Rivals of Aether

Rivals of Aether

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LDR100 [OG Version]
   
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6.580 MB
14 Sep, 2022 @ 3:19pm
13 Dec, 2022 @ 6:54pm
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LDR100 [OG Version]

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Description
LDR100 A very link like character with some new flair and abilities. Shout out to Bar-Kun too!
If you have any balancing ideas please drop a comment! I'm happy for feedback

Mechanics:

EX Meter: The little fireball icon you see on the screen represents the charge of your Neutral special however many other moves can be powered up with the use of these charge levels.

Crystal Flame: Crystal flame is the status effect that is inflicted when an opponent is hit with a fair amount of LDR100s moves (Jab 3, Tipper Tilts (Up, Down, Side), Charged Bair, Uair, FStrong, NSpecial). It deals 4 damage and restores some of the charge to your EX gauge over the 3 second it is applied. When in the Dangerzone if you have any available healing while this status is inflicted you will heal up to 4 damage if you have the amount available within health regen. This healing effect is doubled when you are at 20 or higher.

Overheat/Dangerzone: As you use recovery moves (Up and Forward Special) and some other moves, LDR100 starts to overheat causing recoil when overusing certain attacks. When this value increases to 15 or above LDR100 will be in the dangerzone in which empowers his kit at the cost of taking self damage slowly if the Dangerzone persists.

Health Regen: This value is the amount of health you can heal from applying Crystal Flame while in dangerzone, or from EX FSpecial and DSpecial.

Moveset:

NSpecial: Charges a huge chargeshot with varying effects at every level.
Level 0: A fireball that eventually comes to a halt and deals no knockback, but does a little damage and applies Crystal Flame.
Level 1: A traditional fireball travels in a line and deals damage.
Level 2: A big slow moving fireball that stuns.
Level 3: A multi-hitting fireball that has high knockback.
All levels deal more damage based on Overheat.

FSpecial: A tether that can be angled. Hold special when used against no target to fly through the air. If used without EX the second use will cause self damage. Can be used twice before not working. Colliding with a wall refreshes your double jump but you take heavy self damage based on Overheat. If you press parry during start up it becomes an electric tether that pulls enemies in.
1 EX: When used in the air it will consume EX instead of self damaging and doesn't count towards use limit.
2 EX: Refreshes double jump and doesn't count towards use limit gives a small amount of healing regen.
2 EX: Parry can be pressed during start up to do a stunning tether that has high knockback also heals based on healing regen.

USpecial: Similar to fire fox. Can be angled in all directions.
Dangerzone: Travel further but take damage.

DSpecial: Sets a teleporting object down, While active, increases Health Regen and Overheat slowly. This can be destroyed in 3 hits. When DSpecial is pressed while the object is active, you can teleport to the object, this also heals you based on your Health Regen.

Jab: A three hit jab with the finisher applying Crystal Flame.

Dash Attack: A elbow charge that can be cancelled into DTilt, UTilt, UStrong.
2 EX - Can be cancelled into FStrong or DStrong.
3 EX - Can be jump cancelled.

FTilt: A slow slash in front of you. Has a tipper with high stun and applied Crystal Flame.

UTilt: An explosion around your body. The sweetspot at the top has higher knockback and inflicts Crystal Flame. Can be wavedash cancelled left or right on hit.
1 EX - Parry can be pressed during the start up to increase the power of this move.

DTilt: A low kick that can be jump cancelled. The tip spikes and applies Crystal Flame.

FStrong: A multi-explosion ahead of you. deals high damage, knockback towards the centre of the explosion.
1 EX - Final explosion is bigger.
1 EX - Can be used in the air.

UStrong: A rising headbutt. Charge to jump higher.
1 EX - Increases jump height.

AirUStrong: Similar to link spin attack. No pratfall but the second use will do if you have 0 EX.
Can be charged for extra spins!
1 EX: Can be used a second time in the air.
2 EX: Can be cancelled into attacks or another AirUStrong
3 EX: Can be jump cancelled
Dangerzone: Consumes all EX to increase knockback

DStrong: A quick strong force blast. Has a semi spike angle after the initial blast.
Dangerzone(20): Consumes all EX to increase knockback.

Nair: A quick nair with a tipper that applies Crystal Flame.

Fair: A strong 2 hit kick. Can be charged.
1 EX or Dangerzone: If parry is pressed Fair A 3 hit kick that applies Crystal Flame.

Bair: Can be Tapped or Held. Tap: A small quick blast. Hold: A big explosion applies Crystal Flame.
2 EX: Parry during start up to get instant explosion.

UAir: Similar to Link UAir. A lingering stab that applies Crystal Flame.
1 EX: Jump Cancel on Hit.

Dair: Similar to Link DAir. Sweetspot at the beginning that spikes. Can be jump or attack cancelled on hit.

Credit:

Bar-Kun - Created Tester and assisted with coding! Check out his characters too they are amazing!
3 Comments
Capt. Snark [[rjhathome]] 26 Nov, 2022 @ 4:03pm 
BRUH, i like indie pogo.
LDR100  [author] 24 Sep, 2022 @ 3:12pm 
Nearly done with the description! What does down special do?
Brishen 14 Sep, 2022 @ 6:01pm 
Ah yes, my favorite move: