Rivals of Aether

Rivals of Aether

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Electrode
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29 Nov, 2021 @ 4:17pm
4 Jan, 2022 @ 10:04pm
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Electrode

Description
The Volatile Dynamo

Presenting our entry for the Rivals of Aether Extended Workshop Pokéjam, Electrode! Use this rushdown ball Pokémon and his trusty Voltorb to electrify the competition!

Gimmick: Voltorb
Electrode can send out a Voltorb with Neutral Special. By hitting it with any normal, strong, and even some special attacks, the Voltorb becomes engulfed in electricity, making it an active hitbox that can extend combos and provide a bit more range before disappearing.

Secondary Gimmick: Overcharge
By pressing and holding Fspecial, Electrode absorbs up electrical energy from the atmosphere, eventually building an overflowing amount of it which can be stored by pressing the parry button. When he's fully charged, his movement dash speed increases and his strong attacks and Fspecial get enhanced with increased kill power and range. These benefits come at a cost however, as Electrode becomes more susceptible to damage and is easier to send flying while he's overcharged, not to mention the damage he incurs expelling so much charge all at once.

Special Attacks

Neutral Special - Gyro Ball
Electrode pulls out a Voltorb before tossing it forward. This serves not only as a way to get Voltorb onto the field, but also serves as a projectile tool to harass opponents with at mid range.

Neutral Special 2 - Eerie Impulse
With an electrically charged wink, Electrode creates a small field of electricity around it and detonates the Voltorb. The small field around Electrode acts similarly to a shine, serving as a short-ranged launcher that is jump cancelable on hit. Meanwhile, the explosion hitbox stuns for a small time, which allows for horizontal combo extensions.

Forward Special - Spark
Electrode builds up electrical energy before rocketing forward with an electrically charged tackle. This move launches Electrode up on hit, allowing for powerful combo starters that are useful for high-risk plays. However, missing the move causes Electrode to go into pratfall while in the air. If you hit Voltorb with Fspecial, it bounces both Voltorb and Electrode, allowing you to more safely approach.

Overcharged version - Wild Charge: Electrode blasts forward in a violent shroud of electricity, aiming to smash into the opponent with great force. This move travels significantly further than base Fspecial while also packing a huge punch. However, Electrode takes significant recoil damage for using and landing this move, making it even more risky to use than the base Fspecial. Use it in scenarios where you want to destroy the opponent in style.

Up Special - Volt Switch
Electrode builds up electric energy before blasting upwards. If he hits an opponent while rising, he summons a ring of lightning and slams it down on the opponent, spiking them violently into the abyss while restoring his ability to use Uspecial again. This move can be angled to the left or to the right to give your recovery more horizontal coverage if needed.
If a Voltorb is active, holding the special button causes Electrode to lock on to its location and home in towards it rapidly. If he hits the Voltorb, it gets spiked downwards in an electrified state, granting Electrode same advantages as if he hit an opponent.

Down Special - Magnetic Flux
Electrode tenses up and manipulates the magnetic fields around him. On its own, this stalls his momentum in the air while allowing him to jump out at any point during its duration. If a Voltorb is active however, Dspecial pulls it and Voltorb together, allowing you to both move the Voltorb to a more advantageous position while also giving Electrode a boost in mobility. This is particularly useful in a recovery scenario, allowing you to pull yourself up before using Uspecial to bounce off an active Voltorb.

Strong Attacks

Forward Strong - Shock Wave
Electrode builds up energy before unleashing a powerful Shock wave in front of him. This attack doubles as a strong close range kill move and as a moderately strong short ranged projectile, making it useful at a good variety of ranges.

Overcharged Version - Zap Cannon: Electrode builds up a dangerous amount of energy before unleashing a violent blast of lightning like a cannon. The overcharged version increases both the moves kill power and damage as well as the projectile's range, making it a powerful ranged kill tool that's not to be trifled with.

Up Strong - Thunderbolt
Electrode hops while building up electric energy, unleashing it all in a large burst of lightning around him. This attack packs both solid horizontal coverage as well as an impressive vertical reach, making it useful as a high-powered anti air. It is strongest on the upward reaching thunder bolt, making it very dangerous to jump in on him while he's using it.

Overcharged Version - Thunder:A violent storm cloud forms above Electrode's head, unleashing a massive bolt of lightning down from the heavens above as he slams down. The Overcharged version increases Ustrong's vertical reach to comical levels, being almost unrivaled in terms of vertical coverage. The move's kill power also gets buffed, making this massive bolt incredibly effective at sniping opponents out of the sky.

Down Strong - Self Destruct
Electrode jumps up into the air before dropping rapidly to the ground, erupting into a large explosion as he lands. Acting similarly to Shovel Knight's Dstrong, this serves as Electrode's fastest and most evasive strong attack, being a solid option to go over low hitting strikes before crashing down on the opponent's head.

Overcharged Version - Explosion:Electrode builds up a dangerous amount of energy before dropping rapidly to the ground, unleashing a tremendous explosion as he lands. The Overcharged version is his most powerful kill option by far, dealing massive damage and killing opponents earlier than any other option he has. Do be careful though, since the high endlag upon missing leaves him incredibly vulnerable.

Notable Attacks / Details

Utilt - Headbutt -> Discharge
Electrode hops while attempting to hit opponents with his head. If you press the attack button again after this action, Electrode builds up electrical energy before launching into the air, letting lose a flare of electricity all around him. Both the first and second variants are useful combo starters, leading to solid damage on hit while covering a good amount of air space. Discharge itself can be directed either left or right, allowing him to cover various angles effectively.

Dair - Light Screen
Electrode creates several walls of light below him as he falls down. If Electrode hits the ground during this move, he breaks the screens beneath his weight. Acting similarly to Hodan's Nair, Dair is a solid landing tool that can be held for as long as you want until he hits the ground. The Landing hit in particular is incredibly useful for starting combos if it hits, though is quite vulnerable if he happens to miss. Use it sparingly to catch opponents off guard.

Down Taunt
This normally has a very weak hitbox, but when overcharged, you perform a Kamizake-like Explosion which deals lots of damage and kills opponents very early.

That's all, folks!

Enjoy the character! We had a blast making him and hope that others will enjoy him as much as we have over the course of his development. Feel free to give any feedback in the comments or in the servers we've listed below.

Join Seeds of Aether and The Lotus Collective, two development servers where you can check out more updates on Electrode and contribute to the future of this boy.
Seeds of Aether: https://discord.gg/U3xSFXp
The Lotus Collective: http://discord.gg/r6pchSU3YX
33 Comments
Pvt. Joker ジ 10 Jan, 2023 @ 8:20am 
I am in love with this character tysm
Glitchwood High 16 Apr, 2022 @ 6:16am 
Hey, I just want to say, that this is an insanely good character. Like, INSANELY good. How you guys made this in the duration of a single Pokejam when it's better than 99% of all projects on this workshop is astonishing.

Electrode's animations > zettaburn's lmao
DeltaParallax  [author] 7 Jan, 2022 @ 7:54am 
I will also add that a lot of WS people that played as or against Electrode in WS tournaments shared XJHenry's opinion -- Nspecial 2 was a pretty oppressive tool by design that could let you win most interactions for free which would combo into some of this boy's most devastating tools.

The intent of the move was to make it a simple combo extender, and the current Nspecial/2 does that much better.
XJHenry 6 Jan, 2022 @ 7:40pm 
Respectfully, I sincerely doubt my input ruined this character. I'm not on the balance team, and I think a low commitment projectile that leads to an enormous stun on trade might have been a bit much. Voltorb mine is still very, very good, especially how much control you have over it and the opponent. You can even still combo into it at close range, it's just not like 100% free anymore.
Smeckledorfer 5 Jan, 2022 @ 7:08pm 
I'd even appreciate just a direct download to the original mod just to play offline at least, the character was super interesting to use and it feels neutered now :/ One more note if you'd ever consider restoring the ranged stun laser, another nerf would be to increase the time it takes to send out the laser after you've sent out voltorb.
Smeckledorfer 5 Jan, 2022 @ 7:04pm 
Can you put the old version back for download. You didn't need to remove the range laser, you just had to make it easier for the opponent to shut down the voltorb, perhaps by removing its i frames upon use. that dedede guy ruined the character.
XJHenry 5 Jan, 2022 @ 2:05pm 
That feels a billion times better to play against, great changes! I appreciate that the move is still good, but has much more realistic counterplay now lol
DeltaParallax  [author] 4 Jan, 2022 @ 6:22pm 
@XJHenry
Voltorb pop has been reworked so its combo potential should def be toned down now. Enjoy!
XJHenry 29 Dec, 2021 @ 7:23pm 
This character is great aside from the insane value that spamming voltorbs gets you. I would love if the voltorb could be stunned when hit during the throw, since it seems to beat most hitbox when tossed? Voltorb pop is also almost impossible to air dodge because of the tracking and the length of the beam which feels really bad, especially since Electrode will probably be approaching too (I would love if it was a single projectile with a bit less tracking to allow at least some dodging). This makes it a bonkers combo extender and a pretty oppressive neutral tool which feels kind of lame to fight. I'd love if it was made a bit easier to play around.
Smeckledorfer 22 Dec, 2021 @ 8:36pm 
this is the greatest character in the game. so much fun.