Rivals of Aether

Rivals of Aether

Sandbag
17 kommenttia
A Meatloaf 28.8.2024 klo 6.47 
Holy shit ssf2
Haitam51 11.8.2024 klo 6.17 
MY MAIN IS FINALLY HERE,
NOW EVERYONE IS COOKED
LukeTheTNTCreeper 1.8.2024 klo 21.47 
Sandbag blocks the way.
MedK  [tekijä] 1.8.2024 klo 20.28 
You actually couldn't before, dw Halcyon — it was one of the measures taken in response to your U-Strong feedback! It was made a little laggier, too, and F-Air was nerfed — check 1.15's patch notes!

also eyy solvé, ty dude
I was this close to DMing you about it as soon as I released lmao

Potato, duly noted! Still, I wanna hold off juuust a little on damage output nerfs as I feel like there's the chance it's not actually as overtuned as it might seem initially: you can beat a fair amount of his options by trading or by hitting him — both of his command grabs and his capsule lose to everything, his frame data isn't as good as most rivals' (especially noticeable when landing) and he has no stage control options either. The damage output was intended to make up for these and other weaknesses.

About knockback, F-Tilt was the only one I had on my queue for nerfs. Were there any other moves you found overpowered?
FulgurHalcyon 1.8.2024 klo 19.55 
ok nvm I realized you can hold left/right to shift during the up strong
solvé 1.8.2024 klo 12.17 
peak
THE GREAT POTATO GOD 1.8.2024 klo 2.01 
this is a very fun character but his damage output/knock back for a lot of his moves are way overtuned.
Bloodful 31.7.2024 klo 11.10 
sandbert vs sandbag is gonna be wild
MedK  [tekijä] 28.7.2024 klo 11.08 
Thanks so much for the balance feedback, Halcyon!

It's a good thing you mention U-Smash's sfx; I was actually *just* working on a patch that fixes SFX on a few moves and nerfs F-Air a smidge

About U-Smash's hits not connecting, I'm actually struggling to reproduce that — what kind of combo are you doing and who are you fighting against?
FulgurHalcyon 28.7.2024 klo 10.28 
also please nerf the fair knock back
that thing just auto kills if you're off stage at 70%
FulgurHalcyon 28.7.2024 klo 10.26 
up strong is kinda dumb rn
faster than up tilt (hitbox comes out on frame 8 compared to up tilt's frame 11)
2nd hit doesn't consistently connect
and doesn't have a hit sound
I'd make the first hit have its angle be like wrastor's down air so getting the 2nd hit is more consistent, make up strong slower (maybe frame 12-15) and make up tilt frame 8.
FulgurHalcyon 27.7.2024 klo 21.10 
damn that forward air is busted
God Damn It 27.7.2024 klo 6.07 
If you don't want him to zone just make the stage control a debuff or buff to him. I like the idea of him hanging himself up and swing back 2x power when he gets hit.
MedK  [tekijä] 26.7.2024 klo 18.45 
@GodDamnIt Hmm — I'm really uneasy about giving him stage control options; his damage output, KO ability and wavedash are all really strong. The relative lack of projectiles and zoning tools is one of the factors that 'make up' for it, and perhaps giving him those could make him busted?

...I do like the idea of aerial glide tossing though. He can do it on the ground, so it'd make sense for it to be doable midair! Good idea — definitely something for the future.

In the meantime though, you can achieve something very similar by doing air Down-B > left/right > toss!
God Damn It 26.7.2024 klo 16.10 
Nice changes. But why don't you give him a stage control to fit in rivals better. And maybe a crazy aerial glide toss distance as his movement option?
MedK  [tekijä] 25.7.2024 klo 19.03 
Not quite, @Mayo_Man. The sprites are from the same source, but they overall play very differently! The Steam description and the Change Notes area both have a non-exhaustive list of changes — try using Down-B on the ground!
Mayo_Man 25.7.2024 klo 17.14 
is this a copy?