Rivals of Aether

Rivals of Aether

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                    A guide to Rivals of Aether for the PC
                     Written by Adam King (aka Terotrous)

                               Version 1.9


===============================================================================
===============================================================================
Table of Contents:

You can search using the code listed before the titles to jump right to that
section.  Just press Ctrl-F and type in the code.

F-0   Faq information
   F-1   Version History
   F-2   Preface

G-0   Game Basics
   G-1  About Rivals of Aether
   G-2  Game Mechanics
   G-3  Advanced Techniques

C-00  Characters
   C-01  Zetterburn
   C-02  Orcane
   C-03  Wrastor
   C-04  Kragg
   C-05  Forsburn
   C-06  Maypul
   C-07  Absa
   C-08  Etalus

S-00  Stages
   S-01  Fire Capitol
   S-02  Merchant Port
   S-03  The Rock Wall
   S-04  Air Armada
   S-05  Treetop Lodge
   S-06  Blazing Hideout
   S-07  Tower of Heaven

Z-0   Contact and Credits
   Z-1   Contacting Me
   Z-2   Credits
   Z-3   Closing Information


===============================================================================
===============================================================================
F-0

FAQ Information:


###############################################################################
F-1

Version History:

1.0 - Sep 22, 2015
First draft.  Covers all 6 characters currently in the game.  This is mostly
Day 1 stuff, so don't be surprised if some of these needs updating down the
road.

1.1 - Sep 26, 2015
Notes a number of tricks and additional properties to moves.  Strategy sections
probably need updating, but I wanted to get this out there so people would know
about some of the other things the characters can do.

1.2 - Oct 1, 2015
Patch 0.0.4 made some significant gameplay changes, most notably the
introduction of jab cancels.  See the advanced techniques section for more
details.

1.3 - Nov 19, 2015
Absa is out, and she's now covered in the guide.  There's also been a few
minor changes since earlier versions that are covered in the respective
character sections.

1.4 - Nov 27, 2015
A few little fixes and additions to Absa.

1.5 - Jan 13, 2016
The game has been substantially updated again.  There's a bunch of little
character tweaks, but the big change here is the addition of the Whiff Recovery
mechanic, see the advanced gameplay mechanics section for more about it.

1.6 - Feb 4, 2016
A small patch was released that reverts a few changes from past versions,
notably Forsburn got his clone damage back and Maypul's plant is back to
working how it used to.

1.7 - Apr 2, 2016
A major patch was released, making significant changes to Forsburn and Maypul,
as well as adding Etalus and 2 new stages to the game.

1.8 - Jun 6, 2016
Another minor balance patch has been released.

1.9 - Sep 1, 2016
Another major patch is out.  This one reverts many challenges made in the last
few patches, bringing most characters back to how they were near launch
(and also making me redo some of my work).


###############################################################################
F-2

Preface:

I decided to make a guide for this game because most fighting game guides are
simply about movelists and contain very little about actual strategy.  Since
I think a full set of character FAQs are unlikely to be made for this game,
I have put most of that kind of information into this guide.


===============================================================================
===============================================================================
G-0

Game Basics:

This sections goes over the basics of the game.  


###############################################################################
G-1

About Rivals of Aether: 


In case you haven't heard of it, Rivals of Aether is an indie fighting game
by Dan Fornace, the creator of the Super Smash Land fan game and a designer on
the XBox One game Killer Instinct.  In some ways it shares some concepts with
Super Smash Land, but vastly upgraded, and as such it plays much closer to
Smash Bros than other games of this type.

Just like Smash Bros, the objective of Rivals of Aether is to knock your
opponents off the stage, which you do by hitting them with regular attacks to
build up their damage until you can hit them with a stronger attack and send
them flying.  Of course, the opponent can also try to come back to the stage,
by using their midair jumps and some of their special moves.  If you've played
Smash Bros, this will all feel very familiar to you.

However, there are some key differences between this game and Smash Bros.
For starters, this game has no concept of blocking, your only defensive options
are rolling, air dodging, and a spot dodge-like Parry mechanic.  There are also
no grabs or throws.  The air dodge in this game is a directional air dodge,
like in Super Smash Bros Melee, but it does not go into special fall, so you
can act afterwards and use it kind of like a third jump.  There's also no ledge
grabbing, you always have to recover onto the stage, but every character in
the game can wall jump out of special fall.  There is also no L-cancelling, but
most aerials have very low landing lag anyway.  Oh, and rejoice, longtime Smash
Bros fans, for this game allows you to turn stage hazards off and map 
light / strong attacks to their own buttons.  Freedom at last!

Of course, the characters in this game are all original to Rivals of Aether.
They're all vaguely humanoid animal characters who control a specific element.
Some of them play fairly similarly to characters from the Smash Bros series,
while others are vastly different, but one thing that unites them all is that
they all have some kind of special mechanic that allows them to control the
stage in some way.

So now that you know what this game is (and what it isn't), let's move on to
the specific mechanics of the game.


###############################################################################
G-2

Game Mechanics:


This section goes over the basic mechanics of the game.


Damage and Knockback:
---------------------
In Rivals of Aether, the objective is to knock your opponent off the stage.
To do so, you'll need to build up their damage by landing attacks, then land
an attack that has a lot of knockback to knock them away.  If they can't return
to the stage, or are hit so far away that they reach the end of the stage 
(known as the "blast zone"), they lose a stock.  Note that there is a blast
zone far above the stage, as well, so being knocked high enough the stage can
also be fatal.

Not all attacks have adequate knockback to KO your opponents, some will deal
relatively constant knockback even when the opponent has very high damage.
Moves that deal increasingly high knockback as the opponent gets more damage
are generally known as kill moves, while moves that deal fairly static
knockback are generally combo moves.  Use sequences of combo moves to deal
damage, then use a kill move to finish them off!


Types of Attacks:
-----------------
Every character has 5 basic types of attacks.  Light attacks, strong attacks,
aerial attacks, their dash attack, and their special moves.  Additionally,
except for the dash attack, there are multiple attacks in each category,
depending on the direction you hold on when performing the attack.

Light attacks are performed with the light attack button.  These are generally
weaker attacks that are useful for combos.

Strong attacks are performed with the strong attack button.  These are usually
slower attacks that have a lot of kill power.

Aerial attacks are performed by attacking in the air.  These attacks vary a
lot between characters, some are good for combos, while others are powerful
kill moves.

The dash attack is an attack performed while dashing.  Dashing is performed by
pressing forward twice, and makes you move faster, and pressing light attack
during your dash uses your dash attack.  Note that unlike Smash Bros, the run
stop animation in this game is extremely quick, all you have to do is let go
of forward for a moment and you can use any attack you want.  You can even use
specials and strong attacks without stopping your run at all!

Special attacks are performed by pressing the special button.  Like aerial
attacks, these are drastically different for every character, though one common
aspect is that the up special move can help you get back to the stage if you
have been knocked off.


Jumps and Dodges:
-----------------
As a game where the main gameplay mechanic involves being knocked off the
stage, Rivals of Aether features a wide variety of jumping mechanics.  For
starters, every character has a basic jump and a mid-air (double) jump.  Most
characters can only perform one mid-air jump per airtime, they must land to
regain their double jump, so be careful if you are launched offstage before
landing, as that drastically reduces your chances of getting back to the stage.
Of course, the mid-air jumps can also be used offensively as well, to pursue
an opponent into the air for additional attacks.  While in the air, you can
tap down twice quickly to fast-fall and reach the ground quicker.

Rivals of Aether is fairly unique among fighting games in that there is no
blocking, attacks must be avoided or countered rather than simply guarded
against.  The most basic way to avoid an attack is to roll, which is done by
pressing the dodge button and then tapping left or right.  Rolling has some
invincibility, so it can pass through enemy attacks, but it is not invincible
the entire time, so you can be hit if the opponent predicts it correctly.
You can also dodge in the air, by pressing the dodge button and any direction.
This functions very similar to a roll, but in the air, there is a brief window
of invincibility, then you can be hit again.  Note that you can only air dodge
once per airtime, but unlike in the Smash Bros series, you can act afterwards,
allowing you to use your air dodge much like an additional jump.  You can also
air dodge without inputting a direction, to blink out of existence for a brief
moment and avoid an incoming attack.


Teching:
--------
Normally, if you are hit into a wall or floor you will bounce off, but if you
press the dodge button as you hit the surface, you can tech, which will
allow you to recover quicker and stop the bounce.  If hitting the floor, you
can press left or right when teching to quickly roll in that direction.  Note
that teching does have a small amount of vulnerability, so if the opponent
expects it they may still be able to follow up.


Parrying:
---------
Rivals of Aether's other defensive option is the Parry.  By pressing the dodge
button without any other directional input, your character will flash black
for a brief moment.  During this time, if you are hit by an attack, not
only will you not be affected, but you will stun the opponent for a while,
leaving them open to a counter attack.  The length of time the opponent remains
stunned depends on the recovery of the move.  Faster, weaker attacks have
little stun, while slower, heavier attacks are stunned for a long time.  Aerial
attacks can also be parried, causing the opponent to fall helplessly to the
ground before their parry stun even begins, so they are especially vulnerable.
You can also parry projectile attacks, which will send them right back at the
attacker.

Just be careful, if you parry and the opponent does not attack, you'll be left
open for a while.  Parries also do not start immediately, there are a couple
frames of startup where you can be hit before the parry becomes active, so
don't always assume that you can just mash parry to escape pressure.


Directional Influence:
----------------------
Unlike in many fighting games, you aren't simply helpless after being hit in
Rivals of Aether, you can hold a direction to influence your trajectory any
time you are knocked into the air, which is called Direction Influence or "DI".
To perform this technique, think of the direction you are being sent as being
an arrow, and you want to hold the perpendicular direction to that arrow to
rotate your trajectory that way.  For example, if you are sent straight up,
holding right would make you go diagonally up and right, while holding left
would send you up and left.  Similarly, if you were sent up and right, holding
up and left would make you go more up, while holding down and right would make
you go farther to the right.  The amount of control you have is limited, but
sometimes it can make the difference between being comboed and escaping, or
hitting the blast zone or staying alive.


Stocks and Respawn Invincibility:
---------------------------------
After you get knocked off the stage, you will lose a stock.  However, as long
as you have some stocks remaining, you will rejoin the fight.  You reappear on
a special platform, and after you leave it you are invincible for a brief
moment, which is a great time to attack the opponent or set up some stage
control.


Special Fall and Wall Jump:
---------------------------
Some moves put you into the special fall state after they finish.  During
special fall, you cannot attack, jump, or dodge, the only action available to
you is wall jump, which is performed by pressing jump when touching a wall.
After wall jumping, you can perform your special moves again, but you can only
wall jump once per airtime unless you get hit, which refreshes your wall jump.


###############################################################################
G-3

Advanced Techniques:


Recoveries and Edgeguarding:
----------------------------
Although it is possible to KO your opponent by hitting them all the way to the
blast zone, many times when you hit your opponent offstage they will regain
control before hitting the edge, giving them a chance to get back on the stage
and continue the fight.  Of course, you can drastically simplify the process
of KOing them if you can prevent them from getting back, and every character
has different ways to do this.  Some characters will want to simply toss a
projectile at them or wait in the spot that they expect them to recover and
prepare an attack, while others will want to go out there and be more proactive
and finish them off with an aerial before getting back onstage themselves.

One thing remains fairly constant, though, if the opponent knows how you're
going to try to get back on stage, you're probably dead.  As such, if you're
in a position where you have multiple ways to get back on stage, don't choose
the same method every time, mix it up so they have to guess where you'll be.
It's often the difference between living to fight another day and losing a
stock.  This also makes it important to try to preserve your double jump and
air dodge if you can, as they give you extra recovery options and greatly
improve your chances of getting back.


Cancelling and Jab Cancels:
---------------------------
As in many traditional fighting games, Rivals of Aether has some moves that can
be cancelled, which means you can interrupt part of the move with another
action.  The most prominent type of cancelling is Jab Cancelling, every
character can perform any of their light attacks in the middle of their jab
sequence, for example, you can perform two jabs, cancelled immediately into up
light.  This is done simply by inputting the up light in place of the next
jab.

There are also other types of cancels that are specific to certain moves.  Some
moves can be cancelled with a jump, which means you can jump during part of the
move and then perform another action instantly, while others can be cancelled
by specific attacks or dodges.  Make sure to check the move breakdown for each
character to see which attacks can be cancelled and by what.


Whiff Recovery:
---------------
To allow certain moves to function well in combos but not be overly safe to
spam during neutral play, a unique mechanic to Rivals of Aether is that some
moves have much more recovery if they completely miss.  Note that in most
cases if they impact something other than the character (for example, Kragg's
rock), that still counts and they get the lesser recovery, though there are a
few exceptions for things that are hittable but still get the longer recovery.
This gives you more opportunities to punish these moves if they are used
recklessly.

As of the latest patch, only Dash Attacks still have whiff recovery, it is
otherwise gone from the game.  This means tilts and other such attacks are
free to be used as pokes again.


Wavedashing:
------------
As a game featuring directional airdodging, Rivals of Aether supports
wavedashing.  Wavedashing is generally accomplished by air dodging diagonally
into the ground, but Rivals of Aether also allows an easy wavedash input,
by simply air dodging forward or back during your prejump frames.  However you
do it, part of the momentum from the dodge will be maintained, causing you to
slide along the ground a short distance.  You can perform attacks a short time
after sliding, allowing you to move quickly without losing access to your
attacks.  You can also wavedash backwards to perform a retreating attack in
much the same way.  Also, there are some moves that can be cancelled with a
jump, so you can immediately wavedash if you'd prefer to follow up along
the ground.

There is also the concept of wavelanding, which is identical to a wavedash,
but while a wavedash is usually executed as soon as possible after starting a
jump, a waveland is performed when coming down from a jump.  This is a good
way to follow up after certain aerial attacks.


Dash Dancing:
-------------
A popular movement technique involves quickly dashing back and forward,
which is called dash dancing.  This allows you to maintain your space on the
screen while still remaining mobile enough to respond to the opponent's actions
instantly.  Note that unlike in Smash Bros, you can perform pretty much any
attack you want while dashing, so it is not necessary to pivot to perform
attacks.  That makes dash dancing a little less essential, but it can still be
useful in certain situations.


Reverse Aerial Rush:
--------------------
Another popular technique from the Smash Bros games makes its return here.
The reverse aerial rush (RAR) involves running in one direction, turning the
other way, then jumping during the pivot animation.  The character will
continue to travel in the direction they were running, but will face the other
way, allowing them to use their backwards aerial attack while moving forward.
This can also be useful for certain other asymmetrical aerial attacks.


===============================================================================
===============================================================================
C-00

Characters:


Below is an overview of the characters in Rivals of Aether.  Note that the
special move names are colloquialisms as the game does not give names to most
of these moves.


###############################################################################
C-01

Zetterburn:


Bio:
====

Zetterburn is the current ruler of the Fire Nation, following the death of his
father at the hands of an unknown assassin.  He is a veteran of many wars,
but is inexperienced in the areas of politics and leadership, having previously
left diplomatic duties to his now-exiled brother, Forsburn.


Special Mechanic: Fire Control
==============================

Many of Zetterburn's attacks set the opponent on fire.  While burning,
opponents take gradual damage, and if Zetterburn lands a strong attack on a
burning opponent, he can consume the fire to launch them further than usual,
which can kill opponents even at very low percents.


Moveset Breakdown:
==================

Jab
---
Zetterburn strikes twice with his claws, then bites the opponent.

A very standard jab sequence.  Very safe against parry, and the third hit
knocks the opponent away.  It can kill at very high percents.


Dash Attack
-----------
Zetterburn lunges forward with his claw.

This move has almost no knockback, so you can usually follow it up with a jab
or other close-range attack, and it has a special cancel into Up Strong.
It does have a fair bit of whiff recovery, though, so try not to miss.


Forward Light
-------------
Zetterburn slashes forward with both paws, dealing two hits.

This move deals significant damage knockback for a light attack, but it is also
quite punishable if parried.


Up Light
--------
Zetterburn strikes above himself with his claws.

This move has fairly consistent knockback and is great for use in combos.


Down Light
----------
Zetterburn sweeps the ground in front of him with his claw.

This move is a good poke, it strikes quickly, has good range, and knocks the
opponent a short distance away, but the reward from it is low.


Forward Strong
--------------
Zetterburn lunges forward, striking with an out-turned palm.

This move strikes twice, both during the dash and at the end of the attack,
and it travels quite quickly, making it a very threatening option from long
range, but the recovery is quite long, making it risky to use recklessly.  Like
all of Zetterburn's strong attacks, it will consume the flame if the opponent
is on fire, dealing significant knockback.  The threat of this move is often
enough to get the opponent to flee when they are on fire, which you can use
to your advantage.


Up Strong
---------
Zetterburn does a powerful uppercut with his claws.

This move is very quick and deals heavy knockback and damage, and is
Zetterburn's most effective kill move when the opponent is on fire.


Down Strong
-----------
Zetterburn strikes in front and behind himself with his claws.

This is a rare down strong that strikes behind before it strikes in front,
so it's particularly suited to punishing rolls.  If the back hit lands,
the opponent will also be hit by the front hit, which deals significant damage.
It has moderate knockback, but can also kill if the opponent is on fire.


Neutral Air
-----------
Zetterburn spins in a circle with his claws outstretched, striking many times.

This move does very little damage and knockback, but it will sometimes pop the
opponent above Zetterburn (depending on how many hits land), making it useful
as a combo starter or extender.


Forward Air
-----------
Zetterburn strikes in front of himself with a claw.

This move has two hitboxes, a strong one at the tip of the claw, and a weaker
one everywhere else, so you can either use it to kill or for combos depending
on your positioning.


Back Air
--------
Zetterburn strikes behind himself with his tail, setting the opponent on fire.

This move has very little knockback and is very useful in combos, particularly
because it sets the opponent on fire.  An effective combo finisher when near
a platform is to hit with this move, then do an up strong to consume the fire.


Up Air
------
Zetterburn strikes above himself with his claws.

Very similar to Zetterburn's up light, and one of his primary combo moves.
Like his forward aerial this also possesses a stronger hitbox at the very top,
which can kill at high percents.


Down Air
--------
Zetterburn slams the opponent downwards with his claws.

This is a powerful meteor attack that can be used for offstage kills or to
bounce the opponent off the ground for further combos.


Neutral Special: Shine
----------------------
Zetterburn emits fire from within his body, setting the opponent on fire.
This move can be charged by holding the button for a larger burst of fire.
The uncharged version can also be jump cancelled, even if it doesn't hit.

A classic Smash Bros move, though it's not as fast as Fox's version and it
doesn't reflect projectiles.  The ability to jump cancel this move on hit makes
it completely safe against parrying, so it's one of Zetterburn's safest combo
starters.  The charged version has lost its kill power, but is now safer than
it used to be.


Forward Special: Fireball
-------------------------
Zetterburn launches a fireball straight ahead that sets the opponent on fire.
His mane can also hit at close range.

A very standard projectile, and one of Zetterburn's best ways to inflict
burning.  Be aware that if the fireball is parried, it will come back at you,
and Zetterburn can also be set on fire, but you usually have time to get out
of the way.  A mainstay of Zetterburn's neutral game.  At point blank range,
the opponent can also be hit by his mane, which will combo into the fireball.


Up Special: Fire Lion
---------------------
Zetterburn engulfs himself in flames and launches in the indicated direction.
This move can be cancelled with an air dodge.  This move goes into special fall
upon completion, and it sets the opponent on fire.

Zetterburn's up special has some use as a combo ender, but it's primary a
recovery move, and a fairly bad one, at that.  This move has significant start
up time, making it fairly easy for most opponents to hit him out of it or 
reach the spot where he will land on stage and start charging a strong attack.
In order to stay alive you'll have to make good use of the ability to cancel
this attack into an air dodge, after which you can either use this move again
or perform your double jump, if you still have it available.


Down Special: Wild Fire
-----------------------
Zetterburn strikes the ground, leaving a puddle of fire in his wake.  If the
opponent touches the puddle, they are set on fire.  If performed in the air,
Zetterburn dives to the ground and creates a burst of fire, dealing heavy
knockback.

A handy, low-commitment option that lets you put fire on a certain part of the
stage.  Worth doing whenever you have a free moment, because more burn damage
is never a bad thing.  The air version is also a powerful kill move, but be
wary of parrying opponents.


Zetterburn Analysis and Strategy:
=================================

Zetterburn is a prototypical glass cannon.  He hits fast and hard, and can kill
at very low percents using his strong attacks on a burning opponent, but his
recovery is easily the worst in the game, so he can be killed just as easily
if he is ever caught off stage without a double jump.  As such, it's very
important for Zetterburn to try to stay towards the middle of the stage
whenever possible.  Use Zetterburn's Wild Fire near the middle to discourage
the opponent from approaching recklessly, and use parries and strong attacks
for immense punishes if they overextend themselves.  Unlike most other
characters, Zetterburn does not require long combos to build damage due to the
damage fire deals over time, so he can focus on playing safe and only going in
for kills when he has the opportunity.

When fighting against Zetterburn, the main strategy is just to try to avoid
his flames until you get him offstage, then make sure he doesn't come back.
Be aware of Zetterburn's recovery options, and try to keep track of whether or
not he still has his airdodge and double jump, as this will make it much easier
to edgeguard him.  If he does get you on fire, you can either retreat to a
platform or just keep the pressure on to try to avoid being hit by his strong
attacks, the fire actually doesn't last all that long.  You can also try to 
parry his fireballs back if he's playing the range game, but parrying can be
a pretty big gamble when he comes in close as his moves are fast and hit hard.


###############################################################################
C-02

Orcane:


Bio:
====

Orcane is an insufferable prankster who enjoys playing tricks and generally
causing problems for all those around him.  Despite being considered an outlaw
in his home nation, his slippery nature makes him the perfect candidate for
stealth operations.


Special Mechanic: Puddle Play
=============================

Orcane's neutral special and down special create of a puddle of water that
remains on the stage where it lands.  The puddle is necessary to enable the use
of Orcane's up and down special attacks, and his strong attacks also become
more powerful when used on top of a puddle, having greater range and knockback.
The puddle lasts indefinitely until it is used, even if Orcane is defeated.


Moveset Breakdown:
==================

Jab
---
Orcane strikes twice with his paws, then smacks down with both paws.

A pretty standard jab sequence.  Fast and safe, but does little damage.
Often a good follow-up to a dash attack.  Has surprisingly good range, too.


Dash Attack
-----------
Orcane rolls up into a ball and crashes into the opponent.

A very quick move which knocks the opponent slightly up into the air, great
for starting combos.


Forward Light
-------------
Orcane bashes his opponent with his head.

This move has surprising knockback for a light attack, making it useful to
create distance between yourself and your opponent.


Up Light
--------
Orcane does a little hop, striking the opponent with his head.

This move has great range and very little knockback, making it Orcane's best
combo starter.


Down Light
----------
Orcane sweeps low with his tail.

This move is super quick and can also start combos or be used in jab cancels.
It's also a good general "get off me" button due to its speed.


Forward Strong
--------------
Orcane ducks down and fires a stream of water from his blowhole.  If performed
on top of a puddle, the stream is much longer.

A fairly standard forward strong, but when on top of a puddle this move has
immense range and knockback.


Up Strong
---------
Orcane fires a stream of water straight above himself.  If performed on top of
a puddle, the stream is longer.

This move is quick and powerful, and if initiated while running, Orcane can
slide a long way before releasing the attack.  You get the amplified version
as long as you start the move on top of a puddle, so you can slide towards your
opponent and unleash a deadly blast of water.


Down Strong
-----------
Orcane releases two jets of water on either side of himself.  If performed on
top of a puddle, the streams are slightly longer.

A pretty standard down strong attack.  It hits both sides, but otherwise isn't
generally as impressive as his forward or up strong attacks.


Neutral Air
-----------
Orcane spins into a ball and strikes the opponent.

This is a very standard neutral air, it's quick and can be used in combos,
but does little damage.


Forward Air
-----------
Orcane releases a stream of bubbles from his mouth.  Hold the button down
longer to release more bubbles.  While firing bubbles, you can hold forward
or back to affect Orcane's momentum, and Orcane's body can strike the opponent
as well.

This is a very unique forward air.  The bubbles can occupy quite a lot of
space, and if an opponent is caught in them they will be struck repeatedly,
possibly allowing a follow-up attack if Orcane stays close, but he can also
hold back to fire bubbles and then get away.  Orcane can even hit with his
body while being flung backwards, which has surprising kill power.  This is
one of the mainstays of Orcane's neutral game.


Back Air
--------
Orcane strikes behind himself with his tail.

A fairly standard back air.  It has some killing power, and can be used as a
combo finisher.


Up Air
------
Orcane emits a stream of water above himself, blasting himself downwards.

Both the water and Orcane's falling body can hit the opponent.  This move lasts
quite a while before you can jump again, so it's generally used to end combos.
It has pretty decent kill power.


Down Air
--------
Orcane spins around and drills the opponent with his face, striking multiple
times.

This is somewhat similar to Orcane's neutral air, but unlike that move, it hits
several times.  This can make it a potent move for starting or extending
combos, but it is much more vulnerable to parries.


Neutral Special: Puddle
-----------------------
Orcane first a puddle of water from his blowhole.  The puddle travels in an
arc, then stays on the stage where it lands.  There can only be one puddle
on the stage at a time, and it will replace the other puddle when it lands.

This move is the core of Orcane's gameplay, as many of his moves require a
puddle to be effective.  The puddle itself can hit, but does little damage,
the primary use of this move is to place the puddle on the stage.  Be aware
that if the move is parried, the puddle will not be placed.


Forward Special: Orcaport
-------------------------
Orcane slips through the air, bursting with water at the end of the dash.
You can hold forward or back for a longer or shorter teleport.  If performed
on top of a puddle, the attack at the end has much more damage and kill power.
If used in the air, Orcane goes into special fall afterwards, unless he hits
an opponent, in which case he can act afterwards.

This move can be used as a combo ender, but its primary purpose is to serve
as an alternate recovery move.  Unfortunately, it isn't a great recovery move
on its own as it travels purely horizontally, but it can be very effective for
varying Orcane's recovery when the up special is also available.


Up Special: Puddle Jump
-----------------------
Orcane teleports to the puddle and does a quick strike.  If performed on the
ground, Orcane will leave a new puddle at the location where he activated the
move.  If performed with no puddle, on the ground Orcane will teleport in
place.  In the air, Orcane will not teleport, but can get a tiny height boost
if performed while moving upwards.  Do note that this move will consume your
double jump, so if you intend to use the height boost to recover, use it
right after double jumping.

Orcane's up special is one of the game's most potent recovery moves, being able
to come back to the stage from anywhere, and it also deals a powerful attack
upon reappearing, but be aware if the opponent anticipates the move they can
start charging a strong attack near the puddle.  Consider mixing it up between
this move and the forward special in situations where both could be used.


Down Special: Evaporation
-------------------------
Orcane's puddle erupts into a stream of bubbles.  If no puddle is present,
Orcane instead drops a puddle straight below his current location.

This is an extremely potent stage control move, particularly since this move
barely occupies Orcane at all, you can activate this move and then quickly
perform another move, making the bubbles a very effective and safe combo
starter.  It's also worth noting that you can shoot a puddle, convert your
existing puddle into bubbles, then do it again when the new puddle lands,
for twice the amount of bubbles.  This move also allows you to drop a puddle
straight down, which is often very handy, but only if you don't have a puddle
already.


Orcane Analysis and Strategy:
=============================

Orcane is a tricky character who is all about improvisation.  Orcane's puddles
have many uses, and you'll need to think fast and constantly mix it up to find
the best use for them in every situation.  If you can vary your offense and
stay mobile you can keep the opponent off-guard and stay fairly safe at the
same time.

When fighting against Orcane, you must be aware of the puddle at all times and
try to think one step ahead of your opponent to anticipate how they will try to
use it.  If Orcane is ever caught without a puddle, this is your cue to go to
town, because Orcane's options without a puddle are not great.


###############################################################################
C-03

Wrastor:


Bio:
====

Wrastor is a young graduate of the Air Academy.  Highly confident and 
headstrong, he leads the Air Armada into battle with precision and flair.


Special Mechanic: Aerial Ace
============================

Unlike all other characters, Wrastor performs his strong attacks in the air
rather than on the ground.  He also has multiple midair jumps, and his side
special creates a jet stream that increases his aerial dominance even further
as long as he remains inside it.


Moveset Breakdown:
==================

Jab
---
Wrastor strikes twice with his wing, then does a kick that knocks the opponent
upwards.

As jab sequences go, this one is fantastic for starting combos.


Dash Attack
-----------
Wrastor drills into the opponent with his beak.

A pretty quick move that can also set up combos, but it's quite punishable if
parried.  Be aware that this move goes super far when used in the jet stream!


Forward Light
-------------
Wrastor spins around, striking the opponent repeatedly with his wings.

A very unconventional forward light.  It hits multiple times and is great for
starting aerial combos, but it has long recovery and is very punishable on
parry or whiff.  It's best to combo into this one with aerials if you can.


Up Light
--------
Wrastor strikes downwards with his foot.

Unlike most other up lights, this is not a combo starter, it's a kill move.
Use your jab or down light to start combos instead.


Down Light
----------
Wrastor sweeps low with his leg.

A great combo starter and a fairly safe poking move.


Neutral Air
-----------
Wrastor does a jump kick.  This move remains active for a long time.

A classic Smash Bros move, Wrastor gets into a kicking pose and maintains it
for quite a while, and if you hit the opponent with it they are knocked upwards
for a combo.  Just be aware that this move is pretty unsafe against parries,
so performing it very early may get you hit.


Forward Air Light
-----------------
Wrastor makes a downward sweep with his wing.

Despite the downward swipe, this knocks the opponent up.  It's one of Wrastor's
primary combo moves.


Back Air Light
--------------
Wrastor kicks behind him with his foot.

This move has very little knockback and barely lifts the opponent upwards at
all, often allowing it to be comboed into ground attacks.  It's also one of
Wrastor's safer moves against parries.


Up Air Light
------------
Wrastor swipes above himself with his wing.

This launches the opponent straight up, great for continuing combos.


Down Air Light
--------------
Wrastor does a flip, kicking below himself.

Although it might look like a meteor, this move also knocks the opponent
upwards.  It can be used as a combo starter, or to extend combos if the
opponent ever ends up below you.


Forward Air Strong
------------------
Wrastor claps in front of himself with both wings.

A fairly normal forward strong, except performed in the air.  Be aware that if
you perform this move close to the ground, Wrastor will have a bit of recovery
as he touches the ground.


Up Air Strong
-------------
Wrastor claps above himself with both wings.

Virtually identical to forward air strong, but upwards.  Great for killing at
the end of air combos.


Down Air Strong
---------------
Wrastor performs a drilling kick downwards.

This is a powerful meteor if it lands.  It can be used to edgeguard, or to
start combos against a grounded opponent.


Neutral Special: Mach Tornado
-----------------------------
Wrastor wraps himself in air currents and spins around, dealing repeated hits.
You can control the direction of movement with directional input, or hold
the special button to fly upwards.  If ended in the air, it goes into special
fall.

This move is best used as a combo ender.  If you can carry your opponent to
the top of the screen, you can hold special to carry them off the top of the
stage for a kill.  It's not so great in neutral, as he can easily be hit out 
of it.


Forward Special: Slip Stream
----------------------------
Wrastor launches a little tornado that leaves a stream behind it.  While in
the stream, Wrastor's running speed and aerial mobility is further increased.
After using it, you have to wait a few seconds before it can be used again.

Although the tornado acts as a very weak projectile and can interrupt enemy
attacks, the main purpose of this move is for the mobility.  With the stream
out, Wrastor can drift back and forth at extreme speed, drastically improving
his poking game.  There's almost no risk to throwing this thing out, so you
should have your slipstream out at all times.  If the Tornado gets parried,
it comes back towards you and the slipstream effect is cancelled.


Up Special: Shuttle Wing
------------------------
Wrastor does a quick uppercut with his wing.  This move goes into special fall.

Wrastor's Up B can be used to end combos, but it's mainly useful as an
emergency recovery option if you find you can't make it back to the stage.
This move can also be used to interrupt the opponent's combos or to escape
from pressure, as it has no lag if parried, though the long special fall
animation makes such a gamble quite risky, particularly considering you can't
fast fall after using this move.


Down Special: Falcon Kick
-------------------------
Wrastor wraps his feet in air currents and quickly kicks towards the opponent.
If uses in the air, it travels on a diagonally downward angle.

This move pops the opponent directly above you, making it a great combo
starter, but don't overuse it as it is a bit easy to see coming and parry.


Wrastor Analysis and Strategy:
==============================

Wrastor is all about mobility and pressure.  His slipstream grants him
unrivalled mobility in the air, and his attacks are quick and lead to big
combos.  He lacks a true projectile, so he wants to just stay near the opponent
as often as possible and keep pressing his powerful buttons to create offense.
Just be aware that his aerial attacks can be quite susceptible to parries.

When fighting against Wrastor, you want to keep him away from you if possible.
His Slip Stream is barely a projectile, so he has almost no options at long
range.  You likely won't be able to keep him away for very long, so when he
gets close, parry is your best answer to his pressure, Wrastor is light and can
be killed easily, so make your opportunities count when you can land a hit.


###############################################################################
C-04

Kragg:


Bio:
====

Kragg is a member of the Wall Runners, who guard the Aetherian Forest from atop
the massive Stone Wall.  Though bulky and powerful, he possesses the ability to
shape the earth itself to his will, which gives him surprising mobility for
his size.


Special Mechanic: Rock Formation
================================

Kragg's neutral and up special moves both create rocks, which persist on the
battlefield and impede movement until they are broken.


Moveset Breakdown:
==================

Jab
---
Kragg punches twice, then strikes down with both hands.

Kragg's jab is pretty slow, but the third hit can actually kill at high
percents, and it's still his safest option against parries.


Dash Attack
-----------
Kragg lunges forward with his horn.  This move can be cancelled into other
ground attacks on hit.

This is a fairly straightforward dash attack, save for the ability to cancel
the dash into an attack if it hits.  You mainly want to use Forward Light,
because it will usually combo.


Forward Light
-------------
Kragg quickly strikes with his back fist, stepping forward as he does so.

A decent poke and combo starting move, useful from farther away than his jab.


Up Light
--------
Kragg creates a spike of rock on top of his fist and drills upwards.

This is Kragg's primary combo starter.  It sends the opponent straight up,
ready for a follow-up attack.  Note that it has much more horizontal range
from behind Kragg than it does in front.


Down Light
----------
Kragg does a low punch.

This is another quick poke, though it rarely leads to additional damage.


Forward Strong
--------------
Kragg leans back and then delivers a powerful headbutt.

This move is slow, but deals immense knockback.  It's typically used to punish
predictable recoveries or after parries.


Up Strong
---------
Kragg leans back and performs an uppercut with his horn.

Similar to Forward Strong, but upwards and a little quicker.  This can be used
for a quick kill when near the top of the stage.


Down Strong
-----------
Kragg slams the ground on both sides of himself with his fists.

For a heavy character, this move is surprisingly fast, yet it still retains
very potent kill power.  It's a great parry punish against faster attacks,
often securing a kill around 80%.


Neutral Air
-----------
Kragg spins into a ball and strikes with his horn, hitting multiple times.

This is a pretty great combo move, it tends to leave the opponent above you,
where you can land further attacks.


Forward Air
-----------
Kragg performs a dropkick with both feet.

A powerful combo ender and kill move at high percents.


Back Air
--------
Kragg strikes behind himself with his shell.

A fairly quick aerial by Kragg standards.  Has little knockback, and can be
used in combos.


Up Air
------
Kragg delivers a powerful uppercut.

Kragg's primary combo ender, this does a lot of knockback and can kill at
fairly low percents, especially if near the top of the screen.


Down Air
--------
Kragg delivers a downwards punch, which acts as a meteor if it connects.

A fairly standard down air, mostly useful for edgeguarding.


Neutral Special: Rock Toss
--------------------------
Kragg creates a small rock, which he can carry around.  Pressing the special
button again will lob the rock, or holding a direction will result in the rock
being tossed quickly in that direction.  You can also press down special to
toss the rock right below Kragg.  After being thrown, if the rock is hit
by an attack (weak projectiles excepted), shards will be sent in the direction
of that attack's knockback.  Only one rock can be on the stage at a time. 
Kragg can also pick up or catch a nearby rock by pressing neutral special
while near a rock, including those created by an enemy Kragg.  The catch
animation even has a weak hitbox that sends the opponent upwards.

Kragg's neutral special is an amazingly versatile move.  The rock can be used
as a projectile, and does decent damage, but Kragg can also break the rock
after throwing it, sending shards towards the opponent for additional damage.
Be aware, however, that the opponent can also break the rock, sending the
shards at Kragg instead.  The shards travel in the direction of the knockback
applied by the move used to break the rock, so you can fire the shards right
at the opponent by using the correct move.  Unfortunately, being hit while
holding a rock is very bad, as Kragg cannot use any of his other moves until
he throws the rock, so try not to use this when the opponent is right on top
of you.


Forward Special: Sonic Spindash
-------------------------------
Kragg rolls up into a spiky ball and rolls towards his opponent.  This move
has hyper armor, preventing Kragg from being knocked out of it, though if he
is hit sufficiently hard he will be slowed down a bit.  He can also turn around
while spinning, and if he hits anything, he can cancel this move with jump.
This move can also be stopped by pressing special again.

This move can be useful in combos for the ability to jump cancel, and can also
help Kragg's recovery, but there is a massive caveat to be aware of, which is
that this is the most parry-vulnerable move in the entire game.  If parried,
Kragg will keep rolling, but the move will no longer hit the opponent, allowing
him to be freely hit, then when he stops rolling, he will have a ton of
recovery, generally allowing him to be hit again.  Do not be predictable with
this move and make sure to stop it when you don't want to roll anymore.


Up Special: Pillar
------------------
Kragg creates a pillar of rock beneath his feet.  It appears at whatever height
Kragg is currently at, and will lift the opponent to him if they are beneath
him.  Both Kragg and his opponent can stand on the pillar, which will refresh
their jumps, but Kragg cannot use this move again until he touches real ground.
After being formed, the pillar can be destroyed by attacks, and if either 
player is standing on it when this happens, they go into special fall.  The
pillar will also gradually start to fall if either player stands on it for a
while.  If Kragg uses this move again before touching the ground, he will do a
little hop but no pillar will be created.

Kragg's up special might well be the most versatile move in the entire game.
First of all, it is an amazing recovery move.  The moment Kragg uses this move,
he gets his double jump and air dodge back, and he can stand on the platform
for a while, allowing him to vary his recovery enormously.  Placing the pillar
slightly below the stage makes it hard for the opponent to destroy and gives
him a strong position to recover from.  However, it is in no way limited to
just recovery.  This move can also be used to extend vertical combos, by
refreshing Kragg's double jump and giving him access to his up light attack,
anywhere above the stage.  Kragg can also bounce an opponent off a placed
pillar for further combos, or use the pillar to block certain characters' 
recovery moves.  As if this wasn't enough, this move can even start combos, by
lifting an opponent below Kragg up to his level, ready for a surprise attack,
though the follow-up hit is rarely guaranteed unless the opponent is hit in the
dead center of the pillar.  Just be careful that the pillar doesn't get 
parried on the way up or destroyed while you're standing on it, as Kragg will
fall helplessly to the ground, potentially leading to a free combo or his
demise.


Down Special: Earth Spike
-------------------------
If used on the ground, Kragg stomps the ground, sending a wave of spikes in
front of him.  There are three spikes, two small ones and a big one at the end.
If used in the air, he instead does a downwards spike with his horn that can
send the opponent downwards.

The ground version is a decent short range projectile, particularly because it
recovers fast, allowing Kragg to apply pressure while the wave is out.  Also,
if you use this move on a platform, any spikes that extend beyond the platform
will appear on the ground, which can be surprising.  The air version is
basically just another aerial attack that you can use to defeat offstage
opponents.


Kragg Analysis and Strategy:
============================

Kragg is a powerful, defensively-oriented character.  He is by far the heaviest
of all characters, taking much harder hits to knock off the stage, and his
amazing recovery virtually guarantees he'll make it back if not caught without
his pillar.  He also hits extremely hard, making his parries very dangerous.
He is quite slow, but his pillar and rock allow him to attack in surprising
ways, and his combos can be very deadly.

When fighting against Kragg, you basically just have to play around his
strengths.  Don't attack predictably, and don't allow him to set up pillar 
and rock traps.  Remember, you can destroy Kragg's rocks and pillars, too, and
it's often a good idea to get them off the stage when you can.  Also, don't
forget that Kragg has to touch the stage to use his pillar again, so if you can
catch him on the way down his recovery becomes much, much weaker.  Parries are
also strong against Kragg, since most of his moves are slow and have a ton of
recovery, and Kragg's big body makes it easy to perform long combos against
him, so even though he takes a long time to knock out you can rack up damage
fast.


###############################################################################
C-05

Forsburn:


Bio:
====

Forsburn is the elder brother of Zetterburn, and for a long time he served
under their father as the Fire Nation's chief diplomat.  One day, their father
was found murdered with Forsburn's dagger, and Forsburn was accused of the
crime, forcing him to flee.  Far away from the capitol, he joined up with a
group of exiles who used the power of smoke, and now aims to return to the
capitol and expose those who framed him.


Special Mechanic: Smoke Screen
==============================

Forsburn's neutral special and forward light attacks release smoke onto the 
stage, which gradually thickens.  Once the smoke cloud is fully formed, it 
conceals Forsburn's location, but not his opponent, allowing for surprise
attacks, though the clouds are dissipated if either player hits them with any
attack.  Forsburn can also absorb the smoke clouds to power his special moves,
and his up special has different properties if he teleports into smoke.
His air dodge also causes him to vanish for a moment, making it hard for the
opponent to know which way he's going.


Moveset Breakdown:
==================

Jab
---
Forsburn does a series of three slashes with his dagger.

A pretty good jab sequence.  The third hit has surprisingly good kill power,
though the opponent can tech out of it at certain percents.


Dash Attack
-----------
Forsburn does a quick upwards slash with his dagger.

An amazing combo move in basically every way, it's quick and launches the
opponent up for further attacks, making it a mainstay of his grounded game.
It does have a bit of whiff recovery, though, so try not to totally miss.


Forward Light
-------------
Forsburn spews out a cloud of smoke, dealing damage and leaving smoke on the
screen.

This has decent range and knockback, and an extra smoke cloud is always
helpful, making it a good poke.  Be aware that if you have already inhaled
3 clouds, a new cloud won't be created, but the move itself can still hit.


Up Light
--------
Forsburn crouches, turning the back of his cloak into flames.

This might well be the best combo move in the game.  It has great range and
hits the opponent a very slight distance straight up, ready for further hits,
such as this move again or any aerial.


Down Light
----------
Forsburn sweeps low with his dagger.

This move is fast, has great range, and pops the opponent up for a combo,
generally making this Forsburn's preferred ground poke.  It also works well
in jab cancels.


Forward Strong
--------------
Forsburn lashes out with his cloak, pulling the opponent towards him.  He can
press the attack button again to strike with his knife.  The cloak also turns
the opponent around when it hits.

This is a very unique Forward Strong.  The initial cloak swing has great range,
and it pulls the opponent towards Forsburn.  The knife follow-up is not
guaranteed unless the cape is at least partially charged, but you aren't
required to perform it, you can either do no follow-up or even any other move
if you wait a moment, allowing it to act as a tricky combo starter.


Up Strong
---------
Forsburn strikes above himself with his cloak, pulling the opponent towards
him.  He can press the attack button again to strike with his knife.

Very similar to Forward Strong, but upwards.  This move is actually escapable
if the cloak is not charged, but you can use the cloak to pull the enemy
toward you for further combos.


Down Strong
-----------
Forsburn sweeps both sides with his knife.

A great down strong attack, it is very quick and strikes both sides instantly.
It sends the opponent almost straight up if it connects.


Neutral Air
-----------
Forsburn spins around with his dagger, hitting both sides up to 3 times.

A decent combo ender, but a bit finicky to land all 3 hits.


Forward Air
-----------
Forsburn does a quick kick in front of him.

A great combo move, it pops the opponent up a very short distance, generally
allowing for another hit.


Back Air
--------
Forsburn strikes behind himself with his knife.

A powerful combo ender and kill move, possibly Forsburn's most reliable way
to kill, however it requires precise positioning as only the tip of the knife
does full damage.


Up Air
------
Forsburn strikes above himself with his knife.

Another great combo move, sends the opponent straight up and allows for further
hits.


Down Air
--------
Forsburn strikes below himself with his knife.

The back hitbox of this move is a weak meteor attack.  It can be used in 
edgeguarding, but some characters will be able to recover before they hit the 
bottom.


Neutral Special: Smoke Cloud
----------------------------
Forsburn releases smoke clouds from his body.  They persist on the screen and
can hide Forsburn or augment his attacks.  If Forsburn already has 3 clouds
inhaled, it will consume all of his charges and release a cross shape of
clouds.  This version also restores his double jump.

This is your primary way to put a lot of smoke on the screen, using this once
can create about 6-8 clouds, which you can then absorb for down special or 
save for recovery or sneak attacks.  When you have 3 clouds absorbed, this
is also a fantastic recovery move, you can teleport into the smoke to avoid
special fall, then use your reclaimed double jump to mix up your recovery.


Forward Special: Decoy
----------------------
Forsburn creates a copy of himself.  The copy will move of its own accord,
but it breaks into a smoke cloud if it takes a single hit.  By default, the
clone has two seperate behaviors that you can toggle between, it will start
by approaching the opponent, but you can press forward special again to make
it try to avoid the opponent instead.  You can also use down special to make
the clone explode in a manner similar to Forsburn's down special (but much
weaker).  It's possible to combo after this explosion if you're close enough.
This move can't be used again for a few seconds after the clone is destroyed.
If the clone is created after Forsburn has inhaled 3 clouds, the clone will
have the ability to attack, and Forsburn and the clone can create combos.
Forsburn can direct the cloud to attack by pressing the special button,
and he can still make it explode, but the evasion behavior is no longer
available.

Forsburn's clone is a very unique move.  In some sense, it kind of functions
like a projectile, but one with a lot of extra utility.  The clone's AI is
pretty simple, it basically just runs straight at the opponent, but if you
also chase the opponent after using it it can still be a bit confusing to
know which is which.  The potential of the explosion also creates pressure
by basically forcing the opponent to destroy it or be hit, though Forsburn
is no longer able to create or absorb clouds while the clone is out, which
also has important recovery considerations since his empowered neutral
special is no longer available.  The empowered clone is very dangerous,
though some care must be used in setting it up as it's a big waste to
let it get destroyed easily.


Up Special: Vanish
------------------
Forsburn disappears into smoke, and reappears in the inputted direction a 
moment later, dealing damage when he reappears.  This move normally goes into
special fall, but if he teleports into smoke it does not, allowing him to act
afterwards or use the move again, though if you attempt this too many times
without touching the ground the third time the cloud will vanish and he will
fall.  This move can also travel through solid ground, and travels farther when
doing so.

This is a very interesting recovery move.  It's decent on its own, allowing
Forsburn to vary his trajectory and protect against edgeguarding attempts.  It
can also be used as a combo finisher.  However, if you teleport into smoke, he
can also act afterwards, allowing him to extend combos or bolstering his
recovery.  Releasing clouds as you come back to the stage and then teleporting
into them not only allows you to mix up your recovery, but it allows you to
recover from much further away, as well, especially if Forsburn has full
smoke charge, as releasing the clouds will restore your double jump.
You can also somewhat mix up your recovery by doing it very low and teleporting
through the stage as he can travel quite far through the stage, just be aware
that this move does have a fair bit of recovery if you don't teleport into a
cloud.


Down Special: Inhale / Combust
------------------------------
Forsburn inhales nearby smoke back into his body.  After inhaling 3 clouds,
he turns a different colour and can release the energy for a massive burst of
flame around his body.  Using any special attack except up special when fully
charged changes its effect.

Apart from recovering, the main use for Forsburn's smoke clouds is generally
to be inhaled so he can power up his special moves.  The combustion move does
immense damage and knockback and is a great combo finisher.


Forsburn Analysis and Strategy:
===============================

Forsburn is a jack-of-all-trades who has many interesting moves and properties.
At his core, he possesses long combos that deal a lot of damage, and he has
numerous and very varied kill moves, though they can be a little difficult to
land.  Beyond this, he has very unique special moves, particular his side 
special, which can give you a lot of extra pressure or give you time to set
up your next attack.  Keep the opponent guessing with his many tools and find
the perfect time to slip them the knife.

When playing against Forsburn, your main goal should be to mitigate his
offensive options.  Both his smoke and decoy can be cleared out by a single
attack, so if you don't give him a lot of space to breathe he loses access to
many of his most powerful tools.  When caught in his combos, mix up your DI to
try to prevent him from landing his kill moves.  He actually generally only
kills with a couple moves (strong attacks, bair, empowered down special, and
jab 3), so if you scope out those attacks you can live for a very long time
against him.


###############################################################################
C-06

Maypul:


Bio:
====

Unlike the rest of her reclusive treetop clan, Maypul has taken it upon herself
to protect the Aetherian Forest and deal with any intruders who wander into
her domain.  A fearless and relentless warrior, Maypul throws herself into any
battle, regardless of her opponent.


Special Mechanic: Watcher's Mark
================================

Maypul's neutral special and forward special cause her opponents to be marked
with leaves, which allows her to use her tether and causes opponents to be
ensnared if she hits them with her strong attacks or knocks them into her
plant, allowing for a follow up attack.  The amount of time the opponent
remains snared is based on their current damage, the more damage they have,
the longer the snare effect lasts.  Maypul can also cling to walls for a
short time before jumping off.  The mark will last forever until it is used
or Maypul loses a stock.


Moveset Breakdown:
==================

Jab
---
Maypul punches with her leaves.

Unlike other jabs, Maypul has no 3rd hit to her jab, so she can just keep
jabbing over and over again.  In certain circumstances she can land quite a lot
of hits before the enemy can DI away.


Dash Attack
-----------
Maypul slides along the ground, then strikes upward with her leaves.

Unlike other dash attacks, Maypul's dash attack has two hits, an initial slide,
then an upward strike and if positioned correctly they will combo.  The upward
strike leaves the opponent vulnerable to further attacks, making this a great
combo starter.


Forward Light
-------------
Maypul delivers a powerful straight punch.

This is a ridiculously amazing poke, it's super fast and has good range.
Almost no other pokes can measure up to this one.  You can also use this as
a replacement "third jab" by jab cancelling into it.


Up Light
--------
Two vines spring up from Maypul's sides.

This has nice range for an up tilt, and is great for starting combos.


Down Light
----------
Maypul swipes low with her tail.

This move can be used to start combos, but it's a little finicky in terms of
spacing.  You need to hit with the edge of her tail to launch the opponent up,
otherwise they just get knocked away.  It does work well for jab combos,
though.


Forward Strong
--------------
Maypul whips forward with her vines.  If the opponent is marked, this causes
them to become snared.

Maypul's forward strong has a big disjoint and is surprisingly strong, and with
the snare effect, you can get a follow-up attack.  Remember that the amount of
time the opponent remains snared is based on how much damage they have, so you
might not always be able to get another forward strong.  Try dash attack or
side special instead at lower percents.


Up Strong
---------
Maypul whips upward with her vines.  If the opponent is marked, this causes
them to become snared.

This is very similar to Maypul's forward strong, except it has even more range.
On some stages, you can use this move to strike from below a platform.  It has
surprising kill power, too, making it one of Maypul's best kill options.


Down Strong
-----------
Maypul sweeps both sides with her whip.  If the opponent is marked, this causes
them to become snared.

Unlike some down strong attacks, this strikes in front first, then behind,
making it one of Maypul's slower attacks.


Neutral Air
-----------
Maypul strikes both sides with her leaves.

Due to higher knockback, this is no longer the combo monster it once was,
though it still has a great hitbox and is a solid poke.


Forward Air
-----------
Maypul spins with her leaves out, striking in front of her.

This move is very unique among forward airs in that it has a spike effect,
sending the opponent on a downwards angle on impact.  It's a little slower than
it used to be, though, so no more carrying the opponent across the stage with
it.


Back Air
--------
Maypul swings her tail behind her, hitting several times.

This isn't a particularly notable move, as it has short range and the last hit
hits the opponent away, but you could use it to approach from the air.


Up Air
------
Maypul swings her leaves above her, striking several times.  This has a
slight vertical momentum effect, as well.

This move has great knockback and can be comboed into quite easily, making it
a very potent killing move.  It also increases the height of Maypul's jump
ever so slightly, which is often useful when recovering.


Down Air
--------
Maypul drills downwards with her leaves, ending with a strong strike.

This is fairly similar to Orcane's Down Air.  You can use this to lead
into combos on a grounded opponent, particularly since the last hit hits
them upwards.  It can also be used in the middle of combos at low
percents.


Neutral Special: Seed Toss
--------------------------
Maypul throws a seed straight ahead.  If the seed hits the opponent, they
become marked.  Maypul can also feed the seeds to her plant to make it last
longer.

This is Maypul's primary method of marking her opponents.  The seeds are very
fast and have good range, so it's not generally hard to land a few of them.
They aren't especially great at racking up damage, the marking effect is the
main benefit.


Forward Special: Watcher's Dash
-------------------------------
Maypul dashes forward in a puff of leaves.  If she dashes through an opponent,
they become marked.  If used in the air it goes into special fall.

This move is very quick and has little recovery when used on the ground,
though it now has more knockback and no longer starts combos.  It can also be
used as an alternate recovery move, but it doesn't have a ton of range, so it
helps to augment it with her up special.


Up Special: Leaf Leap / Slingshot
---------------------------------
Maypul actually has two totally different up special attacks.  Tapping the
button results in a vertical jump attack that goes into special fall.
If Maypul has marked an opponent, she can hold the button instead to
attach her whip to the marked opponent and pull herself to them, which uses
up the mark.  She can choose the side she approaches from by holding the
appropriate direction, and follow up with an attack afterwards.

The marked version is one of the primary reasons you want to mark your 
opponents.  Besides drastically improving Maypul's recovery options, it's also
a way to approach the opponent or extend combos.  If Maypul is facing her
opponent, you have three options for where to appear.  You can whip straight to
them by just touching Up Special.  If you continue to hold Up, you can drop
above them.  If you hold up and in the direction of the opponent, you can go
behind them.  If you are not facing them, going behind them is the only option.
Note that the act of tethering does not stun the opponent, they can attack
while Maypul is approaching them, so it can be risky to use against an opponent
who isn't doing anything, but if they're in hitstun it travels much faster.
Don't underestimate the unmarked version of this move, either, despite its poor
recovery power it actually has surprising kill power and is one of Maypul's
best combo enders, generally after up air.


Down Special: Plant / Watcher's Dive
------------------------------------
This move is totally different if used in the air.  On the ground, Maypul
plants a little plant at her feet.  The plant stays on the stage for a while,
and bites at opponents who come close, which can lead into combos.  If a
marked opponent is hit into the plant, they will be snared instead, which
can also lead into follow-ups.  Maypul can feed the plant seeds or use her
taunt to make it stay on the stage longer, though it's no longer possible to
make it last forever.  If this move is used in the air, Maypul instead does
a vertical dive that marks the opponent, similar to her forward special,
though it doesn't go into special fall.

Maypul's plant isn't a huge threat by itself, the bite is slow enough to be
dodged and doesn't do much damage, but when Maypul puts pressure on the
opponent or hits them into it it can be threatening.  The dive move is useful
to quickly strike from the air or return to the ground, just don't use it
offstage!


Maypul Analysis and Strategy:
=============================

Maypul is a rushdown character through and through.  She is extremely quick
on her feet and very nimble in the air, and her strong attacks have better
range than you'd expect for such a speedy character.  She's also short, which
gives some characters trouble hitting her.  Her main weakness is that her 
damage output is a little on the low side, and that her strong attacks are
fairly slow, but if you stay on the offensive and never let up you can build up
damage pretty quickly anyway.

When playing against Maypul, your primary goal is to win the damage race.  
Maypul is so nimble and quick that you're not going to be able to avoid damage,
but you can try to survive a long time on each stock and finish her off quickly
to ensure you come out ahead.  Avoiding her kill moves is vital, her strong
attacks are slow and no longer have great range, so you can often avoid them
by being careful, and whenever she knocks you into the air, use DI to try to
avoid the Leaf Leap and Forward Air.  You should also keep an eye out for her
tether, it's slower now so it's very possible to hit her out of it if she uses
it to recover, which can help you finish her off easier.


###############################################################################
C-07

Absa:


Bio:
====

A brilliant scientist and inventor, Absa helped protect her home in the Archai
Mountains from outside attack by harnessing the power of electricity to create
a permanent storm around the border.  However, while the elders of the Air
Nation consider themselves impervious to outside attack, Absa has secretly
honed her electrical abilities to be used in direct combat in case any foes
should ever break through.


Special Mechanic: Cloud Control
===============================

Absa's neutral special and forward special allow her to place a cloud on the
stage, which she can utilize in various methods with her specials for powerful
stage control.  She also has a unique double jump, she dips down and floats
more than other characters, allowing her more precision control over her
aerial positioning than the others.


Moveset Breakdown:
==================

Jab
---
Absa flicks a few sparks from her fingertips.  You can hold down the button
to continue this move indefinitely.

Unlike other jabs, Absa's jab has no third hit, she can just repeat the first
two hits over and over.  It also has extremely little range, but it is very
fast and can combo into down light.  Up light also occasionally combos if the
opponent is extremely close.


Dash Attack
-----------
Absa lunges towards her opponent, charging her paws with electricity.

This is a pretty lacklustre dash attack.  It's pretty slow and rarely allows
a follow-up, though jab or down light can hit at very low percents if the
dash attack hits very deep.


Forward Light
-------------
Absa releases a stream of lightning from her fingertips.  If the button is
held, it travels much further.

This is one of the most ridiculous attacks in the entire game.  The regular
version is a solid poke with a great disjoint, but the real standout is the
charged version, which travels almost the entire length of the screen
instantly, allowing for significant stage control.  Be aware though that this
counts as a projectile and if it is parried you will get hit instead, though
it's hard for the opponent to react in time if used sparingly.  The opponent
can also simply crouch to avoid being launched, though they'll still take some
damage.


Up Light
--------
Absa crouches and charges her horns with electricity.

This move has good range and is great for starting aerial combos.


Down Light
----------
Absa creates a little spark of electricity on the ground.

This move is quick and has decent knockback, and is mainly used to get the
opponent away from you.


Forward Strong
--------------
Absa strikes repeatedly with her paws, creating a ball of energy in front of
her which hits repeatedly.

This attack is very disjointed, so it's a decent move to protect you from the
front if the opponent is charging in with an attack.  It's not all that
powerful, but just creating space with Absa is always a victory.


Up Strong
---------
Absa strikes above herself with her paws, creating a ball of energy that hits
multiple times.

Virtually identical to Absa's forward strong.  The disjointed hitbox on this
one makes it a great anti-air, basically no aerial attacks are going to go
through this and hit Absa.


Down Strong
-----------
Absa charges her paws with electricity and does a low twirl, striking both
sides several times.

A pretty standard down strong.  As Absa's other attacks are generally pretty
slow, this is actually one of her fastest attacks, and it also stays out quite
a while, so it will beat rolls easily, generally making this one of your
primary panic buttons if the opponent gets too close.


Neutral Air
-----------
Absa releases energy from her body, striking several times.

This is one of the game's craziest neutral airs, it turns Absa's entire body
into a hitbox and comes out very fast.  Combined with her aerial mobility this
can make for some crazy combos, and it's not a bad combo starter, too.  Just
be aware that this move will frequently trade with up strongs and the like,
so don't be too aggressive with it, it's best used as a surprise.  People don't
usually expect Absa to come in for a combo, so they might not be ready for it.


Forward Air
-----------
Absa kicks out with her hoof.  If she hits with the very tip, it deals immense
knockback.

This move takes precision to use, but if spaced correctly it is an amazing
kill move.


Back Air
--------
Absa kicks out with her hoof.  If she hits with the very tip, it deals immense
knockback.

See forward air, as it is basically the same move, just in the other direction.


Up Air
------
Absa releases a powerful burst of energy above herself.

This move has a fair bit of startup, but it's one of the game's most powerful
aerials, killing at low percents even from the middle of the stage.  Combined
with Absa's aerial mobility this move can really make the opponent think twice
about going into the air, and it's also an extremely potent combo finisher.


Down Air
--------
Absa kicks downwards with her hoof.  If she hits with the very tip, it deals
heavy knockback.

Somewhat similar to her forward and back airs, but downwards.  This is a
powerful edgeguarding tool if spaced correctly, though it's usually more
prudent to pester the opponent with clouds when they're caught offstage.


Neutral Special: Cloud Burst / Thunderbolt
------------------------------------------
This move functions differently depending on whether the button is held or
tapped.  If it is tapped, Absa uses magic to make her cloud explode, dealing
light damage.  If it is held, Absa summons a powerful lightning bolt that
travels between her body and the cloud, dealing heavy knockback.  If no cloud
is present on the screen, Absa will instead create one above her head if on
the ground, or below her feet if used in the air.  The air cloud gives you a
tiny bounce, which is a useful mobility option.

This move is the primary use for Absa's placed clouds.  The tap version is
very quick, and can be used to extend combos or catch opponents off guard,
while the hold version can control a massive amount of space on the screen,
deterring opponents from approaching Absa.  You can also use this to quickly
place a cloud, which is particularly useful with the air version since she
has such great air mobility.  Just be aware that the thunderbolt can be
parried, which will stun Absa wherever she is onscreen.


Forward Special: Cloud Creation
-------------------------------
Absa summons a cloud.  It travels forward automatically, and she can alter
the speed and elevation with directional input.  Release special to place the
cloud, which also causes it to pulse with energy, dealing light damage.  If a
cloud is already out when this special is used, it will be replaced.  If the
cloud touches the stage, it travels quickly along the ground.

This move is Absa's primary method of cloud placement.  With a little practice,
you can place the clouds at precise locations.  You can even place the cloud
off the edge of the screen for a surprise lightning bolt!

An interesting quirk with this move is that if the cloud touches the ground
while moving vertically, it will always move along the ground to the right.
This allows Absa to send the cloud out to the left, then have it travel back
towards or even behind her, which can be very tricky.


Up Special: Quick Attack
------------------------
Absa uses the power of lightning to warp to a nearby location.  She can warp
a second time by inputting a direction during the warp.  This move normally
goes into special fall, but if her last warp is made while touching the ground
special fall does not occur and she can act afterwards.  She can also shock
opponents if she passes through them.

This is almost unquestionably the game's best recovery move.  It's fast, safe,
and very versatile, which makes a big difference in a game where most
recoveries have glaring weaknesses.  Remember that you can wall jump out of
special fall for two more warps, allowing you to mix up your recovery even
more.  This move can also be used offensively, particularly if you use her
charged down special beforehand or make the second warp from the ground.


Down Special: Cloud Countdown
-----------------------------
Absa surrounds her cloud with a ring of electricity, which slowly counts down.
When the countdown ends, the energy spikes, dealing immense knockback.  If Absa
hasn't placed a cloud, one will be placed when the move is used.  The move
can be charged to place the ring is on Absa herself instead, but it is
cancelled if she gets hit, and the explosion also deals lesser knockback.  If
the ring is on a cloud, Absa cannot create another cloud until the countdown is
about half complete, and if she loses a stock, the countdown stops.

A very potent trapping move due to the high knockback.  This is a great way of
creating a little breathing room for yourself, just make a quick cloud with
neutral special, then start the countdown and stay nearby and you should be
able to get the opponent away from you for a moment or two.  You can also use
this to restrict the opponent's movement in key parts of the stage or even for
edgeguarding.  Putting this on Absa herself can be very threatening,
particularly if combined with up special, just don't be too obvious with it
as it is still parryable.


Absa Analysis and Strategy:
===========================

Absa as a character is all about zoning, spacing, and stage control.  Her
clouds give her the ability to control a lot of the stage, but she needs time
to set them up and she's quite susceptible to pressure from the opponent.
You'll generally want to play very defensively and keep the opponent away from
you, but movement in this game is so powerful that they will definitely get in
sooner or later and you'll need to figure out how to create space for yourself
so you can start setting traps again.  Learning to make good use of her neutral
special, down special, up special, and down strong is absolutely vital for
staying alive.  Getting kills as Absa is generally not difficult, survival is
your top priority, particularly as she is one of the lighter members of the
cast.

When playing against Absa, it's important to stay unpredictable and vary your
approaches.  If you can trick her into placing her cloud in a bad spot, you
can get in fairly easily and really put the hurt on her.  Don't be afraid to
really go nuts once you get close, Absa's moves are slow and her parry punishes
are weak, so the risk / reward of pressing buttons is heavily skewed in your
favour.  She is also very vulnerable to parries, in particular her cloud
placement, cloud countdown, and thunder bolt can all be parried, which will
stun Absa briefly and allow you to get in.  Parrying the cloud countdown takes
a lot of courage, but the timing is consistent and the reward is very high if
you can pull it off.


###############################################################################
C-08

Etalus:

Bio:
====

Etalus is a member of the Harbour Guard, a battalion that defended the icy
northern reaches of the water continent from invaders.  Their numbers have
dwindled over time and they've had little contact with the other nations,
causing some to believe they were wiped out, but in reality they've been
fighting a secret war against the black ice, a strange dark presence that
attacked from the far north.


Special Mechanic: Home Ice Advantage
====================================

Etalus can use his forward light, forward special, and grounded up special to
freeze the ground.  He can use the frozen ground to gain ice armor with his
neutral special, which protects him from the knockback of one hit, or he can 
break it with the shockwave from his down special to freeze enemies, allowing
him to deal extra damage.  He also slides on the ice, allowing him to slide
while performing some moves.  The ice eventually disappears if not used.


Moveset Breakdown:
==================

Jab
---
Etalus does two bite attacks, then smacks down with his paws.

This is a fantastic jab sequence.  It's surprisingly quick for a character of
Etalus's size and power, and the second hit combos into any of his other light
attacks.  Comboing into up light can lead into powerful combos, and comboing
into forward light adds ice to the stage.  There's almost no reason to ever
perform the third hit of this jab sequence, it has much less knockback than
you'd expect and is too slow for any followup if they DI away.


Dash Attack
-----------
Etalus slides along the ground on his belly.

This is a really great dash attack, largely because it can be cancelled into a
jump or an up strong, even if it doesn't hit.  If you perform the slide on
icy ground, it goes way farther, which can give Etalus surprising burst
mobility for a heavy character.


Forward Light
-------------
Etalus breathes cold breath, encasing the ground in front of him in ice.

This is a pretty great move.  Not only is it pretty quick and it hits a few
times, it also creates ice on the ground that you can use for your special
moves or to perform sliding strong attacks.


Up Light
--------
Etalus scoops upwards with his paws.

This is probably one of the best up light attacks in the game.  It has an
utterly absurd hitbox, and can lead to some powerful combos, most particularly
up air.  At low percents, you'll usually want to up light twice before
attempting a follow-up.


Down Light
----------
Etalus performs a low claw swipe.  Press the button again for a second swipe.

This move combos after his jab sequence, but there's not much else to say
about it, it's definitely a bit overshadowed by forward and up light.


Forward Strong
--------------
Etalus encases his jaw in ice and performs a lunging bite.  If he has ice
armor when he performs this move, the ice armor is lost, but it releases some
little ice projectiles that can deal extra damage.

For a big bruiser, this attack doesn't have very high knockback, but it's
fairly quick, and can almost be used as a substitute dash attack.  If you have
ice armor, the projectiles will usually combo and add a bit more damage.


Up Strong
---------
Etalus encases his paws in ice and claps above him.  If he has ice armor when
he performs this move, the ice armor is lost, but it releases some little ice
projectiles that can deal extra damage.

A fairly standard up strong for a heavy character.  It hits hard, but it's
quite slow.  If performed on ice, he can slide while performing this move,
which can surprise an opponent on a platform.  The ice projectiles from using
this move while having armor can protect you if it misses, but won't usually
combo.


Down Strong
-----------
Etalus encases his paws in ice and slams them down at his sides.  If he has ice
armor when he performs this move, the ice armor is lost, but it releases some
little ice projectiles that can deal extra damage.

This is very similar to Kragg down strong, it's fast and deals a lot of damage,
and is just a very threatening move in general.  If you perform this move while
running on ice, you can slide quite a long way, which can be surprising.  It
also releases a lot of ice projectiles if you have armor, which can protect
you from counterattacks if it misses.


Neutral Air
-----------
Etalus flops onto the opponent with his belly.

This move might look a little silly, but it's quick and a good move for combos,
if you hit with his belly the opponent goes almost straight up, ready for an
up light, up air, or another neutral air.  It's also a good air to ground move.


Forward Air
-----------
Etalus encases his paw in ice and delivers a powerful punch.  If the button is
held, he instead blocks with his arm, which can armor through attacks.

This is an interesting move.  The punch part of it is simple enough, but the
ability to armor through attacks is pretty unique.  You can use this to
absorb an opponent's attack and hit them, which can be useful when you're
at high percents.


Back Air
--------
Etalus kicks out with his back foot.

For a bruiser character this move is surprisingly quick, and it also has good
range, but it's not very strong and doesn't lead to combos.


Up Air
------
Etalus grabs above himself.  If he catches the enemy, he throws them downwards.

This move is one of the most unique moves in the entire game, it's the closest
thing Rivals of Aether has to a throw.  It can also be a pretty potent move
to get the opponent offstage, as he throws them diagonally downwards, and is
a great combo ender.


Down Air
--------
Etalus swipes downwards a few times with his paws.

Another pretty quick move, it's also a fairly powerful spike if the third hit
connects.  You can use this for air to ground to start combos, as the third hit
will bounce opponents upwards.


Neutral Special: Ice Hammer
---------------------------
Etalus encases his paws in ice and slams them down to the ground, dealing very
heavy knockback.  If he slams ground that is encased in ice, Etalus gains ice
armor, which protects him from the knockback of one hit and empowers his strong
attacks with ice projectiles.

This move deals immense damage on hit (even more than his strong attacks), but
it is insanely slow and is unlikely to ever hit an opponent who hasn't fallen
asleep.  The main use for this move is to gain ice armor, but be aware that the
immense startup of this move gives the opponent a long opportunity to interrupt
you.  At moderate range, many characters could punish with a strong attack,
so you'll want to be sure they're either recovering from a move or are far
offstage when you use this.


Forward Special: Icicle Crash
-----------------------------
Etalus summons three icicles that fall on a diagonal angle.  They deal damage
to opponents, and if they hit the ground, it becomes encased in ice.  This move
has a short cooldown period before it can be used again.

This is a great projectile, not only does it cover a lot of space while leaving
Etalus quite safe, it also creates lots of ice when it lands.  You can also use
this as a very hassle-free edgeguard, just be mindful of the cooldown.


Up Special: Ice Leap
--------------------
Etalus creates a platform of ice below his feat, then springs off of it.  The
longer the button is held, the higher the jump.  The ice platform can send
opponents downwards if he creates it on to of them, and Etalus does not go into
special fall, so he can attack afterwards.  If used on the ground, this encases
the area under Etalus in ice.

This is a fantastic recovery move that you wouldn't expect to see on such a
heavy character.  When fully charged, it goes absurdly high, but since Etalus
can still act afterwards (including air dodge if he still has it), he's not
too vulnerable on the way down.  You're actually at more risk on the way up,
but since you can vary the charge, you can throw off your opponent's timing.
When combined with wall jump and air dodge this can really give you a lot of
recovery options.  The fact that it can also spike opponents and create ice on
the ground just makes it even better.


Down Special: Etalus Bomb
-------------------------
Etalus encases his butt in ice and slams downwards, dealing damage to anyone
below him and freezing anyone directly beside him.  It also creates a shockwave
that causes any opponent standing on ice to be frozen, leaving them susceptible
to additional attacks.  

You can use this move to stomp on an opponent, but the more potent use is for
the freeze effect.  By placing ice near the edge of the stage, you can freeze
a recovering opponent and then nail them for significant extra damage.  You can
even try to cover a platform by using the freeze effect on opponents directly
beside him, though this is risky on some opponents.  Frozen opponents can be
hit for extra damage, but won't suffer knockback.  When they break out they can
tech, and you can potentially tech chase for even more damage.  Note that
unlike similar moves in Smash Bros, if used on the ground this does not hit on
the way up, so it's usually better to use it in the air.  Just be careful you
don't use this offstage, as he never pulls out of this attack until he hits the
ground.


Etalus Analysis and Strategy:
=============================

Etalus may be a big strong polar bear, but he's a lot quicker and more mobile
than you might expect.  Between his ice armor, heavy weight and excellent
recovery he's got the tools to survive a long time and dish out major damage
while doing it.  He's biggest weakness is his size, which makes it easier to
land attacks and long combos against him, but he's got the power and tools to
remain a major threat.

When playing against Etalus, the main thing you'll want to watch out for is
Ice Armor.  When he has his armor, he can basically ignore one attack, which
can ruin your efforts to combo him and even allow him to counter attack.
You'll want to try to destroy the ice armor safely, such as by using a
projectile or long-ranged attack, before you begin your offense.  This can be
tricky, so it's best to try to prevent him from getting ice armor at all when
you can.  Also, be wary of the ice he creates on the ground, it can spell big
damage if you get caught off-guard by his down special.


===============================================================================
===============================================================================
S-00

Stages: 


In this game, every stage has two variants, a Basic variant, and an Aether
variant.  The Basic one tends to be fairly static, while the Aether one has
some additional stage elements that can affect the battle.


###############################################################################
S-01

Fire Capitol: 


Basic Form:
-----------

A long, flat stage with 3 platforms.  On the left side of the stage are two
short platforms, one high, and one low, while the right side of the stage
has just one long, high platform.


Aether Form:
------------

On the Aether form, the right platform is solid, with a vertical wall
separating the lower area from the upper area.  The wall can be used to
extend combos.


General Strategy:
-----------------

This is a pretty long stage, which gives long range characters space to work
with, but the platforms also allow a lot of escape options.  The asymmetrical
nature of this stage means some characters may prefer one side over the other.


Counterpicks:
-------------

This stage seems pretty neutral, so it isn't really particularly good or bad
for most of the cast.


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S-02

Merchant Port: 


Basic Form:
-----------

A long, symmetrical stage with 4 platforms, two low one close to the edges,
and two higher ones closer to the middle.


Aether Form:
------------

On the Aether form, the wheel in the middle spins, causing the middle platforms
to rotate around.  There are also some pumps on the side that you can hit when
the meter is green to make water spray out and launch foes upwards.


General Strategy:
-----------------

This is a pretty long and flat stage, and it's also mostly open, which gives
characters a lot of space to work with.  Characters who can vary their 
recoveries will like the edge platforms.  Just be careful not to get caught
on the platforms, it can sometimes be hard to get back to the main stage.


Counterpicks:
-------------

This stage probably favours long range characters, though it's flat enough
that rushdown characters can do work here, too.  Against characters with good
hitboxes, particularly Forsburn, getting off the platforms can be a nightmare,
you'll have to be on point with your parries.


###############################################################################
S-03

The Stone Wall: 


Basic Form:
-----------

A flat stage with 4 platforms, stacked in two sets of two, one low and one
high, near the middle of the stage.


Aether Form:
------------

On the Aether form, the wall extends all the way to the blastzone, making it
far better for characters with weak recoveries.  The pillars also become
hittable, upon taking enough damage they will break, both removing the
platforms and creating a pit below them.


General Strategy:
-----------------

The towers are great for vertical combos and general escapes from rushdown or
zoning, leading to a generally slower-paced and more defensive match.


Counterpicks:
-------------

This stage seems tailor-made for Kragg, it gives him a lot of space to work
with and makes his combos especially deadly.  Zetterburn also loves the way
the platforms extend his combos.  Maypul cannot reach the top platform with her
up strong and generally has more trouble landing marks here, and Absa may find
that opponents have too many options to avoid her clouds on this stage.


###############################################################################
S-04

Air Armada: 


Basic Form:
-----------

A short flat stage with two high platforms on the edges.


Aether Form:
------------

On the Aether form, there is a big spring in the middle of the bottom platform.
Jumping on the spring will launch you high into the air, allowing for vertical
combos.  Jumping from the edge of the spring sends you on a diagonal for a
surprising edgeguard.


General Strategy:
-----------------

The high platforms create a wide open space on the lower platform for rushdown
characters to do their work.


Counterpicks:
-------------

This stage is great for Wrastor, who faces few obstacles to his pressure here.
Orcane, Absa, and Kragg also like having a lot of space to work with and the
platforms do little to mitigate their combos.  The other combo characters
generally don't like this stage as much since the platforms are too high to
be useful for them.


###############################################################################
S-05

Treetop Lodge: 


Basic Form:
-----------

A small, flat stage with two platforms, a low platform on the left, and a
higher one on the right.


Aether Form:
------------

On the Aether form, you will sometimes see red wisps on the side of the stage.
If you go below the main stage platform when the red wisps are there, you'll
be eaten by a giant flower for an instant KO.


General Strategy:
-----------------

This is a tiny stage that leaves little space for escapes.  Moves that occupy
parts of the stage are strong here as there isn't much room to escape.


Counterpicks:
-------------

This stage is good for characters who like to fight up close, particularly
Maypul and Zetterburn, as there's not much space to get away from them.
Move that occupy space on stage can be very hard to avoid here.


###############################################################################
S-06

Blazing Hideout: 


Basic Form:
-----------

A medium-sized, flat stage with one long platform above the main platform.


Aether Form:
------------

On the Aether form, there's fire at the bottom, which knocks characters
upwards, preventing them from being KOd at the bottom.  It also periodically
rises, limiting the fight to just the upper platform.


General Strategy:
-----------------

The long platform is great for avoiding projectiles, and also allows characters
to extend vertical combos.  Some characters can also strike from below the
platform.


Counterpicks:
-------------

This stage is a good choice against projectile heavy characters like Zetterburn
and Orcane, and for characters like Maypul and Kragg who can hit from below the 
platform.  Still, almost all characters can use this stage for extended combos,
so it's not too unfair to anyone.


###############################################################################
S-07

Tower of Heaven: 


Basic Form:
-----------

A medium-sized, flat stage with three platforms, two at the sides, and a higher
one in the middle.  A creature periodically appears on the top platform, and
he can be hit by attacks, though this has no effect on the basic form, even
projectiles go right through him.


Aether Form:
------------

On the Aether form, there's a small vertical platform in the middle of the
main platform, the side platforms are made of gold and can't be jumped through,
two butterflies on the sides, and periodically appearing tablets.  When a
tablet is collected, a law appears at the top of the screen, such as "don't
touch golden platforms".  If any character except the one who got the tablet
violates the law, they're struck by lightning.


General Strategy:
-----------------

This is a pretty even stage where most characters could do well.  The side
platforms are very low and most characters can hit through them, and they can
also be used to extend combos.  The upper platform is an interesting escape
option.


Counterpicks:
-------------

This is a pretty even stage layout where it doesn't seem like many characters
would have a significant advantage.


===============================================================================
===============================================================================
Z-0

Contact and Credits:


###############################################################################
Z-1

Contacting Me:

You can reach me via email at terotrous (at) yahoo (dot) com.
Include Rivals of Aether in the topic title so I know it isn't spam.  If you
find out anything I add to the guide I'll add you to a list of contributors.

I don't check my email that much, so be aware it might take me a long time to
get back to you.  Probably the best way to reach me is to PM me on Gamefaqs,
as I'm there all the time even if I forget to check a specific board.


What to contact me about:

Mostly missing move properties or corrections, though I'm not sure there will
be too much at this point.


###############################################################################
Z-2

Special Thanks:


Dan Fornace - For making this game.

Gamefaqs - For hosting this guide.

Ascgen - http://ascgendotnet.jmsoftware.co.uk/
         This program helped me create that ascii logo I used here
         (though this one required me to improvise a lot).

Shoryuken - For letting me know this game existed and finally realizing that
            Smash was a super competitive game after all these years.

Smashboards - For giving us a place to talk about this game.


That's it for now.  If you submit information, your name could be here!


###############################################################################
C-3

Closing Information:


Thanks for reading this guide.  I hope you found it helpful.  Tero out.


Rivals of Aether Guide copyright Adam King, 2015.  Do not reproduce or
redistribute.

Rivals of Aether the game, and all related copyrights and trademarks are held
by their original owners.  This guide is not intended to infringe upon said
copyrights in any way.

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