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번역 관련 문제 보고
it's just perfect, the ultimate combo tool
SAir is a really good kill move
DAir is a spike
UStrong is an wonderful strong and anti aerial
i think this character has the best air game on workshop, it's fun to play with
It's always nice to see Touhou characters in Rivals of Aether, but your Reimu character takes the cake for being especially well-polished.
Her projectiles are really fun to play around with. Like how her Ying Yang ball bounces and can roll off the edge leads to some interesting edge-guarding mechanics. Plus her Side Special "Hakurei Border" moves is fun too, it's a good counter to rush down characters and helps keep the battle less spammy and more tactical.
What I especially find alluring is her Down Special, where she teleports away and kicks downwards. It's a satisfying mix up move that helps keep matches alive and fresh.
Overall, really fun character to play as. Hoping this mod gets popular enough so Reimu can potentially make it into Smash Bros Ultimate as well (that would be a dream come true!!).
From this point forward, I'll be talking about hitbox sizes only, as they are completely unbalanced and they don't match the animations for the most part:
-F-Tilt.
-D-Air's could be moved a little more towards the center of the foot. It's weirdly positioned away from her foot.
-Dash Attack. Seriously, it's so God damn big for just a simple dive kick. Have you even seen the hitbox yourself?
Analysis over.
Everything I haven't mentioned like the specials, Up-Air and its drift, etc. has been covered in the comments below mine already, so I chose not to include them again. I hope all of these issues are addressed in the near future because she's very fun despite how broken she is.
-F-Smash needs more endlag and the hitbox should be smaller. Seriously, it has less endlag than F-Tilt and that also has more reach. The reach on F-Smash feels sluggish, as if she should move farther.
-Jab could use a rework. I'm not sure if it should be 4 hits, but the main issue is that It feels too slow and the last hit reuses the animation from F-Smash. As a side effect, this also includes that massive hitbox.
-Up-Tilt is too good, I feel. It's the low knockback and the very low endlag that makes it that good.
-Taunt is too fast to even appreciate the animation and the hurtbox doesn't shift properly. The hurtbox moves down immediately on the very first frame to match the animation where she sits down when in reality, it should move on the 7th frame (and it should move on the 4th frame as well, but the hurtbox should only move a little bit because she's starting to sit).
(1/2)