Rivals of Aether

Rivals of Aether

Dio (Jojo's Bizzare Adventure)
xKazukooo  [developer] 30 Sep, 2019 @ 4:40pm
Balance Discussion
Please discuss any balancing issues here.
Last edited by xKazukooo; 30 Sep, 2019 @ 4:42pm
< >
Showing 1-7 of 7 comments
Stormghetti 30 Sep, 2019 @ 6:35pm 
-D-Tilt and F-Smash do a whole lot of nothing, they just output damage and I feel like that doesn't fit in a Smash esque game. They need knockback.

-I feel like Up-Tilt is a little too good?

-I can see Down-B being an issue in the future. It's just too big and I understand what it's supposed to portray, but it just looks like something someone would put in a MUGEN character, honestly. I'm also not sure if Za Warudo triggering every 50% is good or not, I just don't know how you're supposed to add that mechanic into RoA properly.

-Side-B doesn't connect into the second hit properly, although I'm not sure if that's the intended purpose of the move or if it's just two strong hits at once if the first one misses.

-Lord have mercy if you want to go to Heaven because Dio's D-Air won't allow that. It's just too damn powerful.

-Animations don't return to the neutral position properly, they just awkwardly end and snap back to the idle animation. That's kind of unrelated to balancing, but I hope this is also addressed in the future.

I haven't tested any complex combos with him yet, but I'd rather do that when he has more work put into him.
Last edited by Stormghetti; 30 Sep, 2019 @ 6:44pm
xKazukooo  [developer] 30 Sep, 2019 @ 8:12pm 
Originally posted by Stormghetti:
-D-Tilt and F-Smash do a whole lot of nothing, they just output damage and I feel like that doesn't fit in a Smash esque game. They need knockback.

-I feel like Up-Tilt is a little too good?

-I can see Down-B being an issue in the future. It's just too big and I understand what it's supposed to portray, but it just looks like something someone would put in a MUGEN character, honestly. I'm also not sure if Za Warudo triggering every 50% is good or not, I just don't know how you're supposed to add that mechanic into RoA properly.

-Side-B doesn't connect into the second hit properly, although I'm not sure if that's the intended purpose of the move or if it's just two strong hits at once if the first one misses.

-Lord have mercy if you want to go to Heaven because Dio's D-Air won't allow that. It's just too damn powerful.

-Animations don't return to the neutral position properly, they just awkwardly end and snap back to the idle animation. That's kind of unrelated to balancing, but I hope this is also addressed in the future.

I haven't tested any complex combos with him yet, but I'd rather do that when he has more work put into him.

Thanks for this!
I'll add some knock back on his knives.

Im surprised up-tilt is good, but it was a last minute thing since I couldn't figure out what to throw on there.

I'll look into fixing his side-b as it was working fine in my game.

D-Air will be nerfed.

And the animations are a product of not being custom animations, and using a DS games anims. But will work on them slowly.
Last edited by xKazukooo; 1 Oct, 2019 @ 7:30pm
Sylve 30 Sep, 2019 @ 8:13pm 
Looks like he's too small to me. I'd say double the size to keep the sprites from being oddly distorted; while it's a little too big compared to the regular RoA roster I'll take it compared to how small Dio is now.
xKazukooo  [developer] 30 Sep, 2019 @ 8:23pm 
Originally posted by Sylve:
Looks like he's too small to me. I'd say double the size to keep the sprites from being oddly distorted; while it's a little too big compared to the regular RoA roster I'll take it compared to how small Dio is now.
I'll look into doubling his size. I wish there was a way to scale in game.
Rocco Farend 1 Oct, 2019 @ 2:11pm 
I'd consider potentially swapping his side-b and side smash, as they feel like they'd be more appropriate in the location of the other. (Slight balancing would have to happen of course).

No big suggestions for balancing the down-B just because I haven't gotten the chance to use it very much, but it would be pretty sick if your knives got stopped in place when time was frozen.
EpicSpooder 1 Oct, 2019 @ 8:00pm 
Originally posted by xKazukooo:
I'll look into doubling his size. I wish there was a way to scale in game.
Do you think you could make him around the size of this Jotaro? they appear to be similar looking sprites so maybe they're from the same game? It would be sick if these characters were size coordinated :)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1873594602
Last edited by EpicSpooder; 1 Oct, 2019 @ 8:02pm
Stormghetti 2 Oct, 2019 @ 3:39pm 
I wanted D-Tilt to have more knockback because it didn't do anything besides dealing damage, but I feel like the next update didn't do a lot for the move because it has very little knockback and hitstun for it to be useful. I was thinking it could be a combo starter or an edgeguard tool. This should be able to compensate for how precise the hitbox is.

F-Smash is also weak, but it seems to have weird properties. I remember sending a computer high up in the air very fast but it didn't even kill at 200. It should be able to kill reliably.

Neutral Special is also very underwhelming in kill power. You should add more hitpause and knockback to the first few hits to really give it the feeling that it's a powerful move that kills. This also means it should have more endlag.

Side-B seems to still not connect properly.


Make sure you enable DI lines, mess with different DI trajectories and all that in Training Mode's options.
Last edited by Stormghetti; 2 Oct, 2019 @ 3:40pm
< >
Showing 1-7 of 7 comments
Per page: 1530 50