Some of the workshop content is so good, it's being added to the game officially, which brings me to. There's a good mix of high quality stuff, along with the memes, and it's quite easy to find either. The PC version of this game has steam workshop support, so you can enjoy a ton of fan-created content as well if you wish. You don't need to spend hours in training mode to figure them out, you can figure them out enough by playing. But the game has some of the most satisfying attack and combo options available. Grabs and ledgegrabbing aren't here either. Instead of a shield, each fighter has a parry option. The training options for each character are also very thorough if you want to be a master. You can have a good time with the story and challenge mode with all the characters. Yes, this game is like Melee in many ways, with the movement options available. Ori and Sein have a fun puppet mechanic and implement quite a few new attacks to flesh out the moveset (the character was released before Will of the Wisps). RoA perfectly captures his mechanics, complete with a ton of gem collecting, and buying power-ups. If you had even a bit of disappointment that Shovel Knight was an Assist Trophy in Ultimate, you need to play this. Then we have two fantastic guest characters, and they are two indie stars. Other characters will have a small touch of some Smash characters, like Absa combining Ness' and Pikachu's mobility, with Zelda's projectiles. Zetterburn is Fox with a dash of Wolf mixed in, and Clarien is Marth who can create a projectile nullifying field. Mixed into the roster are enough Smash inspirations to add a touch of familiarity. Wrastor can use the trail of his projectile to be faster in the air, and can only use smash attacks while airborne. While Kragg may not have a great jump recovery, he can summon pillars of rock underneath him. The trickster Orcane can drop puddles on the floor and teleport to them right away. Two official example stages were released: Guada's home stage, Bamboo Lodge, and Sandbert's home stage, The Sandbox.Just about every fighter in this roster has some crazy unique gameplay mechanics that would make even the Ult DLC blush. Custom stages are viewed on separate pages in the character select screen. Players can customize where each player initially spawns, the elevation of the respawn platform, and the size of the camera and blastzones for both standard and advanced stages. Unlike stages in the base game, advanced stages can have up to four separate music tracks that are chosen at random when the stage is selected. Advanced stages can incorporate custom scripting and can have Basic and Aether versions. Advanced stages allow players to import their own backgrounds and music. Standard stages are made only with resources included in the base game (tilesets, backgrounds, and music). There are two types of custom stages, standard stages and advanced stages. Rivals of Aether features a built in stage editor. Both can be downloaded from Steam Workshop and edited. Guadua was also created as an example of a complex workshop character. Sandbert was reintroduced as an official workshop character. Because Steam Workshop for Rivals uses the same coding aspect for custom characters as the official characters, characters created through Steam Workshop can include complex mechanics not already present in the base game.
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