard controls causing unintentional up/down hard presses while online.
  •  WORKSHOP
    • Added attack property AG_NO_PARRY_STUN.
    • Added newcomer names to get_char_info.

Rivals of Aether Balance Patch 2.1.1.0

A few weeks ago we added a whopping FOUR new characters to the PC and Switch versions of the game for free. Since then we’ve been able to collect feedback and bug reports from the community, allowing for our first balance patch since their release!

While this is by no means the final balance patch these characters will see, our intention with this round of changes is to hit the big troublemaker moves of each of the four. Buckle up, this is a big one.

Mollo is really close to how we want him to play – an aggressive and unpredictable character who can rushdown or zone while using everything at his disposal. Our main goal when updating Mollo was to add more counter play to his bombs – particularly the finisher bomb. We also fixed some bugs and updated a couple of his normals.

  • FINISHER BOMB
    • Finisher Bomb countdown increased, 30 -> 50
      • Spamming a massive kill move was never the intention of the finisher. A longer fuse means Mollo players will need to set up for the big reward.
    • Finisher Bomb reduced weight, 1.25x -> 1.6x
      • For reference, other bombs take 1.8x base knockback.
    • Adjusted explosion VFX layers of Finisher Bomb to primarily appear behind players.
      • This allows players to see where they are in relation to the explosion, helping with reactionary DI.
    • Bug Fix: Finisher Bomb now puts Mollo in parry stun on successful parry.
  • FLASHBANG
    • Increased Flashbang damage, 0% -> 5%
      • This bomb should not have been dealing 0% in the first place but it was particularly noticeable when Mollo could use it to stall off stage.
    • Bug Fix: Fixed flashbangs not applying full hitpause to attacking players.
  • DEFAULT BOMB
    • Hitpause increased, 6 + 0 -> 8 + 1.0
    • BKB 10 +1.0 > 8 +1.0
      • Default bombs were killing light characters a bit too early off the top. Peeling off some base knockback allows us to reduce those surprise KOs while still keeping it a KO option when your opponent passes 150%.
  • GENERAL BOMB FIXES
    • Primed bombs now properly explode in Mollo’s hand when hitstun ends.
    • Held bombs will now continue their timer when Mollo is in hitstun.
      • One of the goals of Mollo’s bombs was inspired by Kragg holding a rock. Mollo should feel more powerful with a bomb in hand but also at risk. Due to some bugs and timing, this goal was muddy at launch. We have made some adjustments so opponents can effectively use Mollo’s bombs against him. If you can catch him with a bomb, you can combo him while it primes and now effectively use the explosion to extend your combo or even KO Mollo!
    • Bombs will not bonk players in hitstun moving faster than 6 pixels per frame.
      • It was a frustrating experience to land a KO attack on Mollo only to have an errant bomb bonk him and negate all the knockback. We introduced a hitstun velocity where once above the threshold, characters will ignore the bonk. You can still use bonks for cool combos at lower speeds but bonks won’t be invalidating your hard work when it comes to KOs.
    • Bug Fix: Bombs that explode on bonk should now assign the hitboxes to the last player that hit it, and not just the Mollo that made it. (Meaning bonking a mollo with their own bomb should properly blow them up.)
      • Mollo finally gets a taste of his own medicine.
    • Reduced bonk hitpause, 12 -> 7
      • Bonks had enough hitpause to lock opponents in place for too long. This was especially problematic getting hit by a bomb whose fuse was running low causing a likely KO with a finisher bomb. The hitpause has been adjusted to better reflect the bonk and reduce those sticky situations.
    • Down Special now causes bomb detonations 1 frame earlier
      • Bat hits shouldn’t be overridden by bomb explosions anymore.
    • Bug Fix: Fixed a bug causing bombs to occasionally float in the air.
    • Bug Fix: Fixed a bug that allowed several unique explosions when Mollo’s primed bombs blew up in his hand.
  • FORWARD TILT
    • Bug Fix: Fixed a bug that allowed opponents to crouch cancel at any percent.
      • It was pretty funny though.
    • Hitpause increased, 6 + 0.6 -> 8 + 0.9
      • Reactionary DI should be much easier now.
      • A few properties leftover from an older version of the move have been snuffed out.
  • UP STRONG
    • Cleaned up Ustrong’s animation.
    • Reduced KB on the last hit, 10 + 1.0 -> 8 + 1.0
    • Increased Ustrong’s endlag, 12 -> 17
      • Up Strong is a great anti air tool and Mollo’s strongest grounded KO option. The attack was designed with a large and long-lasting active window to catch fast moving aerial opponents. But the final hit was too strong for his kit and the attack lacked the recovery frames to be able to punish it. We have remedied both of these.
  • DOWN STRONG
    • Bug Fix: Center hitbox hitpause increased, 5 + 0.5 -> 10 + 0.5
      • The strongest hitbox had less hitpause frames due to the attack’s previous functionality. Now the hitpause has been updated to reflect the attack’s knockback and improve DI opportunity.
  • RAPID JAB
    • Repeated attack inputs should keep spraypainting more reliably.
    • Removed hitpause scaling to prevent stunlocking (was at 0.6x previously).
      • The move should feel better to use and to get hit by.
  • DASH ATTACK
    • Hit one now breaks Kragg’s rock.
      • The hitbox meant to grab bombs did not function as a normal hitbox, making interaction with rock a bit puzzling.
  • NEUTRAL AIR
    • Fixed an error causing hitboxes to be arranged incorrectly.

Hodan certainly is a funny monkey. His playstyle is surprising and wacky and unlike anything Aether has seen. Hodan’s unique charge mechanic is a hit but it has been hurting hands and driving players to unusual control setups – we saw that taped down dpad! Our changes to charge have made it easier to use it optimally without feeling like you could be charging more. We also looked at Up Special, Forward Air and Forward Special which were his 3 charged moves causing the most monkey frustration.

  • CHARGE FUNCTIONALITY
    • Charged moves now reset the charge amount as long as you’re using one.
      • Charging takes 15 frames, so now back to back charge moves will require those extra 15 frames to execute.
    • Starting a charged move disables the ability to charge until you let go of Down.
      • This excludes down strong due to the direction of the move matching the direction required to charge.
    • Starting a dash disables charging until you let go of Down.
      • These last two changes make sure that Hodan can be played optimally with either the standard controller settings, the dpad or the keyboard. To be able to dash with a standard controller, you have to let go of down. But a keyboard or a dpad could hold down through that motion and retain the charge easily without having to move the stick back down like a controller would. These requirements for a new down press get all the controllers on the same playing field and also make it easier on your hands for players who were tempted to claw both the analog stick and the dpad for their monkey madness.
  • UP SPECIAL
    • Charged variant early hit BKB and KB scaling reduced, 10 + 1.2 -> 9 + 1.1
      • For how fast this attack is and the places you can use it, it was KOing too early. This change should bring the kill power to a healthier level.
    • Charged variant early hit active duration reduced, 6 -> 2
    • Uncharged variant early hit active duration reduced, 6 -> 3
      • The start of up special is the sweet spot but with how long it lasted, it didn’t feel very sweet to get hit by it. We reduced the duration on both versions. Charged and uncharged variants travel at different speeds, meaning the active frames cover different distances. Both variants now reach similar distances. Example: A grounded up special’s first hit can no longer hit Tower of Heaven’s top platform.
    • Late hit angle changed, 50 -> 60
    • Charged late hit angle changed, 50 -> 80
      • We updated the angles on the late hits of each Up Special to match the angles of the sweet spots which makes DIing the attacks more consistent.
  • FORWARD SPECIAL
    • Forward Special endlag increased, 20 -> 28
      • We are increasing the recovery of Forward Special to reduce Hodan’s spam and also to remove his stalling technique when combined with Up Special. We opted for a recovery hit over a cooldown implementation because we want Hodan to be punished for using his projectile in inopportune situations rather than being able to parry or move away.
    • Charged Forward Special endlag increased, 14 -> 28
      • While Forward Special spam was formidable, the amount of sweat you could swirl by repeating Charged Forward Specials was devastating. This recovery change brings both versions in line.
    • Sweatwhirls can now only absorb new spirits after 40 frames, once the spirit’s spawn animation has finished.
      • This helps players escape several whirls being chucked at them in a row.
    • Bug Fix: Spirited sweatwhirls are no longer transcendent.
      • Attacks that beat projectiles can now destroy all sweat whirls.
    • Bug Fix: Fixed sweatwhirl hitboxes lingering outside blastzones.
      • A moment of silence for the Kraggs that lost their pillars to this bug.
  • FORWARD AIR
    • Charged Forward Air landing lag increased, 8 -> 10
    • Charged Forward Air endlag increased, 14 -> 16
      • The move is meant to be big and strong, so we targeted endlag in conjunction with the new charge mechanics to make it much harder to combo more than one in a row.
  • UP TILT
    • Bug Fix: Charged variant’s (Splash Kick) final 2 hitboxes moved to the correct window, removing the four hitbox overlap it had before.
      • SPLASH YA LATER!
  • UP STRONG
    • Bug Fix: Fixed a bug where players under very specific platform heights (Treetop Lodge’s upper platform) would not be thrown properly.

Pomme is a flashy popstar who introduced a float double jump to Rivals of Aether! Pomme didn’t require too many updates in this first balance patch. We did target some of her problematic stalling options in addition to her lack of recovery frames on her strong attacks.

  • FLOAT MECHANIC
    • Getting hit while floating now removes any remaining float time.
      • There is a 6 frame forgiveness window at the beginning of a float.
    • Up Special now only restores float time to a maximum of 45 frames.
      • Pomme leaves the ground with 150 frames of float time. If her remaining float time is above 45 frames when using Up Special, the remaining time will be available as a second float.
    • Fixed being locked out of fastfalling when using a move out of float.
  • FORWARD AIR
    • Lowered Forward Air’s sourspot angle, 45 -> 40
    • Forward Air sweetspot KB reduced, 7 + 1.1 -> 6 + 1.0
      • In addition to a sweet spot KB nerf, the sour spot and sweet spot angles are now identical, making DI less of a guessing game.
    • Bug Fix: Fixed a momentum bug related to a floating Forward Air in Pomme’s Harmony Field.
  • FORWARD SPECIAL
    • Increased Forward special damage, 0% -> 8%
      • We told Vince to stop holding his punches. The Rivals aren’t fans of Pomme. Well except for Kragg. He owns all her albums. This should also prevent crouch-cancelling causing some odd trajectories.
    • Forward Special Cooldown has been increased from 15 frames after Vince disappears to 55 frames after Vince disappears.
      • Now that Vince is not holding back, we have to deal with those times when Pomme is too reliant on him. This cooldown increase should keep Vince as a combo starter while reducing him as a spam option.
    • Vince’s whiff endlag reduced, 40 -> 30
      • This change makes Vince block projectiles for a little less time but also allows Pomme to use Vince sooner effectively reducing the increase in cooldown above from 40 frames to 30 frames.
  • DOWN SPECIAL
    • The harmony field now moves towards the stage if it’s far away enough from solid ground.
      • We saw the videos of the Pomme stalling from launch week. This attempted solution should keep a floating Pomme away from the edges of the blastzone, while also giving the Harmony Field more utility near stage.
  • STRONG ATTACKS
    • Fstrong endlag increased, 12 -> 18
    • Ustrong endlag increased, 10 -> 15
    • Dstrong endlag increased, 10 -> 15
      • Pomme’s strong attacks were incredibly hard to whiff punish especially considering they pack quite the punch for an Air character. These changes should bring her closer in line to the rest of the cast.
  • UP TILT
    • Bug Fix: Removed an extra hitbox from Utilt that was spawning later.
      • A relic from an older animation that added a lot of disjoint to her attack.
  • MISCELLANEOUS
    • Slightly increased harmony field opaqueness.
    • Bug Fix: Fixed crouching using the standing hurtbox.
    • Bug Fix: Up Special now has a walljump cancel window during active frames.

Olympia is a fan favorite! But more importantly, she is a Dan favorite. He told us not to nerf her so please don’t link him these patch notes. We took a good look at her Forward Special and a couple of her aerials for this first balance patch.

  • NEUTRAL SPECIAL
    • Reduced Neutral special’s break hitbox size, 284 x 284 -> 270 x 270
      • This should remove scenarios where someone gets crystalized while barely touching the field.
    • Nspecial’s projectile now resets its despawn timer when parried.
      • A parried projectile will now reach the Olympia that threw it.
    • Crystalized sprite is now bi-colored.
  • FORWARD SPECIAL
    • Forward Special now includes the gauntlet as the hurtbox.
    • Forward Special’s hitbox moved inwards, 12 -> 6
    • Forward Special’s endlag is now 28 to 36 frames, depending on charge – was 20 to 36.
      • These changes to Forward Special will make contesting the move less dangerous and whiff punishing the move easier at low charge. Forward Special still has IASA frames on hit and it starts 25% of the way through the recovery which means the IASA at low charge is slightly slower now.
    • Reduced the amount Forward Special can push up when hitting a ledge, 40 -> 32 pixels
      • Olympia will still get a boost onto stage, but now it won’t be so much that it’s visually jarring when she pops up onto the ground when hitting the wall.
  • UP AIR
    • Uair landing lag increased, 5 -> 8
    • Uair endlag increased, 7 -> 10
    • Uair 2’s base knockback increased, 6 -> 7
      • Up air should now be a little less powerful when used in hitfall strings, while also sending opponents further out, making follow-ups a little more difficult.
  • DOWN AIR
    • Dair sourspot knockback reduced, 6 Base + 0.8 Scaling -> 4 Base + 0.6 Scaling
    • Dair sweetspot knockback reduced, 10 Base + 1.0 Scaling -> 7 Base + 0.8 Scaling
    • Dair sourspot hitpause reduced, 6 Base + 0.8 Scaling -> 6 Base + 0.6 Scaling
    • Dair sweetspot hitpause reduced, 20 Base + 1.0 Scaling -> 12 Base + 1.0 Scaling
      • Those Down Air numbers were pretty intense, huh? It turns out when sending downward, gravity only adds to your speed. The numbers have been adjusted to be in line with other powerful spikes in the game.
  • BACK AIR
    • Reduced Bair’s second hitbox active frames, 14 -> 11
    • Reduced Bair’s active window, 14 -> 11
    • Increased Bair’s endlag, 2 -> 5
      • Back Air’s hitbox now ends when Olympia’s art changes, giving the move more endlag while keeping the total frames the same.

  • Adjusted Pomme’s tutorial so hitting all 4 nspecial notes should be easier.
  • Adjusted Olympia’s tutorial so hitting bair into another aerial should be easier.
  • Fixed a typo in Mollo’s tutorial.
  • Bug Fix: Updated Pomme’s portrait colors to match shaders better. (Also got rid of a red pixel on her custom color sprite.)
  • Bug Fix: Fixed Olympia’s custom color screen only having one color slot on the diamond.
  • Bug Fix: Olympia’s crystalized effect should use consistent colors instead of blinking between swapped colors.
  • Bug Fix: Removed a black line on Mollo’s landing sprite while holding a bomb.
  • Bug Fix: Removed a white pixel on the start of Mollo’s parry.
  • Bug Fix: Fixed the Flashbanged double-visioned effect not displaying correctly.
  • Bug Fix: Fixed various issues with Ori bashing Mollo bombs.
  • Bug Fix: Fixed a bug allowing Ori to bash Olympia’s Crystal repeatedly.
  • Bug Fix: Ranno’s Dspecial hitboxes now ignore rock as per hitbox properties instead of being hardcoded. While this doesn’t actually change how ranno interacts with kragg’s rock, some newcomer articles (like Mollo bombs and Olympia gem) rely on this property when checking for hitbox collisions.
  • Bug Fix: Fixed odd animations when moonwalking as Olympia, Pomme, Mollo, or Hodan.
  • Bug Fix: Fixed Olympia, Pomme, Mollo, and Hodan not getting an animation when you unlock their milestone.
  • Bug Fix: The Random Stage button should now be able to choose from any stage skins you’ve unlocked.
  • Bug Fix: Closed up a gap in collision boxes on Neo Blazing Rail that let players go under the main ground.
  • Bug Fix: Fixed workshop buddies crashing on load.
  • Bug Fix: The RCS Season 5 name color now has its trim back.
  • WORKSHOP
    • Added the following macros for characters: CH_MOLLO, CH_HODAN, CH_POMME, CH_OLYMPIA
    • Added the following macros for player states: PS_FLASHED, PS_CRYSTALIZED, PS_BURIED

Workshop Character Pack Release Date

The time has come! Last April, we announced the inclusion of four community-created characters into the base cast of Rivals of Aether. After an intense year of development we’ve worked internally, with the original creators, and with our closed beta team to finally bring these characters to life in our next free update on February 3rd, 2022 on PC and Nintendo Switch.

What’s Included

Our latest FREE update.

The workshop character pack is filled to the brim with new content. Each of our four new characters come with their own stages, music, and Abyss Runes right out of the gate. Players familiar with their Steam Workshop versions will find updated kits, animations, sound effects, and much more.

Players who already own Rivals of Aether on Steam or Switch will automatically receive the Four-Pack update for free.

Check out that fancy new Character Select Screen!

Mollo

The Smoldering Rage from the future is here! Mollo is taking a break from the rebellion against the treacherous Loxodont to utilize his explosive arsenal of weapons in an all new battlefield. Item management and stage control are key to mastering this moth, as he can do serious damage from a distance, or up close and personal.

Hodan

The Hot Springs Sage cannonballs into Rivals of Aether! Hodan uses his expert technical abilities to empower himself when the time is right. Build charge by holding a downward directional input, then unleash the beast with powerful secondary versions of key moves.

Pomme

The Superstar Songstress has arrived on the scene and is ready to put on a show! Pomme’s unique understanding of sound waves allows her to quite literally float through the air, making her a potent threat in even the hardest to reach corners of the battlefield.

Olympia

The Amethyst Fist puts her deep understanding of martial arts to the test as she brawls her way through Aether! Olympia is a fundamental warrior with a clear game-plan of hitting her opponents hard and making each hit count. Stand your ground and strike fear into your opponents, because this one is going to hurt.

Rollback Netcode

Finally for those playing on Steam, we are excited to announce that Rollback Netcode is leaving our open beta branch to officially become part of the base game with the February 3rd update. Experience the Workshop Character Pack in all its glory with the launch of the long awaited rollback netcode update on PC.

We hope you check out the newest additions to Rivals of Aether this Thursday on Switch and Steam. Thank you to our wonderful community for being with us on this journey. These new characters would not have been possible without the fantastic Workshop community that has blossomed over the years. We hope everyone will have as much fun with them as we have.

Oceania RCS Season 6 Wrap-Up

Season 6 of the Rivals Championship Series kicked off last September with an expansion of our Australian region to include all of Oceania. As New Zealanders officially joined the fray, players battled over four events themed after our upcoming characters, followed by a high stakes finals event that concluded this weekend. It didn’t disappoint as the Oceanic RCS saw one of its most fierce battles to date, featuring titans from events across the season.

Special thanks to @LichgoFGC for running the finals stream.

A Look Back at the Season

RCS Hot Springs
The season opener saw last year’s Champion, SNC, tear out the gates to secure his win in the biggest event of the year. A grand finals reset over OSU left Jet and Gabe smelling blood in the water at 3rd and 4th place respectively.

RCS Melody
After finding his way back to grand finals from winners side, SNC fell to Jet twice to award the legendary Wrastor his first of two victories in Season 6.


Some of the final standings for season 6.

RCS Fireworks
A return to form for Australian giant, Gabe, as he secured a flawless victory over both SNC and Jet. Gabe’s crown marked the third unique winner in three months, with one tournament to go before the RCS Finals in January.

RCS Crystal
After three events, the Oceanic region finally sees its first repeat champion. Gabe fell to Xenix in winners semis, setting up a losers run where he would eventually double eliminate Jet to take home the victory in the last regular season event of the year. Now with the finals on the horizon, Gabe managed to secure two RCS victories while sticking to the Elemental theme of each event.

The Season 6 OCE Champion

The RCS Finals
With the regular season out of the way, Jet had earned his spot at the top of the RCS leader-board, while Gabe remained the only player in the region to secure multiple championships.

The stage was set for an epic finale between the two players, with Jet and his teammate, Random7Flame striking an early blow with a victory in doubles on day 1. Day 2 did not disappoint, because this time it was Jet’s turn to get upset in winners semis, allowing for a losers run of his own. Jet managed to drive home back to back set wins over Gabe to top off his RCS mastery of Season 6.

Our OCE Champion – Jet!

After the dust settled, we reached out to our champion for a brief interview regarding his journey:

SBS: How did you first hear about Rivals and get into the scene as a competitor?

Jet: Before Rivals, I had given a few different games a go as a competitor, Battlefield 3, Dota 2, and Rocket League, with varied success. So when I learnt about Rivals of Aether from a youtube video back in 2015, I thought it would be a great game to try my hand at competitively. Played around with all 8 characters at the time, and found Wrastor to be my favourite to play,

Stuck with it ever since.

SBS: How long have you been playing Rivals for? How long did you play the game before entering brackets?

Jet: Just over 6 years now, having started playing Rivals around late 2015/start of 2016. I believe the first bracket I played was Dreadful Duels XII, which was hosted January 14th, so around 3 weeks of playing before I entered my first bracket…

A blast from the past…

SBS: This season was hard fought from beginning to end, with tournaments won by three separate competitors. What was your most difficult hurdle on your climb to the top?

Jet: Physical health has been my biggest hurdle. Like many others I have dealt with my fair share of hand and arm injury, a product mostly from practicing guitar as much as I do. It is a struggle to play some tournaments when your arms and hands are aching, so in the lead up to RCS finals I took a break from playing guitar and went to the physio to get myself fixed up. Of course I ended up getting covid a half a week before the RCS finals. But it wasn’t enough to hold me back..

SBS: One of your toughest hurdles this season looked like the return of former Australian champion, Gabe. His first active season since Season 3 came with a fourth and two first place finishes during the regular season, before ultimately leading to a grand finals clash with you in the RCS Finals. What was your approach to overthrowing him with the championship on the line?

Jet: Most of my friendlies have been played against Gabe this season, we have adapted a lot to each other’s playstyle and pushed to improve our gameplay. With so many games, there comes a lot of mental notes on how they play. So I went into Grands feeling confident that I would have the answer to his overall gameplan, and that clearly showed in the Grand Final Set.

SBS: Now that you have won your first RCS Finals event on top of owning the regular season leader-board for a second consecutive year, what are your competitive goals moving forward?

Jet: I have had my sights set on EU & USA for a little while now, I really believe I would put up a great fight overseas, and learn a lot from different playstyles and metas. But most likely won’t be able to visit for a few years due to funding. So in the meantime I think I’ll just keep winning here in Australia..

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Stay safe and thanks for playing! Keep an eye out for more 2022 official season news this spring.