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I'm looking for anyone willing to try out the current version before it hits the workshop, so anyone proficient enough with RoA, hmu!
I'm going to drop an update on her, but given the fact that the update is very different from this version (Don't worry, the RPG thing is still here), I will keep this one as well, and update both based on the other version's best things.
I hope you continue playing Roxey, and have fun playing RoA overall!
Edit: It seems to only happen if I've recently parried & even then, it's not consistent even though it's incredibly frequent. Eye of Cthulhu could've also been a factor. Regardless, I eventually beat him despite it.
I can't tell if this character is fully OP or not but I have been having a lot of fun labing them out and getting ready to fight my friends the next time we hang out. Would love some new colors to pick from~!
By SideB, do you mean Max Acceleration or just regular boosted 2BP SideB? Because the latter is both objectively better and one of the easiest bits of timing I've ever done. My recommendations for early kills are:
- Freeze -> Earth kills at literally 0% at ledge and at around 60% from center stage
- Bair kills early and is quick enough to just throw out on occasion
Dimension is basically the holy grail of kill confirms, giving you:
- Uair->Warp-> Uair on anyone who even dares go airborne
- SideB->Uair->Warp->Uair as early as 30%, with later %s letting you skip the first Uair. Freeze is optional at the start to make SideB easier to land
- Nair->Warp->Nair at ledge off the side at 30% if you sweetspot both Nairs
- Dair on its own catches all linear recoveries
- I feel like the requirements on Max Acceleration are a bit too strict. Regular SideB starts killing well before 150%, which relegates Max Acceleration to the role of just being a flashy finisher. I feel like the current requirements make it so you have to fish for it too much for the move to feel satisfying to finish with. I recommend changing the HP requirement to something like under 25%, to make hitting both the Break Point and HP requirements feel less tedious.
Other than that the character feels great as-is. Keep up the good work!
- The new dash attack, while much less overcentralizing, feels a bit disconnected from the rest of her kit. I feel like removing the initial slide would make it fit a bit better. The long startup time can remain the same, but this way dash attack becomes a good combo finisher out of Freeze.
Uair, Nair, Dash attack, SideB and NeutralB all have good enough kill potential. The idea is that you have to play it well for them to connect. SideB has the most kill potential but requires you not to use too many Break Points (reward for playing well), and usually sends enemies away at 100, and it's not too hard to get them to that percentage.
Do keep in mind that Roxey works differently given the HP mechanic. Well played, she almost controls when she gets hit or doesn't. However, I do understand that since she's strange to the mechanics of the game, she may feel strange or even unnatural, but I've tried her a lot and I can assure you that this new Dash Attack doesn't change at all how to play her except for the fact that she doesn't have a cheap attack that beats almost any other neutral option she has.
The new dash attack is meant to be hard to hit but it's a killing move. The old one was indeed better, but I'm no fan of an attack so good that it becomes the default action in neutral.
@Lord Azakuya
The reason why I didn't do that, even though I considered it, was that it made more sense for the neutral B to be there. This project was never meant to become good at all, since all I wanted to do was to have some fun with gamemaker's system. That's why the downB is so lackluster.
@OWRYYYYYYYYYYYYYYYYY
The reason why she doesn't have any smash attacks is that the whole idea of the character is to be fast and lack any true killing move. Instead of just using smash attacks, I wanted people to become creative with the way they find how to land SideB or Bair.
Thank you for your time, and I hope you keep playing Roxey!
The old dash attack was better, I never use the new one because is very hard to hit with it, is slow and you slide a lot because of the speed of the character once you reach lv5
A little recommendation
Maybe you should change the element wheel to neutral special (something like with Shulk with his monado wheel in smash), it would be more easy to select the element you want to use
and maybe more smash attacks?
I downaired 3 AI opponents 6 times in a row. It was amazing to see all three of them bouncing up and down across the map only to get another heel to the face. :D
I am obviously not an experienced RoA player, so I really needed this feedback. For the next patch, I've already prepared a 2x increase in exp got from all sources and a change in the dash attack, which will become a killing move. Also, all magic meters will increase when you deal damage reargardless of which one you have selected, however, only the one selected will increase with time. Dair will be unlocked at lvl 2, at lvl 3 will bounce and at lvl 4 will be airdodge cancellable.
UpB is a chargeable move. But you can cancel power it up with shield now. In the next patch, this has been changed to attack instead to make it more obvious. Also, it will not consume all charges when used, just 2.
Hopefully this makes the character more RoA friendly. Additionally, many moves have been tweked to avoid weird combos, plus a passive exp gain. The meter bug has been fixed too.
Again, thank you for your time!
How exactly do you use the meter with Up-special? I don't think thats a feature currently.
Yeah, I wasted enough time on this character, don't listen to the people saying the character is good, she's unusual for sure, but absolutely NOT well designed the way she currently is. They like her for the concept, not the execution. You should absolutely be focusing on the execution! She might still be too tiny for my eyes though.
The different magic attacks she has charge only when they are selected. The Super
Nintendo game Cybernator did this as well (Or at least the Japanese version did), and it was CLEARLY a worse game because of it. This doesn't add anything of value, it ensures a player will only stick with one thing and never deviate from it, thats obviously bad! Why do you need to switch between them like this anyway? You only get to shoot once before it recharges, (except with Dimension, but I don't see this being an offensive move with her weird hitboxes)
The weird combos she gets upon leveling are "potentially" more distracting? I feel like she might be more efficient at low levels where she can spam the (admittedly weak) dash attack, which looks stupid and potentially combos people too long.
She doesn't have obvious kill moves. Or they are stupidly risky to use, D-air should be cancellable at some point like with some other attacks in the game.
Secondly, if this is your starting point, I'm not gonna hold my breath that this character ends up being good, on the flipside, she is weird enough that I actually tried to figure stuff out with her? Theres certainly better workshop characters that still have problems, that I didn't bother to comment on.
The leveling is WAY too slow, have you not seen how Shovel Knight works in this game? Even he has ways to get money really quickly.
Ok, apparently this comment is too long?...Ugh...
Nice job!
@Syris Thank you very much for that!
@wazzuper90 I'm pleased that you like her!