Rivals of Aether

Rivals of Aether

Metal Sonic
 This topic has been pinned, so it's probably important
Sigmund Froid  [developer] 3 Oct, 2021 @ 3:19pm
Balance Discussions
Unhappy with the way Metal is balanced. Do you think a move is too weak, or too strong?

Suggest changes here, so we can look into them, and implement them if they are reasonable enough!
We aren't experts of course, but we'll try to make Metal a fair and balanced character!
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Showing 1-11 of 11 comments
Some way to recover from a missed D-Air would be nice, but that's a personal desire - getting hard Sonic flashbacks, which I guess is appropriate...
His forward smash is pitiful, down smash launches them at weird angles which forces them to slide across the ground rather than actually kill so they recover incredibly quickly, up smash has a start up of seven years. He feels pretty weak besides for B-Air.
Last edited by foul vvizard vveed; 18 Nov, 2021 @ 10:15pm
Sigmund Froid  [developer] 11 Dec, 2021 @ 11:25am 
Sorry for not answering this for about a month...

Regarding DAir, we are not sure right now, but if we get an idea to implement some way of acting out of it, we might try it.
FStrong might get a buff, but that's something we'll decide when we are done with the rest of the update...
DStrong is supposed to juggle opponents in the air, but I first need to figure out why it currently doesn't. Although it also needs more killing power...
UStrong will get a rework, hopefully making it a bit more powerful in the process.

There is more minor stuff and tweaks, but regarding those four moves, that's pretty much the plan.
Greed 20 May, 2022 @ 5:00pm 
Well, I guess I'll throw my 2 cents in here.

-FStrong is borderline useless, even after the size increase, because of its short range. Consider having Metal take a big step forward, or boost foward with his thruster when doing it. Something like Zetter or Wolf to give him more range on it.

-DStrong is still wonky as hell, and has an ugly launch angle that ends up making it useless more often than not.

-UStrong is much better than it used to be, but it could stand to drag down enemies into Metal for the final hit of it.

-Forward special has the oddest launch properties ever. Maybe reward charging the move more? It feels like the aerial version that can't be charged has the most knockback.

-Increase the hitstun on the second hit of the jab combo so the entire thing is more reliable.
Enzio  [developer] 20 May, 2022 @ 5:18pm 
Thanks for your input, we'll keep these in mind when we come back around to Metal Sonic
Greed 21 May, 2022 @ 2:36pm 
Yeah his main issues are the other player falling out of his Ustrong and Dstrong, and his knockback values being so... odd. I'm pretty sure the opponent shouldn't be able to jump out after the first hit of Ustrong, or get launch into the floor by Dstrong.
Majin SAS 13 Aug, 2022 @ 12:23am 
Originally posted by Greed:
Well, I guess I'll throw my 2 cents in here.

-FStrong is borderline useless, even after the size increase, because of its short range. Consider having Metal take a big step forward, or boost foward with his thruster when doing it. Something like Zetter or Wolf to give him more range on it.

-DStrong is still wonky as hell, and has an ugly launch angle that ends up making it useless more often than not.

-UStrong is much better than it used to be, but it could stand to drag down enemies into Metal for the final hit of it.

-Forward special has the oddest launch properties ever. Maybe reward charging the move more? It feels like the aerial version that can't be charged has the most knockback.

-Increase the hitstun on the second hit of the jab combo so the entire thing is more reliable.

I agree with all of this amazing writing.

but all i have to say is
his recovery should ascend a little farther
same goes for his forward special in the air
limemaster6 31 Jul, 2023 @ 7:27pm 
hey hope the devs are still here for this but metal sonic froward ariel is super close range and i mean jiggly puffs rest range, i know he's suppose to be about combos, but it barley hits anything it needs to be a good amount of range add on to froward ariel. My other problem is the froward smash, its too weak, it dose 8-12% dmg, barley any knock-back, so it doesn't kill, unless your enemy is at 200% which is pretty unfair and under-powered for a froward smash attack, so can you buff the kill power in that move please, other than that the character is awesome.

P.S: i also put this comment in the regular comments section.
Enzio  [developer] 1 Aug, 2023 @ 9:15am 
Originally posted by limemaster6:
hey hope the devs are still here for this but metal sonic froward ariel is super close range and i mean jiggly puffs rest range, i know he's suppose to be about combos, but it barley hits anything it needs to be a good amount of range add on to froward ariel. My other problem is the froward smash, its too weak, it dose 8-12% dmg, barley any knock-back, so it doesn't kill, unless your enemy is at 200% which is pretty unfair and under-powered for a froward smash attack, so can you buff the kill power in that move please, other than that the character is awesome.

P.S: i also put this comment in the regular comments section.

Hey there, all the things you've listed are very valid concerns, I would like to fix them, but as of right now, I don't have a PC (if you are qunstioning how I'm replying, I'm just using the Steam phone app) plus, I kinda started work on other characters, so I wanna see about getting them done, then i can possibly going back to metal sonic
raphaelregnier12 1 Dec, 2024 @ 7:47am 
Metal should def be faster, he's too slow, he's a Sonic character buddy
Hey there! I've picked up the character, and have been having a lot of fun, I wanted to provide a little feedback regarding Metal's Strong attacks.

Down-Strong is a very good move for this character. It does 20% uncharged (including the flame damage). and is his fastest Strong move at frame 12. Unfortunately, the finishing hitbox is extremely inconsistent, seeming to only be reliable at close to point-blank range. It feels a little counter-intuitive that a Strong attack with movement properties wouldn't reward you for hitting close to a tipper.

I don't feel like the frame data is unhealthy, because if you get parried, you're gonna eat a BIG punish. Personally, I would increase the hitbox sizes, but nerf all the hitboxes by like 2%. I think a 16% burst movement strong move that offers a higher level of consistency feels powerful, while getting rid of the sorespots of its current iteration. I'd love to hear what you all think of these ideas, and thanks for all your hard work!
Needlewind 11 Mar @ 12:15pm 
I've been stress-testing Metal Sonic using it against Spamite's Knuckles mod and its strong, aggressive cpu. The character is pretty cool, but it has a couple issues in my opinion.

-Most of Metal's melee attack have incredibly short range attacks. Even Knuckles out-range him somehow.

-Jab and D-Strong don't link really well. Opponents often drop out of the attack and escape the third jab or parry the second hit of D-Strong, ending up in situation where Metal ends up punished for landing a hit.

-Opponents can act immediately out of Metal's Dash attack grab, usually faster than Metal himself. This put Metal into a bad position despite being the one landing the hit.

Maybe adding just a bit more hit stun to some move could fix it? That would help with move linking together and having a reliable combo starter.
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