Rivals of Aether

Rivals of Aether

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Kragg, a basic overview
Av Emmathyst
A guide on what Kragg has and how to use it.

Also posted on the Big Friendly Games blog![bigfriendlygames.net]
   
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Intro
Kragg, Earth's Bastion, the rocky beetle of Rivals. He's heavy but moves quick, and hard hitting too. He's the only character that can create his own terrain, but at the temporary cost of his own mobility. If his opponent lets him, Kragg is an unstoppable combo machine and neutral game monster with crazy edgeguards and fast projectiles. He has the strongest off stage game despite being easily gimped.

However, his power control falls apart as soon as his opponent can crack his rocky exterior. He struggles against opponents that don't respect his stage control by running in between his slow attacks, and can be comboed easily due to his heavy weight. However, his incredibly fun combo tools let him deal the punish right back.
Neutral Game
Kragg's neutral game consists of finding opportunities to use his specials to gain stage advantage, then forcing his opponent into his part of the stage. If let alone, he can pull a brick or create a pillar to disrupt his opponent's movement. Done at the wrong time, however, he can get caught in his end lag and punished harshly. Kragg also has strong punishes against players that stick to the ground or approach from the air with his down and side specials. He also has an amazing dash attack that cancels into his tilts and jab to start hard punishes; it can catch foes by surprise and at low percent a dash attack->jab combo->aerial combo is almost guaranteed.

Kragg also relies a lot on being able to move around the stage quickly, expanding his threat zone. By repeatedly wavelanding between platforms, he can control space despite his poor dash and run speed. He can also divide the usable stage with a tall pillar, limiting his opponent's space. His brick throw and quick shrapnel shots let him pressure a far away opponent into approaching.

Your goal with all of these tools is to force your opponent to approach you in your space. Kragg can easily stuff any given approach if he expects it - his downSpecial is fantastic at catching grounded or aerial approaches, and leads to easy aerial combos, and his sideSpecial will tank a hit and return a harder one. Kragg can also utilize the disjoint on his nair, fair, and utilt to his advantage, stuffing many approaches and starting combos with all of them.
Punish Game
Once you get in on your opponent, Kragg has a ton of options for following up. His foward and up airs are great at juggling, while his down and neutral air keep your opponent near. While on the ground, he can easily find time in between moves to grab a brick and use it to cover airdodge and approach options; if there's already a brick out, he can bounce opponents off of it or even get a double hit by breaking it as he hits his opponent.

If he gets his opponent offstage, he can edgeguard effectively with his forward and down airs, and even spike with a well placed brick throw. He can afford to go very deep for kills, because his upSpecial and sideSpecial allow him to recover from anywhere. For specifics you have to know his foe's weaknesses; check our recovery guide for some ideas.
Move List
Kragg has a lot of moves! Some are better than others, but they're all pretty good.

Grounded moves

  • Dash attack - Kragg's dash attack is pretty standard. The most important part is that after a successful hit, he can cancel the ending lag into jab or any of his tilts. These often lead to significant aerial punishes.

  • Jab - Kragg has a three hit jab combo that comes out fast and links well. The third hit sends up and away for aerial combos. You can also end his combo after the first or second hit and extend it with a down tilt or more jabs, but only if they miss the opportunity to tech the second jab.

  • Down tilt - Pretty short ranged and fast. It's great at edgeguarding a low recovering Maypul or Zetterburn, as well as extending jab combos. It can also stuff low dash attacks.

  • Forward tilt - Longer ranged than his jab, but it hits about as hard as his third jab at a lower angle. Good for getting opponents offstage.

  • Up tilt - Kragg reaches into the sky and swats out any unlucky aerial approachers. It's really disjoint and amazing anti-air, which combos easily into fair or uair.

Strong attacks

Kragg's strong attacks are what you'd expect from a heavyweight -- slow and strong.

  • Forward strong - Great for punishing an opponent when you know exactly where they'll be. It's good for situations like destroying an Orcane out of his puddle, or a Wrastor falling back on stage.

  • Up strong - Similar to forward strong, but better for catching aerial opponents. Has a flub hit on the back that doesn't do much.

  • Down strong - Kragg's "Twin Hammers of BeetleBorg" slam down on either side of him, bringing destruction on any near. It covers both sides of him just as well, so its great for covering options that his other strong attacks might miss, like in tech situations.

Special attacks

The Brick

When Kragg is grounded, his neutral special pulls a brick from the ground. While he's holding a brick, he moves at walk speed, can't double jump or airdodge, and can only throw his brick. As a result, he is comboed extremely easily. However, the rock is really big and you get to throw it! It's the strongest projectile in the game, creates terrain to combo off of, and when broken turns into shrapnel sending more projectiles. When used intelligently, it can control the battlefield and strike fear into the collective hearts of his Kragg-hating friends.

He can throw the brick in four directions, up, up-forward, forward, and down. The brick also deals knockback in different angles for each throw.

  • Up throw - Kragg throws his brick straight up. This move is pretty great for limiting your opponents aerial options because it splits the air in half above him. Then, Kragg can follow up by jumping towards his opponent, or hitting the brick's shrapnel towards his opponent.
  • Up-forward throw - This throw is done by just throwing the brick with no direction input. The brick flies in a beautiful forty-five degree arc, and hangs in the air long enough to catch some opponents off guard. It's also great at edgeguarding, since it covers midrange options and gives you time to cover their close options.
  • Forward throw - The brick flies fast and low, catching any grounded or far-recovering opponents. You can also jump before throwing to catch jumps.
  • Down throw - When Kragg throws his brick low, it has a downward-sending spike that's great for catching opponents recovering against the stage's wall. Additionally, Kragg pops up a bit on the throw, giving him a bit of height. If done while recovering from a far away pillar, he can get a bit more distance out of his jumps. While grounded, he can also throw the brick down and fade forward/back and destroy it with any aerial before landing. This is by far the fastest way to fire shrapnel, although it still has enough lag to be punished by a close opponent and comes out slowly enough to be easily parried on reaction.

Other Specials

  • Side special - Kragg turns into a slow, spinning gear of super armored death. If he hits an opponent, he can jump out immediately without having to wait through the slow end lag. He can wavedash out, jump-cancel up strong to catch inward DI, or jump to follow up with more of his aerial combos. However, it's relatively slow speed and long startup make it easy to punish if used on a grounded opponent; it's particularly vulnerable to being parried.

  • Up special - Kragg summons a pillar of rock beneath him, carrying up anyone below him. He only gets one pillar though, until he touches the stage again. He can also only pull out one brick per pillar.

  • Down special - Kragg lets loose three spikes on the ground beneath him. Because of its frighteningly low endlag, it's an incredibly safe option that covers a lot of space and leads into any of his aerials.

Aerials

  • Neutral air - Kragg somersaults in the air, hitting with his disjointed horn. It's a great tool for starting combos and catching air dodges because of its low starting lag and long active time.

  • Forward air - Even more of a disjoint, but focused in front of him. It sends at a forty five, so an opponent DI'ing in can lead to more forward airs, or an up air, but it's strong enough that DI out will put them offstage at fairly low percent.

  • Up air - He hits upward, just hard enough to double jump and up air again. If the Kragg player reads his opponents DI and has platforms to refresh his jumps, it can easily juggle and kill at low percents.

  • Down air - Altogether, Kragg's down air is a pretty solid spike. It has a bit of windup but low endlag, so it's a great combo starter if you read a low attack, and kills very early if you read a recovery option offstage.

  • Back air - Kragg stretches his shell out behind him, putting out a fairly big hitbox close to him. Its a pretty safe spacing tool in the neutral game, despite not having much killing power. On inward DI, it can easily combo into fair.

Overall, Kragg is a really strong character when it comes to owning the stage and controlling your opponents movement. There are also a ton of playstyles, so feel free to experiment!
5 kommentarer
Electric Star 29 jul, 2020 @ 20:00 
when Kragg is holding a rock he dashdance very well, it covers up when hes about to throw the rock and makes it hard to parry
Magik Woman 18 jul, 2020 @ 21:19 
just throw the rock a bunch, works very well
Kevinmonster 28 maj, 2020 @ 18:37 
If Kragg's brick is Present in the stage or Kragg jump in the air He can Nspecial to damage and lift his opponents in the air.
leveluptime 11 okt, 2015 @ 16:21 
you should cover kragg's weaknesses and how to avoid having them exploited
KYRU 23 sep, 2015 @ 23:50 
I don't know if you mentioned this but when one of Kragg's bricks is on the ground, you can use your up special to break it into shrapnel. I fiind it pretty useful to bait people above the rock and hit them with the shrapnel (and sometimes the up special too) into an up tilt to up air. and it kills pretty well at higher percents.