Rivals of Aether/Pomme: Difference between revisions

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=Notable Players=
=Notable Players=
{| class="wikitable"
{| class="wikitable"
!      Name !! Color                                    !! Activity !! Notes              !! Contact
!      Name   !! Color                                    !! Activity       !! Notes              !! Contact
|- <!------------------------------------------------------------------------------------------------------------------------------------->
|- <!------------------------------------------------------------------------------------------------------------------------------------->
|      Kyb || [[File:Roa mouse col 00.png|center|32px]] ||         ||                    ||
|      Kyb   || [[File:Roa mouse col 00.png|center|32px]] || 2021 - 2023    || Top level melee Peach player in washington, Former [[Rivals of Aether/Ranno|Ranno]] player, #30 NA RCS S7 || https://twitter.com/Kybbers
|-
|      Tabski || [[File:Roa mouse col 00.png|center|32px]] || 2021 - Present ||                    || https://twitter.com/sainttabski
|}
|}



Revision as of 15:55, 31 January 2024





Story

In the dark future ruled by Emperor Loxodont, the lights shine bright in Neo Julesvale, the City of Greed. And no one shines brighter there than Pomme. She's a star on and off the stage with a presence that cannot be denied. Her control over Sound not only makes her every performance a knock-out, it gives her the edge over anyone foolish enough to get in her way. In a city driven by fame and fortune, she has to fight to stay on center stage!

Gameplay

Playstyle
Pomme is an X who does Y with Z
Pros Cons
  • Pro:
  • Con:

Float

By holding Jump and Left Stick Down in the air, Pomme can float at a fixed height for a short time.



Notable Players

Name Color Activity Notes Contact
Kyb
Roa mouse col 00.png
2021 - 2023 Top level melee Peach player in washington, Former Ranno player, #30 NA RCS S7 https://twitter.com/Kybbers
Tabski
Roa mouse col 00.png
2021 - Present https://twitter.com/sainttabski

Moveset

Jabs

Jab Combo
Attack > Attack (Hold OK)
Roa mouse jab1.png
Jab 1
Roa mouse jab2.png
Jab 2
Roa mouse jab1 h.png
Jab 1
Roa mouse jab2 h.png
Jab 2
Hitboxes Off
Hitboxes On

Jab 1

No results Begin by explaining the move's purpose: is it a neutral tool? a kill move? a mobility option? is it useful for techchase / combo extensions / juggles / edgeguards / spacing?

What makes this move worth using? Highlight some key strengths (comes out quickly, has lots of active frames, has high knockback, etc.) that pertain to its function. What are some important details that are worth knowing (the sweetspot does X, the angle flipper allows it to do Y, the disjoint allows it to challenge Z, etc.)?

A mention of important combo routes can be helpful ("notably, this move combos into Up Strong for a reliable kill confirm"), but don't go into extensive detail outlining entire combo trees. Combo strategy is best saved for the Strategy pages.

A paragraph should be sufficient for more simple moves, but feel free to use multiple to explain different features, functions, interactions, etc. as needed.

As always, give adequate detail, but be concise. Aim to be unbiased, but good use of flavorful descriptions can help emphasize key information.

  • Make sure to double check your facts before posting!
  • Don't overdo it with move captions! Consider adding captions which add additional info, emphasize a main takeaway, or some interesting trivia in the context of the character/game when appropriate, but not every move necessarily needs a caption. Feel free to inject some humor or jokes when appropriate for flavor, but keep these to a small handful at most.
  • Feel free to include a few bullet points at the beginning or end to cover other key points that don't otherwise fit into the body of the text (for example, "fastest aerial", "can be canceled into X on hit", "has invulnerability on frames A thru B", etc.).
  • If a Special Move has a known official name, list it in the Title field of the MoveDataCargo structure. Otherwise, use a common community-given name if such a name exists and is commonly understood. If a move has a known official name AND a DIFFERENT community name, list the official name in the Title field and include a bullet point at the beginning of the move's text field which indicates the commonly-used community term. See Sylvanos Down Special for an example.

Jab 2

mouse_jab2

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?


If a move consists of multiple distinct components, provide separate tables for each. In general, sweetspot/soutspot distinctions can be marked in one table in the character's Frame Data directly. (Discuss how to standardize this with brackets / slashes / parentheses)


Dash Attack

(while running) Attack
Roa mouse dattack1.png
Roa mouse dattack2.png
Roa mouse dattack1 h.png
Roa mouse dattack2 h.png
Hitboxes Off
Hitboxes On

mouse_dattack1

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



mouse_dattack2

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Tilts

Forward Tilt

Roa mouse ftilt.png
Roa mouse ftilt h.png
Hitboxes Off
Hitboxes On

mouse_ftilt

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Up Tilt

Roa mouse utilt1.png
Roa mouse utilt2.png
Roa mouse utilt1 h.png
Roa mouse utilt2 h.png
Hitboxes Off
Hitboxes On

mouse_utilt1

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



mouse_utilt2

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Down Tilt

Roa mouse dtilt.png
Roa mouse dtilt h.png
Hitboxes Off
Hitboxes On

mouse_dtilt

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Strong Attacks

Forward Strong

(Forward/Back +) Strong
Roa mouse fstrong.png
Roa mouse fstrong h.png
Hitboxes Off
Hitboxes On

mouse_fstrong

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Up Strong

Up + Strong
Roa mouse ustrong.png
Roa mouse ustrong h.png
Hitboxes Off
Hitboxes On

mouse_ustrong

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Down Strong

Down + Strong
Roa mouse dstrong.png
Roa mouse dstrong h.png
Hitboxes Off
Hitboxes On

mouse_dstrong

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Aerials

Neutral Air

(while airborne) Attack
Roa mouse nair1.png
Roa mouse nair2.png
Roa mouse nair1 h.png
Roa mouse nair2 h.png
Hitboxes Off
Hitboxes On

mouse_nair1

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



mouse_nair2

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Forward Air

(while airborne) Forward + Attack
Roa mouse fair1.png
Roa mouse fair2.png
Roa mouse fair1 h.png
Roa mouse fair2 h.png
Hitboxes Off
Hitboxes On

mouse_fair1

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



mouse_fair2

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Back Air

(while airborne) Back + Attack
Roa mouse bair.png
Roa mouse bair h.png
Hitboxes Off
Hitboxes On

mouse_bair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Up Air

(while airborne) Up + Attack
Roa mouse uair.png
Roa mouse uair h.png
Hitboxes Off
Hitboxes On

mouse_uair

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Down Air

(while airborne) Down + Attack
Roa mouse dair1.png
Roa mouse dair2.png
Roa mouse dair3.png
Roa mouse dair4.png
Roa mouse dair1 h.png
Roa mouse dair2 h.png
Roa mouse dair3 h.png
Roa mouse dair4 h.png
Hitboxes Off
Hitboxes On

mouse_dair1

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



mouse_dair2

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



mouse_dair3

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



mouse_dair4

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Specials

Neutral Special

Special (Air OK)
Roa mouse nspecial.png
Roa mouse nspecial note.png
Roa mouse nspecial note fast.png
Roa mouse nspecial h.png
Roa mouse nspecial note h.png
Roa mouse nspecial note fast h.png
Hitboxes Off
Hitboxes On

mouse_nspecial

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



mouse_nspecial_note

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



mouse_nspecial_note_fast

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Forward Special

Bodyguard
Forward/Back + Special (Air OK) (Hold OK)
Roa mouse fspecial.png
(His name is Vince!)
Roa mouse fspecial h.png
(His name is Vince!)
Hitboxes Off
Hitboxes On

mouse_fspecial

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Up Special

High Note
Up + Special (Air OK)
Roa mouse uspecial1.png
Roa mouse uspecial2.png
Roa mouse uspecial1 h.png
Roa mouse uspecial2 h.png
Hitboxes Off
Hitboxes On

mouse_uspecial1

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



mouse_uspecial2

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Down Special

Harmony
Down + Special (Air OK)
Roa mouse dspecial.png
Roa mouse dspecial h.png
Hitboxes Off
Hitboxes On

mouse_dspecial

Damage Active Endlag Angle KB (Base+Scaling)
Startup Landing Lag FAF Angle Flipper Hitstun

Hitpause (Base + Scaling) Parry Stun Type Priority
Hit Lockout Force Flinch Value Kills Projectiles?



Alternate Palettes

Default Colors

Unlockable Skins

  • Custom Color 2: Beat story mode.
  • Abyss: Reach Abyss level 10 with Pomme.
  • Ranked: Reach Gold rank with Pomme.
Default
Alt Blue
Alt Red
Alt Green
Alt White
Alt Purple
Custom Color 1
Custom Color 2
Abyss
Ranked

Seasonal Colors

Current seasonal skins rotate every 3 months in the following order (hemisphere dependent):

  • Valentines (Feb-Apr)/(Aug-Oct)
  • Summer (May-Jul)/(Nov-Jan)
  • Halloween (Aug-Oct)/(Feb-Apr)
  • Christmas (Nov-Jan)/(May-Jul)
Valentines
Summer
Halloween
Christmas

Premium Skins

How to Get

  • EA: Purchase a Steam key for RoA via Humble Bundle.
  • Pool Party: Obtainable via the RCS compendium during RCS seasons.
Early Access Promo
Pool Party

Navigation

General
FAQ
Controls
Glossary
HUD
Practice Mode
Strategy
System
Community
Links
Rivals
Mollo
Clairen
Forsburn
Zetterburn
Wrastor
Absa
Elliana
Pomme
Olympia
Sylvanos
Maypul
Kragg
Orcane
Etalus
Ranno
Hodan
Ori and Sein
Shovel Knight
Stages
Fire Capital
Air Armada
The Rock Wall
Merchant Port
Treetop Lodge
Blazing Hideout
Tempest Peak
Frozen Fortress
Tower of Heaven
Aethereal Gates
The Endless Abyss
The Spirit Tree
The Forest Floor
Julesvale
Troupple Pond
Mechanics