Rivals of Aether

Rivals of Aether

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Wrastor, a basic overview
By Emmathyst
Here's a quick primer on Wrastor, and some tips on how to play him!

Also posted on the Big Friendly Games blog![bigfriendlygames.net]
   
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Intro
Wrastor, the Wind's Fury, both pride and frustration of the Air Armada. A mobile and powerful fighter, with fast sweeping attacks and powerful finishers, this character has the ability to kill any foe in seconds. He's also by far the most fragile fighter; he is both the lightest and the slowest to fall, and has been known to be blastlined by a firm glare. There is little room for mistake here, but a well played Wrastor is a foe to be feared.

He is very slow on the ground and relatively fast in the air unless he is touching his slipstream; his sideSpecial generates this behind a small tornado that he throws. Inside, he is second in speed only to Maypul on the ground, and to none in the air; this speed lets him take follow his enemies around the map and land his devastating aerial finishers. Wrastor has only tilts on the ground, and his strong attacks in addition to regular aerials in the air.
Neutral Game
Wrastor has 2 very different kinds of neutral game - slipstream on the ground, and no slipstream. The latter is interesting because your transition to the former involves shooting a projectile.

The projectile tornado

This projectile is very weak, but very fast. It's very good for staggering opponents and getting in on them - you'll be fast in the slipstream it creates. If they don't crouch cancel or parry it, it will pop them up, ripe for a downSpecial or dash attack followup; if they do crouch cancel it, you can just move on to the next neutral game section.

If they parry it, you're in trouble - no slipstream comes, and you can't throw another for a while. At this point, just try to stay safe until you can reset your stream - and consider throwing it away from them next time, or waiting for them to jump, so they can't parry it. Retreating fairs are a decent way to wall out an opponent; his ftilt is also pretty disjoint and can catch most dash attacks, but does have punishable endlag.

Slipstreams and you

Wrastor inside his slip stream is a monster to behold. Top tier grounded movement combined with his massive and scary aerials make a powerful combination. He can charge in with a dash attack or downb, a nair or fair, do late spaced aerials to bait out punishes, and so much more. Your options in this situation are nearly limitless, but here's a few to keep in mind.

A late fair, spaced so just the tip of his wing will clip them, is fairly hard to punish, and can easily start a combo. At low percent, a late nair will immediately combo into ftilt, which is a great juggle starter. Dash attack will catch opponents off guard with it's speed and can combo into uair or fair.

DownSpecial can punish jumps or preemptive parries extremely hard. Full hopping over an attempt at a poke - maypul's dash attack, forburn's dtilt, etc - and landing with a dair is an easy and extremely quick combo starter. Short hop dair and fair can be wavelanded out of, or have a nair get out before the landing, which can combo into ftilt or dtilt easily.

Any of these can lead to having your opponent above you, which is where your big punishes come in.
Punish Game
Wrastor, like Forsburn, can punish very hard, but struggles to finish things off at times. His sweetspots are very powerful, but difficult to hit; in other words, he has few true combos into his finishers, but lots of ways to trick opponents into them.

Juggling

Wrastor's slipstream and very disjointed aerials make him a great juggler. His vertical mobility is surprisingly slow, but he can cover almost any attempt to get back to the ground his enemy can try to use and hit them back up. His upair and fair both send up, and his downSpecial and dash attack can go very far on the ground to cover landing attempts. His ftilt can perform a similar function with a bit more disjoint on it. His dair also sends almost straight up, should you find yourself above your opponent; a rising dair can combo into almost anything. If your opponent air dodged, you can usually reactively cover it, and punish harder after that - without a dodge, things like uair->ustrong can combo, and his neutralSpecial can carry them right to the top blastline for a kill.

Just carrying them around

If you'd rather take your foes on a tour of the stage, and not just the top of it, you can do that too - as long as your slipstream is up. Fair, nair, dash attack, even fstrong can combo opponents horizontally for a while. Repeated short hop nairs can do fine, but are pretty low damage; they do a decent job of pushing someone off the ledge, though. Wrastor does a fine job of edgeguarding most characters with his dstrong and fstrong - see their individual weaknesses in our global recovery post - even at low percent, so this can be a valid kill option.

Getting the kill

If you don't get an edgeguard, or a nSpecial tornado off the top, finishing them off can be a weakpoint of the character. His sweetspots on his strong attacks and upSpecial are incredibly strong, but hard to reliably land. His fstrong and ustrong have the sweetspot at the tip of his clap, and his upSpecial has the sweetspot right in front of him. These sweetspots are indicated by crosshairs. One common solution is his downSpecial - it true combos at all percent into upSpecial, fstrong, or ustrong, depending on DI - but that's a very punishable option if the opponent is ready.

Calling out an air dodge with a ustrong is very effective, as well, but again requires a read. Dtilt and bair can combo into an upSpecial sweetspot on bad DI; ftilt does so into Ustrong. Conditioning an opponent to DI your tilts in at low percent (by following up at low percent with nairs or similar punish on the DI out) can ruin them at high percent. Ustrong and fstrong can also cover entire platforms, so getting them to tech onto one can seal the deal.

Utilt is also a shockingly strong move, and reaches above Wrastor to hit the lowest platforms. Running back from an aerial approach and utilting it can kill around 100%, and it's also easy to hit it off a tech roll.
Move List
  • Jab - Three hit jab combo, last hit sends straight up. Can link at low percents into ustrong; kills around 180%.
  • Ftilt - Three hits in front of him, slightly disjointed, sends mostly up. Great juggle starter. Jump cancelable on hit.
  • Dtilt - Very quick swipe at the ground. Jump cancelable on hit, can lead into ftilt or aerials.
  • Utilt- Slow to come out, quick to end, most powerful ground move.
  • Dash Attack - Very long range in slipstream; flies off of platforms and keeps it's hitbox in the air. Sends up and away, can start juggles or edgeguards.
He has less grounded normals than most of the cast. His meat is in his aerial game:

  • Nair - standard sex kick. Fast, lingers a while, pops up at 45 degrees. Kills around 160, leads into tilts at low percents.
  • Fair - Hugely disjoint in front and below Wrastor. Very fast to come out and end, pops up and slightly in front.
  • Dair - Disjoint below, insanely fast to come out and end. Pops them up right through you for amazing direct followups.
  • Bair - Kick behind him; hits lower than the animation implies. Sends mostly up and slightly away, can continue juggles and outrange most other aerials in the game.
  • Fstrong - Slow, tons of landing lag if you do it close to the ground without charging. Very powerful sweetspot that kills at ~80, less powerful large disjoint.
  • Ustrong - Very wide, powerful sweep above him; sweetspot kills at very low percents off of a juggle.
  • Dstrong - No sweetspot, whole thing is a spike. Can jump out of the charging animation but not once he's moving.
His specials are all fairly straight forward as well.

  • nSpecial - Tornado, large disjoints on the sides but vulnerable from above. Hold special to rise up and carry them with you, or to recover.
  • SideSpecial - Shoots projectile, creates slipstream. Don't let it get parried!
  • DownSpecial - Bit of windup, then a charging kick. Will trade with most attacks and break projectiles; on hit does massive hitstun and combos into any strong hit. Very vulnerable to parries.
  • UpSpecial - Sweetspot is Wrastor's strongest attack. Very disjoint above and in front, very vulnerable from behind; large late hitbox can end juggles and kill at around 150 on most stages.
If you can quickly react to your opponent's DI and catch them with your powerful mixups, Wrastor can zero to death any character. Always be cautious, though -- something as simple as being parried at 80 percent is all it takes to end your stock. Confidence can take you far with this powerful and precise fighter.
4 Comments
Rush Wheeler Sep 25, 2020 @ 6:43am 
dash attack can combo into about 4 nairs and the combo will kill at around 40
glerp Nov 9, 2015 @ 8:03pm 
If you position it correctly, you can get off a few down-strongs in a row for about 50% or so, and at high percents, a great combo is down-strong up-strong if they don't tech the down-strong
KYRU Sep 28, 2015 @ 5:51pm 
yee haw
Sinou Sep 22, 2015 @ 1:19pm 
A small juggling string that almost works at any percent for me is Uair to Uair to UpB
why is there no ken combo yet