Rivals of Aether

Rivals of Aether

Emerl
 This topic has been pinned, so it's probably important
puppyluvv  [developer] 23 Sep, 2019 @ 2:46pm
Emerl: Balancing & Suggestions
Opinions on current balance, including suggested buffs, nerfs, or gameplay ideas should be mentioned here.
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Showing 1-15 of 17 comments
might want to adjust the down tilt's knockback. I seem to be able to KO others and relatively low percentages with it with about 2 hits from it. You also might want to ad a little delay after punching and then stopping. it's relatively easy to just keep punching someone in the face constantly, and just timing the tap and it's likely to keep them in their hurt frames. and most of the time not able to get out of them. But the ideas seem pretty sound.
actually, the punch thing's relatively fine but could have a slight more startup delay before it if anything. Just a smidgen.
puppyluvv  [developer] 23 Sep, 2019 @ 10:23pm 
Down Tilt is meant to be a "you deserve to die if you get hit by this". It's slow, short, and unsafe. It's the same type of move as something like Ganondorf's up tilt in Smash.

As for the "punch thing", are you referring to Emerl's jab?
the initial neutral jab combo, yes.
puppyluvv  [developer] 24 Sep, 2019 @ 10:16am 
Jab can be DI'd away, so realistically you can only get one or two jab loops in before it doesn't connect anymore. It's fine.
JetSwerve 3 Oct, 2019 @ 2:07pm 
Out of curiosity, why do Emerl's eyes, hands and internal body remain the same throughout the 5 color alts? I know that the first three are references to his Sonic, Shadow, and Amy colors from Battle, with the 5th being Gemerl, but it seems like a peculiar choice, not changing the things listed above while changing everything else visually, including special moves and his up-tilt.
puppyluvv  [developer] 3 Oct, 2019 @ 5:16pm 
because i cant LOL.
Rivals only has 8 slots reserved for each color range, and Emerl's sprites don't play nice with the shaders,
so instead I had to manually do each color, and there were just enough for the horn and body(4 each). There IS an unused horn color I could probably get rid of that would let me change either the hands or eyes. as for things like his up tilt, that attack uses the same color as his horn, so changing the horn color also changes the color of that.
you were spot-on with your references, but also the 4th color is Chaos'. (i just took a little creative liberty and moved the green hands to his horn)

EDIT: turns out the color i thought was un-used is used on a lot of moves like up tilt, neutral air, and neutral special. i can't figure out how to make the shader play nice with Emerl's colors so unless i can get some help regarding that, Emerl's hands and eyes will never be able to change.
Last edited by puppyluvv; 3 Oct, 2019 @ 5:24pm
SnusEnjoyer 14 Oct, 2019 @ 10:07am 
it is super fun, however i feel that down A and forward B kills WAY too early.
puppyluvv  [developer] 14 Oct, 2019 @ 7:04pm 
down tilt is supposed to kill very early.
side "B"? are you referring to side special? that's not even an attack.
Strawberry Forest 21 Oct, 2019 @ 11:41pm 
sideb is really really good
but imma wreck my thumb trying to mash a after sideb so i guess it's balanced lol
Chmmr 28 Oct, 2019 @ 8:59am 
I absolutely love this character, probably my favorite on the workshop, I just wish he had a different dtilt. The move is the speed of Etalus' hammer and never hits outside of a super hard read. I'd rather a normal speed attack used for poking on dtilt. Maybe another option to combo out of jab 1 2.
puppyluvv  [developer] 28 Oct, 2019 @ 9:22am 
yeah, enough people complain about down tilt that i'll probably change it at some point.
thank you for your compliments though :) im happy to have made something some people like so much
puppyluvv  [developer] 1 Nov, 2019 @ 2:59pm 
aaaaand i changed it. i hope everyone is happy with it now
Duskstrike 5 Nov, 2019 @ 11:16pm 
Hey a couple of suggestions! So i got a really hype kill with emerls new down tilt. turns out you can do a tilt out of his dash attack, so i hit them with dash and while they were off ledge i down tilted. it spiked them and they died. I'm not sure if it needs reworked, but putting it out there that is something you can do

Next an aesthetic change. You should change his victory jingle to be the "rare card get" jingle from sonic battle. It's short and triumphant, meaning it will fit better

Finally, for balance. Both Emerel's down smash and forward smash aren't great at all. Down smash barely does knockback for how close range it is, and forward smash also has pathetic range. I'd sugest have forward smash move him forward more, and down smash's knockback could be upped maybe. Those are just my thoughts. Ballancing is hard so feel free to disregard if this would make him too strong
puppyluvv  [developer] 6 Nov, 2019 @ 9:51am 
That was a pretty sick kill :) Stuff like that is what I designed Emerl's cancels to accomplish, so I'm happy it's working.

I thought about that one, it's what I was initially gonna use. but I wanted something that was more personal to Emerl, and I like the sense of mystery his own personal theme gives him.

Down Smash can be cancelled on-hit into anything! Not only that, but hitting it on the first few active frames also paralyses whoever gets hit(or stops them in chaos control, if you will.) It's meant to be a super strong combo starter.

Forward Smash is really fast and really strong. You can even combo into it from jab 1 2 or down smash! But it is a little stubby so I'll probably make it longer at some point.
Last edited by puppyluvv; 6 Nov, 2019 @ 9:54am
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