Rivals of Aether

Rivals of Aether

time stop
16 条留言
tomoko kuroki 7 月 2 日 下午 1:48 
works perfectly with shadows taunt
andybeilke9 4 月 30 日 上午 2:58 
way du i not do dameg wen i time stop
Needlewind 1 月 2 日 下午 2:19 
Kakyoin be like: "Actually I'm fine, that punch barely bruised me."
GS2539 2024 年 12 月 29 日 下午 3:15 
Please fix this.
Chick montblanc gaming #TRYFUGA 2024 年 9 月 5 日 下午 1:18 
i love this buddy, whenever i use it agaisnt my friends they start to shiver in fear
Yaasos50 2024 年 7 月 30 日 下午 12:16 
This does no damage at all even after the time stop has ended
Phantom_Soda 2024 年 4 月 28 日 上午 9:38 
i agree with dusknoir pls fix
Da Goober 2024 年 2 月 10 日 上午 9:21 
Whenever I use it for certain characters, it crashes my game. please fix it. thanks.
welovehomeschool 2024 年 2 月 6 日 下午 4:56 
does this mean one of the villains of aether dev team make dio brando and jotaro kujo for rivals of aether workshop
KirbyDL 2023 年 12 月 31 日 下午 2:09 
Ok in addition to the previous bugs, time stop currently requires only 2 bars to activate, some projectiles expire right after the time stop ends (Zetterburns for example will disappear if the time stop lasts a decent amount of time).
Ori's projectile will either fall strait down after time stop ends if it approaches from the side, or hit if it approaches from the top (I'm guessing due to the detection being only on the sides), recommend freezing the projectile after only half a second.
Lastly while damage is applied, it seems to only do 4% no mater what moves have been used (tested with ori n-special and f-smash, test value that you forgot to change?)
MacmanForever 2023 年 12 月 31 日 下午 2:03 
In fact, I think the amount of damage applied after a time stop is fixed to 4% for some reason. I just used a ton of really strong moves which would stack to at least 40% damage during a time stop and it only allowed for 4% to apply to the opponent
MacmanForever 2023 年 12 月 31 日 下午 2:00 
What @dusknoir64 is trying to say is that the damage being applied to the opponent is not what it should be. The damage being dealt to the opponent after time resumes is much lower than what the moves would do normally without a time stop. For example, a fully charged forward strong with Bar's Sonic normally does 17% damage, but when done during a time stop, it only does a maximum of 10% damage (6% of that damage is done during the time stop for some reason). Knockback isn't applied properly as well, so using timestop to set up a KO is pointless. Finally, projectiles do not stop before hitting the opponent during a time stop. It has flashy effects and does stop time like in JoJo, but it's basically pointless to use it aside from repositioning without major fixes to the code.
KirbyDL 2023 年 12 月 31 日 下午 1:56 
Both aspects seem to be bugged then, at least when I tested with Ori. Not sure if it only works with a specific character, or if something else is breaking it.
leopaof  [作者] 2023 年 12 月 28 日 上午 7:53 
@dusknoir64 it does deal damage, damage is applied when the timestop ends, as for projectiles, they stop in place if they're about to hit an opponent
A Crab 2023 年 12 月 27 日 下午 8:03 
As cool as this is, with the inability to do damage, set knockback, and projectiles not stopping, it overall is quite pointless to use for anything other than repositioning.
Neco-Arc 2023 年 12 月 25 日 下午 3:58 
dio moment