Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
However, first character jank is always going to be expected and this is a lot better than most people's first characters.
Making a character accurate to the source material is fine... to a point. If you are going for 100% accuracy to the source it can mess up general functionality of a character and get in the way of the standardised movement of Rivals itself (this is something I tried to do with my earlier characters). So sometimes you have to take liberties for the sake of it feeling good in the game. Having the reference can be nice but having it feel exactly like the game can get in the way in certain situations.
if you want him to use his guns as more slow and strong tools, then make his attacks faster and consistent, and still delete backair, it sucks
also make ftilt dash attack, give him a real ftilt if he can't get a real dtilt
also give down air a landing hitbox, it's weird that it just ends