Rivals of Aether

Rivals of Aether

Iori Yagami (NGPC)
18 Comments
welovehomeschool 12 Apr, 2024 @ 8:21pm 
i think kasu hearts is making iori yagami and wolf for rivals of aether workshop if she wants to
Kami64 8 Nov, 2022 @ 6:29pm 
Iori Definitive Edittion?
SrslyTony 7 Jul, 2021 @ 1:43pm 
This is awesome!! My favorite fighting game character!!! Having him in smash was a stretch, but I'm still really happy he's getting some appreciation in Rivals. Thanks for all your hard work! :necroheart: :necroheart: :necroheart:
Ashen Two 29 Aug, 2020 @ 1:56pm 
At this point it feels that there is too many things to keep an eye for. Let's be honest, no one use those compatibilities and when they dom they do it once and never again.
Emong  [author] 28 Aug, 2020 @ 5:11am 
Maybe someday but that's 20 new features you're asking me to spend time on.
jmh8814 27 Aug, 2020 @ 10:41pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2186188926 Hopefully you would implement the rest of these to the character
Ashen Two 10 Dec, 2019 @ 6:47am 
Nice, keep it up :D
Pippu? 14 Nov, 2019 @ 5:05pm 
Cool I check it out!
Emong  [author] 14 Nov, 2019 @ 4:49pm 
Pushed out an update. No change to fspecial's range just yet. Just adding forward movement to the first hit feels weird, so I'll probably have to code up something that makes stop early if you reach another player while sliding.
Pippu? 13 Nov, 2019 @ 3:49pm 
Alright, I'll be looking forward to it! Thanks for listening to my criticism! I can't wait to get my hands on him! Also, I forgot to mention that I fucking ADORE jumping F-Specials mobility and Orochi Iori being an install!
Emong  [author] 13 Nov, 2019 @ 3:32pm 
The current plan is to change Orochi Iori's u-smash to match normal Iori's (I managed to splice together some sprites for it that look good enough, I think), and change both of their u-tilts to cr.C. That'll bring him closer to the moveset I had originally planned, and free me up to play with f-special without worrying about having too many identical moves. The aerials are probably going to stay the same for now. They aren't super accurate to the originals, but I think the animations map better to how I'd expect an aerial to function in smash.
Pippu? 13 Nov, 2019 @ 1:30pm 
Oh and one more thing, maybe swap around D-Air and N-Air? It's more of a personal gripe but I've always seen jC as a heavier jump in attack, maybe not a spike but I can't see it as a N-Air personally
Emong  [author] 12 Nov, 2019 @ 5:32am 
Oops, my bad. That one I don't see anywhere in either set of sprites, sadly. I have an idea or two to try out, though.
Pippu? 12 Nov, 2019 @ 5:06am 
Oh no that's cr.C, I was talking about cl.C! You get it when you use standing C up in the opponent's face!
Emong  [author] 11 Nov, 2019 @ 9:13pm 
I'll give it some thought the next time I sit down to tinker with him. Orochi Iori uses that for his up-smash right now because his sprite sheet is missing a few attacks that normal Iori has, but I might be able to sort something out. Thanks for the feedback!
Pippu? 11 Nov, 2019 @ 8:53pm 
It should lunge forward a bit like the actual games, the initial uppercut is very stubby. Does the sprite have Iori's cl.C? The uppercut claw in the other KoF games? You could use that for an U-Tilt!
Emong  [author] 11 Nov, 2019 @ 6:40pm 
F-special could probably use a little more love in general. I'd thought about doing it as a rekka, but since I'm using sprites from it for utilt too I thought it'd be a little confusing having two identical moves with different properties. In what way do you think it's lacking range, exactly?
Pippu? 11 Nov, 2019 @ 5:17pm 
Love it! I just wish F-Special had more range, and maybe even make it a rekka allowing the player to confirm the individual attacks!