Rivals of Aether

Rivals of Aether

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Sash Lilac (FP2)
   
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63.776 MB
6 May, 2023 @ 1:22am
9 Apr @ 3:20pm
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Sash Lilac (FP2)

In 1 collection by scorchers29
Freedom Planet 2
13 items
Description
A water dragon from Avalice! From Freedom Planet 2. Design by Tyson Tan. Copyright Ziyo Ling.
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Features and Useful controls!

-Taunt voiceline chosen by movement-input direction.
--Ustrong during taunt will summon Carol.
---Up + Taunt will cause Lilac to dance for as long as she holds Up.

-Nspecial is cancelled with a special press into Uspecial.
-Nspecial can be jump cancelled. Get cheeky with wavedash jab combos. Jump cancelling in the air immediately refreshes Nspecial's cooldown.

-Dash Attack can be held down to continue the attack. An up input will cancel into Utilt.

-Dair will last a long time. Cancel it with a jump or special if you need to be actionable.

-Uair has a long cooldown to avoid flying. You have plenty of movement as it is, just get creative.
-Uair can be used while rising for extra height!

-While holding forward & crouch, Fstrong will become an original Kikosho beam attack!
-(Alternate input is to crouch, uncrouch, and neutral strong.)
--Holding special during the move will extend the duration of the attack.
Original Art here: https://www.deviantart.com/doa687/art/Freedom-Planet-2-Custom-Animation-KIKOSHO-758134824

-While holding forward, Ustrong will change into a different move!
--Ustrong2 will travel slightly higher based on the charge time.

-Fspecial can be angled by holding straight up or straight down during the move. Can also be cancelled on the ground into Dash Attack by holding attack. Pressing special again will trigger Boost Breaker.
-*Fspecial has soft armor on startup, and projectile invincibility + super armor during active frames. But taking damage during or immediately after the move's usage will increase Lilac's damage received dramatically.
--Fspecial allows Lilac to run up walls instead of bouncing off them.
*Fspecial can be armored through via crouching.

-Landing hits will spawn crystal shards around the stage. Collecting 25 will grant an extra stock! Any players that collect them count for you. Any players that hit them with a hitbox will destroy them, including you. Collecting one will reduce your Fspecial cooldown by 75 frames, (base CD 400/800 frames).

-Dspecial is used on the ground to summon a solid vanishing block. It will disappear and reappear every 120 frames.
-Dspecial used in the air will summon Milla! She holds a shield away from you while she is grounded. Inputting Dspecial again will make her attack with a small blast.

-Uspecial spawns a projectile spring beneath you. It will scale hitstun onto hit enemies with damage slightly. Players can only be hit by it once. Lilac cannot touch her own spring, as she uses it on startup.
-Uspecial is a kill move, but as a combo ender only!

-Hold down shield to cancel your parry/airdodge into a Blink Dash! Teleport with a single weak hitbox, immediately making you actionable and ending your parry. The move has a small cooldown.
--Careful not to ruin your successful parry's punish by hitting the opponent out of parry-stun with it :P

-Instant turnaround while crouching! Lethal League players rejoice!
--Crouching with momentum will cause Lilac to slide along the ground!
---Crouching on the ledge or on a soft platform will cause Lilac to sit on it. (It's just visually different crouching.)

-You always face the movement direction of an airdodge.

-Custom SFX for being interrupted, landing a parry, jumping, and some attacks!

-Forward Aerial!

-Voice acting! Injured lines, attacking lines, and chosen dialogue. Say thanks to Dawn M Bennett!


WORKSHOP COMPATIBILITY!

CHARACTERS:
-Amber (taunts)
-Callie (date)
-Wall-E (sound taunt)
-bar-kun's Sonic (rainbow ring)
-Pit (codec)
-Mamizou Futatsuiwa (substitute)
-Kirby (copy)
-Toon Link (photo)
-Hikaru (title)
-Steve (death message)
-Agent N (codec)
-Unregistered Hypercam (videos and win message)
-Pac-Man (taunt)

STAGES:
-Dracula Bossfight (Lilac is sprited for the dialogue!)
-Pokemon Stadium
-Greenflower
-MT Dedede Stadium
-Trial Grounds
-Soulbound Conflict
-Last Resort
-Wily Castle
-Clockworks Zone

BUDDIES:
-Chaos Emeralds
-Tutorial Mode (McDucky)
-Assist (Frost Falcon)
-Final Smash
-Kirby Fighters
-Wonder Flower
-Dialogue
-Prowler Parry
-[NEW]Potential Unlocker
18 Comments
delvalle38 13 Apr, 2024 @ 7:21am 
do carol
Aperson 20 Jun, 2023 @ 12:21am 
Cool, she's finished, nice.
scorchers29  [author] 21 May, 2023 @ 4:47pm 
I managed to fix Fspecial for next patch via reordering my directional checks. Seemed to work like a charm! :steamhappy:
Aperson 21 May, 2023 @ 4:13pm 
I think if you make the angle based on joy_dir instead of input presses that should solve the input issue on FSpecial. So for instance >= 45 and <=135, go up, <= 315 and >= 225, go down

As for hurtboxes, the easiest way is to take the attack animation, highlight everything that isn't blank space and then colour it green. If you have a select all function in your image editor this should be easy.
scorchers29  [author] 21 May, 2023 @ 3:14pm 
Yeah that's something you've done with cyclone, and I think adding some influence to it further control it would be nice for the move. Dtilt was having hurtbox issues and this was the easiest fix until a proper hurtbox could be replaced.

While the comments come across somewhat as "This is how I would do it." Even though you already have, it's more or less just the unhelpful comments that I don't want left on the board. If I would respond "Okay and?" and there's no way to interact with what is said, it's likely not going to stay here to be read by others. Any interest from someone else on what's being done, is appreciated and cool to have.

Fspecial does need tweaks to make it easier to angle. Currently forward takes priority and doesn't need to, (somewhat annoying tbh). The no-bouncing thing is actually a glitch you can perform in FP2 that I liked so much I chose to recreate it. Sliding up a wall actually increases your vertical speed compared to ascending in open air.
Aperson 21 May, 2023 @ 12:54pm 
Also with Cyclone in the games you can hold up or down during them and it affects your descent, you can increase or decrease it. Easily doable here by changing the gravity.

Minor thing, but Dtilt has the crouch sprite as its hitbox currently, that should be an easy fix.

I want to make it clear that just because I made a version of the character myself I am not looking to put another version of it down, just trying to offer advice on how to improve the current one given my experience of making a version of the same character for the last year and a half and also trying to be accurate to the source material. Good luck with your version of the character.
Aperson 21 May, 2023 @ 12:53pm 
Apologies for my now deleted comments that were coming across as negative, not my intention. I didn't realise that you were trying to make a character that was basically a 1-1 port of the character from FP2.

Now that I know this, I have some suggestions that I think would help with that objective.

You can create your own hit effects using hit_fx_create and then use spawn_hit_fx to spawn them. I think by doing this you can make your own sparkle effects that spawn during Cyclone and Dragon Boost startup.

Is there any reason that the boost doesn't bounce off walls? It feels a bit awkward that it doesn't do that but at the same time if you have a reason for it.

I also think it is kind of awkward to aim upwards during a boost on keyboard by letting go of forward, so maybe diagonal presses (up and forward at the same time) could make it easier to aim upwards. I believe the games also lock your last boost direction as default for when you use it again.
Aperson 21 May, 2023 @ 1:48am 
I can already tell that you are just as committed to updating this Lilac as I am to mine judging by the updates. I had the whole momentum jump thing at one point but took it out as I felt that it just made positioning a but more awkward in a platform fighter. But you are welcome to keep it.

I ultimately think that this is being held back by being a sprite rip. There are a few major reasons why.

1. The sprites were not designed with Rivals of Aether in mind. This leads to some jank looking moves like Jab because you were restricted to the sprites you already had.
scorchers29  [author] 20 May, 2023 @ 10:24am 
:lilac:Response to 3chodraco:
What you are discussing are not necessarily balance changes, but more likely quality of life.
1. Dash attack will continue to go over ledge.
2. Blink dash will likely be changed to NOT go over ledge.
3. Fstrong would need a different purpose and a somewhat decent force reduction if it were not designed to be able to be DI'd down and teched. Hitting it on a partially aerial opponent, either from read or a ledge/platform almost always secures a kill. [Making this move less niche may be important because of the recent Dstrong nerf, so it's worth the attention, thank you.]
Draco31 20 May, 2023 @ 5:00am 
I've tried this version a bit and it's refreshing to have a "diferent" Lilac than the one ised in the other three designs, even more so considering it's the FP2 version, although I have some complains regarding balance:
-It feels very awkward when Dash-attack and Parry-attack go over the ledge, maybe make it so they stop before falling?
-Fstrong launches in a pretty weird angle, maybe consider adjusting it so it doesn't send partially downwards?