Rivals of Aether

Rivals of Aether

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The Collector
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19 Jul, 2023 @ 1:15pm
20 Apr, 2024 @ 5:29pm
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The Collector

Description
The Collector enters the world of Rivals of Aether!

The Collector's main gimmick is his many spawnable items, allowing him to control the stage and run in to attack. His strong attacks are slow, so he must make use of these items to combo into them.

Also available is The Collector's Lair, his home stage.



Temperature Meter :
The Temperature meter fills when using Popit and Missile. Items can not be spawned if their cost would cause the meter to overflow. The meter goes down when the item disappears.

NSpecial - Winch :
Winch is a long ranged grab that halts momentum and pulls opponents in. It can also be used to move items around the stage, and will reset their timer to half if it is below. If it hits a wall, The Collector will be pulled towards it, and regains any double jumps he spent.

FSpecial - Missile :
The Collector spawns a missile, which flies forward at high speeds to hit opponents. It costs 25% of the temperature meter. It also has a cooldown after use.

USpecial - Jetpack :
The Collector creates a jetpack, and after a delay, flies upward. Due to the high startup, the move does not gain too much hieght, but gains a decent amount of horizontal distance.

DSpecial - Popit :
Using down special opens the popit menu, allowing The Collector to create an item. Each item has its own cost, physics, and usage. Pressing the special button after selecting an item will create it behind The Collector with little endlag. All items last for 10 seconds before disappearing, or until they hit an opponent. Opening the popit also stops The Collector's momentum for 0.33 seconds, then resumes it afterwards as it was beforehand.

DSpecial - Items:

Up - Platform (80% Temp):
A floating platform. When created in the air, it spawns directly beneath The Collector, greatly helping recovery at the "cost" of essentially disabling most items for the platform's duration due to its high cost.

Up/Right - Impact Bomb (50% Temp):
A small bomb that explodes when touched by any hitbox. It is strong, but can be equally dangerous to The Collector.

Right - Timed Bomb (50% Temp):
A bomb that is completely harmless until it is about to disappear, causing it to explode. It is slightly more powerful than the Impact Bomb.

Down/Right - Spike (20% Temp):
A small spike plate that launches upwards.

Down - Fireball (20% Temp):
A fireball that launches directly towards The Collector, and sets the opponent on fire.

Down/Left - Electric Ball (25% Temp):
A floating ball of electricity that hits three times then launches upwards.

Left - Horrible Gas (25% Temp):
A floating cloud of gas that rapidly deals damage. It is the only item that is unaffected by Winch.

Up/Left - Plasma Block (25% Temp):
A large item that deals high damage but very low knockback.

Alternate Colors :



Abyss Runes :
One Block:
A - Double jumps give extra height.
B - Down air has less startlag and endlag.
C - Neutral special's follow up does extra knockback.
D - Neutral special has extra range.
E - Side special has less startlag and endlag.
F - Up Special goes much higher.
Two Blocks:
G - The Collector has two extra jumps.
H - Knockback resistance is increased.
I - Horizontal speed on the ground and in the air are increased.
J - Dash attack's back hit does extra knockback.
K - Electric moves have extra hitpause.
Three Blocks:
L - All strong attacks have less startlag and endlag
M - Up special has much less startlag.
N - All items are stronger than normal.
O - There is no longer a limit on temperature.

Compatabilities :
Agent N
Amber
Assist Buddy
The Chosen One
Feri
Greenflower Zone
Hikaru
Kirby Fighters Buddy
Miiverse
Otto
Soulbound Conflict
The Trial/Killing Grounds
Unregistered Hypercam 2

Credits :
The Collector and Littlebigplanet were created by Media Molecule, and are owned by Sony. All sound effects come from LittleBigPlanet.

Final Notes :
I am very open to balancing suggestions! I am VERY bad at balancing.
26 Comments
D YellowMadness 5 Sep, 2024 @ 6:08pm 
Now that I've used him more, I can confirm that the patch that stops him for a moment when opening the menu midair is a massive improvement.
D YellowMadness 22 Apr, 2024 @ 11:58am 
Only Collector. I didn't notice any other specific circumstances that might've triggered it except I guess I'm usually spawning an item when it happens because that's usually what gets parried. I noticed it happening a lot in a wide variety of fights but I don't know if I would've noticed it not happening since that would just be normal.

I'll see if I notice a pattern or any exceptions when I'm watching my own videos after I upload 'em later today.
Bread on Fire  [author] 22 Apr, 2024 @ 11:22am 
That is... a strange problem. It doesn't seem to happen during my testing. Does it happen with any other workshop characters, or just The Collector? Is there any other criteria, or is it just any move, against any character, on any stage?
D YellowMadness 21 Apr, 2024 @ 8:30pm 
The new patch does seem like an improvement. On an unrelated note, I've had a glitch since before any of these patches. It seems like any time any of my moves gets parried when I'm using The Collector, all of my moves temporarily get replaced by neutral jab. Even if it's a special or a strong, somehow every input just does neutral jab instead for several seconds after I get parried.
Bread on Fire  [author] 18 Apr, 2024 @ 9:04am 
Not a bad idea. I would probably add that too.
D YellowMadness 18 Apr, 2024 @ 8:57am 
That makes a lot of sense. It would even help prevent death if the player accidentally fast falls in the process of making a platform. Come to think of it, making the menu freeze the player in place for a split second the first time they open it per air time could also help since it would stop you from doing an accidental fast fall at all.
Bread on Fire  [author] 18 Apr, 2024 @ 8:43am 
Well my plan when I eventually got around to rebalancing The Collector was to make it spawn directly underneath him, but increase the cost to 75%. It would be a great recovery tool but would be unavailable if certain items were out. On use it would also effectively lock The Collector out of having multiple items for 10 seconds since there is no way to despawn platforms early.
D YellowMadness 17 Apr, 2024 @ 11:42pm 
I'm almost never able to find a use for his platforms & even when I find one in theory, I usually can't do it in practice because getting them where I want them is way too hard compared to how useful they actually are.

I think the best way to fix that problem is by making them spawn over him instead of behind him or at least around head height. That way, you wouldn't have to think about which direction you're facing or pull off extremely precise midair maneuvers to place them.
D YellowMadness 16 Apr, 2024 @ 1:25am 
Yep, that fixed it. Thanks.
Bread on Fire  [author] 14 Apr, 2024 @ 7:01pm 
Should be fixed, thanks!