Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Being unable to combo into the piledriver is weird, considering Clairen can combo into hers. Except Clairen's grab can't be teched -- Zangief's can, which gives him two big weaknesses.
On the ground, his lariat should make his hitbox only be his torso, and it can stay the same in the air. Just because lariat did the same thing in Street Fighter. It's a move that punishes enemies for challenging it.
However, throwing out lariat which not only pulls me off the floor and puts me into a free-fall state but it ALSO makes my hurtbox super big is jarring at best. I should only gain vertical height if I'm already off the floor.
Banishing flat's hitbox can use some work, it should also share some properties with Clairen's Down-B field, where it deletes ALL projectiles (just like banishing flat). So there's that.
It should go a little further too. In SF, it goes across half the screen when using the heavy version.
Down air is a really jank move. It's not strong enough to spike, or flinch your opponent -- and worst of all is the momentum you get from it. I usually end up getting punished really hard for using the down air. Maybe it just needs a little more knockback scaling?
Other than that, his moveset is very well done! I like the unique folding chair aerial you gave him.
This critique is subjective though -- I'm applying Rivals of Aether logic and taking bits and pieces from the Street Fighter series and meshing it together to hopefully improve this character's neutral game in the Rivals of Aether series.
I know you can't logically combo into the piledriver in Street Fighter, but you should be able to look past that since you can tech the move, which gives it one big weakness already. It doesn't need two to be balanced.
I will look into this stuff for the next update.
The reason why most of the things you mentioned are a bit weak is because I didn't want him to be too strong.
At first I had most of the proberties you mentioned, but it seemed just a bit too good, especially the un-techable SPD and the unchallengable Lariat.
For the down-air: It has a sweet-spot at the end that spikes, but I think I made it a bit too hard to hit.
The lariat doesn't have to be SUPER good. It just needs to make his hurtbox the size of his torso so disjoints can hit him, for the fact he has some cooldown on the ground before he can use it again. (Originally, it was made so only a few moves could hit and he phased through projectiles.)
I'll be frank with you, it's hard to make a good balanced character in the workshop -- but don't let it stress you out. It's better it be really good than be handicapped by extremely exploitable weaknesses.
I'm pretty sure wavedashing is faster than running?
I really like it. I'll probably have more comments later.
I made this https://github.com/Qazzquimby/sprite2roa for sprite conversions. Do you want me to try it on your sprites and show you the results?