Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
RE Rivals 2: Lowering his weight honestly doesn't bother me much, but I agree that his kill moves should be more reliable. A lot of the moves I remember getting destroyed by in 1 are not getting the job done in 2 as much. He used to be a glass cannon, but in 2 he feels like a glass shotgun sometimes.
I agree with what you said about him feeling too grounded. I feel like people will often air camp me as wrastor and I feel like I should be able to deal with it better since he's the bird character lol. But even if you call out their movement, you just get a dinky up air that doesn't really lead to anything.
He feels a lot less mobile while he is performing attacks in Rivals 2 compared to what I remember 1, but it had been a long time since I played him, so I can't be sure how he felt after Rivals 1's last patch.
I think they could definitely do a lot to fix up the character, but do understand that the fair chaining was problematic.
At least it doesn't go away after -any- knockback anymore, but if you're playing against a heavy and your neutral isn't immaculate they can end your slipstream with basically any stray hit. That sucks.