Rivals of Aether

Rivals of Aether

Shy Guy
ViviVinya  [developer] 27 Oct, 2019 @ 7:12pm
Balance
Discuss Shy Guy's balance ideas here!
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Showing 1-5 of 5 comments
Mixmaw 28 Oct, 2019 @ 6:37am 
I'm really not sure on what I'm supposed to be doing with Shy Guy. Is he a combo character? A zoner? It's really hard to figure out, and his plethora of useless moves doesn't help.

Neutral Special takes far too long to fire, and has a hurtbox on the cannon for some reason that basically makes it impossible to utilize the move.

Nair feels completely worthless; it's not good as a drag down option because the opponent can just tech when they touch the ground. Especially given its extraordinarily long hitpause, I can't see any practical reason to use it.

I don't know what the point of down B is. It's funny, but how do I use it? If it had a hitbox on activation, it'd be a cool combo starter or extender, but as of now it just seems like a bad version of Peach Float. I know that it can combo into an aerial after taking a step with it, but that's ridiculously slow and not really practical.

An indicator for when fspecial is on cooldown, like Clairen's plasma field, would be really nice.

Jab2 is supposed to combo into an aerial, but it doesn't. Again, the opponent can just tech and then you get nothing out of it. Even when DIing up and in! it needs more base knockback, and scaling to compensate.

While this isn't really a balance thing, I'd like it if Up B had more horizontal speed at the start, so I could use it as an edgeguard or mixup option better.

significantly more non-balance-related but the B hitbox of u/dtaunt doesn't deal knockback or hitstun while the A hitbox does. Also, you can't raise both flags at once, which is disappointing.
Last edited by Mixmaw; 28 Oct, 2019 @ 6:39am
ViviVinya  [developer] 28 Oct, 2019 @ 2:07pm 
Hey, thanks for the response! Although I feel it's a bit early for making another balance update, I'll take your views into consideration once I have more competitive opinions!

For certain things you talked about though, I do have reasoning behind them:

Nspecial - this move is intentionally competitively bad. You aren't necessarily supposed to throw the move out like a normal projectile, it's more of a projectile version of a Falcon Punch. If you were going to use it competitively, I would use it at best for while your opponent is offstage, and you want to limit their options for coming back to the stage. Since the move already has a bunch of downsides though, I will consider removing the hurtbox on the Autobomb vehicle.

Dspecial - due to the way the move works, letting it have hitboxes on anything other than the steps would make it out-prioritize a lot of other moves, due to the speed of activating and deactivating the move. It's intended to be almost something of an alternative counter or a semi-safe read move, if that makes sense. If more people struggle with utilizing the move, I'll consider something like making the steps faster.

Fspecial - I wasn't sure if people would need a ui element for this, since the move is relatively consistent. If more people struggle with this, I'll add it.

Jab - I'm cautious about making it too good, since it's two very fast projectiles that cover a lot of space in front of you. You can already generally automatically dodge a parry against the first jab, and the amount of space the move takes up for a jab is absurd as it is. Once again, if this proves to be a problem for others, I'll consider changing it up.

Dtaunt - B actually does do something! It deals 1% damage with no knockback. It's the opposite of A, which does 2 base knockback with no damage. Don't expect much to be taken seriously with a fully optional taunt I guess.

Thank you for your input, I'll be considering all this as I get more competitive insights to Shy Guy! I'd rather have the character be too weak at start than too strong and disincentivize players with later patches, y'know?
Succ 11 Feb, 2020 @ 3:52pm 
Nair needs to be faster: frame 10 for a combo nair is way too slow, i'm thinking frame 7 is good enough for a move like the nair

Up special needs a hight buff: once an opponent hits you out of up air, your screwed, and because the carpet has a long cool down it makes recovery unfair for shy guy, a buff to up b would help him gain at least some sort of mix up, i don't think it needs a drastic change in hight, just a little bit of extra hight would be fine
ViviVinya  [developer] 11 Feb, 2020 @ 4:54pm 
Thanks for the response!

Nair - Unfortunately, I can't do much to it without it entirely breaking. Even a couple frames difference, and suddenly the move turns into an inescapable infinite. I do have a very slight landing lag buff planned for an upcoming patch that'll open up for more combos, so look out for that.

Uspecial - Well, that's kinda the point. Shy Guy has a very versatile recovery, but you're required to work for it and plan ahead. It's a very intentional weakness on a character who otherwise has one of the best recoveries of the arguably-viable workshop cast. Please consider using Magic Carpet more thoughtfully as an alternative, and I'll think about this suggestion if more people think it's a problem.
Gamer Guy 8 Jul, 2021 @ 7:07pm 
so how about that hitstun multiplier?
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