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Players Locked into Dash Attack – A Call for Consistency or Clarity#1882

R

Currently, players are locked into performing a dash attack unless they utilize certain techniques like back-dashing, crouch-canceling, or wavedashing before executing a tilt or jab. While these methods work, this input design feels arbitrary compared to the rest of the game’s fluid movement and attack options.

Notably, Wrastor bypasses this limitation entirely by using the Strong button for tilts, allowing for any attack out of a dash without extra inputs. This creates a significant discrepancy between characters and can make gameplay feel unintuitive for new players.

Given that techniques like L-Canceling were removed from the first Rivals of Aether to streamline gameplay, I propose a similar approach here. Either:

Teach These Techniques Early – Add tutorials specifically covering these essential mechanics to help players understand how to perform tilts and jabs out of a dash effectively.
Remove the Arbitrary Input Lock – Allow players to cancel a dash directly into any attack, similar to how Smash Ultimate and Slap City handle this.

For new players, accidental dash attacks are a common frustration, and even seasoned players can struggle with controller inconsistencies, as highlighted by community feedback. Simplifying this mechanic would improve accessibility and enhance the overall feel of movement and combat in Rivals 2.

I welcome feedback, especially from experienced players, on whether such a change would disrupt game balance or if any adjustments (such as buffs to dash attacks) would be needed as compensation. Let’s discuss!

a year ago
1
R

Aditional Note Being locked into Dash attack does not exist in many competitive platform fighting games such as the Nickelodean All star Brawl series, Slap City and Smash Ultimate

a year ago