Rivals of Aether

Rivals of Aether

Ken
Bidolf  [developer] 30 May, 2022 @ 6:21am
suggestion box and playtest reviews
the name says it all. You can still use the comment section on the main page, but i feel like it would be more organized here
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Showing 1-6 of 6 comments
Zen 1 Jun, 2022 @ 1:41pm 
Having lots of fun playing him so far. I do notice some things as a shoto player in platform fighters. I have ordered them in how important I think they are

Adjustments:
1. Up B sweet spot feels inconsistent. Not sure if it'd be better to increase the size of the hit box, increase the active frames, or make it link better when leading up to it. Even when going for just the sweet spot it still feels a little janky where it feels like it comes out to late or the sweet spot misses.
2. Launch Direction. Too many moves send way more vertically than horizontally. Sour spot f smash basically sends straight up, dash attach and f tilt send in almost the same direction, sour spot f air sends straight up and sweet spot is also very vertical, b air sends almost straight up. All of these hit boxes should send much more horizontally, at least to a 45d angle IMO (although dash attack is good as is). When combined with DI almost every move feels like it just hits up.
3. Special cancelling. This is one of the mechanics I really enjoy when playing this archetype and its very noticeable not having it.
4. Shin shoryuken should have a launching hit box, not a strong launcher but something to make it feel like they aren't just falling out of the move when it ends
5. f air sweet spot is too strong, id tone it down by 20-30% of its current knock back (sweet spot fair kills around 80% at the ledge).

Issues:
6. When taunting you don't get any charges if you're crouching

Additions:
7. Make the foot (tip) of up smash spike. This very low priority for me, I just think it would be funny


Fantastic character, I really enjoy being able to play a well made Ken as he is my main in smash. If you disagree with my suggestions, could you give some insight as to why so that I can change the way I play your Ken and give better suggestions.
Bidolf  [developer] 1 Jun, 2022 @ 2:21pm 
thanks for playing him! It really helps hearing from other people.

1. The sweetspot is not meant to be guaranteed, but the move is still flawed. You're supposed to read their DI and drift that way. Im gonna change the hitboxes a bit on the 2nd hit so they're at least lined up vertically with the sweetspot;
2. I played him with a friend and didnt notice this (we might suck at DI'ing). I'll lower the angle on a bunch of moves except BAir and DAttack. Those two are designed to keep the opponent close;
3. Idk how special canceling would help in rivals, but you're not the first nor the last to ask for it, so i guess i'll add it;
4. Sure, i'll just add more hitpause to it. I was also gonna buff its damage a bit;
5. Also sure. This move is way better than I anticipated.

6. Funny story, i was making him have acces to all 3 taunts without charging, then forgot about it, and part of the code was still there lol :P (ill fix that)
7. You're right, it would be funny to spike people into the fiery depths of hell.

I'm glad people like him, I was not expecting this many downloads.
Zen 1 Jun, 2022 @ 2:21pm 
So of course I posted this without looking at the comments first so allow me to make some clarifications and updated suggestions.

  • I mentioned I played Ken in smash, but I do like the unique twist you gave him and i dont want you to just clone the smash Ken.
  • While special cancels might not be the most useful thing, I still think it should be added because it makes him more unique than other brawler characters and is part of the charm of the shotos.
  • I do like the removal of auto turnaround
  • I noticed the double jump is a bit short and should be heightened
  • If you dont want to kill as easily by just connecting the tip of shoryuken, then maybe try increasing the size/connectivity of the initial hit box instead.
  • I think that the individual hits of d special could have more hitstop to allow both parties to react better to each hit. I feel like its a bit fast, especially for the more casual players.

TLDR of the first comment
  • Make horizontal moves send more horizontally (except dash attack)
  • Shin Shoryuken should have a small launcher at the end, maybe make it exclusive to the max lvl charged version (in the same spirit as Wrastor's n special)
Zen 1 Jun, 2022 @ 2:27pm 
One more thing I forgot to add. I saw some discussion on the icons/meter for showing his charge level and would be willing to help out with the very mediocre pixel art skills I have.I would also be interested in helping out with a making a Ryu, I haven't made any characters yet but I have experience with programming and it sounds like it'd be fun. DM me and we can talk more about either if you're interested.
Last edited by Zen; 1 Jun, 2022 @ 2:34pm
Bidolf  [developer] 1 Jun, 2022 @ 2:37pm 
OK! :steamthumbsup: I fixed his jumps in a previous patch, they're the same as other characters now. DSpecial is gonna take a while to make it good and cool. I'll DM you
Muccatron3000 2 Jun, 2022 @ 3:29am 
oh boy this is gonna be the coolest sh*t we have ever seen
Also for the update of 2 june
its pretty good I'll would say, he's fine rn and the charge's UI looks WAY better than before (It was like the shinryuken effect which didn't make much sense IMO )
Last edited by Muccatron3000; 2 Jun, 2022 @ 3:33am
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