Rivals of Aether

Rivals of Aether

Potemkin +R
71 Comments
emf0629 25 Mar @ 9:36pm 
i think this guy wants me fruitcup
Maraslumunus  [author] 22 Dec, 2024 @ 3:43pm 
Indeed @GigaNo3.
The reason why PB doesn't kill anymore is because it got reworked into giving better positioning instead of knockback. It is meant to be a damage tool rather than a killing tool. You're "supposed" to RC it into Heat Knuckle or a strong when it is time to kill with it.

Thank you for liking the character.
GigaNo3 22 Dec, 2024 @ 11:35am 
I haven't played this in a while so discovering he got a BURST gauge so I don't get 0 to death for being a heavy character is VERY Awesome! Noticed PB got nerfed when it didn't kill at 100, but the character feels healthier now despite that. Keep up the good work! (Merkava when?)
Maraslumunus  [author] 3 Dec, 2024 @ 9:38am 
Thank you for the video. I hadn't considered larger characters at all :dos2skull:
Impressive inputs you got. For the 2S loop I'll make sure that other use cases won't be too impacted. For the air throw loop I can potentionally just increase the cooldown on hit for it. It is currently just 30 frames.

I hear your wish for movement tech and tech in general. I'll see what I can do
Zizi_Zaza 2 Dec, 2024 @ 5:21pm 
I do have a quick aside I want to make although this does not really pertain to balance like the other comments I made. In the recent update while pot did get his hammerfall speed buffed I noticed the ability to jump-cancel is 6K (dash attack) on whiff was removed.

Obviously this is not something +R pot can do, however it did add some committal burst movement and niche tech that made his kit much more viable than it was. The ability to "psuedo wavedash" by jump canceling into a wavedash or the ability to jump-cancel into 2H or 5D made his neutral somewhat stronger and gave a form of player expression. I don't expect the change to be reverted but i think it would be nice to give him some sort of change that brings back that sort of tech, even if it is as simple as letting him kara into other specials or by allowing him to act faster out of BRC for a "jumpscare" special or attack.
Zizi_Zaza 2 Dec, 2024 @ 5:20pm 
https://youtu.be/pFOcLb3yn-A?si=vaSIHcYR5rLwErHQ

here is a recording of the air throw loop and 2S infinite. Both are very technically difficult to perform consistently but since the video used my own real inputs it is not impractically difficult.
Zizi_Zaza 2 Dec, 2024 @ 4:45pm 
i may try recording some of the stuff i talked about, during air throw theirs a drift near the end you can input that lets you carry some momentum into the up air which allows it to loop with up-air even on DI and drift out.

the loop would follow; any starter such as jab into an air throw, drift forward near the end of the air throw and falling up air, land and immediately jump delaying the re-grab slightly continuing the loop. the combo is somewhat inconsistent against smaller characters but consistent on larger ones.

after messing in training mode it appears that the reverse knockback has been removed as you said however it has somewhat resulted in a worse problem of being a straight infinite if the pot starts turning around when point blank because of the more set knockback path so the change you suggested is welcome. I would be careful with 2S since outside of looping into itself its an otherwise useful tool for combo extensions and tuning it down too much may make useless
Maraslumunus  [author] 1 Dec, 2024 @ 2:54pm 
@Zizi_Zaza
I am aware of low-to-the-ground Air Nspecial allowing a combo into Uair, but I can't get it to loop as you describe if the opponent DIs out. Only when they do not DI at all is it possible. With the CPU set to DI and Drift out, you cannot loop this. So it is strange that you call this only "semi DI-able"

YRC freeze duration is something I can take a look at.
I will have to be careful though, as Pot is kind of exceptionally weak without this. I can agree that it might be too much since it is the freeze plus the actual hitstun after

You mention "reverses the knockback if it hits point blank", yet that is not a feature of the newest version. Does this feedback come from the old version? The old version did work like that, the new one does not work like that

Looping into Dstrong is harder in the new version, but it is still technically possible if one is frame perfect. I'll make it impossible to loop into itself in the next update
Zizi_Zaza 1 Dec, 2024 @ 11:39am 
3) 2S HFB cancels
after hitting 2S a grounded opponent the moves hitstun is so long that if you instantly hammerfall break you can fit an additional 2S before the opponent is actionable in a true combo. you can combo this into pot buster or simply the loop 2S HFB until even 200% before the opponent is moving too fast for 2S to hit. 2S also has a strange property that reverses the knockback if it hits point blank which is another factor as to why his 2S can loop into itself so easily. even with the opponent DI-ing the attacks the combo is still inescapable until very high percents if the potemkin is fast enough with the inputs. making the knockback scale much stronger on 2S might mean opponents can make pot whiff much easier or di too far out for another 2S to hit if he hits the point blank reverse knockback spot, it might also be a good idea to slightly decrease the hitstun so that you cant combo into 5H after HFB.
Zizi_Zaza 1 Dec, 2024 @ 11:39am 
2) YRC freeze duration
the yrc freeze is fun and faithful and opens up some cool combos and followups after stuff like heat extend or pot buster but i feel the freeze duration is too long. it seems a little unfair to sped 50 meter and manage to not only a 6H but slightly charge it as well, it essentially means you can kill confirm of any stray hit even at range and i think it would be healthier and more fun if the freeze was short enough that slower moves like 6H will not hit in the freeze duration.
Zizi_Zaza 1 Dec, 2024 @ 11:38am 
so I've been experimenting with Potemkin for a good while and i must say he is very enjoyable. You did a great job translating his Gameplay into rivals and playing him against friends, however I've noticed some troublesome combos and quirks he has that I imagine were not intended that feel unfair to play against.

1) air throw loops
the Groundbounce after his Airthrow allows him to hit a true up air before the opponent touches the ground, popping them up and preventing a tech. this allows the pot to re-jump and air throw again whilst still remaining close to the ground where he can loop almost infinitely. the loop is semi DI-able, the opponent can make it somewhat harder to loop but its only marginally more difficult to keep the loop going. I imagine it can be fixed just by making an additional cool-down on airthrow that's maybe a second or so that means even if the pot can combo of the ground bounce they wont be able to loop back into another air throw for an inescapable loop.
I EAT GRAVEL 12 Oct, 2023 @ 4:27am 
Bruh, Hammer Haul... I do the text good.
I EAT GRAVEL 12 Oct, 2023 @ 4:25am 
Understood. Would you want any of the animations I do? For instance, I plan to add more visual effects to his moves similar to how the Strive version has... explosion on busters, sparks behind Hammer Hall, etc..
Maraslumunus  [author] 12 Oct, 2023 @ 1:39am 
Oh as you can see in this Description above, you perform Hammer Fall Brake by inputting Attack during Hammer Fall. Also, it's not exactly what you want, but you can actually (fake) Kara Cancel Dash Attack into Potemkin Buster by pressing Special during the startup of Dash Attack.


You have very ambitious ideas to say the least. You'd have to create custom animations for most of those ideas, which I think would be very hard. I think your ideas are transformative enough, and would indeed serve a different goal than what my GGACC+R Potemkin aims to do. So as long as most of the work on the character is yours, you can upload your own unique version.
I EAT GRAVEL 11 Oct, 2023 @ 4:49pm 
Would you wanna upload the alternate Potemkin if he comes to volition? We could work together on it once I obtain the skill.

Thanks for responding and for telling about free teaching on the Workshop Discord, have a great day.
I EAT GRAVEL 11 Oct, 2023 @ 4:49pm 
Both, I wanna make Hammer Fall go full stage with ability to Hammer Break, (seen that the animation exist in the files but not sure how to do so, if possible) and only be preformable while grounded, add I.C.P.M., make Mega Fist go slightly farther and make it an up tilt, make 2P into a charged tilt clap that stuns like Garuda Impact and replace its original input with Dusk 2K combo, and a sprint where Pot runs on his knuckles like a gorilla that only goes slightly faster but gives him the ability so slide with moves like kara canceling, allow H.P.B. be air ok for recovery and change it to a special + attack input, make Slide Head air okay with scaling effects based on height and remove the ability to hit people on platforms by making the shock wave a unparryable projectile (plus his body a grab like Morshu's), I have more ideas but this is already long af.
Maraslumunus  [author] 11 Oct, 2023 @ 5:01am 
What different moves did you have in mind? Like just balance changes or entirely different moves? If it's the former, you can simply suggest and I may take it into consideration.

I wouldn't like it if you were to reupload the character in its entirety. While the sprites were ripped from the game, I still did a lot of tweaking work and other visual formatting. I don't mind if people use or reference my code for their own projects, but reuploading all my code in a new character doesn't feel right for me.

I don't think you'd need me to be a paid teacher for modding. I recommend joining the Rivals Of Aether Extended Workshop discord server to get help for free from the community. There you will find me and other members gladly helping beginners.
I EAT GRAVEL 10 Oct, 2023 @ 8:38pm 
First, I'm gonna say thank you for adding Potemkin to Rivals. But, I'm commenting to ask a few questions. One, I would like to make an alternate version of him with some different moves, would that be okay with you? Two, I'm very new to modding, and I wondering if you would be able to teach me how GMEdit and Rivals work? I will pay you to do so, though you'll have to wait with beginning lessons until I start my job and receive my first check. Thanks for reading.
Maraslumunus  [author] 25 Aug, 2023 @ 2:22pm 
Not even slow? It is tied for the slowest Strong attack in the game, together with Kragg Fstrong.
Kragg's Fstrong, which has the same speed and range through it's momentum keeping, has a base knockback of 9 and a scaling of 1.25.

This is simply base knockback 8 and scaling 0.9.

Zetterburn, which has two hits that cover a long area. Is almost twice as fast, and also has base knockback of 8 and a scaling of 0.9 for comparison.
Ninjafrog301 25 Aug, 2023 @ 2:19pm 
i am someone who has been using big and slow characters for an incredibly long time, so all i need is the timing that i never even need to concentrate on, and it doesn't even seem that slow to begin with
Ninjafrog301 25 Aug, 2023 @ 2:17pm 
in my experience how fast it is (right now atleast) does not matter
Maraslumunus  [author] 25 Aug, 2023 @ 2:14pm 
That move is both slower than, and has less knockback and knockback scaling than: Etalus Fstrong, Hodan Fstrong, Kragg Fstrong, Olympia Fstrong, Ranno Fstrong, Shovel Knight Fstrong, Sylvanos Fstrong, Zetterburn Normal Fstrong.

I really don't think it is a problem compared to other Strongs in basecast.
Ninjafrog301 25 Aug, 2023 @ 2:09pm 
always killing if used against Most characters at around 50% or more
Ninjafrog301 25 Aug, 2023 @ 2:07pm 
there's something else i think could be tweaked which is Fstrong, the one where you hold forward before pressing the button.
it feels way too strong and it often results in wins that feel undeserved
Ninjafrog301 22 Aug, 2023 @ 9:11am 
maybe
Maraslumunus  [author] 22 Aug, 2023 @ 9:10am 
You bring up an important topic though. I had just assumed anyone and everyone would tech at the two important attacks, but I didn't consider what would happen if they didn't. To make it easier for CPUs and certain players, I could potentially make those tech moments act like Etalus' ice with forced teching.
Ninjafrog301 21 Aug, 2023 @ 3:57pm 
and i myself am not very aware of that teching
Ninjafrog301 21 Aug, 2023 @ 3:57pm 
yeah
i did try going online but no one had potemkin so i'll probably have to ask around or something
Maraslumunus  [author] 21 Aug, 2023 @ 2:54pm 
The default Roa CPU isn't very good at counterplaying a character like Potemkin, so I wouldn't gauge his strengths against that. Testing against real players, and feedback from real players, shows that they play against Potemkin how they would play against Little Mac from Smash Bros. Avoiding direct close combat and punishing him offstage. CPUs don't do this, they just run as fast as they can towards the opponent.
Maraslumunus  [author] 21 Aug, 2023 @ 2:42pm 
Oh, that is just the CPU not teching after the bounce. Lower level CPU's won't tech.
Ninjafrog301 21 Aug, 2023 @ 1:47pm 
again very strong
Ninjafrog301 21 Aug, 2023 @ 1:46pm 
i recorded a video of this in case you wanna see it being done https://cdn.discordapp.com/attachments/1113599775179276309/1143158400847454259/2023-08-21_07-22-32.mp4
it was with CPU since i didn't have anyone (good) to play with
Ninjafrog301 21 Aug, 2023 @ 1:38pm 
aerial nspecial
Maraslumunus  [author] 21 Aug, 2023 @ 1:01pm 
By airgrab, do you mean the grounded uspecial or the aerial nspecial? The grounded uspecial is a tech-chase, getting another nspecial is not guaranteed if your opponent techs in place or techrolls away.

If you mean aerial nspecial, then it bounces the opponent and does not lead to another nspecial. This is the case unless you've found a bug that allows you to do so.
Ninjafrog301 21 Aug, 2023 @ 12:52pm 
tons of damage, lots of options and many different things to do with them
Ninjafrog301 21 Aug, 2023 @ 12:50pm 
i am not a particularly good player but there are some aspects of him that seem a little too strong

i free styled a sort of loop where i grab someone with pot buster and when i land on the ground i roman cancel it into an airgrab and use pot buster again, i'll get enough meter to roman cancel again, repeat until i run out of meter
Maraslumunus  [author] 21 Aug, 2023 @ 9:41am 
Oh how come, Ninjafrog? Found any particular broken stuff? I've patched him a bunch due to feedback from a couple of people. Most of his strength is counteracted by his poor mobility and gargantuan size. Please do tell if you want something changed
Ninjafrog301 21 Aug, 2023 @ 5:34am 
thinking about it now this guy might be a little OP
Ninjafrog301 18 Aug, 2023 @ 4:35am 
one of my new favorite workshop characters, very fun!
chickenkitchen44 10 Mar, 2023 @ 6:36am 
cool :cleandino:
NavySpheal 3 Mar, 2023 @ 8:23am 
Ah ok, I'll try that out. Thanks for the help!
Maraslumunus  [author] 3 Mar, 2023 @ 3:45am 
So this might be a bit complicated to understand with only text, NavySpheal.
I found the sprites by taking them from an already ripped Mugen character. Mugen being an old custom fighting game engine with many community ported characters, if you haven't heard of it before. On the Mugen archive website, or the Mugen warehouse, you find and download a character.

Then I used the Fighter Factory program to open Potemkin's .DEF file. I then navigated to the Animation tab, to view each animation I needed. I then clicked the "Save as GIF" icon, to save each animation.

I then tweaked their size and saved them as one long PNG strip using Piskel, but any image editing program would let you do so.
NavySpheal 2 Mar, 2023 @ 7:44pm 
Hey Maraslumunus, I've wanted to make a Guilty Gear character of my own in the past, but I couldn't find the sprites anywhere. Where did you find these sprites at? Did you get them directly from the +R files or are they on some kind of website? I tried Spriter's Resource but didn't really find anything.

Great character btw, he's really fun to play as, just like the real Potemkin.
Maraslumunus  [author] 22 Feb, 2023 @ 2:21pm 
STBlueberry, the USpecial stalling was unintended due to a change right before Potemkin's release. I'll fix it the next patch, and I could make him faster.

Templar, I could actually! The issue is just I don't have as much experience with Faust in GGACR, so I don't know if I'd be able to translate him properly. I also don't want to make another spriterip character, so I'd have to look into options there.
Temp1lar 22 Feb, 2023 @ 3:44am 
Man. That's amazing! Would it be Faust/Baldhead in future?
FrankySniper 19 Feb, 2023 @ 1:27pm 
Maraslumnus, ah that's nice then.
STBlueberry 19 Feb, 2023 @ 11:25am 
Consider this:
using FSpecial will make potemkin do the same movement, with little to no defense, an opponent can just easily punish you for that...

I love how you made him to be honest, and i belive you perfectly recreated him just how he is in the original games, the problem is that unfortunally Guilty Gear gameplay is different from Rivals of Aether gameplay (can't find the exact words for the difference of the two fighting game genre)

Therefore keeping a character from guilty gear with the same speed moves and such, may make it rather easy to face, thanks just to the movement...

Also not sure if you intended this or not, but you can spam USpecial without falling off much...its not really an issue just something a bit funny since Potemkin although can slowly fly back on the stage.
Maraslumunus  [author] 18 Feb, 2023 @ 4:49pm 
Franco-Tirador, the finger flick is not Dspecial because Rivals has parries in the core gameplay. I have already made it so FDB is automatically triggered if you parry a projectile, FYI.
Fishy270 18 Feb, 2023 @ 3:37pm 
IN SOCIETY
Danduises 18 Feb, 2023 @ 11:52am 
PRESIIIIIDES