Rivals of Aether

Rivals of Aether

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Monkeese [OLD]
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1.815 MB
2020年5月15日 1時13分
2021年9月19日 12時08分
18 項目の変更履歴 ( 表示 )

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Monkeese [OLD]

解説
Ready to wreck your life with his longer than average tail
24 件のコメント
Jonekulhet 2020年12月10日 12時11分 
Love the new changes!
matty ice 2020年10月19日 20時03分 
monke ooh ahh ahh
Coolcat15 2020年9月20日 5時30分 
ok this is actually a good mod i just post comments like this on mods that aren't 100% serious
ShrUg  [作成者] 2020年9月19日 22時05分 
Will do
Coolcat15 2020年9月19日 16時25分 
Perish
jmh8814 2020年8月27日 22時30分 
https://steamproxy.net/sharedfiles/filedetails/?id=2186188926 Hopefully you would implement the rest of these to the character
ShrUg  [作成者] 2020年7月21日 15時29分 
Dont worry about that you wrote so much XD, i did the same thing
ShrUg  [作成者] 2020年7月21日 15時28分 
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 2020年7月20日 12時55分 
Sorry for splitting it up into three comments. I didnt realize how much I wrote.
Jonekulhet 2020年7月20日 12時53分 
-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 :)