Rivals of Aether

Rivals of Aether

72 évaluations
Monkeese [OLD]
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15 mai 2020 à 1h13
19 sept. 2021 à 12h08
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Monkeese [OLD]

Description
Ready to wreck your life with his longer than average tail
24 commentaires
Jonekulhet 10 déc. 2020 à 12h11 
Love the new changes!
matty ice 19 oct. 2020 à 20h03 
monke ooh ahh ahh
Coolcat15 20 sept. 2020 à 5h30 
ok this is actually a good mod i just post comments like this on mods that aren't 100% serious
ShrUg  [créateur] 19 sept. 2020 à 22h05 
Will do
Coolcat15 19 sept. 2020 à 16h25 
Perish
jmh8814 27 aout 2020 à 22h30 
https://steamproxy.net/sharedfiles/filedetails/?id=2186188926 Hopefully you would implement the rest of these to the character
ShrUg  [créateur] 21 juil. 2020 à 15h29 
Dont worry about that you wrote so much XD, i did the same thing
ShrUg  [créateur] 21 juil. 2020 à 15h28 
Thank you for the advice, i know my character has flaws and i will try my best to fix them. First off, I definitely should buff his doublejump or change his fall speed. Secondly, I agree somewhat about the hitboxes, some moves are indeed extensive on the amount they have like aerial Neutral B, but i think U-air's hitboxes make sense. He has a sour spot behind him (which i think is fine) but i dont quite know what you mean by 2 sour spots, the one above him (although not that strong) isn't bad by any means. So in my eyes, it has a sweet spot (the tip) a neutral hitbox (above him) and a sour spot (behind him). But i suppose i can switch things around. Third of all, I intentionally made some moves have very little knockback growth to allow for late percent confirms. His fair has very low knockback in hopes to lead into an uair, nair, aerial fspecial, etc. at high percents since otherwise he doesnt have many good kill options.
Jonekulhet 20 juil. 2020 à 12h55 
Sorry for splitting it up into three comments. I didnt realize how much I wrote.
Jonekulhet 20 juil. 2020 à 12h53 
-Thirdly, some moves lack knockback growth. There are some moves in his kit that dont deal adequite knockback compared to the opponents percent, most notably forwaird air. Forward air deals about the same amount of knockback regardless of the opponents percent. Keep in mind, you have to be careful when altering the knockback growth for some of these moves. You dont want to do things like drastically decrease the combat potential of forwaird air, which may be prevented by also increasing the hitstun growth.

Lastly I just want to make it clear that I only bring good intentions. I only criticise with the intention of helping improve this character. I apologize in advance for any facts I might have gotten wrong or for any mistakes I may have made.

Keep up the good work :)