Rivals of Aether

Rivals of Aether

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Stargazer
   
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2.211 MB
8 Oct @ 8:20am
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Stargazer

Description
A magical girl that is cheerful and carefree to a fault, Stargazer brings an unconventional moveset reminiscent of traditional fighters. Featuring original voice lines by 2Aikokaee!

Background

Kathe Tostoma is a traveler of the cosmos who lives a carefree life of adventure and excitement. She gazes into the stars hoping someone else will look back at her. She wields astounding magical power and strength that she uses clumsily and often breaks things on accident. Her oversized magic wand is also a bludgeoning weapon that is known as the 'Morning Star'.

Overview
Stargazer is a light-weight, traditional fighter inspired by games like Marvel vs Capcom, she can BackWalk and automatically turn towards her opponent in a 1v1 situation. She also has a larger arsenal of moves, including Back Tilt, Strong Aerials, and even motion inputs.

Double-Flick Dash / Back Dash

Stargazer can only dash if you flick the control stick forward or backwards twice. Once you double-flick dash once, you can dash dance into a Back Dash with a single flick.

Back Tilt, Back Strong, Back Strong Air
Walking backwards allows for an additional directional input for normals.
  • Back Tilt has a soft spiking hitbox on the lower part of the move.
  • Back Strong can be performed by flicking both the control stick and C-stick at the same time to the direction opposite that Stargazer is facing.
  • Back Strong Air has a devastating spike sweet spot.

Air Dash

Stargazer's directional air dodge is replaced with an air dash that takes her far, but lacks invincibility frames. Making it more useful for approaching or chasing offstage. The air dash travels further in a straight line than in a diagonal direction. (Can be attack-cancelled and jump-cancelled)

Super Jump

Stargazer can jump even higher by crouching before performing a jump.

Retro Parry


Based on Street Fighter Third Strike, Stargazer can activate a Retro Parry by walking forward. When she is hit in the first 10 frames of walking forward, Stargazer will pose and briefly become invincible. You can immediately act out Retro Parry to punish an attack or even parry again.

Magic Series

Magic Series is an aerial combo that follows a specific sequence of moves that cancel into each other on hit. When under the Magic Series sequence, aerials will have set knockback and a different hit sound. You can also enter the sequence from any aerial if you immediately cancel to the corresponding move.
  • Nair Uair Fair Dair (repeat loop)
  • You can cancel aerials into Strong Aerials on hit.

DStrong
A launcher with consistent upwards knockback that is a reliable set up for Magic Series.

FStrong Air
A versatile knee jab that can be used to approach or continue combos. The sweetspot is at the later part of the move with a small hitbox directly on Stargazer's knee.

Special Moves
Stargazer has 4 special moves that come with enhanced versions if executed with a motion input.

Starswift (NSpecial)

Stargazer throws 3 small projectiles with low knockback. The projectiles travel for much longer range when thrown with a forward quarter circle.

Cosmic Ballet (FSpecial)

A spinning kick that hits multiple times before launching on its last hitbox. Executing a backwards quarter circle turns Cosmic Ballet into a strong kill move.

Rising Spear (USpecial)

Stargazer thrusts her Morning Star upwards and skewers anyone in the way. The Morning Star's tipper has huge knockback. Performing a reverse forward quarter circle makes it so that the sour spot is also sweet spot instead, making it a powerful anti-air and kill move for chasing off the top.

Star Shower / Rainbow Beam (DSpecial)

In Star Shower, Stargazer casts a spell that summons 3 star projectiles from a long range that travel diagonally downwards. Can be used to harass opponents trying to recover or stalling on the upper half of the screen.


Rainbow Beam is a devastating laser that is fired diagonally upwards. To charge a Rainbow Beam, you need to walk backwards or crouch while positioning the control stick diagonally downwards to remain stationary for 1 second. Then you input forward and attack to ensure you fire at your intended direction.

Credits
Juang - Director, Lead Animator, Sound Designer
DoodleConner - Rescaled template sprite
Vvizard - Retro Parry
Dark Dakurai - Double Flick Dash
AmberLearner - Air Dash adjustments
2Aikokaee - Voice of Stargazer
https://www.youtube.com/channel/UCiEfaONOfbaGisSz18Xn_Rw
16 Comments
Wattmelon 12 Oct @ 8:56am 
One thing that immediately stood out to me which will help a LOT with the character's gamefeel is that Stargazer's jump_squat_time is greater than 5. Imo this is one of the biggest Workshop sins you can commit, as jumpsquat is universally 5 frames and messing with it effects wavedash and aerial buffering in some really negative ways.

I'm sure once you change that value, the rest of the character will start to open up and feel a lot smoother to play ^^
Daooks 11 Oct @ 7:34pm 
1. Her neutrals are extremely difficult to land and combo into. Sometimes its inconsistent trajectory, other times its needing frame perfect imputs to do something like jab > dtilt > imput starswift.

2. She has such low killpower on every killing move. Her strong attacks are sometimes extremely difficult to land and very unrewarding at that. I find some moves only kill at 150+. On top of that, input Cosmic Ballet has very inconsistent trajectory and hitboxes, most of the time you fall out of the attack before it kills.

3. Her dash attack PLEASE buff it. Its so hard trying to start an attack/combo with it.

4. The damage on her neutrals make any interaction or combo that dosent end with imput starswift basically pointless in terms of damage. Any combo that either fails from being interrupted or hitbox mishaps suffers massively from this, winding you up in a bad situation or doing zero damage.

Outside of that, shes honestly peak. Please buff her.
R3Verse 9 Oct @ 1:24pm 
After getting hands-on with this character for a little while, I... definitely see the issue with the trad inputs now. The timing for inputs are so much stricter than I thought they would be, and the diagonals make them unreasonably hard to do consistently on keyboard. They might be a bit easier on controller with an actual joystick to work with, but my point still stands. Even after 2-3 hours of play with just this character, I still can't consistently do an input; half the time, I try to do an input Starswift and end up doing repeated side-tilts towards an opponent on the other end of the stage.

With a bit more forgiving timing and less diagonals (the only one I think should strictly require it is the beam tbh), I feel like the input system would be a lot more fun or, at least, more usable.
Blu Stickman 9 Oct @ 12:05pm 
The Kazuya of ROA has arrived
nsrisser 9 Oct @ 10:03am 
Who's all featured in the first image?
FlotieX 9 Oct @ 7:34am 
idk, inputting diagonals fast in a mostly 4-cardinal-directional moveset game is pretty much not beginner friendly
Erans 9 Oct @ 1:13am 
stargazer like my favorite miku song!
R3Verse 8 Oct @ 10:01pm 
@krakens Smash Ultimate did the same thing; doing input versions of specials for Ryu, Ken and Terry would let you do stronger versions of them. I imagine it's partially based on that gimmick.
Beyond that, it's just an easy way to implement a decent amount of inputs, justifying the trad-fighter gimmicks present in the rest of her moveset, without making the character too complicated by adding a bunch of extra moves. Keeping it beginner-friendly for people who haven't played trad fighters before in the process.
Unholy Synthetix 8 Oct @ 8:16pm 
vivid/stasis mentioned
smashmallow101 8 Oct @ 6:56pm 
Great character, but the motion inputs feel weirdly strict, and this is coming from someone who plays a lot of traditional fighters. i would also reccomend turning Rising Spear into a proper DP input.