Rivals of Aether/Sylvanos/Techniques

From Mizuumi Wiki
Jump to navigation Jump to search

Landing Up Air 1

While Up Air is primarily known and used as a juggle tool, the quick startup and large hitbox give Up Air some interesting use cases as a landing option. In particular, landing on an opponent with the first hit of Up Air (Up Air 1) and landing before the second hit comes out will leave Sylvanos right on top of his opponent with a small frame advantage. Unfortunately, the opponent can parry any attack that Sylvanos does from here except for a Jump Canceled Up Special (or a Jab 1 if the Up Air 1 connects the frame before Sylv lands), and characters with exceptionally fast moves can mash them out before Sylv can connect an attack of his own. However, this can still serve as a useful knowledge/reaction check if used appropriately. Not to mention: if you read your opponent is going to go for a retaliatory option, you can still play some rewarding mindgames - such as by simply waiting to punish a parry or by preemptively parrying to beat out their counterattack.

Jump-Canceled Up Special

A universal mechanic of Rivals of Aether is that the last 5 frames of any instance of landing lag into a jump-squat. Jump-squat can in turn be cancelled into Up Special. For Sylvanos, this means that landing with certain aerials that result in the opponent being close to Sylv after landing - such as Neutral Air or Up Air 1 - and immediately jumping and inputting an Up Special will allow Sylv to quickly follow up with an Instaburrow to convert in some situations.