Rivals of Aether

Rivals of Aether

Scott Wozniak
magpy 11 JUN 2021 a las 2:58
Fun facts about Scott! (the character)
- When you hold down and jump, Scott charges up a higher jump, similar to Ranno.

- When you hold up or down and double-jump, Scott's trajectory changes. Holding up causes the jump to go really high, but Scott's horizontal speed drops. Holding down makes the jump go lower but faster, similar to Absa's double jump.

- Scott's wall-jump is really fast and goes quite high.

- Down-tilt automatically cancels when it falls off something (a platform or the stage).

- Forward-aerial has two separate sourspots: one at the top (deals 7%), and one on the bottom (6%).

- You can dodge out of forward-special (the slaps). This means that you can also wavedash out of it (assuming Scott doesn't get hospitalized in the process). Useful for when your opponent just DIs in and you don't want to be stuck doing the slap attack.

- You can move freely during forward-special in the air, but when you land, you're stuck.

- Scott's up-special has quite a few quirks. First, it requires a game, just like the other specials. Second, the game's score affects how the special moves, with lower scores having more horizontal velocity but not going as high, and higher scores doing the opposite. Lastly, it doesn't put you into freefall, meaning you can recharge and use up-special multiple times during a recovery and potentially stall for quite a while.

- Wow, Scott has a lot of recovery.

- Choosing games (any special when you don't have a game) has a hitbox at right around the end, dealing 5%.

- Up-special also has a hitbox that's out for about half its duration, dealing 7%, no matter the rating of the game used.

- Speaking of specials and their interactions with games, 10/10 games give forward-special super armor and make it faster in addition to giving it 5 slaps. Similarly, 0/10 games give down-special the most damage (15%).

- In addition, using down-special with Chibi-Robo Ziplash gives it super armor as well as even more damage (20%) and a new sprite.

- The projectile that Scott's up-strong throws scales with charge, dealing 7% uncharged and 11% at full charge. It can also catch someone that was about to be sent to the blast zone and save them with its really weak knockback.

- Similarly, down-strong has a weaker hitbox after the intitial attack that deals 7% uncharged and 11% at full charge.
Última edición por magpy; 11 JUN 2021 a las 6:06
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Super Isaiah  [desarrollador] 14 JUN 2021 a las 12:20 
This is actually a really good character analysis, but I have a few notes to add.

-Pressing taunt at the start of the match will enable "Cheat Mode" where it will just give you the rating of every game. Fun fact: almost 50% of these ratings are complete guesses based on the way Scott generally speaks of the games, rather than any solid rating he's given them. So even if you watch Scott you may want to enable this at least a couple times to see what my guesses were. In retrospect, the gimmick wasn't the most thought out but honestly it's the whole reason I made the character, at the time (12 months ago) I thought it would be a cool idea for a character to have that sort of system.

-The hitbox on selecting a game has a decent chunk of hitstun, so you can actually use it to get someone into disadvantage if you're on the edge of the stage.

-Chibi-Robo Ziplash also increases the width of the hitbox by around 150% (this is shown by the sprite change).

- Up strong is a really good way to get some damage & to catch aerial opponents.

- Calling the second hit of the down strong "weak" is slightly misleading, since it is the hitbox that sends the opponent. Hitting just the second hit will still launch the opponent, just not with the extra heavy damage from the hammer itself.

- D-Strong is one of the most optimal attacks for killing, along with F-Air.

- Up tilt might be worth mentioning, as it does have a bit of a quirky way of working. The first hit freezes the opponent, which can potentially be used to benefit from certain status effects or if you are playing multiplayer.

- The reason scott's recovery is so good is because I hate dying to falls, and so I try to make sure that, if done properly, you can recover from anywhere on the stage with any of my characters. I love the Papyrus mod for this game, but my only complaint is that if you're just slightly too low when you use your up special with him you pretty much just... sit there, knowing your only option is to die. So yeah, expect these super good recoveries from most my characters.


Also I'd be interested to see if someone was able to make a "know your moves" or something of Scott. I jam packed this character with both references and just Scott's personality in general, so It'd be cool to see someone figure out all them.
Última edición por Super Isaiah; 14 JUN 2021 a las 12:36
magpy 15 JUN 2021 a las 1:30 
"- Calling the second hit of the down strong "weak" is slightly misleading, since it is the hitbox that sends the opponent. Hitting just the second hit will still launch the opponent, just not with the extra heavy damage from the hammer itself."

Wait, I messed up here! I meant the forward strong!

Anyways thanks for the extra notes.
explodingcreeperdude 31 OCT 2021 a las 22:17 
Scott has a unique taunt against Creeper
Super Isaiah  [desarrollador] 3 NOV 2021 a las 16:34 
Publicado originalmente por explodingcreeperdude:
Scott has a unique taunt against Creeper
scott has a lot of unique taunts, try to find them all
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