Rivals of Aether

Rivals of Aether

time stop
16 Comments
tomoko kuroki 2 Jul @ 1:48pm 
works perfectly with shadows taunt
andybeilke9 30 Apr @ 2:58am 
way du i not do dameg wen i time stop
Needlewind 2 Jan @ 2:19pm 
Kakyoin be like: "Actually I'm fine, that punch barely bruised me."
GS2539 29 Dec, 2024 @ 3:15pm 
Please fix this.
Chick montblanc gaming #TRYFUGA 5 Sep, 2024 @ 1:18pm 
i love this buddy, whenever i use it agaisnt my friends they start to shiver in fear
Yaasos50 30 Jul, 2024 @ 12:16pm 
This does no damage at all even after the time stop has ended
Phantom_Soda 28 Apr, 2024 @ 9:38am 
i agree with dusknoir pls fix
Da Goober 10 Feb, 2024 @ 9:21am 
Whenever I use it for certain characters, it crashes my game. please fix it. thanks.
welovehomeschool 6 Feb, 2024 @ 4:56pm 
does this mean one of the villains of aether dev team make dio brando and jotaro kujo for rivals of aether workshop
KirbyDL 31 Dec, 2023 @ 2:09pm 
Ok in addition to the previous bugs, time stop currently requires only 2 bars to activate, some projectiles expire right after the time stop ends (Zetterburns for example will disappear if the time stop lasts a decent amount of time).
Ori's projectile will either fall strait down after time stop ends if it approaches from the side, or hit if it approaches from the top (I'm guessing due to the detection being only on the sides), recommend freezing the projectile after only half a second.
Lastly while damage is applied, it seems to only do 4% no mater what moves have been used (tested with ori n-special and f-smash, test value that you forgot to change?)
MacmanForever 31 Dec, 2023 @ 2:03pm 
In fact, I think the amount of damage applied after a time stop is fixed to 4% for some reason. I just used a ton of really strong moves which would stack to at least 40% damage during a time stop and it only allowed for 4% to apply to the opponent
MacmanForever 31 Dec, 2023 @ 2:00pm 
What @dusknoir64 is trying to say is that the damage being applied to the opponent is not what it should be. The damage being dealt to the opponent after time resumes is much lower than what the moves would do normally without a time stop. For example, a fully charged forward strong with Bar's Sonic normally does 17% damage, but when done during a time stop, it only does a maximum of 10% damage (6% of that damage is done during the time stop for some reason). Knockback isn't applied properly as well, so using timestop to set up a KO is pointless. Finally, projectiles do not stop before hitting the opponent during a time stop. It has flashy effects and does stop time like in JoJo, but it's basically pointless to use it aside from repositioning without major fixes to the code.
KirbyDL 31 Dec, 2023 @ 1:56pm 
Both aspects seem to be bugged then, at least when I tested with Ori. Not sure if it only works with a specific character, or if something else is breaking it.
leopaof  [author] 28 Dec, 2023 @ 7:53am 
@dusknoir64 it does deal damage, damage is applied when the timestop ends, as for projectiles, they stop in place if they're about to hit an opponent
dusknoir64 27 Dec, 2023 @ 8:03pm 
As cool as this is, with the inability to do damage, set knockback, and projectiles not stopping, it overall is quite pointless to use for anything other than repositioning.
Sora 25 Dec, 2023 @ 3:58pm 
dio moment