Rivals of Aether

Rivals of Aether

Otillräckligt med betyg
RSNM: A guide to OSHA violations
Av cabbage
This is my best attempt at a guide for Reckless Safety Notice man, the man that every kid aspires not to be. Hopefully.
   
Utmärkelse
Favorit
Favoritmarkerad
Avfavoritmarkerad
Introduction
This is a guide about the Reckless Safety Notice Man. I will be referring to them as RSNM throughout this guide and if I mention any unknown acronyms or tech, you should probably look further back into the guide to see the full version of those moves.

RSNM is most similar to Clairen, with good range and quick moves and lots of aerial control to boot. Most moves reach on both sides of RSNM at the same time, and if they don't, they usually have other properties that make them useful.

His main mechanics are his TV and his strap. By using down smash you can place a TV on the stage, and if you already have one, it will disappear. If you hit the TV, it will be knocked over and explode in 25 frames after being hit, with the hitbox being as big as the TV. However, it can be knocked over by the opponent too, and projectiles will also knock it over.

When RSNM lands a parry or hits dspecial second hit he will take off his wrist strap for 10 seconds. All moves that swing the wiimote will now throw it, making an extra projectile (or multiple) while not changing the move itself, allowing for much more damage and range. Some moves like fstrong are altered by this, but getting parried will immediately force the wrist strap back on. I will call this state strapless mode for referring to moves.
Frame Data
This frame data was recorded manually and therefore may contain inaccuracies or mistakes. I encourage you to go into training mode and get a feel for these moves manually. However, this should be good enough to get an idea of the character. All frame measurements were done in game on whiff (without hitpause.)

Jab 1 comes out frame 5 and deals 3%, sending the opponent mildly upwards. Jab 2 comes out frame 22 in the same string and sends the opponent further away for 4%. Both Jab 1 and Jab 2 hitboxes reach either side of RSNM. This move does not have a strapless variant. Jab 1 can be cancelled into other tilts on frame 11. Jab 2 is able to be jump cancelled on hit.

Ftilt comes out frame 7 for 7%, sending forward at a predictable launch angle. The strapless variant throws a wiimote out on frame 7 for 7% giving the attack some extra range.

Dtilt comes out frame 6 and has a sweet spot at the tip of the wiimote. The sweet spot sends away for 9%. The sour spot sends away diagonally upwards for 6%. The strapless variant will shoot a wiimote at the tip of the sweet spot that travels slowly for 6%, coming out frame 6.

Utilt has two hitboxes. The first hitbox comes out frame 8 and hits behind RSNM into him for 3%. This leads into the much wider hitbox that starts on frame 13, dealing 7% across most of RSNM's upper body, sending mostly upwards. The strapless variant throws a wiimote on frame 13 at an upwards angle that deals 7%.

Nair is a multihit and comes out frame 12 until frame 28 with 4 hitboxes dealing 2% each. Strapless mode will fire out 3 - 4 wiimotes that do small knockback but no %. The hitboxes will pull opponents towards you during the move. This move behaves like Palutena Nair in ultimate.

Fair has 2 hitboxes. The first hitbox comes out frame 8 and deals 4% while the second hitbox comes out on frame 14 and deals 6%. The second hitbox will launch further than the first hitbox. This move behaves like Clairen Fair. This move does not have a strapless variant.

Dair has 2 hitboxes. The first hitbox comes out frame 10 and deals 5% located on RSNM's torso as he throws the wiimote down. It is a powerful spike that leads into the second hitbox that comes out frame 12 with 4% and transitions into an identical, smaller hitbox on frame 14. The second hitbox hits up and away from RSNM. The strapless variant throws a wiimote projectile on frame 10 that will hit upwards for 4%.

Uair comes out on frame 9 and knocks away from RSNM diagonally upwards for 7%. This covers the upwards portion of his hurtbox. The strapless variant it throws a wiimote diagonally upwards for 7%.

Bair comes out frame 13 and has a sweet spot at the tip of the wiimote. The sweet spot launches for 11% and the sour spot sends away for 7%. Strapless sends a wiimote at the tip of the attack for 7%.

Nspecial has no active hitbox, but instead pulls up two projectiles on either side of RSNM. The hitboxes for these projectiles become active on frame 14, throwing a man prop forwards and a vase backwards. The man prop does 5% while the vase does 6%, with the man prop starting slightly higher. This move slows vertical momentum in the air while active.

Fspecial has two hitboxes that are incredibly wide and reach both sides of RSNM. The first hitbox comes out frame 13 for 6% while the second hitbox comes out frame 28 for 7%. Both swings have very good launching power, with the first swing having the better knockback and the second swing having the larger hitbox. This move lets you rise slightly in the air twice without touching the ground, and angling the move up or down lets you change the horizontal gain slightly.

Dspecial has two hitboxes that are relatively wide and reach bot sides of RSNM. The first hitbox comes out frame 21 fpr 6% and knocks opponents towards you to follow up into the second hit, coming out frame 38 for 6%, knocking opponents sharply upwards. Landing the second hit will activate strapless mode.

Uspecial comes out frame 17 and has hitboxes on 17 (3%), 23 (3%), 29 (3%,) 35 (3%,) and 64 (4%) totalling for 16% total if all hits connect. The four starting hitboxes pull opponents in for the finisher hitbox that sends at a strong angle upwards. This move rises about 9 units.

Dstrong throws a TV down at your location. This move becomes active on frame 22 for 6% at the earliest on the TV hitbox with a strong spike. It also has a shockwave hitbox on frame 30 for 6%, but afterwards becomes inert. This creates a TV object on the stage. When fully held it becomes active on frame 82 for 9% with a shockwave hitbox on frame 90 for 9%. The shockwave on both the uncharged and charged variants are weak launchers.

Ustrong pulls out a wii that you will pour orange juice on before throwing upwards. It has a small upwards hitbox on frame 32 at the earliest for 2% and throws a wii projectile upwards that becomes active on the same frame for 8% uncharged with a strong launcher hitbox. The wii will reach about 6 units upwards and explode on frame 71, but it will also explode as soon as something touches the initial hitbox. The explosion hitbox is fairly large.

Fstrong will be talked about in the basic tech section as it has complex mechanics tied to it that do not fit neatly in the frame data section.

Full length wavedash sends for about 2.5 units and is slower than his run.
Basic Tech
These are mechanics you should know before diving into RSNM gameplay. These are not strictly necessary, however, they are integral to getting better at the character.

Wrist strap

After landing dspecials second hit, or successfully timing a parry, you take off the wrist strap. This will activate a strap meter at the bottom of your character that slowly goes down. After ten seconds, you will put the wrist strap back on. While the strap is off, your fstrong gains special properties while your wiimote moves shoot out extra projectiles for more damage or zoning.

You do not need to hit dspecials first hit in order for the second hit to activate strapless. However, if you are already strapless, hitting dspecials second hit will not refresh the timer, although parrying will refresh it. If you are parried, you automatically put your wrist strap back on.

Air stalling

You can use nspecial, fspecial and dspecial to stall yourself in the air for extra recovery options. Nspecial will send out two projectiles on either side of you while slowing your vertical momentum, even in fastfall. Fspecial will let you rise slightly while giving you active hitboxes that launch easily, while halting nearly all horizontal momentum. Dspecial will let you lower slightly while giving you active hitboxes and a chance to take off your wrist strap.

Fspecial into Dspecial is incredibly smooth and can let you keep horizontal momentum for a few seconds to mix up recovery options.

Floating nair

If you tap the attack button while preforming nair, you will do a normal version. If you hold the attack button while preforming nair, you will instead gain floaty movement while the move is out. This behaves similarly to SK or Maypul uair, and is useful for recovery.

Wii bowling

By charging your fstrong you are able to throw a bowling ball. The speed, power, and trajectory of the bowling ball are dependent on when you let go.
Immediately dropping the ball will let it bounce for 8% and it lasts for about 30 frames after letting go. This is good as a psuedo parry as the ball itself is no affected by attacks. A similar move happens if you let go after the backwards swing but before the forwards swing.
Letting go of the ball early will roll it across the ground cleanly for 10-12% with good launching power.
Letting go of the ball optimally will bounce it at head height for 10-12% with better launching power.
Letting go of the ball late will bounce it higher but slower for 10-12% with vertical launching power.
Holding the charge for too long will bounce it incredibly slowly at head height for 10-12% with mediocre launching power.

Platform dair

Dair's disjointed hitbox lets it reach below platforms on stages like tower of heaven. This will send your opponent upwards leading into an easy uair or other moves.
Advanced Tech
This is tech that is not crucial to know, but can prove helpful in some niche situations. Generally hard to pull off in an actual match too.

Advanced wii bowling

Fstrong gains special properties when in strapless mode. You will throw your wiimote instead of the normal bowling ball.
Prematurely releasing the wiimote will drop it for 8% like the regular ball.
Releasing the wiimote early will send it skipping across the ground for 10-12%. It will bounce off of walls in this state.
Releasing the wiimote optimally will send it rocketing forward in a completely straight line for 10-12%. It has very high launching power.
Releasing the wiimote late will almost straight upwards for 10-12%, travelling in a straight line. It has high vertical launching power.
Holding the charge too long will send it bouncing across the ground very slowly, dealing 10-12% with good launching power.

If you time it correctly, you can also throw the bowling ball/wiimote behind you for lower damage and knockback, with less range. However, throwing it behind you is unquestionably faster and does not require precise timing.

Spin cancel

After the fourth but before the fifth hitbox of up special, you can walljump to cancel the move. This is incredibly useful for recovery since the last hitbox of the move is incredibly laggy, and if you have saved your double jump, you can floating nair into your specials to stall your momentum for a recovery mixup.

TV explosion

Strapless optimal fstrong sends the wiimote rocketing forward in a straight line. If this projectile hits an active TV, instead of knocking it over, it will instead crack the screen and travel right through. 81 frames after cracking, the TV will explode, creating 5 explosions in a large radius that deal 14% each and have massive launching power.

TV ledgeslide

If you dstrong on the frame before you leave the ledge, you slide off while holding the television. You can do this either walking or running, letting you abuse the strong spike hitbox of the falling TV to gimp opponents safely. Furthermore, after the dsmash finishes, it automatically makes you jump, not using up your airdodge or your normal double jump, making it extremely safe. However, it is difficult to do, as of the October 13th build 2020, doing it a frame too late will instead cause you to dair, and doing it a frame too early will instead cause you to place a TV on the ledge completely cancelling your momentum.

With the new October 20th build 2020, there is now a slide to the TV. You will slide for about 1.5 units while holding the TV and can now keep holding the charge while offstage. This has made this technique much easier, although the frame perfect version still has the longest distance.

Gameplan
Your main gameplan as RSNM will revolve around using your disjointed dair and floating nair to keep neutral, while using your nspecial projectiles to deny approaches without good parry timing, and using your dspecial and parry to take off your wrist strap for better zoning, damage, and knockback.

Your TV is a powerful tool you can use to control the stage, as hitting it will make an explosion hitbox that will disrupt the opponents attacks. Staying near the TV may be beneficial too, as the extra knockback from it may disrupt your opponents combos if they are not prepared for it.

Up special can kill off the top at higher percents, and most people will not know the DI necessary to survive it. You can side special twice without touching the ground and down special once without touching the ground, so use them to enhance your aerial game. You can also use neutral special to throw projectiles while also stalling your aerial momentum. Held nair can also be used to enhance your jump height drastically, however, you lose the option to attack while doing it, as it is rather weak without strapless.

If your opponent is calling out your parries often, try tapping fstrong instead. It drops a projectile on top of your hitbox that lasts for about half a second, and will disrupt jabs or dash attacks easily.

Jab 1 can lead into any other tilt. The best option is turnaround utilt. Utilt has two hitboxes, and turning it around so that you get both hits will improve your damage from 10% to 13%. It's small, but it adds up over time, and sends the opponent at a different angle, disrupting their DI.

The first hitbox of dair is a powerful spike, but it is intended to lead into the second hit that almost always connects. However, finding ways to only connect the first hit of dair will drastically improve your edgeguarding game, even if it requires good positioning.

You can hitfall fairs first hit to chain it like Clairen. However, the rewards for doing such are generally not worth it compared to getting the second hit and reading your opponent.
Conclusion
I hope this guide helped you learn how to use the Reckless Safety Notice Man. It is my first guide and I tried to be as informative as possible as I have been maining this character for about two months now.

Character made by hyuponia. https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2226596831
Stage is Training Grounds by Giik. https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2008826104

Please keep your wrist strap on while playing.
1 kommentarer
404_coffee.exe 8 nov, 2022 @ 7:32 
oh now this is very epic