Rivals of Aether

Rivals of Aether

Knuckles (OLD)
Spamite  [developer] 28 Nov, 2019 @ 11:53am
Feedback & Knuckles
Any feedback would go within this discussion.
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Showing 1-15 of 19 comments
Zettaslow 30 Nov, 2019 @ 12:30am 
His fair needs to have either the sfx play after he lands the attack or a separate sfx for connecting the move. It currently makes the same sound regardless of whether or not it hits.
Spamite  [developer] 30 Nov, 2019 @ 5:38am 
I'm happy to tell you this will be adjusted for Knuckles 1.5 along side changes to gliding, thank you for your patience.
Zettaslow 21 Dec, 2019 @ 10:05am 
I appreciate all the work you’ve done for this character. The one issue I had with knuckles was fixed and I can now say he is much more polished and I’m having a blast playing him!
Spamite  [developer] 27 Dec, 2019 @ 3:37pm 
Ah thanks, means a lot to me. I'll be happy to tell you there's still much more to come!
Fennie 30 Dec, 2019 @ 7:43pm 
PLEASE, increase the size of the hitboxes
the character its fun to play, but the hitboxes are too accurate to the sprites, that makes most of his moves not hit
Spamite  [developer] 1 Jan, 2020 @ 3:03pm 
Originally posted by A Jaunted Fennekin:
PLEASE, increase the size of the hitboxes
the character its fun to play, but the hitboxes are too accurate to the sprites, that makes most of his moves not hit

No problem, expect the changes to be soon...whenever soon means.
Sir.NinjaYoshi 7 Jan, 2021 @ 11:34am 
Now I get why Knuckle's down tilt was changed to avoid spam, but man does it kinda stink now, very hard to land mid combat, maybe a small increase to its size should help make it a bit more probable to hit. but that's just my opinion.
Spamite  [developer] 7 Jan, 2021 @ 12:21pm 
I haven't gotten a comment here in a long time. Sure thing dude, give me a sec.
Spamite  [developer] 7 Jan, 2021 @ 1:22pm 
Ok I made it wider, check it out.
sweetlol 13 Feb, 2021 @ 9:17am 
some balance/QOL suggestions:

- dash attack only really has a hitbox on his fist, and there's nothing anywhere near his head/body, and with how much he moves on the startup, it may whiff if the opponent isn't exactly where you want. adding a small hitbox just behind the current one or stretching the current hitbox to cover at least his arms would help that a lot already.
- Knuckles could move forward a little when doing d-tilt so it can have better range without being too disjointed.
-might be just me but imo u-tilt and u-smash's animations could swap places. u-tilt's animation looks too impactful to be a tilt, and the opposite happens with u-smash
-Knuckles lacks an aerial kill move from the side. either making the bigger hitbox of f-air send forwards or making b-air send backwards instead of spiking would help with that already, but if you don't want to change how b-air works, the former would probably be the better option.
-speaking of b-air, for some reason your jump goes further up when you do a rising b-air. is that intentional or an oversight?
-side b's kinda useless when close to the ground (even in short hop range). you could make it so you can cancel side b with an act a bit sooner (if that was done, the landing lag of it would be fair, so it shouldn't be changed)
-down b could either have armor, or have its hitbox appear sooner. it could also have either an aerial variant that doesn't do the jump before going down (functioning like a stall-n-fall) or have a tap/hold variant. tapping would give you the stall-n-fall variant, and holding would give you the current variant.
-you probably already hear this a lot but glide's physics are a bit weird, and don't feel too similar to the games where its from at all (i feel like that's mainly because of how turning around works)

though i have some minor gripes with the character, he's by far the best knuckles in workshop, and i still really like playing him! so keep up your great work! :steamthumbsup:
Last edited by sweetlol; 13 Feb, 2021 @ 9:23am
Spamite  [developer] 13 Feb, 2021 @ 10:23am 
I'll consider these for an update, thank you.
sweetlol 22 Feb, 2021 @ 2:52pm 
since now Rouge is out, and has the same down b as Knuckles, i feel like his down b should get a different function: becoming a kill move akin to how it functions in P+
as of now, it's not that useful as it's a combo tool, and u-air is kinda short ranged so you'll have a hard time actually following up off of it.
i also don't think you should be able to get hit during the dig, only when getting out. the move is already slow and punishable enough.
Spamite  [developer] 22 Feb, 2021 @ 5:20pm 
Considered.
Spamite  [developer] 2 Apr, 2021 @ 7:43pm 
update: added feedback :)
sweetlol 13 Apr, 2021 @ 5:08pm 
the second hit of knuckles' up b seems to have a bit too much kbg and an angle that makes connecting the third hit quite inconsistent at times. it'd be great if you looked into it as it's a pretty important combo finisher and kill confirm
btw, loving the changes so far! he feels great, thanks for hearing my suggestions
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