Rivals of Aether

Rivals of Aether

SSJ4Gogeta D.E
66 Comments
DLshadows  [author] 21 May @ 11:35am 
The move purposely can be stopped since it's a 1 shot if you don't hit the parry. Unlike Vegito's, gogeta's can be gotten very easily and used multiple times per match which if it's a gaurenteed kill it wouldn't be fun to fight against.
But i did make bluff and most of his other moves have bigger hitboxes to help with that, it'll be updated soon enough
zoodles x3 18 May @ 8:11pm 
its not that its bad its just hard to land at times plus if someone is just on you the whole time, its like... impossible to use xd
Helpmeplease 18 May @ 7:13pm 
I honestly kinda agree with Zoodles. Like, Vegito's Final Kamehameha is a guaranteed one shot anywhere on the screen, which feels kinda unfair that SSJ4 Gogeta doesn't have the same thing?
zoodles x3 18 May @ 1:41pm 
@DLshadows hey if u don't mind but the tag , i was reading your updates and was wondering about his final level 7 attack, while op as hell if u get hit at range or tapped at all u just lose everything, maybe when using his level 7 it should make a range barrier out of the kamehameha kinda like how the McD mascot mod has a barrier for idk why, it would just make it more like in the game figher Z you can block or stop his attack but have to avoid it or die. another thing is it possible to make his bluff kamehameha have a biggger hit box, ive had times when im just infront OR inside of my opponent and they dont get hit and i get punished for it ,sometimes its hard to aim but thats more my problem ,THEN again maybe its just a skill issuse on my b-half lol also any tips for good combos into the level 7? xd
DLshadows  [author] 18 May @ 9:20am 
I got some other stuff to work on so for now lemme give you the run down. I made most of his hitboxes a bit bigger, speed up dash attack but removed the up smash option. Made fsmash connect into itself properly. Made down smash start up slightly faster and come down much faster. And most importantly, lvl 2 is now tilt cancels with all grounded normals, side b now works without needing lvl 2.
DLshadows  [author] 18 May @ 8:55am 
Thanks i'll be using all this along with some things i've done so far and get him feeling better. And yeah resizing is a no as it would take a long time to re-edit everything plus would cause visual blemishes, but i'll figure out how to make em feel less small
Dash 18 May @ 7:43am 
SS4 Gogeta has a semi-cancel mechanic once he's at a certain level, but it's only for canceling normals into specials and ONLY if he's at that level or higher. He loses this to a single parry in comparison to Gogeta Blue who just has this as his whole existence. I'm not actually against that, but he already struggles to use said normals so you can sorta see how that hinders him even more.

If I get more to note for you, I'll be sure to send 'em!
Dash 18 May @ 7:43am 
I would also say it's not a bad idea to take a bit of inspiration from LTSaim's Gogeta Blue:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2790121377&searchtext=gogeta

The first thing to note is that all his normals not only aren't slow, but they all cancel into OTHER normals and such to make him feel like a fast combo-heavy character, but each normal can only be used once in a combo (cannot Dtilt > Ftilt > Dtilt again) to prevent infinites. His size is also noticeably larger which gives him more range (though I think he's TOO big, like why is he towering over Cragg lmao)
Dash 18 May @ 7:42am 
So as suggestions, I think his No.1 weakness is currently his range. All of his attacks are very tiny, and it >could< be solved by slightly resizing him but that might be something you're not comfortable with, so you could increase hitbox size as an alternative. His 2nd issue being his attacks are too slow, a lot of them have awkward startup or end lag, which REALLY doesn't sit well with his low range, it makes him feel unsafe on a majority of his moves. Like trying to land both hits of his FStrong feels nigh impossible, as they either don't reach or the enemy just drifts out of it, the same is true with his DAttack. DStrong feels like it has 0 usage and almost never hits; seems like it's meant to evade an attack and come down on top of them, but it doesn't really work out and he usually gets hit for trying it lol.
DLshadows  [author] 17 May @ 9:32pm 
@Dash i'm working on a patch to make his normals feel better, any suggestions?

@zoodles maybe mess with your controllers stick sense and see if you can get it to feel better for ya. Glad he's fun for you though
zoodles x3 17 May @ 5:42pm 
hes fun however when i use a controller his attacks seem to be harder to use, example , his basic attack is almost impossible to use as i have to stop moving to even use the basic attack , not to much of a thing but still it might be a skill issue lol. but anytime i do try to attack it just dose the side basic xd BUT thats just me , he is still very fun and feels op at level 7 B) :steamthumbsup:
Dash 13 May @ 6:25pm 
The change to his Neutral Specials not eating up the entire meter is very welcome, but all his normals need hefty tweaking. They're either too tiny, really clunky, too slow, or all of the above.
Jonesite 24 Dec, 2024 @ 11:28am 
this feels like a character made for stamina mode
marin.tonev312 25 Oct, 2024 @ 11:54am 
loses to base cabba tho
Fern 28 Sep, 2024 @ 9:53pm 
cabba after lifting a finger
Helpmeplease 4 Dec, 2023 @ 3:22pm 
Yuyi lives for hating clearly lol.
Yuyi/Yuunity 2 Dec, 2023 @ 11:55pm 
These characters are ass
Local_Good_Boy 10 Jul, 2023 @ 12:56am 
I love your dragon ball characters and Gogeta is my favorite
DLshadows  [author] 20 Aug, 2022 @ 7:33pm 
@Helpmeplease he is finally out, along with the long wanted vegito and bardock too
TGVUG 1 Aug, 2022 @ 9:34am 
I can give you sprites for vegito
Aarter 29 Jul, 2022 @ 10:33pm 
I found a little oddity with this gogeta's forward smash when it lands on super armored opponents (your ui goku's funny walk was very helpful for recreating this lol). It seems like you have the opponent teleport into the blue ki attack part to make sure it connects after the initial punch of the Fsmash hits. It looks fine normally, but again with super armor in the equation the opponent can move way far from the rest of the attack, making the teleport very noticeable and jarring.
Also just wanted to note that i was able to use the up smash property and its great, less annoying to use up close and its neat for a bit of mix up.
Helpmeplease 15 Jul, 2022 @ 10:21am 
On that note, @DLshadows, let me know when Jiren is out so I can play him immediately LMAO.
Helpmeplease 15 Jul, 2022 @ 8:15am 
@amaarguy100 They didn't have enough sprites for Vegito I think.
TGVUG 14 Jul, 2022 @ 3:58pm 
thank you for adding all these dragon ball characters i love playing rivals of aether if you could could you maybe add one of the following?

frizea, vegito, broly, goku black it would make my day by adding any of them!
DLshadows  [author] 13 Jul, 2022 @ 10:35am 
Ay glad you're having fun with em. Yeah i hadn't thought to do that which i've now done and will be patched here soon. Sorry bout the accidental bait with fair, and with up smash it goes full distance if you hold nothing, less if you hold back and none if you hold down. If it doesn't do that for you then yeah it'll need an update.
Aarter 12 Jul, 2022 @ 5:11pm 
One, when you unleash the full level 7 big bang kamehameha and get interrupted by getting hit, you keep all your levels still and can just try again. It seems to be consistent with the weaker neutral specials functioning the same but I feel like anyone bold enough to stop the one hit ko head on like that should probably benefit from the wasted meter. Second, the hitbox for the fair grab was a bit confusing and I found out it was cuz it was matching up with gogeta's fist instead of the red line that appears. When I realized that, i was able to use it way more but it still feels a bit odd when the redline for upsmash does match the hitbox (of course, im not saying to make Fair grab behind gogeta lol). Lastly, not sure what is meant by "upsmash can go shorter or no distance by holding back or down during" from the last update because i dont see any affect by doing so. Unless it just didnt update on my end for some reason.
Aarter 12 Jul, 2022 @ 5:09pm 
Finally had the chance to play the character fully and it was even more fun. Tons of shenanigans with the tracking teleport, extending or mixing up with Fair grab, special cancels, and the down smash dodge. The higher levels really make you feel like your playing as the powerful ssj4 gogeta. +1 for the parry voiceline. There's just a a couple issues I wanna mention in the next comment.
DLshadows  [author] 11 Jul, 2022 @ 11:04am 
You're welcome
Helpmeplease 8 Jul, 2022 @ 3:36pm 
Oooh, ok, thank you!
DLshadows  [author] 8 Jul, 2022 @ 2:13pm 
Ok i see the problem, that part of the move isn't an attack. After he appears you press attack or special to do either the kick or gut punch.
Helpmeplease 7 Jul, 2022 @ 2:12pm 
@DLshadows here's a video for ya to look at. You can see the entire arm go in and sometimes I don't even push em at all, but for some reason it doesn't land: https://youtu.be/x8IJbWh9scI
DLshadows  [author] 6 Jul, 2022 @ 2:09pm 
@Kona Cujoh yeah no prob, made one right here for ya https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2831508203

@Helpmeplease Hmm i can't find any issues with side b, so if you could do up a video that'd be really helpful
Helpmeplease 6 Jul, 2022 @ 7:52am 
If you would like a video example I can get one up for you real quick?
Helpmeplease 6 Jul, 2022 @ 7:50am 
I did some more testing and for some reason the hitbox only triggers when his body is inside the person and not just his arm... what? I don't get how that makes sense but uh... yeah.
Helpmeplease 6 Jul, 2022 @ 7:48am 
Maybe make him stop short if he gets to the opponent before the full move is over, idk. The Side B is incredibly inconsistent and Janky, and sometimes even when I use it at it's effective range, the arm just... goes through instead of actually triggering the hitbox, which I don't get. I tested it in practice mode, I did it, my arm went right through Hodan multiple times, and it's not just for him, it's for a lot of characters. I tested it on Olympia and then went back to a classic like Zetterburn and it did the same thing. My arm passes through them, I don't, they don't get hit at all. Maybe the hitbox is glitched or too small? Idk, it's weird. I remember this used to do damage, was this a purposeful change or is this a bug?
Helpmeplease 6 Jul, 2022 @ 7:47am 
@DLshadows I only have one true problem, and that's with his Side B. It functions... VERY WEIRDLY. Let's take UI Goku's side B as an example. The moment he goes through you, it activates. For Hit, sometimes he doesn't even hit you if his arm hitbox is inside of you. On top of that, if you're SLIGHTLY off in positioning you just... pass through the opponent, which makes this move basically pointless to use because the spacing is so precise and inconsistent. There's more but I gotta split it up due to comment limitations.
Kona Cujoh 6 Jul, 2022 @ 6:46am 
Could you maybe make a collection of all your Dragon Ball mods please? I really like your work and I don't come across it often because of how many other mods there are for Dragon Ball. Thank you.
DLshadows  [author] 5 Jul, 2022 @ 2:57pm 
Sorry i didn't reply, been busy with stuff.

@Helpmeplease We've got Hit pretty much where we want him but feel free to give your feedback here. First the tracking teleport only activates and takes the bar if you're holding down the special button, i can try to adjust it some but i like it working as an improved recovery as well. Second with how the meter and levels are coded i can't do segments, and each lvl special has use, imo more so then lvl7 since it can't be comboed into and is slow. We also balanced each lv's move and boost with taking the full meter away. And third i can mess with nair and see if i can get that nair to be completely consistent.

@SphericalCube Like above we also balanced the lv's around taunt, and it's not coded to use segments. I can try to figure out how to make the ai taunt, i just have no knowledge in ai coding.

@wjcleve Yep like he helpfully said, jiren is in the works and will be out soon enough
Helpmeplease 3 Jul, 2022 @ 3:30pm 
@wjcleve it's going to be soon apparently.
wjcleve 3 Jul, 2022 @ 12:00pm 
is that Jiren a real character
WINDYCASTER 30 Jun, 2022 @ 4:39am 
Pretty solid, but he really needs a way to gain meter aside from taunt. Put that four-segment meter to use, man.
Also, his AI never taunts to gain meter. That's a bit of an issue.
Helpmeplease 29 Jun, 2022 @ 5:34pm 
If you ever do need help testing characters though I'm pretty good at that. I always tend to find things that need to be worked out or somethin since I have a good eye for that sorta thing. Just an offer.
Helpmeplease 29 Jun, 2022 @ 4:56pm 
That's really all my problems. Word limits are annoying. Anyway yeah, I feel like the only one I genuinely think needs a change is the weaker versions of the neutral special taking the whole bar off you and making it kinda pointless to use it until you get X100 Big Bang Kamehameha. The others are smaller issues that I personally found annoying. I hope you don't take any offense to this, I love the character, been playing him a lot for the past week, but he's got some kinks that need to be worked out.
Helpmeplease 29 Jun, 2022 @ 4:52pm 
3: I noticed sometimes people fall out of the nair combo when you run and jump to catch them in the air. Basically if you have forward momentum they slip out towards the end of the combo, which is very annoying. Idk if you can fix this or not, if not, it's fine, it's just my smallest problem here.
Helpmeplease 29 Jun, 2022 @ 4:52pm 
2: Using your neutral special immediately takes whatever bar you have away. I feel like this does make sense for x100 big bang kamehameha, but I feel like the weaker versions should take like either a chunk of a bar or like a whole bar or somethin. I'll give you a few examples: Ki blast Barrage taking maybe a small chunk of the 1 bar, ki beam takes like 1/4th-1/3rd, kamehameha takes half or one bar (this one is how it works in fighterz since basic kamehameha I think costs 1 bar so yeah), big bang kamehameha takes 1 and a half, maybe 2, big bang shot takes 2-2 and a half, warp kamehameha takes 3 or 4 or something and big bang kamehameha x100 takes the full 7. This is just an example is likely flawed but I feel like it taking the whole meter makes it kinda pointless to even use the rest of them in combos since you may as well save up for the one shot, which is saddening.
Helpmeplease 29 Jun, 2022 @ 4:51pm 
I do also have some small problems with SSJ4 Gogeta that I want to list off a bit too. I'll do it right here to hear your thoughts.

1: Homing Instant Transmission immediately takes a bar, even when trying to recover, which is very annoying if you do it on accident. I feel like you could remove the hitbox on it and just make it a good grounded tp to the opponent and be able to combo them out of it instead and THAT version takes the bar, but if you're recovering/in the air it's just normal instant transmission. Idk if this is already how it works but I noticed it kept doing that when I hit level 3 and it's pretty annoying.

Refer to the next comment, the next one's probably my biggest gripe but I do still enjoy the character don't get me wrong.
Helpmeplease 29 Jun, 2022 @ 4:36pm 
Thank you for including the Doto special. If you didn't it wouldn't be Jiren let's be honest. A lot of people were inspired by Doto to play him, which is fun. Anyway, I completely understand why you can't make visual improvements, and that's fine, I understand, but maybe some frame data improvements or something? Hitbox improvements? If you want I can hit you up in dms to kinda show and list problems I've had with him, if that's cool. Or I can list em on the character itself.
DLshadows  [author] 29 Jun, 2022 @ 2:33pm 
Hey no need to thank me, you helped inspire me to go back and really figure out the moveset. And oh don't worry his down special is the Doto special itself lol. We did do some changes for hit awhile back, but with the very limited sprites there's not much improving the visuals on him. And lastly thanks, glad you enjoy them, always love to see someone have fun with my characters.
Helpmeplease 29 Jun, 2022 @ 1:51pm 
Do forgive me if you have. I just haven't had time to look.
Helpmeplease 29 Jun, 2022 @ 1:50pm 
THANK YOU SO MUCH FOR DOING MY REQUEST FOR JIREN! Please tell me he has the hand counter so I can blow people up when they hit me, or at least the spin one. PLEASE. LET HIM HAVE ONE. I WANT TO MAKE PEOPLE TRY SOMETHING! (If you get the joke you are a legend.) Btw I love your characters. I do want to say one thing though. I think you should maybe go back and re-do Hit eventually, since you can tell he's kinda aged a bit with how choppy he feels. I'd appreciate it if you go back and maybe add stuff to him or redo his animations or something. No offense, I do love playing him, it's just he feels aged compared to the rest now, if that makes sense. Idk if you already did because I haven't checked recently but yeah.