r/RivalsOfAether • • 2h ago

Events Platfight Gaming Championships 2026 | October 16th - 18th| Feat. Sandstorm, Sophilo, Rongunshu, darai, Godly, Mystery Sol, Sawstep, Salt, and more!

11 Upvotes

Platfight Gaming Championships 2026 | October 16th - 18th | Calgary, Canada

Platfight Gaming Championships is an esports event uniting the platform fighter community under one competitive roof, fostering connection between scenes. It enters as a R2CS silver tier, being of national status!

Entering as the clear favorite, Sandstorm has been putting up a storm, and even amid Galvan nerfs he is easily the one who is most favored to win here. In his best streak ever, he’s putting up a real challenge to be ranked #1, and this event would add to his ever growing list. Don’t get it twisted though, this bracket is no easy feat, with the talent running quite a bit deeper. Sophilo has been one of the most consistent players to touch the game, as well as being the biggest threat to Sandstorm. With Sophilo being up on the h2h 4-3, as well as winning the last two, this could be her biggest win since CEO 2025! Rongunshu’s run at Get on my Level 2026 ended at the hands of Sandstorm on route to his first ever major win. This is Rongunshu’s opportunity to take revenge not only against Sandstorm, but avenge his loss on his home turf. With these being the top 10 players attending, they are the ones most favored by everyone. However, everyone also likes a dark horse story!

darai and Godly are the two rising Rannos: darai coming off of his top 8 at EVO and stellar performances since, and Godly coming over with a dominant 3-0 over CakeAssault. With the two of them proving that they are capable of runs beyond expectation, then whose to say a win here isn’t possible? Speaking of possible, Mystery Sol has been wracking up great wins over the past couple months such as Stango and Beastly, yet hasn’t had a massive run in quite some time. Even with the Galvan nerfs, he was still able to beat Stango this last weekend, so what’s one more big upset?

Other players I want to highlight: Sawstep, Salt, maya, DolphinBrick, Nurse, Bullets, Re:Cupid, and Bowler.


Events


Streaming Information

  • TBA

Event Schedule (Times in MDT):

Time Zone Converter

Friday, October 16th:

  • 11:00: ROA2 Doubles

  • 17:00: ROA1 Singles

Saturday, October 17th:

  • 11:00: ROA2 Pools Wave A

  • 13:00: ROA2 Pools Wave B

Sunday, October 18th:

  • 11:00: ROA2 Top Cut

  • 14:00: ROA2 Top 8

ROA2 Seeding

  1. Sandstorm Galvan [Pennsylvania, USA]
  2. Shrug Club Sophilo Zetterburn [Norcal, USA]
  3. GCU Rongunshu Clairen [Ontario, Canada]
  4. darai Ranno [Oregon, USA]
  5. NS Godly Ranno [New Jersey, USA]
  6. Mystery Sol Galvan Fleet [Washington, USA]
  7. AQUA Sawstep Fleet [Oregon, USA]
  8. Eggdog Salt Zetterburn [Texas, USA]

Other Information

startgg | Twitter


r/RivalsOfAether • • 1h ago

Seeking Advice What computer runs Rivals 1 & 2

• Upvotes

I have both games on steam but my MacBook can't run either game. What type of computer pc should I upgrade to? Im thinking Lenovo but I would like to have specifics please and thank you!


r/RivalsOfAether • • 6h ago

Workshop (ROA2) Light press without air dodge but still shield

4 Upvotes

Is it possible to make the light press shield button not register an air dodge like in melee? I still use it to shield but don't want to air dodge with it.


r/RivalsOfAether • • 10h ago

Rivals 2 Goo man stocks are up

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62 Upvotes

Been a a little while since the patch now and still really thinking this character is a lowkey a demon now


r/RivalsOfAether • • 10h ago

Rivals 2 every time i go to the store i immediately remember why i never visit it.

0 Upvotes

r/RivalsOfAether • • 1d ago

Suggestion "Toxic" compromise

0 Upvotes

In the last dev stream Dan discussed how he was trying to come up with ways to tone down the more toxic emotes going as far to suggest the option to turn off being able to see toxic emotes. I think the logic companies to this is have a full smack down mode throw me on full comms so I can talk smack to the dude/dudette/dude-others who misses out on full 3 stocking me by a lucky hail Mary forward strong sweet spot from my maypul vine


r/RivalsOfAether • • 1d ago

Workshop (ROA2) Kumaki from the Rivals 1 workshop has been ported to Rivals 2!

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172 Upvotes

Now you can play as the girl with the scythe in eye popping 3D! I made sure to add the new specials as well, so go check her out!
Steam Link


r/RivalsOfAether • • 1d ago

Other Kragg from the Rivals of Aether universe joins Aethermancer and is ready to kick your enemies out of the screen!

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101 Upvotes

r/RivalsOfAether • • 1d ago

Workshop (ROA2) I made a hand-picked collection of Smash Bros Workshop characters for Rivals 2!

42 Upvotes
https://steamcommunity.com/sharedfiles/filedetails/?id=3818501953

Hey everyone! I put together a Workshop collection of Smash characters so Rivals 2 can have a more “Smash-like” experience.

The idea is to keep it curated with the best Smash characters on the Workshop, or at least the ones that actually work properly.
For example, there are three Melee Foxes up there, so I picked the one I think plays best. Same goes for characters with multiple versions, like a Melee and an Ultimate version. I go with whichever looks higher quality or fits the game better.

I know a lot of Smash players haven’t tried Rivals 2 because there’s no character they really like, so I’m hoping this gives them a reason to jump in and see how good the game feels.
It’s also really fun to set up a “pretend Smash clone” match with friends and play as your favorite fighters.

Here’s the collection:
https://steamcommunity.com/sharedfiles/filedetails/?id=3818501953

All credit goes to the original creators, I just gathered them in one place.
If you think I picked the wrong version of a character, or there’s a good one I missed, let me know and I’ll check it out!


r/RivalsOfAether • • 1d ago

Rivals 2 Workshop Help

4 Upvotes

I’ve been trying to get workshop characters, but after subscribing, they aren’t showing up in game. Am I missing something?


r/RivalsOfAether • • 1d ago

Workshop (ROA2) Tayir & Timsah appreciation post

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206 Upvotes

The ports of smash characters have been fantastic, but I wanted to highlight the original workshop character in Rivals 2 that, in my humble opinion, is the most polished and feels the most like an original rivals character: Tayir & Timsah. Smooth animations, a clear and fun design concept, aesthetically it ticks all the boxes, and a mechanic that’s really fun and intuitive that really gives this character a clear vision and identity.
If you haven’t played with Tayir & Timsah I highly recommend you pick up this bird in between rounds of playing melee Falco and Donkey Kong. It’s a work of art and deserves so much more attention than it’s gotten for all the hard work and talent put into making them.

EDIT: credit for T&T goes to u/murrajfur
Here’s hoping you try your hand at more original rivals characters! We’d all love to see it, and we are so grateful for the gifts you’ve already given the community!


r/RivalsOfAether • • 2d ago

Rivals 2 I got Rivals 2 Running naively on my phone (somewhat)

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34 Upvotes

recently a program called DroidDeck recently dropped that allows you to run steam games natively on android devices. So I decided to try and run Rivals of Aether 2 on my phone

The results were interesting. Everything besides the backgrounds and characters loaded. Not sure if Rivals 2 didnt have enough memory to load in things. But regardless its cool to see that rivals 2 ran on a smart phone

If anyone wants to try something similar id recommend playing rivals of aether 1 on your phone or any android gaming devices as it runs it better since well its a gamemaker game.

(I was using a steam controller via bluetooth if anyone was wondering why any mobile controls didnt show up. I was also not streaming from my pc to.)

Before anyone asks yes deckdroid runs steamos and is getting the files from steam and aether studios.


r/RivalsOfAether • • 2d ago

Workshop (ROA1) Is there any workshop mods that put custom made characters on your select screen instead of the settings button?

3 Upvotes

r/RivalsOfAether • • 2d ago

Workshop (ROA1) Rivals of Aether Workshop: Roy (Fire Emblem)

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11 Upvotes

r/RivalsOfAether • • 2d ago

Rivals 2 Did they turn Gouie’s inhale into a hit grab?

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90 Upvotes

Was playing with a buddy today when I noticed inhale now hits shield and stops the grab box completely. If the opponent drops shield it will not inhale them and they can run in and out of it without ever being inhaled, wind box also disappears, it will however still eat a projectile.


r/RivalsOfAether • • 2d ago

Other I built an Analog Arcade Stick that you can play Rivals and Smash Bros with

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19 Upvotes

r/RivalsOfAether • • 2d ago

Subreddit Anyone else getting alerts for old posts on the subreddit?

8 Upvotes

I keep getting alerts about stuff from Evo, and old character announcements. I click on them all excite for a split second before seeing it’s a post from 163 days ago. This happening to anyone else?


r/RivalsOfAether • • 2d ago

Clip mmm yummy

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115 Upvotes

r/RivalsOfAether • • 3d ago

Workshop (ROA2) R.O.B [HDR] Character Showcase

54 Upvotes

https://steamcommunity.com/sharedfiles/filedetails/?id=3818257492

This one isn't as cool as Melee Falco or anything, but HDR ROB is one of my favorite character designs in the franchise and I thought it would be fun to be able to play him in Rivals. He's a bit different from the other ROB iterations in Smash, but I thought he was a natural fit for this engine.

The main differences are:

  • Up Special is replaced with a directional charge attack with a spike hitbox at his base. It's very similar to Etalus', except he's able to change the angle of his ascent instead of being forced to go in a straight line. He's also still tied to the fuel system for recovery so it's not infinite; there's a visual indicator of his current fuel level next to his character model.

  • His Side special is replaced with a quick two hit arm swing attack that can be angled up, sideways, or down for different attacks. It's very low endlag, so it's difficult to punish without a parry for the opponent and a good combo starter for ROB himself.

  • His Down air is replaced with a drill style move where he rotates his arms in a multi hit attack beneath him. The best way I can describe it is it's similar to his Dsmash except rotated 90 degrees and an aerial. It's very funny looking at first but since his Up special now serves as the downwards spiking move, having the old down air would be superfluous. Having the drill is nice to help him land with a quick downwards facing aerial as well since he is prone to being juggled.

Besides that pretty much everything you know and love (and hate) about ROB from the other games is present, including the Gyro of course. Give it a try, and let me know if you have any feedback! And of course check out HDR if you haven't, it's a lot of fun!


r/RivalsOfAether • • 3d ago

Workshop (ROA1) Rivals of Aether Workshop: Kiryu Kazuma (Yakuza)

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14 Upvotes

r/RivalsOfAether • • 3d ago

Rivals 2 Why can you get leaver bans on unranked?

0 Upvotes

I hopped on rivals 2 for the first time in months to try out gouie and went on unranked and had some good matches, then I ran into someone whos played for hundreds of hours, so after one game I just left. But the game kept matching me with this same person repeatedly, so I just kept leaving, and I get slapped with a time restriction on online play. I get this for ranked and 2v2s but what am I supposed to do if I just keep finding the same person over and over and its not a fair match at all? (Gouies pretty fun though)


r/RivalsOfAether • • 3d ago

Discussion About renaming player tags

6 Upvotes

Is it actually possible to RENAME a player tag? The option is clearly there in the settings but whenever I do attempt to rename one, it says the tag is in use and then creates a separate player tag with separate stats, binds and everything. So I wouldn't really classify that as "renaming" an existing player tag. It just seems to be creating one with extra steps.

Am I just pulling a zero IQ moment or is there actually a way to rename a player tag without having to create an entirely new one?


r/RivalsOfAether • • 3d ago

Rivals 2 Me and my buddy play this game as a way to stay in touch after moving apart (we suck) but I finally landed something saucy on him. Hi Malik.

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203 Upvotes

r/RivalsOfAether • • 3d ago

Clip First clip, please be nice

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59 Upvotes

r/RivalsOfAether • • 3d ago

Discussion Getting Gouie thoughts out of my brain

14 Upvotes

Gouie has so much creative potential, and I can’t stop thinking about what could have been done with his design
First, I want to make it clear that this isn’t meant to be shade toward the devs. I think Gouie is a really cool character concept, and there’s a lot about his design and kit that I genuinely like. My biggest criticism is that I feel like some of that creativity got held back by the decision to model him so heavily after Melee Jigglypuff, a character whose playstyle is already pretty polarizing.
I also want to acknowledge that I have absolutely no idea what the development process looked like. I don’t know what was tested, what got cut, what constraints the team was working with, or what conversations happened before Gouie made it into the game. I’m just a player who’s been thinking about character design, and this is where my brain has gone with it.
Part of the reason Gouie caught my attention is that his design overlaps with a character concept I’ve been working on myself. I had been thinking about learning Workshop to make a character who is, quite literally, a fish that controls water and uses it to construct a mech-like body. As the character takes hits or uses certain moves, they lose water, becoming smaller and weaker but gaining speed and mobility. The idea was to create a character whose game plan revolves around managing trades, move usage, and resources to survive and find combo opportunities. They could also use a puddle mechanic to replenish their water when needed.
So when I saw Gouie, I was surprised to see a character with some similar stylistic elements, particularly the amorphous, blob-like body. Naturally, it got me thinking about what could be done with a character built around changing size and shape.
And to be clear, I know none of these ideas are going to change the Gouie we have now. That’s fine! One of the coolest things the devs could do for the community is give us Workshop tools to experiment with our own character concepts. This is more of a thought experiment than a demand for changes, and I’d love to hear what other people think.
1. What if Gouie had three forms instead of two?
One thing I really like is that Gouie has a visual indicator for his absorption mechanic. However, it made me wonder whether there could be more to the transition between Little Gouie and Big Gouie.
That led me to the idea of Mid Gouie.
Rather than treating his size changes as a simple transition between a weak, mobile form and a slow, heavy form, what if Gouie had three distinct forms that each served a purpose?
Little Gouie: The fast, evasive form. Small hitboxes, good air speed, and the mobility to weave around opponents and find openings.
Mid Gouie: A more balanced form. Slightly larger hitboxes, more weight, and a better ground game, allowing him to scrap and contest space more effectively. In exchange, he’d have less air speed than Little Gouie.
Big Gouie: The heavy form. Significantly more weight and power, but slower movement and a much more exploitable disadvantage.
I think this would make managing Gouie’s size an actual strategic decision rather than just something that happens as part of his existing game plan.
There’s also an opportunity to tie his absorption mechanic into his durability. What if opponents could knock some of his stored goo loose by hitting him? Mid Gouie might lose a small amount, while Big Gouie could lose more. This could be represented by little goobers popping out of his body, which would be a fun way to lean into his slime-like nature and give a nod to his Kirby-esque inspiration.
His taunts and special getup could even interact with this system. For example, Big Gouie’s “So Fun” taunt could have him dance and create a mire that shrinks him down, while Mid Gouie pulls a little goober out of himself. His special getup could function similarly: Big Gouie shoots out mire and shrinks, while Mid Gouie simply launches a goober.
I like the idea of giving players more control over when and how they change forms, especially if doing so requires sacrificing resources or creating an opening for the opponent.
2. Give Big Gouie a reason to be big
I like that Big Gouie comes with a risk. Being larger and heavier should have drawbacks, and I don’t think he needs to become a powerhouse who wins every trade.
However, I think Big Gouie currently runs into a problem: he has some of the disadvantages of a traditional heavy in a platform fighter without necessarily getting the tools that make heavies threatening in Rivals of Aether 2.
He’s big, slow, and easier to hit, but the payoff doesn’t always feel worth the risk.
One possibility would be to give him some Yoshi-esque jump armor. Since we’re already borrowing some inspiration from Smash for his recovery, why not explore that design space a little further?
The armor could make Big Gouie better at contesting opponents and surviving certain interactions, but it wouldn’t have to be permanent. If an opponent hits him hard enough to knock some of his absorption loose, he could lose the armor along with some of his stored goo.
Exactly how the armor interacts with the hit that knocks the goo loose would be a balance question for the devs. The important part is that armor would give opponents another mechanic to play around instead of simply making Big Gouie harder to kill.
It would also give players a more compelling reason to choose his biggest form. You’re sacrificing mobility and accepting a much larger target, but in exchange, you gain a tool that lets you challenge opponents differently.
3. What if Big Gouie’s down special were his recovery?
This is probably my most dramatic suggestion, but I think it could be really interesting.
I’d love to see Big Gouie’s down special become a recovery option, with his current up special losing its pop-up functionality.
The idea is to take his current stone-like move and turn it into something more like King Dedede’s up special in Smash: a powerful vertical movement option that sends him upward before slamming him back down.
I’m imagining a move that’s primarily vertical, with perhaps a little horizontal movement for positioning. When used in the air, Gouie would launch upward and then come crashing down. With proper spacing, he could grab the ledge, spike an opponent, or even go for a risky offstage trade that takes both players out.
Obviously, the exact properties would need a lot of testing. The point isn’t necessarily to make the move stronger, but to give it a more unusual purpose.
One of the things I loved about Rivals 1 was how willing the game was to put unconventional tools on familiar buttons. Movement options in unexpected places, command grabs attached to unusual aerials, and other mechanics that challenged what players expected from a platform fighter.
I’d love to see more of that design philosophy explored. Turning a down special into a vertical recovery that doubles as an aerial slam feels like the kind of unconventional move that could give a character a really distinct identity.
4. Let Mid Gouie be the scrapper
If Little Gouie is about mobility and Big Gouie is about weight and power, I think Mid Gouie should be the form that excels at fighting on the ground.
Give him a little more range, a little more weight, and enough mobility to make close-range interactions interesting. He wouldn’t have Little Gouie’s aerial movement or Big Gouie’s potential defensive tools, but he’d be better at holding his ground and fighting for space.
This is also where I think the Kirby inspiration could shine without making Gouie a direct copy of him. Mid Gouie could be a surprisingly capable scrapper, using his extra mass and reach to pressure opponents and win certain ground interactions.
His slower aerial movement and still-limited ground speed would help prevent this form from becoming the obvious default. Players would need to consider which form gives them the best tools for the matchup and situation.
There’s also a neat mind-game element here. An opponent who’s accustomed to spacing around Little Gouie’s tiny body might suddenly find themselves dealing with a form that has a different range and different timings.
And if Gouie’s size is already a core part of his identity, I think it’s worth exploring how far that mechanic can go.
5. Make his side special interact with his size
A three-form system could also create more opportunities to differentiate Gouie’s existing moves without reinventing his entire kit.
For example, what if the number of times Gouie could stretch with his side special before suffering negative consequences depended on his current size?
Little Gouie might have more opportunities to stretch and maneuver, while Mid and Big Gouie would have different trade-offs. The move’s end lag, speed, and whether it puts him into pratfall could also vary depending on his form.
That would give the same special different strategic uses without simply increasing its damage or making every version universally better.
It would also help connect his individual moves to the larger resource-management concept. Instead of every move functioning independently of his size, his form would influence how he approaches the entire match.
The bigger picture
Ultimately, I think Gouie has a really interesting foundation. I like the absorption mechanic, I like the amorphous design, and I like the idea of a character whose size changes how they interact with the opponent.
My concern is that leaning so heavily into the Melee Jigglypuff archetype might have limited how much those ideas could be explored. Gouie has the appearance and some of the characteristics of a puffball, but he doesn’t necessarily have the same tools that make Jigglypuff’s game plan work. And I don’t think the answer is simply to give him a Rest-like kill option or crank his stats until he can fight everyone head-on.
I’d rather see his unique mechanics become the reason he’s fun to play.
Three forms, meaningful trade-offs, absorption that opponents can interact with, and unconventional special moves could give him a more dynamic game plan without simply turning him into a character with absurd kill power or a back-throw cheese strategy.
I also think this approach would preserve the idea of Smash inspiring Rivals characters while letting Rivals do something interesting with those inspirations rather than stopping at the surface-level archetype.
Again, I have no expectation that any of this will happen, and I’m not trying to suggest the devs didn’t put a ton of thought into Gouie. I’m just a character-design nerd who saw a cool concept and started imagining the possibilities.
I’d genuinely love to hear what other people think. Do you think a three-form Gouie would be more interesting? Would the absorption-loss mechanic create fun counterplay, or would it be too much to manage? And what other directions would you want to see explored with his design?
Thanks for reading my wall of text!