Rivals of Aether

Rivals of Aether

Stargazer
18 条留言
TheRealSuperGamer1645 2 小时以前 
Ok, but is she the original STARGAZER?
JEST 10 月 20 日 下午 6:36 
As others have pointed out, she has some glaring issues in both the controls department and the numbers, I played as her and against her and she won ONE GAME out of roughly 20, with everyone in my group taking turns trying her and agreeing on these points even once we got the hang of her.

Motion inputs, fun in concept, but the detection is horribly strict.

The amount of effort you need to get in feels on par with a GRAPPLER in part due to her terrible air stats, poor jumpsquat, and grounded dash being a bit too clunky to perform.

Once shes in, the damage is... sad... Once again her poor top speed without dashes can make continuing a combo frustratingly hard.

She REALLY has a hard time killing, a common complaint regardless of who she faced.

She is INCREDIBLY easy to kill.

As of right now, she kind of feels like a Dan of sorts, really only someone I'd use to handicap myself against a less experienced friend while still having fun myself.
Wattmelon 10 月 12 日 上午 8:56 
One thing that immediately stood out to me which will help a LOT with the character's gamefeel is that Stargazer's jump_squat_time is greater than 5. Imo this is one of the biggest Workshop sins you can commit, as jumpsquat is universally 5 frames and messing with it effects wavedash and aerial buffering in some really negative ways.

I'm sure once you change that value, the rest of the character will start to open up and feel a lot smoother to play ^^
Daooks 10 月 11 日 下午 7:34 
1. Her neutrals are extremely difficult to land and combo into. Sometimes its inconsistent trajectory, other times its needing frame perfect imputs to do something like jab > dtilt > imput starswift.

2. She has such low killpower on every killing move. Her strong attacks are sometimes extremely difficult to land and very unrewarding at that. I find some moves only kill at 150+. On top of that, input Cosmic Ballet has very inconsistent trajectory and hitboxes, most of the time you fall out of the attack before it kills.

3. Her dash attack PLEASE buff it. Its so hard trying to start an attack/combo with it.

4. The damage on her neutrals make any interaction or combo that dosent end with imput starswift basically pointless in terms of damage. Any combo that either fails from being interrupted or hitbox mishaps suffers massively from this, winding you up in a bad situation or doing zero damage.

Outside of that, shes honestly peak. Please buff her.
R3Verse 10 月 9 日 下午 1:24 
After getting hands-on with this character for a little while, I... definitely see the issue with the trad inputs now. The timing for inputs are so much stricter than I thought they would be, and the diagonals make them unreasonably hard to do consistently on keyboard. They might be a bit easier on controller with an actual joystick to work with, but my point still stands. Even after 2-3 hours of play with just this character, I still can't consistently do an input; half the time, I try to do an input Starswift and end up doing repeated side-tilts towards an opponent on the other end of the stage.

With a bit more forgiving timing and less diagonals (the only one I think should strictly require it is the beam tbh), I feel like the input system would be a lot more fun or, at least, more usable.
Blu Stickman 10 月 9 日 下午 12:05 
The Kazuya of ROA has arrived
nsrisser 10 月 9 日 上午 10:03 
Who's all featured in the first image?
FlotieX 10 月 9 日 上午 7:34 
idk, inputting diagonals fast in a mostly 4-cardinal-directional moveset game is pretty much not beginner friendly
Erans 10 月 9 日 上午 1:13 
stargazer like my favorite miku song!
R3Verse 10 月 8 日 下午 10:01 
@krakens Smash Ultimate did the same thing; doing input versions of specials for Ryu, Ken and Terry would let you do stronger versions of them. I imagine it's partially based on that gimmick.
Beyond that, it's just an easy way to implement a decent amount of inputs, justifying the trad-fighter gimmicks present in the rest of her moveset, without making the character too complicated by adding a bunch of extra moves. Keeping it beginner-friendly for people who haven't played trad fighters before in the process.
Unholy Synthetix 10 月 8 日 下午 8:16 
vivid/stasis mentioned
smashmallow101 10 月 8 日 下午 6:56 
Great character, but the motion inputs feel weirdly strict, and this is coming from someone who plays a lot of traditional fighters. i would also reccomend turning Rising Spear into a proper DP input.
VicAdward 10 月 8 日 下午 4:46 
still easier than SNK fighting games(look at Iori lol)
krakens destroyer(she/her) 10 月 8 日 下午 12:52 
the design is great but i dont understand why the motion inputs power up moves(other than the charge input beam)
in traditional fighters motion inputs exist to get more moves with less buttons
Thelt122 10 月 8 日 上午 11:06 
This is so peak holy
Reiga 10 月 8 日 上午 10:15 
girlypop death lasers hell yeah
Mega 10 月 8 日 上午 8:40 
what will you do when the magical girl pulls out motion inputs
NuzzlyLeaf 10 月 8 日 上午 8:33 
I'm a huge fan of her design. Congratulations on her release!