Rivals of Aether

Rivals of Aether

Cloud
alternate tourney legal version
I really like this mod! However I think he is a tad bit too strong in his current form, we'd like to use him in a modded rivals tournament and we REALLY want to see this cloud in it however, he is a tad too strong for competitive play at the moment. I played him for a few hours and I really love what you did with the character, I've played him in smash for YEARS. So I really enjoyed this fresh and unique take. I'm not asking you to change this mod whatsoever, This is perfect. HOWEVER, I would love to see an alternate version of the mod with a few changes to make him a tad more balanced for competitive play. Some of the changes I think would be great for him competitive wise, would be to take away MP charge over time, in my opinion this only encourages camping and I feel the MP on dealing damage mechanic is much better. I however think you should split the amount of MP cloud gets per hit down by at least 75%. (il explain this more) Magic on cloud is super cool and I've personally really been enjoying it, you also chose some really interesting spells for him with tons of variety. I personally think EVERY SPELL in the current version IS FINE for competitive play, however the BASE FIRE SPELL is WAY WAY WAY over-tuned. It is super spammable, can be used in the middle of combos, as a combo extender, or just to confirm into moves like limit breaks or aerials. It only costs 10mp and is super spammy, has long range. DOES 14% and because theyre great combo starters / extenders you can easily get ALL the mp you used while casting fire with a simple combo. I found my self getting it instantly all the time, and when I was seriously trying to win there was little to no reason to swap to other magics just due to How powerful base fire is. (i tried out all the magics extensively) Id like to see the mp cost changed to 20 for this spell and the base damage reduced from 9% to 5%. With the burn damage being the same this spell only doing 10% is very fair for how incredibly useful it is, its useful when zoning, when trying to recover, extensively in advantage state, and you can just use it over and over and over with little to no downside. with this nerf it would give the other magics a chance to shine in the light while still making fire very useful. When playing cloud I noticed I would generally struggle to kill without getting a deep edgeguard, or a limit break or again a fire confirm. My opponents would constantly be living to 200-300% which sounds like a bad thing, however with how strong clouds advantage state is, its not really hard to get opponents there. So Im not complaining about how hard it can be to kill opponents, I feel like the intended design was for him to be able to get KO's with his limit breaks or magic, which is great, however there was a move that made me not have to generally use limit breaks. That move is forward smash, or forward/neutral strong. (henceforth referred to as fsmash) This move is great, its very hard to whiff punish, has a ton of range, is very fast, and on top of all that it has NUMEROUS confirms. There were instances where I could land a fsmash from a hitfall forward air, fire spell, dash attack, or even from a hitfall neutral air. I think this move requires a small decrease in the knockback, nothing too substantial because again, he can struggle to kill at times. However, I felt I was relying on this move too heavily and never felt super URGED to use a limit break since it was better to just try to continue the ledge trap or continue my pressure. I personally love the way blade beam, cross slash and meteorain were implemented. I think they are all balanced and just as strong as they should be. I however feel that Omnislash is a bit much. Being able to falling nair, into down special (REALLY EASY) and get a cutscene combo that does 0-50% and that can be confirmed into via fire -> omnislash for a quick and really easy kill confirm is absurd. It starts killing around 70% at ledge and is a really easy kill option. I feel the damage it does should be halved. I feel like the knockback for it is fine, I feel the only reason its killing REALLY early is due to its 44% dmg output taking people to such a high % that they cant survive it. I love how it was implemented and it is really cool. However Id suggest making it do 22% so nair -> omnislash only does 28% which is still a lot. And keeping the knockback. Id also HEAVILY suggest cutting the amount of limit gained per hit or per damaging an opponent in half, I felt I got omnislash MUCH MUCH MUCH too easily. I personally feel that cloud should gain 50-75% LESS limit than he currently does. I loved his new bair nair and upair. I however feel that they are INCREDIBLE. those 3 moves alone carried me when fighting mostly any beatable modded opponent. they combo into eachother, juggle for days, and bair and upair look incredible similar from sword trails / animations. So it can be really easy to get the two confused. However, THEY DO MAKE A DIFFERENT HIT SOUND which is something I really like, so you can base your di off of the sound the hit makes. Which I personally think is a really cool detail. however, something else there to differentiate the two would help a ton, since you can literally use back air as an upair / juggle tool. It hits above cloud and can pop opponents straight up depending on di. Id like for neutral air and back air to have the same amount of landing lag as neutral air. Id also like for upair to hit further in the back, or for the sword trail to be changed considering it seems to hit there but doesnt. I personally LOVE his back air. I love how it can be used as an upair mixup juggling tool as well as how it can combo into it self. I also love the low tipper hit it has that spikes and is very strong. I however think it would be wise to give it 2-4 extraframes of landing lag. its a huge hitbox and is very spammy, with little to no downside for just spamming it. Id like if it were easier to differentiate between bair and upair however. I also would like if neutral air got 3-6 frames of extra startup. it is MUCH too fast for the massive range it covers. Overall I love this mad, and its upsetting he is too good for tournament play, Me and a few TO's would Love to use this mod in a tournament environment, but hes too good and so hes just banned. If you'd like to see gameplay footage of anything I'm referring to here don't be afraid to ask, My friend streamed a lot of our matches and the things I was able to pull off with cloud were quite ludicrous to say the least. Regardless, thanks for making this mod, its incredibly well made and has been a blast to say. Id also like to add that Cloud should only be able to do one side special in the air, being able to spam side special to get back to stage kinda eliminates his main weakness. (his recovery) I also feel that his up strong is VERY weak. hitting someone with it at 250%+ should definitely kill. Ive killed with his fsmash at 50-70% at ledge so the massive kill power difference is very jarring, making his fsmash weaker and his upsmash stronger would be a wise decision.
Last edited by #SaveMultiversus#Characters4Free; 29 Nov, 2023 @ 5:19am
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Showing 1-6 of 6 comments
WolfboomZ 29 Nov, 2023 @ 7:45am 
This stuff isn't really George's style. He just make stuff just for fun not for any of that. So I don't think any of this would happen. If you want go make your own cloud go for it.
Originally posted by WolfboomZ:
This stuff isn't really George's style. He just make stuff just for fun not for any of that. So I don't think any of this would happen. If you want go make your own cloud go for it.

Unfortunately I dont know how to mod whatsoever, I really like the work done here and Im not expecting anything to come from what I mentioned here, however I do think that it would be super cool to see. because with a few changes he could become super tourney viable.
WolfboomZ 29 Nov, 2023 @ 8:28am 
He just dosen't do tourneys. And if you try to mod his stuff get his permission even though you will be look down on for using another persons work regardless.
Originally posted by WolfboomZ:
He just dosen't do tourneys. And if you try to mod his stuff get his permission even though you will be look down on for using another persons work regardless.
thats tragic to hear he "doesn't do tourney's" amazing work regardless.
Id also like to add that ON PARRY, all limit breaks should be very punishable. The fact that cloud can just use them for free without ANY fear of repercussions is quite absurd. the Bio spell should also cost more, either 20-25 mp per cast. IT does a LOT of poison damage.
Last edited by #SaveMultiversus#Characters4Free; 30 Nov, 2023 @ 7:59am
Originally posted by WolfboomZ:
This stuff isn't really George's style. He just make stuff just for fun not for any of that. So I don't think any of this would happen. If you want go make your own cloud go for it.
we dud it, and well have BEEN doing it. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3117959640
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Showing 1-6 of 6 comments
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