Rivals of Aether

Rivals of Aether

Urotsuki (Yume 2kki)
12 Comments
Knight Elhanan 1 Jul, 2021 @ 8:51pm 
can we get a basil palette
Chopped Huzz 1 Oct, 2020 @ 3:25pm 
ok, now this is epic
Cherry Lemon 26 Jan, 2020 @ 12:09pm 
Hey, have you thought about using sprites from the FC Caverns?
Mrpixel 19 Jan, 2020 @ 6:26am 
that so neato! :O
CoconutBun  [author] 21 Dec, 2019 @ 6:42pm 
Currently I'm working on a different character, but as soon as I'm done that I plan to give Urotsuki a small rework. Mainly gonna change how fspecial and possibly uair work.
Platurt 12 Dec, 2019 @ 5:57am 
Don't know if she is still being updated, but the sidespecial is kinda bugged.

When using it for the first time in a match, it doesn't go anywhere, just bounces on the spot.

When using sidespecial+no input to make it fly a high arc, the next throw will also be a high arc even when a low one is inoutted.

This is also true the other way around. After regularly inputted low throw (sidespecial + forward), the next sidespecial+forward will give a low throw aswell.

Also when using sidespecial+backwards, it will often give a low arc instead of a high one. A bunch of stuff causes this state, including a regular sidespecial+backwards throw. A regular low throw and a "no direction"-high throw fixes it.

Idk if these case examples are helpful, would have probably be sufficient if I just said that it's bugged, but whatever, maybe it helps.
MGG 22 Oct, 2019 @ 9:25pm 
Nice work!

Always glad to see RPG Maker games get more light and attention.
Phrasmotic 28 Sep, 2019 @ 12:24pm 
Great fun to use, even if I don't have a clue who they are. Good job.
Som 28 Sep, 2019 @ 12:07am 
Came here after trying her out, and this is incredible. Great job, glad to see some of this stuff here
Rikkukun 27 Sep, 2019 @ 2:44am 
I love it! great job man!
My only issue is the long startup on the jump.
CoconutBun  [author] 26 Sep, 2019 @ 8:31pm 
Thanks for the feedback, gonna put out an update once i fix up some stuff.

The air dodge sound effect is from the game but I might look into a way of stopping the sound when wave dashing since it's pretty annoying.

The slow stop when running was a weakness i wanted to give the character (Makes it feel more like stopping while on a bike) If you stop a bit earlier than you normally would the bike slides a bit when stopping so you'll slide into place and then be able to attack.

You're right about the forward-smash, I had the attack last longer and forgot to shorten the audio when I went and shortened the frames (my bad will fix soon)

The bair doesn't apply burn only dspecial does. I had it apply burn at one point but it was kinda broken. Might make it do extra damage if you hit them if their on fire from the dspecial in next update?
Albert Abbi 26 Sep, 2019 @ 6:40am 
This is great! I do have a few suggestions (I'm not familiar with the character at all in case these things are the way they are to stay true to her game)

- the slow jump start-up makes her feel a bit sluggish compared to most RoA characters, especially when trying to wavedash
- the air dodge sound effect gets a bit annoying with repeated use (wavelanding on platforms, or just wavedashing on the ground)
- the run-stop animation (where she wheelies) makes attacking out of her run sluggish
- I might be misremembering but I feel like her back-air sometimes does and sometimes doesn't apply the Zetterburn fire mechanic?
- the forward-smash sound effect could be a bit shorter but now I'm just nitpicking lol

Again, great job with this.