Rivals of Aether

Rivals of Aether

72 voti
Monkeese [OLD]
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1.815 MB
15 mag 2020, ore 1:13
19 set 2021, ore 12:08
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Monkeese [OLD]

Descrizione
Ready to wreck your life with his longer than average tail
24 commenti
Jonekulhet 10 dic 2020, ore 12:11 
Love the new changes!
matty ice 19 ott 2020, ore 20:03 
monke ooh ahh ahh
Coolcat15 20 set 2020, ore 5:30 
ok this is actually a good mod i just post comments like this on mods that aren't 100% serious
ShrUg  [autore] 19 set 2020, ore 22:05 
Will do
Coolcat15 19 set 2020, ore 16:25 
Perish
jmh8814 27 ago 2020, ore 22:30 
https://steamproxy.net/sharedfiles/filedetails/?id=2186188926 Hopefully you would implement the rest of these to the character
ShrUg  [autore] 21 lug 2020, ore 15:29 
Dont worry about that you wrote so much XD, i did the same thing
ShrUg  [autore] 21 lug 2020, ore 15:28 
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 lug 2020, ore 12:55 
Sorry for splitting it up into three comments. I didnt realize how much I wrote.
Jonekulhet 20 lug 2020, ore 12:53 
-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 :)