#Main mechanical differences between R1 and R2

28 messages · Page 1 of 1 (latest)

pearl steeple
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hey guys, im an intermediate clarien/ori player in R1, and im getting R2 in a few days. Im wondering which differences in the engine I should watch out for. I'm already aware of floorhugging being absurdly good and platboosting dying, but what else?

glacial fox
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  • Wavedash/waveland has lag,
  • no walljump out of up B,
  • you get walljump back for hitting an opponent
  • ledgedash can be done using tourney winner (Jump from ledge then press shield)
  • b-reverse is still in but we have Wavebounce now (Carries horizontal momentum when performing a special turnaround)
  • knock back is much lower
  • stages are tighter, ceilings are higher
  • ledge, getup, and pummel specials are all unique per character
  • the pummel 50/50 where you have to guess which pummel your opponent will do and press the same kind (normal or special)
  • knockdown added
pearl steeple
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wtf wavedashing has lag?

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so less actionable frames out of wavedash basically?

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whats wavebounce?

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and could i have a resource on grab mechanics?

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i heard baby dashing was different too, how?

high light
# pearl steeple and could i have a resource on grab mechanics?

once grabbed a timer starts, the timer makes sure you can't hold someone forever

the grabber has the choice between normal pummel and special pummel, and you can only pummel once per grab. if the person grabbed guess right and presses the same button as the grabber, the grab is broken

normal pummel does damage and allows for a chaingrab, while special pummel is character specific

glacial fox
glacial fox
glacial fox
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When a Character is yellow they cannot be grabbed

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Pummels will remove this grab lockout window

pearl steeple
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not pummel ig?

glacial fox
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its just a risk you can take

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for more damage

pearl steeple
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makes sense

pearl steeple
shadow lintel
pearl steeple
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ah ok