Rivals of Aether

Rivals of Aether

Donkey Kong
VVizard  [developer] 18 Jul, 2020 @ 2:07pm
Balancing Discussion
Is Donkey Kong too Strong? Too Weak? A little janky or weird? Please feel free to share your thoughts or ideas of him down bellow
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Showing 1-7 of 7 comments
dumbsparce 18 Jul, 2020 @ 5:37pm 
the throws need more hitpause and animation, right now it's hard to react to the direction, for both dk and the opponent. Make dk a bit floatier when he grabs someone and change the angles of backthrow and fthrow to be higher. Also can you make the throws possible to use with C-stick, right now it's hard to input any other throw but upthrow.

Those are the only ones i think need to be made in some way because rn cargo is kinda odd. Other than that, give bair a weak hit because it kills and lasts 7 frames. Make the early strong hit last 2 frames and late weak hit last 5 frames like in smash, and give it less endlag to compensate.

Overall DK is really cool and balanced besides barrel glitches. I'd be fine with making him ever so slightly floatier. Good job!
VVizard  [developer] 18 Jul, 2020 @ 8:26pm 
Originally posted by dumbsparce:
the throws need more hitpause and animation, right now it's hard to react to the direction, for both dk and the opponent. Make dk a bit floatier when he grabs someone and change the angles of backthrow and fthrow to be higher. Also can you make the throws possible to use with C-stick, right now it's hard to input any other throw but upthrow.

Those are the only ones i think need to be made in some way because rn cargo is kinda odd. Other than that, give bair a weak hit because it kills and lasts 7 frames. Make the early strong hit last 2 frames and late weak hit last 5 frames like in smash, and give it less endlag to compensate.

Overall DK is really cool and balanced besides barrel glitches. I'd be fine with making him ever so slightly floatier. Good job!

Yeah, other people complained about the lack of hitpause on throws, but imo that actually flowed better, but I'll see if I can make it a bit more noticeable. As for the animation, the Cargo Throw was a bit buggy on that regard, for now I'll leave as is, but I'll always try to make it better looking in the future. Forward and Back Throw actually send quite high, an angle of 60 if I'm not mistaken, but it's influenced by DI, making him floatier is not a bad idea; and the C-Stick throws will be implemented in his next update.

The bair actually works like that already, the late hit has a different angle, damage and knockback.

Thanks a lot for all of your feedback! I'll definitely keep them in mind
dumbsparce 18 Jul, 2020 @ 9:30pm 
Originally posted by VVizard:
Originally posted by dumbsparce:
the throws need more hitpause and animation, right now it's hard to react to the direction, for both dk and the opponent. Make dk a bit floatier when he grabs someone and change the angles of backthrow and fthrow to be higher. Also can you make the throws possible to use with C-stick, right now it's hard to input any other throw but upthrow.

Those are the only ones i think need to be made in some way because rn cargo is kinda odd. Other than that, give bair a weak hit because it kills and lasts 7 frames. Make the early strong hit last 2 frames and late weak hit last 5 frames like in smash, and give it less endlag to compensate.

Overall DK is really cool and balanced besides barrel glitches. I'd be fine with making him ever so slightly floatier. Good job!

Yeah, other people complained about the lack of hitpause on throws, but imo that actually flowed better, but I'll see if I can make it a bit more noticeable. As for the animation, the Cargo Throw was a bit buggy on that regard, for now I'll leave as is, but I'll always try to make it better looking in the future. Forward and Back Throw actually send quite high, an angle of 60 if I'm not mistaken, but it's influenced by DI, making him floatier is not a bad idea; and the C-Stick throws will be implemented in his next update.

The bair actually works like that already, the late hit has a different angle, damage and knockback.

Thanks a lot for all of your feedback! I'll definitely keep them in mind
Maybe to fix upthrow you can make the animation more defined and last longer, but also increase the knockback and hitstun, so DK can still combo out of it.
VVizard  [developer] 20 Jul, 2020 @ 6:38am 
I'll play around with some changes, and see what works better
Darkblade 21 Jul, 2020 @ 7:53pm 
After testing DK i think he plays very well and is super clean i only have 3 things i think need a buff/change.
- His dash attack hitbox does not last long enough i feel it does not lineup well with the animation and that makes it very hard to space.
- His up air does not do enough knockback i was hitting at around 160-180% on multiple different chars after 2 full hops and not killing or even getting close.
- The last thing is maybe increase his jump height slightly he feels kinda chonky and i found it hard to chase during higher % because he could not get high enough to hit any aerials.
But thats it everything else seems very balanced and he seems like a very fun and balance char. Thanks for reading the hope you keep making amazing content
VVizard  [developer] 21 Jul, 2020 @ 8:19pm 
Originally posted by DarkBlade:
After testing DK i think he plays very well and is super clean i only have 3 things i think need a buff/change.
- His dash attack hitbox does not last long enough i feel it does not lineup well with the animation and that makes it very hard to space.
- His up air does not do enough knockback i was hitting at around 160-180% on multiple different chars after 2 full hops and not killing or even getting close.
- The last thing is maybe increase his jump height slightly he feels kinda chonky and i found it hard to chase during higher % because he could not get high enough to hit any aerials.
But thats it everything else seems very balanced and he seems like a very fun and balance char. Thanks for reading the hope you keep making amazing content

Thanks for your feedback! Now about them, I'll take another look on his Dash Attack, see if I can make it more clear when and how long it's active. The UAir was much stronger before and I've nerfed it, but if I increase his jump height a bit, that might also fix the Uair question.
Thanks again, and keep an eye out on DK's next update, which will mostly likely feature some support for other mods
Bibbs 22 Jul, 2020 @ 9:26am 
i think he should be able to fire in spurts more
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