Rivals of Aether

Rivals of Aether

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22 Nov, 2021 @ 2:58am
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Ray

Description
Ray, the Rainbow Reflector!

Ray Enbo is a lil fishy boi who wants to be a manta ray. He has learned various forms of illusion magic to help him on his journey. He wants to put his past behind him and never look back!


Introductory How-To:

Ray has a complicated snowball-style of gameplay with a unique gimmick: he has a hard time turning around.

Ray levitates a queue of three prisms behind him (which also helps inform the direction he's facing) that he can use to boost these attacks: uptilt, dtilt, nair, fair, and up air. Depending on the color of the prism, it will have the following effects:
  • Empty (Gray): deals no knockback or hitstun (still deals damage)
  • Red: burns opponent
  • Orange: can be jump cancelled on hit
  • Yellow: briefly stuns opponent
  • Green: heals 1% on hit
  • Blue: has super armor while hitbox is out
  • Purple: poisons opponent
These effects will be applied starting with the bottom your queue (the newest prism) and go to the top (the oldest). This means that having more prisms will significantly improve your frame data. You can charge up one respective prism by hitting with the following attacks:
  • Red: bair
  • Orange: dair
  • Yellow: dash attack
  • Green: up air (hold button after landing multihit)
  • Blue: jab
  • Purple: ftilt
Getting hit will remove the prism at the top of the queue, and getting parried will remove all of them.

Using a strong attack, you can throw the prism at the top of the queue. If it hits, it will recharge a prism of the respective color. Additionally, it will cause a prism to follow the opponent and shatter, producing the following effects:
  • Red: Repeats the damage and knockback of the last attack the opponent was hit by; deals 1.25x knockback if opponent is burned.
  • Orange: Puts opponents into pratfall
  • Yellow: Stuns opponents for a full second, then they are launched towards you.
  • Green: Wraps opponents
  • Blue: Spikes opponents, and restores your airdodge
  • Purple: Deals 8% damage, plus an extra 8% per stack of poison on the opponent
Alternatively, if the strong attack misses, it will create a vertical beacon of light of the respective color. If N-special's projectile touches a beacon, it will recharge a prism of the same color, and shoot an identical projectile upwards. This projectile sends towards you, and has a long cooldown (watch the sparkles) which gets shorter each time an opponent is hit with the projectile or its duplicates. If you have all three beacons out at once, you can use this to get a full queue of prisms very quickly, and make the area very dangerous for your opponent.

You can also use a beacon to change the direction of D-special, which is a bouncing kick. While you hold the special button down, this move will bounce off walls and beacons up to twice, getting stronger each time. You can also press the special button early to activate a kick hitbox, which, upon hitting an opponent, also reverses the attack.

U-special is a two-part move: a rising kick and a falling kick. You can only use the rising kick once per time in the air (even after walljumping), and its distance scales with the number of prisms you have charged. You can attack freely between these two parts, and you can cancel anything into the falling kick.

There are two versions of F-special: forwards and backwards. The backwards version simply turns you around (albeit slowly), and flips the top and bottom of your prism queue. The forwards version loops through the colors that are neither in your queue nor a beacon, and allows you to instantly produce one shatter effect (see above) in front of you. You can hold the special button to an extent to cycle through the options. Additionally, the startup and the cycling effect gets significantly shorter the closer your back is to the edge of the stage.

Yes that was the introduction


More Advanced Stuff:

If you have three prisms in your queue, you get buffs depending on what type most of them are:
  • Mobility: Orange/Yellow
  • Defense: Green/Blue
  • Attack: Red/Purple
If you have two or three of a single type, you gain the following buffs:
  • Mobility: You can hold the jump button down to fall slower.
  • Defense: Airdodge distance increased, refreshes after using rising U-special, and creates an illusion effect. Specials have a few frames of invincibility on startup.
  • Attack: Charging prisms that overflow your queue will cause the prism that was kicked out to follow and shatter on the opponent. You can perform strong attacks in midair.
If you have exactly one of each type, you turn rainbow and gain all the above buffs.

Beacons have health pools that will slowly run out. Beacons normally start at 20 HP, and lose 1 HP each second you are airborne. If an opponent hits them with an attack, they will lose the corresponding amount of health. You can recover 5 HP of a beacon's health by hitting it with forward-special's shatter, but this will change the beacon's color to whatever color was shattered. If forward-special hits nothing while grounded, it will cause a prism to orbit around you. The orbiting prism will either follow and shatter on an opponent that was knocked into it, or create a beacon with 5 HP if it touches the ground.

Some prisms apply passive buffs. These include:
  • Orange: Gain one extra jump per prism in your queue
  • Yellow: Run and air speed/acceleration increased when going forwards
  • Blue: Reduces all damage taken by 1%; blue beacons lose health at 2/5 rate

Here's a collection of small quirks about some attacks that wouldn't really fit elsewhere:
  • While charging a strong attack, you can change which direction strong you are using by simply pointing in that direction.
  • Dair bounces you upwards. If you try to do two in a row, Nair will come out instead because balance reasons (sorry).
  • Up air has an optional second part of the attack which activates if you hold the button down after hitting an opponent.
  • Up special can only move forwards, so make sure you go offstage in the correct direction.
  • Ftilt can move forwards and backwards slightly, and you can hold the button to increase its active frames.
  • Dash attack only makes you move forward if you do it in the forwards direction.
  • Bair has a sweetspot for grounded opponents in front of you.
  • The first kick of D-special will come out automatically, and you can jump-cancel the move any time after it has bounced. Also there's a sweetspot that spikes HARD.
  • Landing a forward-special allows you to cancel into a tilt attack, even in midair.
  • The red shatter effect will only send upwards if it is duplicating a strong attack (balance again). If it activates from forwards special, it will use the last hitbox you hit on any opponent during that match (or none if you havent hit anyone)

Combos:
  • Uptilt -> Nair -> Uptilt -> Loop (if you have some prisms)
  • Jab -> Dair -> Upair
  • Bair -> Bair -> Bair
  • Dash attack -> Jump -> Dspecial
  • Uair -> Uspecial (kill confirm)

Weaknesses:
  • Getting crossed up
  • Getting parried
  • Recovery



Thank You!

Thank you for your interest in my mods! Making insanely complicated characters is a ton of fun for me. Please let me know if you have any questions regarding Ray's mechanics or if I left something out because I def did. I plan on eventually updating this with better sprites and skins, runes, etc. so if you have any suggestions for those please let me know. Also if there's any bugs you encounter, or the character is wildly unbalanced in either direction, pop that into the corresponding discussion thread. Again, thank you for checking this out, I hope you have fun playing him!
Popular Discussions View All (2)
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22 Nov, 2021 @ 3:01am
Balance Changes
pumpkinz
0
22 Nov, 2021 @ 3:00am
Bug Reports
pumpkinz
2 Comments
US Postal Service 21 Jan, 2022 @ 8:02pm 
:steamthumbsdown:
Nahueformaline 7 Dec, 2021 @ 4:15pm 
Very Epic!!!!