Rivals of Aether

Rivals of Aether

259 ratings
Iroh DE
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File Size
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5.317 MB
21 Jan, 2023 @ 7:57am
20 Jan, 2024 @ 8:07pm
8 Change Notes ( view )

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Iroh DE

In 1 collection by Opengunner
Midnight Club Roster
13 items
Description
"Violence is my business... and business is booming." - Iroh

Gameplay description
Iroh is a heavyweight brawler character that has good ranged normals and disjoints on his chain whip attacks. He also has a powerful install that grants him access to a lot of mobility that would normally be unavailable to a heavyweight. He lacks a traditional stage control option and will require heavy footwork to play optimally.

Strengths
+ Good reach on normals
+ Has heavily disjointed whip attacks
+ High mobility for a heavy.
+ SL mode grants access to even better movement options.

Weaknesses
- No real stage control or projectiles
- Normals are a tad slow and committal.
- Mark system to obtain SL has counterplay.
- SL Mode causes you to lose access to defensive options whle it is active.



Gimmick Description
Electric Mark


All of Iroh's specials, with the exception of Nspecial, apply an electric mark on the opponent. This mark can be consumed by using any chain based attack (Nspecial / Dair / Ustrong). Once a chain attack lands, Iroh will grab the opponent with the chain, shock them, and transform into SL Iroh. However, the opponent can prevent this by hitting Iroh with a physical hitbox while marked to prevent him from getting SL.

Sanquine Lightning Mode

SL mode is Iroh's install mode. Once you have consumed the mark, you will have 10 seconds worth of SL mode. In addition, you will take 10 self damage over the course of the install. You can see current duration as a bar on the hud and above Iroh. SL mode grants access to these benefits

SL Mode Pros
- Up special and Forward special will no longer have pratfall (limited to one use per air time without being hit though)
- All chain moves grab and shock opponents for high damage and will send inward for follow up combos.
- Gets access to a unique airdash and a ground dash ability.
- Lower landing lag for aerials.
- Dspecial is replaced with the legendary SL Power Dunk ability.

SL Mode Cons
- Limited time of access.
- Take 10 self damage over time for each activation.
- You lose access to Airdodge and Roll, so defensive capabilites are lowered.
- It is possible to use all of your resources without having a way to recover if you go in too deep.



Special Moves
Nspecial - Chain Whip

- Disjointed whip move with excellent range.
- Can be angled up or down if you hold up or down during start up.
- If the mark is on the opponent, this will set into SL.
- Has a strong sweet spot at the tip.

Fspecial - Electric Rush

- Can be angled in 8 directions by aiming with the stick during start up.
- Little arrow effect will show you the direction you are aiming.
- Can bounce off the floor to mix up approach options.
- Has pratfall if started in the air. No prat on starting on the ground.
- No pratfall if in SL Mode. However, only once per airtime in SL mode.
- Can lead to follow ups very easily.
- Applies Electric Mark.

Uspecial - Lightning Uppercut

- Strong start up hitbox that decays in power over the course of the move.
- Applies Electric Mark.

Regular Dspecial - Lightning Strike

- Function's similar to Pikachu Dspecial from Smash.
- Cloud can strike independant of Iroh.
- Striking Iroh wll create a powerful hitbox that is comparable to a strong.
- Stops momentum if struck, can be used to mix up recovery off stage.
- Does not go through platforms.
- Will go down until blocked by a plat or ground, use it for a strong off stage ledge trapping move.

Other abilites and notes
SL Dspecial - Power Dunk

- Replaces normal Dspecial during the SL
- Landing with this will consume all SL.
- Cancel the attack and go into a pity flip by pressing parry during the start up / falling portion of the move.

SL Airdash

- Can be done in 8 directions.
- Replaces air dodge.
- Once per airtime

SL Ground Dash

- Can be done only on ground.
- Can be canceled into any action.
- Has a short cooldown to prevent Iroh from having the Zoomies

Nair

- This move is a 3 part combo move like Sora Fair. Keep hitting attack after landing the move to continue the combo.
- The final hit of the combo can be angled up or down to mix the opponent up.
- Nair 1 can be hit falled like normal, but the 2nd and 3rd Nair hit cannot be hitfalled due to Nair 3 having a downwards version.

Dstrong

- This move can be moved slightly by holding left or right during the move.


Credits & Special Thanks
(notify me if you don't appear here if you should)

Main Contributers
- Blaner - Character creator and main spriter.
- Opengunner - Primary Coder and Balancer
- Delta Parallax- Victory Theme / Polish / Visual Effects / Gameplay Suggestions
- Regina Reforged- Sprites / Gameplay Ideas / Art

Additional Contributers
- D4nace - He was in iroh DE server and motivated the team.
- Marc Knelsen - CSS / Preview art
- Pandabomb - Original Iroh Coder
- Fachin - Sound Effects
- Danger - Alts
- Spiderboi - Splash art (edited by Blaner)

Sprite Work Contribution
- ArtistofSeer - Dspecial Lightning cloud / Nair 1 / Uspecial / Dair / Upstrong
- Bar-Kun - Sprited final smash / VFX Feedback
- Harbige12 - Fspecial sprites
- Rioku - Claw VFX
- Selrate - Idle polish + Dair polish
- Spiderboi - Dair sketch
- Spritestar - Fair Sprites

Code Templates
- Mawral's grab template code
- Supersonic's article hitbox code
- Supersonics synced variable code
- Supersonic's spawn_base_dust code
- Supersonic's Advanced Skin Handler
- Frtoud's win quote system
- McDucky's win quote textbox and draw logic

Beta Testers
- CAMaera
- CauseimaPilot
- Craum
- Dakota
- Fennie
- Innerotaku
- Just "The Old Champ" Jerome
- Jordan
- Kiwi
- Krankees
- Landkon2
- Mallow
- Rioku
- Scribe
- Shampoo
- Succ
- Spiderboi
- Zonyx

Original DE Alpha 2 Beta Testers
- Shampoo
- Chmmr
- Jpeg
84 Comments
Opengunner  [author] 29 Jul @ 5:50am 
Okay, that gives me a little more clue as to what's going on. It might be the large number of sprites on the character. It could also be the character's unique character select huds might be the cause of it.I think I need to simplify and streamline my character's CSS code anyways, it's pretty bloated and includes a lot of features that aren't really used.

For Iroh and Sailee, they have a lot of sprites since Iroh has SL mode and Sailee has an alternate skin. I can try using the small sprites functionality, maybe that may help with memory but I'd have to re-export a lot of sprites and also redo some drawing code.

I hesitate to make a lite version as a separate upload cause that means that I'd need to maintain two sets of patches on two characters and that makes it complicated.

The main issue is that might take a while since I have a lot going on in life right now. It may take a while, like several months or longer, since I had a major life change recently. Sorry in advance.
Ashen Moth 29 Jul @ 2:33am 
Basically its not anything the character does itself, its just the fact it loads to much in ram. The crash is never ingame, and it will be exclusively when loading in the second character due to the ram usage going over 3.2gb (this one uses about 1gb for myself and I only have a headroom of 1.6gb). Which grants a ram allocation crash, Other ones I know cause this sort of issue is your Sailee mod and Tzukiyo mods. Example's from other peoples mod's who i found a similar issue is SURVEY_PROGRAM (aka roaring knight) from Retronyaical. Monarch by selrate has a 'lite' version that reduces the complexity of some vfx and removes some skins and that leads to it using quite a bit less ram in memory.

Honestly if you could make a 'lite' version of the other two mods i mentioned you made aswell would be cool as those are fun and I love your characters style. It just sucks that for some reason my system has stupid low ram headroom for rivals compared to the average system
Opengunner  [author] 28 Jul @ 8:35am 
Continued: Do you have any other characters that cause the crash so maybe I can compare them?
Opengunner  [author] 28 Jul @ 8:34am 
Hello, sorry for the delayed response. I have a lot going on in my life and I am not able to do much regarding modding at the moment
@Ojo de Oro This character has been tournament legal for years in most circuits. You'd need to be specific on what you think is too strong so I can evaluate it. I balanced the character using data from base cast, so if you think there's a move that's too centralizing or something, let me know and I can compare it to existing base cast moves.
@AshTheMoth I am not exactly sure what would be causing that. I know that the character can sometimes crash after like an hour or so of playing, but I am not exactly sure what causes it. I do use a system for swapping sprites on Iroh for SL mode that may be some of the cause, but I can't really remove that for a "lite" version since its at the core of the character.
Ashen Moth 25 Jul @ 8:57pm 
Is there a way you could make a lite/shrink the ram usage of this character? I adore the kit but he causes crashes for me
ojo de oro 10 Jul @ 3:02pm 
i really like the design but his numbers feel too strong to include in tournament. Would love a nerfed version
Oersted 8 Jun @ 9:26pm 
I probably should have specified, huh? It's that last hit. I've had instances where even good DI is an instant kill at 30% Midstage. The knockback, or I guess KB Growth, seems to be the issue.
Opengunner  [author] 8 Jun @ 9:03pm 
@Oersted, what are you asking to be decreased? Damage / killing power / active time? I can recompare the numbers to the base game characters and see if there's something I can tune.
Oersted 7 Jun @ 8:25pm 
Supremely fun character to fight against, but man that d-strong is overtuned as hell, a slight decrease sometime would be nice
Cri$py 14 May @ 11:56pm 
@opengunner dam thats sad to hear ik he wouldve won for sure honestly from what i see but the i know there gonna make another contest or at some point and some charaters would be added from there the only thing i hope is he makes a comeback when the rivals 2 workshop comes out id love to see that happen
:jarate: