Rivals of Aether

Rivals of Aether

Mario & Luigi
 This topic has been pinned, so it's probably important
Kobazco  [developer] 28 Sep, 2019 @ 7:55pm
Balance Suggestion
Probs gonna need a lot of these
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Showing 1-7 of 7 comments
Succ 29 Sep, 2019 @ 10:24am 
Luigi's nair comes out frame 2 and is the size of an entire planet, please just make it his smash nair, neutral b is a cool move but I need to lab it to see if it's broken, mario's jab is way too slow for it's own good, make it a little more fast and town down the kill power, or just make it his toward tilt, another suggestion would be replacing side b with cappy/ green missile, the current side b is a little to big and you can still use regular attacks out of it and is just a huge wall of spacing, the new options would be more balance that what the current side b is like, other than that this character is really cool and fits better in rivals than the other two mods.
Kobazco  [developer] 29 Sep, 2019 @ 10:25am 
I plan to fix any side b issues, as I already know about them. And I won't make the moves Cappy/the Green missle. This mod is purely based on the Mario & Luigi series, not their mainline games. Luigi's nair already has a cooldown on it, but I might make it bigger and increase the size of his hurtbox while in the move.
Kobazco  [developer] 29 Sep, 2019 @ 10:30am 
Oh and in regards to the fireballs, you can very easily roll or parry inbetween the hits. There is no knockback or hitpause scaling on them.
Succ 30 Sep, 2019 @ 7:53am 
ok thanks you for informing me on this, again this moveset is so unique and fun to play with, but one real complain is that down b does not work in the air.
the3dluxe 6 Oct, 2019 @ 10:04am 
Idk about the Dair. It has a tiny hitbox, trying to actually use it's double hit gimmick usually gets you punished and compared to Fair it's just a worse option across the board. Fair is a better ledge guarding tool, neutral tool and combo finisher. Dair just doesn't seem to do much in comparison. perhaps have something like a stun for landing it on aerial opponents and the second excellent hit spiking either for kills offstage or to set up a tech chase. idk really. the move just seems like it doesn't have much of an individual purpose in the character's game plan. If there's something about Dair that I missed feel free to correct me but I feel like "why use Dair when Fair 1000x is safer and does the same thing". One suggestion to perhaps make it more usable is make it their spike and able to stun opponents if you get an excellent first hit leading into the strong spiking hit making it good for edge guarding or tech chases. It's just that there are no true follow ups from the initial Dair which from how it funtions I assume there's supposed to be at least into the second Dair.
Last edited by the3dluxe; 6 Oct, 2019 @ 10:12am
boy impregnator 17 Jul, 2022 @ 8:16pm 
Great character, 3 main issues, 1st the movement and dash attacks feels clunky it feels stiff and feels weird, 2nd most of the hitboxes are TINY and are hard to hit, a hitbox should be the area around the hit happens not exactly where the hit is, 3rd i feel like there's a lack of combo potential at least personally, none of the moves really feel like they sync into each other and there is no real way to start a combo, the best moves i found were mario's dash attack and jab as well as both bros' down air
boy impregnator 17 Jul, 2022 @ 8:18pm 
Another issue i forgot to mention is that heavyweights counter both of them hard since they lack knockback on some moves that could help start combos as well.
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