Rivals of Aether

Rivals of Aether

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Classic Fighter Buddy (Tech demo)
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29 Oct, 2020 @ 10:23am
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Classic Fighter Buddy (Tech demo)

In 1 collection by Frost Falcon
Frosty Creations
6 items
Description
Redefines a lot of the game to act like traditional fighters. (Attack cancels, Command inputs, etc)

Changes:

-You automatically face towards your opponent. This is important for command inputs

-Pressing forward once will always make you walk. Double tapping makes you dash briefly before walking again. You can't dash backwards.

-Attacks have been completely rewritten. The attack button is now light, the special button is now medium, and the strong button is now heavy. Special attacks are performed through command inputs.

-Strong attacks come out instantly as their fully charged versions.

-Attacks can be canceled into others with higher priority [light -> medium (including dash attack but not down strong) -> heavy (including down strong but not dash attack) -> specials]

-All attacks with light and medium priority (excluding dash attack) can be jump canceled

-Removed buffering to a degree

-Increased hitpause to make combos easier

A customized control scheme is highly recommended.


Attacks: (read in numpad notation)

-5L: jab
-2L: down tilt
-jL: neutral air

-5M: side tilt
-2M: up tilt
-1M: down strong
-jM: up air

-5H: forward strong
-2H: up strong
-6H: dash attack
-jH: forward air
-j2H: down air

-236LMH: neutral special (quarter circle forward)
-214LMH: side special (quarter circle backward)
-623LMH: up special (Z or shoryuken motion, yes that means you have to do this to recover)
-22LMH: down special (double tap down)



Note: this is a proof of concept that I made in a few hours. There will be bugs and compatibility issues. This is a result of me making the code universal. I wouldn't be able to fix them without going through on a case by case basis. (which I'm not going to do)
Also, canceling certain attacks into specials with the medium or heavy button doesn't work for some reason. I looked over the code several times and couldn't figure out why.
Also also, mashing an input will sometimes bypass the override, giving you what the attack originally would have been.
21 Comments
SIMΩMEGA 16 Sep, 2023 @ 1:26am 
your own offensive options.

And again, sorry for the huge essay lmao, but at least read the 3 points or the TL;DR lol.
SIMΩMEGA 16 Sep, 2023 @ 1:25am 
motions inputs without being forced into fast-falling, this wouldn't be a problem if you could use the C-Stick for said motions, but the C-Stick immediately makes you go and attack, so it's a no-go for this thing unless it was reworked.
C-Stick also has another problem in this mod, it makes your character being able to bypass the whole input system and also lets you access to Bair which is currently impossible to do under normal circumstances (bugs and other compatibility issues of the mod non-withstanding), this could be easily fixable by having the Buddy read the C-Stick as a simple input Macro for L, M or H + whatever direction you're holding.
That aside, I LOVE the cancel system you have in place, although I wish you could do Bair by maybe having it tied to a j4M input?

And on second thought, actually just don't reverse Bair at all, just have it there as an option if your opponent dashes below you while you're jumping, so you can catch their offensive option with 1 of your >>>
SIMΩMEGA 16 Sep, 2023 @ 1:23am 
actually balanced and adding bair would make it more balanced or not, lol]).

Anyway, overall a great mod I just wish it addressed the fastfall problem that most command-input fighters tend to have in platform fighters, it honestly doesn't sound like a big deal but it actually is and it's one of the most (if not THE MOST) annoying issues that makes me turn my head away from command characters in platform fighters like smash or rivals (ultimate also making it worse thx to its already ugly af buffering and input system lmao).



Anyway TL;DR: Having motions tied to Down as a directional input is EXTREMELY ugly both for recovery and execution purposes, because you're now forced into fastfalling for executing purposes, this limits both recovery and combo-game, as well as neutral all for the sake of a motion, this wouldn't be a problem if Down didn't force your character into fast-falling but instead you had a dedicated button for fast-falling so that now you could perform motions >>>
SIMΩMEGA 16 Sep, 2023 @ 1:03am 
because he doesn't really care about fastfalling since the pillar gives him some height and puts him back into stage's height somewhat, also blastzones become automatically a bit higher when recovering because you're forced to fastfall for at least 1 frame when recovering, but anyway, onto the next point, but this is easily the worst offender overall.
2.2) D-B being tied to 22 motion also makes recovery a bit more gimmicky, lessening recovery mixups, but this problem is also kinda present in the inputs for N-B and S-B too, just less depending on which of these Specials are integral for the character's recovery.
3) I LOVE the cancel system, it really makes it feel into a fighting game, although I wish Bair was also part of the moveset, maybe have it coded so that doing a j4M does a reversed Bair? (The character reverses direction and performs Bair at the same time so they have access to an extra move and option deepening the current system [or dumbening, lol idk if this is actually >>>
SIMΩMEGA 16 Sep, 2023 @ 1:02am 
the motion) to recover is extremely ugly.

Anyway onto the actual feedback for this: after testing it out in Practice mode for a bit, i have to delinate some of its flaws, so here we go, here they are:
1) Using c-stick gives you the right tilt or aerial without having to use the actual directional input of your system, this means having access to back-air, which under normal circumstances shouldn't be possible, I suggest you either rework c-stick into being just a macro for L or M or H + whatever direction.
2) As I've said in the premise, having to do a shoryuken motion (and thus being forced into fastfall unless you've just started jumping) to recover is EXTREMELY ugly, some characters just lose more chances to recover from this alone than not doing everything at all and just going towards the stage lol, this isn't just an execution issue, as you're basically forced to fastfall and thus this changes the entire recovery meta, Kragg now has both an easy and good recovery, because >>>
SIMΩMEGA 16 Sep, 2023 @ 1:00am 
Honestly inputs just don't work in platform fighters (unless you have a dedicated button for fastfalling and pressing down on the control stick doesn't just make your character fastfall), smash is the prime example of this, tbh Ryu wasn't even that bad in Smash 4 control-wise, but Ultimate's Input system is just some of the ugliest I've ever seen in a game functionally-wise lol, like having your character being forced into fast-falling just to activate their recovery sounds really bad and ugly, that isn't to say I'm downplaying this mod ofc, this actually looks amazing, but I'm just saying I really hope sakurai drops the whole "fighting game inputs" for character fidelity because it hurts the game and it's not even worth it for the next smash if we even have a next smash game, I could see command inputs working in platform fighters if adjustments to the overall input systems were made to accomodate for them, because as it stands having your character fast-fall (while doing the >>>
Gun 27 Sep, 2022 @ 9:29pm 
Be cool if there was a buddy that only forced your direction towards your opponent. Looked around couldn't find one. If you found one tell me and/or if you created it cause that would be rather epic.
sacurajima396 3 Aug, 2022 @ 2:02pm 
Very good.
I have been waiting for this for a very long time.
Ballistic Boo 28 Jan, 2021 @ 5:36pm 
I didn't mean forcing compatibility. I meant that without any type of compatibility, it would default to the inputs shown above. I'm saying it should be optional for workshop creators, and base game characters could have their specials mapped to different inputs, since projectiles tend to be executed with the hadoken input, but a lot of Rivals characters with projectiles tend to have them assigned to side special like Zetterburn, Ori, and Wrastor. It doesn't have to be mandatory.
Frost Falcon  [author] 28 Jan, 2021 @ 2:57pm 
As I said in the description, I wanted to make this universal instead of forcing compatibility. A future version would include a fully customized moveset for each character, (in fact, I've already developed the logic behind it) but I can't say when or if that'll happen.