Rivals of Aether

Rivals of Aether

Lina Inverse
39 Comments
11 18 Jul @ 12:06am 
LIGHTING!
Yamame Enjoyer (Tom64) 3 Dec, 2024 @ 2:22pm 
DAMN I LOVE HER!
neurosis51 18 Jun, 2024 @ 5:06pm 
@TheMH06 understandable. The only other character I played of yours is Yunica so I'll keep a note of you working on something new, currently.
TheMH06  [author] 18 Jun, 2024 @ 11:05am 
Hello Neurosis, thanks for your continued interest in this character
If I were to go back to Lina, I'd like to revamp her kit a bit since I don't love how it turned out on account of the time-crunch with making this character (mainly D-Special being a non-move, really), but there's other Rivals projects I'm interested in doing.
I'm not opposed to tweaking her numbers at some point after finishing up other projects though, but those are where my priorities are right now. :dopey:
neurosis51 16 Jun, 2024 @ 10:24pm 
@TheMH06 Ever thought about giving Lina another look balance wise or are you satisfied with her current state? Was reminded of the workshop character I haven't played in forever since the last patch after watching some clips from the show.
neurosis51 9 Sep, 2023 @ 8:02pm 
Jab works correctly now so the fix is good and simply tilting into a tilt attak during rapid jab is appreciated, though cancelling it into n-special as an option doesn't really accomplish anything aside from getting you punished. F-tilt having being overall nerfed is another attack that where I question why is it just being made overall worse without being balanced in a different area. Instead of just making it weaker and harder to get the sweet spot as well, how about increasing the overall range and disjoint of the attack so it can be used in a different way instead of just keeping it the same but worse. The intention for the nerf surely is to make it so getting the high knockback hit off less frequent, right? But the trade off patch wise for less consistent power should be making it a better spacing tool. Throw a bone.
neurosis51 9 Sep, 2023 @ 7:55pm 
The ray wing shield being consumable for a meager dmg and knockback buff is neat as a concept, but I think it's an overall lateral change and possibly a downgrade (for nair at least) over being able to keep the shield on for more pressure with floating aerials. Fair does in fact feel worse and isn't as good for neutral, combos, and kills like I thought, you can keep the extended whiff lag as punishment, but I think the rest should be reverted. The B-air changes are fine. I think D-air should be given noticeably less start up considering it's weakness. Again with the n-special, the 10 frame increase to reach lvl 3 adds up in a way that makes getting dragon slave slower overall than it's much higher 25 second total charge time pre patch (you could charge it and use it more often in neutral before), making it worse overall even with the 8.5 second charge for both the weak and strong dragon slaves.
neurosis51 9 Sep, 2023 @ 7:31pm 
Tested 1.5 Lina out and all her tool are just weaker IMO, her zoning and her close range are worse overall in neutral and combos. I'm not sure what the direction intended was aside from making her feel less effective since I don't think her tools were too strong before. The Half charge dragon slave is a neat feature, but I don't think it makes up for the consistency and practical use the lvl 3 n-special had with it's charge time and additional hit; in the previous patches If you hit someone with it close enough, you would be able to confirm of that hit into combos or kill confirms, so the depth is lost there and it doesn't kill as well by itself either. Same for f-special, than angle change matters; before it only killed if you managed to snipe someone off stage with it, but it doesn't even do that or push them back enough on stage to get space to charge n-special.

vid example of how you might play her well in all the past patches,
https://youtu.be/f2oPnXifmkQ
neurosis51 9 Sep, 2023 @ 6:40pm 
hmm, just seen the update, Looks like fixes and mostly nerfs. Not sure about all the nerfs, but I'll try it out. off the Rip I certainly think F-air needs to be as good as it was since it's her only good disjointed approaching tool.
zachwa 26 Jul, 2023 @ 1:28pm 
I have an issue where when I play this character with my friend online, the second I push a button on my controller the game crashes/kicks us out :/
neurosis51 26 Jul, 2023 @ 8:54am 
@TheMH06 Thanks again for the consideration.One more suggestion: her down strong should increase the vertical hitbox slightly to cover head more and match the explosion visual (it looks like it would contest people right above you but to a lesser extent than up-strong of course). and increase the active hitbox from 3 frames to 6 so it can function better to catch tech rolls.
TheMH06  [author] 21 Jul, 2023 @ 10:09am 
Hi Neurosis,
-I wasn't aware of that issue with Raywing, I'll look into it for her next patch.
-Interesting points about Jab, I can try and mess around with that as well to make it a bit more consistent.
-Lina's gremlin noises are a fundamental part of her character. Please understand.
neurosis51 19 Jul, 2023 @ 3:38am 
I like all the newly added SFX with the exception of one. that high pitched chicken squeal mixed with a squeak toy sfx she sometimes makes when getting hit.
neurosis51 19 Jul, 2023 @ 3:08am 
The jab is better than before, but still has the same issue. If the opponent is already airborne when you start the multi jab you'll consistently get the jab3 to connect, but when starting the jab combo on a grounded foe they can still touch the floor and tech roll out consistently before the second fire ball of multi jab even connects. My suggestion is to decrease each multi jab fireball to 1% instead of 2% and double the speed at which they hit (close the gap) and possibly have them launch slightly higher so the foe can't tech roll in between the multi jab (that or more stun); right now it's more consistent to combo jab1 into jab1 than to finish the whole jab string.
neurosis51 19 Jul, 2023 @ 2:32am 
Thank you. So far i'm liking all the changes, even the nerfs i'm fine with (I'll miss the busted horizontal and anti-air range F-smash had, but the change is warranted). The bug with n-special is fixed and consistent now. Her kit is a lot more versatile with the changes to n-air and up-special, letting you combo right after raywing ends and possibly ko off the top with another.

Speaking of which: I found the **BUG** for why it seemed like the lingering raywing shield buff wasn't activating consistently even when holding it down; if you have the buff and parry to end it early - the next subsequent use of up-special will never give the buff regardless of how long you wait or if you hold up-special. So that's something to look into.
neurosis51 19 Jul, 2023 @ 1:26am 
Yeah, been waiting for this. I read the notes, I'll comment again after testing the changes.
neurosis51 12 Jul, 2023 @ 8:13pm 
Another thing, your dragon gauge getting depleted when you get parried needs seems like overkill, there are more than enough factors working against you when it comes to filling it in the first place.
Bog 10 Jul, 2023 @ 12:50pm 
Buy game only because Lina
neurosis51 9 Jul, 2023 @ 2:15pm 
Something I forgot to mention last time with N-air is the circle hit box doesn't cover the top of Lina's head, like the hit box is set too low.
neurosis51 9 Jul, 2023 @ 2:14pm 
In regards to u-special sometimes the shield doesn't stay on you even when holding special, but will do so after you burn your double jump; not sure if the inconsistency has to do with how long you need to hold special for it to register the held version. One suggestion for raywing shield to incentivise it's use outside of recovering is to change it so it doesn't put you in pratfall when used on the ground, that way you are still actionable on stage and not giving the opponent an easy punish.
neurosis51 6 Jul, 2023 @ 11:13pm 
@TheMH06 understood and thanks for entertaining the feedback. If your intent was to have her jab work like Jpgewarrior's Palutena, that would be great; I play her a lot and if Lina's jab functioned the same way, i'd have no issues with that.
Hoodless9580 6 Jul, 2023 @ 10:49am 
Played a few games with this character and I LOVE IT. I usually don't like spell based characters but this is honestly really fun and her moves and combos are so diverse that it makes her gameplay really entertaining and not that lame (apart from up air being insanely fast but that makes her even more fun). Thank you for making such a great character!!!
TheMH06  [author] 6 Jul, 2023 @ 9:32am 
(2/2)
Also for what it's worth, you can mostly negate the endlag issue you're talking about by using it alongside the U-Special Raywing shield. In general I was hoping for the move to be more of a combo tool than an edgeguarding one since Lina already has some decent edgeguarding tools (Mega Brand, F-Strong) but I'm not opposed to shaving some frames off of its startup/endlag to make it more usable/versatile, alongside the added hitstun on foes you mentioned when you land.
-Jab is meant to be used like a Palutena jab (akin to Smash 4/Palu by JPEG Warrior) where you can use the first hit to combo into other tilts, then the multi-hit works as a separate option. The animation isn't built for a 1-2-3 style jab due to how the rapid jab works, but I am looking into making the move more consistent/easier to combo with (both with the single and rapid jabs).
TheMH06  [author] 6 Jul, 2023 @ 9:32am 
Hi neurosis, thanks for your interest in Lina. I agree with most of your comments, though I do have a few things to note; (1/2)
-I'm aware of the N-Special bug and am looking to fix it for her next patch.
-Agreed with D-Special, I'm looking to increase D-Special's charge per hit (alongside giving more charge for hitting more players in it) however I'd like to keep the Dragon Slave as a niche option in her kit so I don't plan on having the ability to charge it extend beyond N-Special and D-Special.
-Admittingly I haven't ran into the issue of people outright falling out of N-air (unless you land within the first one or two hitboxes of the move, in which case foes can fall out of your range, that I can look into).
neurosis51 5 Jul, 2023 @ 12:44am 
The character Looks cool in action and the Slayers series is cool, but actually controlling her is making me more frustrated than joyful that she's in and that you guys did a great job aside from all those critiques.
neurosis51 5 Jul, 2023 @ 12:44am 
N-air's animation lasts too long and the suction often isn't strong enough to keep the foe in for all the hits to land and not let them fall out. The endlag for n-air if you do it off stage is way too long too, you are inactionable to such a degree that if you start it after a double jump on stage you'll end up near the blast zones by the time it's done, just barely able to recover, so I think the recovery needs to be lessened and animation sped up. The frame data is fine if you land with it on stage, but I think there should be more hit stun so when n-air it doesn't finish and you drag the opponent to the ground you can still capitalize with jab or f-tilt. B-air could stand to hit lower so it's more feasible to short hop b-air your foes on stage. That's all my suggestions.
neurosis51 5 Jul, 2023 @ 12:27am 
n-special is bugged, many times when i'm just trying to do the lvl 1 fireball nothing comes out, yet Lina still does the animation for it, I'd say to check that out and remove any cooldowns that might be on it that aren't related to multiple n-specials being on screen; also you should use the arrow above her head to visually display when cool downs are in effect, I don't like guessing when I can use the move again after going for a f-special or n-special. u-air is a good combo tool, but she has no reliable way to kill off the top while mid air; up-special sorta serves that purpose, but the hit trajectory needs to favor the 90 degrees knockback trajectory instead of the diagonal one. The hit box should also match the bubble size, it's way smaller than what is visually conveyed.
neurosis51 5 Jul, 2023 @ 12:15am 
fair has a very tiny range range in front of Lina, same for f-tilt; my suggestion for fair would to add a little disjointed sparkle effect sweet spot at the end of her foot similar to Zelda in smash (that way you wouldn't have to change the animation of her actual leg to extend). For f-tilt I think it should reach at least further than Lina's basic jab, it's too short in comparison when it should serve as a spacing tool like most f-tilts. and her jab combo is inconsistent, opponents fall out of it too often even when you try and go for the shortest possible version; I think you should make a gentlemen version of the jab where it's just jab-1 into jab-3 like captain falcon, it only does the multi hit if you mash the button.
neurosis51 4 Jul, 2023 @ 11:53pm 
The amount of bar required for the 4th level the dragon slave spell is still pretty ludicrous on one stock, so I guess don't even bother worrying about said mechanic; it be more reasonable if d-special charged more bar than it does now when landing it, but at the moment it feels like you aren't properly rewarded for landing a very high risk move. Having all your attacks charge it a bit is also an option
Watermelon 4 Jul, 2023 @ 3:27pm 
Awesome character
Sel 4 Jul, 2023 @ 12:39pm 
Really cool to have a playable Lina, and she looks great in motion! great job! ^^
neurosis51 3 Jul, 2023 @ 11:42am 
Way too much start up and end lag for all these mid af attacks.
neurosis51 3 Jul, 2023 @ 11:39am 
the sprite art is nice though, even if the animations look a bit stiff.
Tacomonster83 30 Jun, 2023 @ 3:13pm 
LETS GO LINAAAAA
MAJR 30 Jun, 2023 @ 1:33pm 
Core memory Awakened. Haven't watch that series in years. Really need to...
UsurperMacbeth 30 Jun, 2023 @ 12:41pm 
A slayers mod? I did not know we had slayers fans around these parts! Glad I am not alone.
Aperson 30 Jun, 2023 @ 10:30am 
Character looks great.
hyuponia 30 Jun, 2023 @ 10:28am 
wonderfully done!!! congrats for release!!
CapsuleR 30 Jun, 2023 @ 10:26am 
OH POG!