Rivals of Aether

Rivals of Aether

Kyoko (Kyokomplete Edition)
Bandit Keith 2019 年 9 月 22 日 下午 10:58
Moveset suggestions
Hey! I'm having a lot of fun with the character so far. There's a couple moves I'm finding myself wishing they worked a little differently, or had more to them. I'll get right to it:

Nair is a really great move because of its speed + the angle it sends at. It's integral to my playstyle with her so far because of how powerful it is, but I think it could be a more interesting move if it had an early and late hitbox with different properties...
-The early hit lasts only a couple frames, has more damage/hitpause, and sends at a shallow horizontal angle. Useful for gaining stage advantage, setting up tech chases, or edgeguarding.
-The late hit has less damage/hitpause, but retains very similar properties to the current move. This makes it still usable for the powerful vertical combos it has now, but makes it less usable for linking into itself repeatedly.
These changes help diversify the move's uses and improves her horizontal game, while making her vertical combos much more interesting. An additional thought is making the early hit have a smaller hitbox than the late hit, so that very good spacing can more easily lead into vertical follow-ups off of the move without accidentally getting the hitbox you don't want. That part may or may not be a good idea, I can't decide.

Her uair, though the best option for hitting foes above her in the air, isn't very powerful. At the moment it fulfills almost the same role as her current nair. I do like the concept of the long endlag to keep her focused relatively low to the ground, though, so with that in mind...
-Give it a slightly wider hitbox horizontally to make the move easier to land. This'll be useful for the other changes listed.
-Let hitting with the back half of the widened hitbox send opponents backwards. I think the term used is a "reverse hitbox?" It would give more meaning to the wider hitbox, and give her a move that hits the opponent behind her sometimes, which I personally think she's lacking.
-Make the angle slightly more shallow. This would play off the added reverse hitbox, and potentially make it useful for DI mixups (hold in leads to easy combos, hold out leads to greater stage advantage, etc.)
-Finally, give the move a tiny sweetspot right on her foot that sends directly upwards with increased damage/hitstun/etc, a la Ori's dash attack. No really huge balance or design reason for this, it'd just make the move more satisfying to use IMO.
Like the nair changes, I feel these would make the move more interesting and give her more horizontal options. Also just make her more satisfying to use. Who doesn't love sweetspots?

Her dash attack seems like it's in an awkward spot. It feels powerful, but doesn't feel like a killmove. This won't be super detailed or cohesive, just a couple ideas on different ways that might make the move cooler...
-Give it an upwards and slightly backwards angle when it hits. Lets her scoop up off of her horizontal-hitting moves for further followups at percents where she can reach.
-Make it two hits that link into eachother. She has lots of single-hit moves right now, and even keeping everything about the move identical except for this would make her feel more varied.
Yadda, yadda, more interesting, more horizontal options. I don't mind where the move is right now, but hey, ideas are fun!

Now for her jab and tilts. The TL;DR is they aren't super useful since they're small and hard to hit with, with low reward for doing so. My ideas are...
-Her jab animations, as it stands, just scream innovation to me. Ignoring the fact that the move doesn't quite work yet, it's only a basic three-hit combo like most other jabs in the game. Some sort of inventive way for it to link would be cool, like maybe having the second hit pop directly upwards to lead into the third. Maybe instead of that, some gimmick for the final hit, like it spikes or something.
-Her dtilt is fast and short-ranged, but not super strong. I like the idea of increasing its hitpause, hitstun, and damage to make it a hard-to-use but powerful attack.
-Her utilt, similar to dtilt, doesn't feel powerful enough to warrant its drawbacks. I want to avoid making it too similar to my dtilt idea, so perhaps make it a fast startup, slow endlag move that can hit on both sides of her, for a get-off-me style of option. This also covers the issue that she doesn't have an option to hit behind her.
-Her ftilt is actually in a pretty good spot. Maybe, uh, adjust the angle to make it send more horizontally? Shrug.

Finally, just some random thoughts about how she works. I guess this mostly works out to be buffs and aesthetic changes, but buffs and aesthetic changes are fun, so...
-Increase horizontal mobility just a touch. Maybe Ori and Orcane spoiled me, but I really wish she moved a little faster. It would also synergize with all of my ideas to improve her horizontal game.
-Slightly increase the sound effect volume on fstrong. I don't know if this is possible, but the sound effect is PERFECT and I love it. I want everyone to hear it. Decrease the move's endlag, too, so I can spam it more. Not actually, but yes, actually.
-Improved hitpause on dspecial. It's a cool, powerful move, and more hitpause will help it feel even more cool and powerful.
-Slightly decreased hitpause on fstrong. The dab doesn't stop for anyone.
-Greatly decrease hitpause on sideb, neutral b and dstrong.
-Give downb a landing hitbox/animation and/or make it different on the ground. I can see that being way harder to actually do than it is to say it, but may as well say it anyways.
-If the changes to utilt above are made, perhaps swap its animation with ustrong. It's a little weird for a kick up and in front of her to hit behind.
-Slightly reduce traction. Just improves her wavedash a little bit.

This is everything I can think of for now. Of course, all of these are just suggestions. Feel free to pick and choose any couple ideas you like, or none at all! Some of the changes I proposed mess with the feel of the character quite a lot,and I like the character so much as-is so you must be doing something right anyways. The TL;DR is I'd like her to have better horizontal game, and for her moves to be a bit more fluid in their uses. I hope I gave you some good ideas, or at the very least helped you kill some time, and thanks for reading!
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Hinata  [开发者] 2019 年 9 月 22 日 下午 11:48 
All your criticism is noted and will be put into consideration. Thank you for enjoying the moveset, I'm glad you like her so much!!

Side note: I will not decrease the endlag on the dab. If you wanna dab, you gotta commit to it.
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