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Anonymous /vm/1608064#1776734
5/31/2025, 6:05:44 AM
>>1776714
>1
A more unique game because of its emphasis on hyperoffense. There are no ledges, no grabs, no shields, and your primary defensive option is a parry, so you essentially get your opponent into disadvantage and relentlessly butt-fuck them to death. It still has a respectable amount of players on any given day (100-400), but I don't know how active it actually is. It also has Steam Workshop support, so it's fun to fuck around with custom characters.
>2
Much closer to Smash Bros., although its closest analogue isn't Melee or Ultimate, but Project M. It's still a very offensively-oriented game, but the addition of ledges, grabs, and shields mean that you do have more defensive options. If your experience with platform fighters is "I played Ultimate at my friend's house", your learning curve is going to be very steep. Not insurmountable, but steep; whether you enjoy it will depend on how much you enjoy learning and practicing a fighting game, despite losing.
>Sheik
Ranno is very similar to Melee Sheik: fast ground speed, slow air speed, good aerials, and needles (darts). Ultimate Sheik doesn't really benefit from the mechanics of Ultimate and has to work hard for what Sheik used to be able to do; in contrast, Ranno's a character with a low skill floor and high skill ceiling who's easy to learn fundamentals with.
>Inkling
There isn't an exact analogue for Inkling, but Maypul is probably the closest character: fast, small, and her seed lets her lock opponents in place like Inkling's roller. Zetterburn's fire, however, is similar to Inkling's ink in that it empowers specific attacks. But in terms of attributes (speed, size, etc.) and normals, Maypul is more similar.

Again, Rivals 2 has a steep learning curve if you're not an experienced platform player, or even an experienced Ultimate player. But at the same time, it's very accessible.