Rivals of Aether

Rivals of Aether

AXIS MODEL 014
Balance Critique?
I really wish I could put this in comment form but I yapped too hard and now there's so much oh my god I'm so sorry QwQ

regardless uh
I'll.. paste it here??
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I'm not someone who's intimately aware of framedata or angles or any of that, but I do wanna say that Axis feels.. awkward to play? bad? I dunno.

I feel that there's a general lack of kill power in his moves, barring strong attacks. F-air on a good day, n-special and d-special. not everything has to kill, but it does leave me wanting for more options, especially when I have no battery and my opponent is smart enough to not get caught in a strong attack.

I'm also having trouble finding any general combos, so I have a gameplan for when I don't have battery. d-tilt into u-tilt or f-tilt is there, but beyond that it feels like I'm just throwing out whatever and hoping I can follow it up. This might be a skill issue on my part, though.

Then, we come to Axis' specials & Battery mechanic.
I don't dislike the battery mechanic, I think it fits and is a great idea. My problem is that it feels really bad to use. Because if I miss any of them, it's a waste and all I can do is wait for the battery to refill (and rely on the other moves).

N-special - Honestly? no notes here. well rounded, I feel the cost lines up well enough with it's usage as a semi-killmove
F-special - Here we get to a bigger issue: I genuinely have no idea what the use case for this move is. ESPECIALLY when battery is as scarce as it is. I have no reason to throw this move out, particularly because 2 of Axis' only non-strong-atk killmoves require even more battery. The damage on blue feels lacking and the kb on orange is.. okay? but my battery is infinitely better spent on N-Special or D-Special. Maybe it would be better if the cost were reduced? 10? 12?
U-Special (ground) - Another "I'm not sure when this would even be used". It takes up battery, it does a little damage and afflicts.. something? I'm not sure what admittedly-. it feels pitiful. Similar problem to F-Special but at least it doesn't cost a fortune.
U-Special (aerial) - Decent recovery, no real notes here. Maybe add a hitbox as a potential killmove?
D-Special - Here's where the big problem comes in, and I'm not sure my criticisms are even warranted here, but it feels like it's way too much risk for a payoff that isn't guaranteed. granted, if the payoff DOES work, it's extremely powerful! but the high battery cost coupled with the easy interrupt coupled with the slow detonation time allowing opponents to just jump to a platform and ignore it.. I feel cheated every time I use it.

Which brings us to one of the largest culprits in this: The Battery Meter.
I love the idea of the mechanic, but I feel punished for using it even when I DO hit my projectile. There needs to be some change there, I feel. Whether it's faster passive charge generation, maybe a move allowing you to generate charge, gaining an amount of charge on some/all hits, or even reducing the costs of the specials, I don't know.
Not having access to Axis's specials for a good portion of the match also highlights how the normals are lacking.

Jab - I don't have notes here because I'll be honest I'm not smart enough to figure out where to use it so that's on me
F-tilt - This move is fine in a vaccum, a good "get off me" move that also ignites for some extra damage/interactions. But the angle it sends at feels.. awkward at higher percents? I guess? It generally feels like a solid move, but when it's one of the BEST moves among tilts I think it's a problem.
D-tilt - This move is also pretty okay! mostly! I think it could benefit from a wider hitbox on the steam, maybe, but I feel like it does what a d-tilt should do! However it's (to my understanding) one of if not the ONLY combo-starter Axis has.
U-tilt - Here's another big one. I don't get what utilt is supposed to be. If it's an anti-air, shouldn't it do more? If it's a combo piece/starter, why is the hitbox in such a high spot? It's confusing, and it makes it hard to use. Maybe add a lower, scooping hitbox so it can actually be used to bring opponents above Axis?

which is another thing of note: I can't find a move that puts your opponent above Axis in a meaningful way. His aerials are on the slower side (though were buffed to be faster once already, to my understanding?), but have their uses. ... assuming your opponent puts themselves in a position above Axis, seeing as dtilt pops up a little anywhere from slightly towards Axis to up and away and utilt doesn't have meaningful knockback.

I don't really have anything to say about his strong attacks, they seem solid enough. It's the fact that they seem to be his 1 solution for kill moves that I see issue in.

Nair - The animation makes the hitbox seem smaller than it is, but ultimately it's a fine move. as someone else said I'm not sure if it continuing on landing is intentional, but if so it's unique and adds some usefulness.
Fair - Axis' Fair seems to me like it's supposed to be the slowest of them, but the most powerful in trade. Yet.. I struggle to kill people with it at decent percents at ledge and even off stage. Sure it has a spike hitbox at the end, but the rest of the move feels pitiful in comparison.
Bair - Back air is snappier than Fair and ALSO feels like it should be a meaty hit... Which is why it confuses me that it's not a potential kill move. I'd understand if it were to be a combo tool.. but it's not that either. I'd like to see more kill power from it.
Uair - I don't really have an issue with this one.. but I don't see a case where I can use it because it's so hard to get the opponent above Axis. it lacks for juggling..

Now, before I get to Dair, I'll say that I'm not sure if Axis is supposed to be a ground fighter, air fighter, zoner, what have you.
But if he's a ground fighter, his ground moves are lacking. no ground combos, no decent way to control the stage
if he's a mix, then there should be a better way to enable his aerials, as well as combos in and out of them.
if he's a zoner.. then he should be able to reliably use his projectiles. or at least some of them.
heck, maybe put his fspecial on a cooldown rather than using battery.
Overall it just feels like Axis has a lack of identity in that regard.

NOW. Dair.
Down air is a move that (unlike the other moves mentioned thus far) I GENUINELY 100% will never see a use for (in it's current state, at least.)
It does no knockback, does very little damage, and though it "lingers" it only does that for the briefest of moments so you can't even capitalize on the meager payoff it would give.

I know that I've been very critical in this (and I'm sorry for that I hate being critical ;~;), but please know that I'm saying all of this because I really like what you have here! UTY us one of my favorite games ever, period, and having Axis playable is awesome! The animations are great, I like how conceptually things have been integrated.. I really wanna like playing Axis!

I also know that. I'm.. far from an expert on balancing and framedata and the like. I'm speaking from glances at hitboxes and gamefeel. But I still wanted to share this bc I want to make Axis the best he can be!

As a general "gathering" of some proposed changes (one because I ramble aimlessly and this kinda became a bit of a mess & two because I don't know how to fix every issue mentioned here but I have some ideas at least!)
- For the battery meter in general, do something with it. Faster passive charge, lower ability costs, make fspecial on a cooldown, get charge when hitting the enemy (also I do know you can gain 3% by taunting but in an actual match the ability to do that almost never comes up)
- Make Bair a more potent move for kills, give it a bit more kb maybe
- Rework Utilt a little so it can enable more moves
- more that I unfortunately forgor :skull:

I'm sorry this went on so long I realize I can get a little long winded when passionate about something, so.. apologies qwq

BUT! Keep up the good work, this mod is awesome as is but I feel could be even greater with a bit of tweaking!