Rivals of Aether

Rivals of Aether

Hikaru
Balance
Surprised to see you didn't make a discussion for this.

Edit: read the following posts for clarification. You might find misinformation in this post.

First, I would like to congratulate you on your work. It seems like this character went through a massive revamp just by looking at the comments. I love the references to other Smash moves in her moveset, even though some of them are...well, a little too obvious on purpose, so it crosses the line of taking inspiration and looks more like lack of originality, but I'm all for it if they end up blending well together in the end.

Just thought I should provide my stance on that, because even if her Smash moves makes me get used to playing her more easily, it also makes me question how she would've played like with more original moves.

I would like to make a stronger point by asking a question: where would she be on RoA's tier list if she were in the actual game? Because if I'm being honest, she may have a little too many options. Now, every character needs at least one gimmick that defines them, otherwise they would be too generic to be deemed a good character, as far as character concepts go for fighting games.

I really like these Workshop characters popping up with these interesting gameplay mechanics that I would've never thought about. It doesn't help that I don't code, so my imagination is a little limited if I can't see it with my own eyes before someone else makes my ideas a reality.

But then, what's the problem with Hikaru's amount of options? The fact that she's designed to be an agile character already without those options. It's adding reliability on top of reliability, which makes her have more and more advantages over everything in most situations.

While she may lack range with just her punches and kicks, she makes up for that problem by having: 2 good aerial spikes, a mechanic called "Fakie" that makes a clone of her which, upon being hit, rewards Hikaru with stronger Strong attacks and special attacks as well with little to no risk. The trick is to make the opponent hit said clone, but you can circumvent this by being hit during Down-B's animation, by parrying moves or by being hit during rolls, which grants the same effect.

Continuing with the Smash references, this might be a reference to Incineroar's Revenge mechanic from Smash Ultimate, except Hikaru's "Revenge" only wears off when she uses one of the moves that benefit from this mechanic or when she dies.

Still on the topic of what makes her good despite her lack of range, she also has: a projectile that can be charged, which encourages comboing with its combo starter-like angle and knockback past a certain charge phase (which pulls the opponent towards her. How convenient); a relatively fast, big and powerful Up-Air; a command grab for an F-Tilt as a combo starter which doesn't seem to scale in knockback, but seems to have relatively low knockback; a spinning N-Air with little end lag that looks like other spinning N-Airs in this game, except this one is harder to get out of than those like Zetterburn's. I think you should model it to be easier to SDI out of like his, because it can become a problem if you Fast Fall right after and keep using it to combo into deadly moves.

There's also: a D-Smash that uses her two big tails to come crashing down, which covers a lot of space. I think it might be a little too strong; a third Jab that can be charged in case the opponent's too far away for it to connect, which also lets you slide into a direction on the ground to follow your opponent's escape option, regardless of which direction you're facing.

The fact that you're charging the move and reading your opponent's option while the move scales in power doesn't settle well with me, since it can kill like a strong attack does despite Jabs being simple "get off me" moves.

Continuing, there's also: a Side-B like Wolf's from Smash in almost every way, except it can be angled to fit with every situation. She leaves a trail of fire behind her along with an active hitbox and then it ends with a strong hit that kills very well horizontally, but the initial hit doesn't lead into the last one, and that's why you can't abuse it as much. Not to mention the move puts you into a helpless state, unless you manage to land the sweetspot.

Still, with its speed both in distance traveled and landing lag, and amounts of space covered to top it off, it's not insanely easy to punish the move unless you see it coming, which would then let you easily predict the move with a parry with the right timing or a long ranged move to hit her in time, so it's not too bad.

That might be it to sum it up, but I'd like to be more specific for some moves, so, here:

D-Air

The second-to-last hit doesn't lead into the last hit whilst moving at full speed, which can make for some embarrassing overshoots if you carry too much momentum. One of my other problems with the move is how you can cancel it instantly with an air-dodge when it's not hitting anyone, making it a spike with little to no commitment if you know how to avoid being hit after the air-dodge.

My final problem with the move is how you can cancel it into N-Air past the second hit for some reason, which, paired with N-Air's speed and seemingly low SDI multiplier/knockback, makes for a silly combo chain. Keep D-Airing, using N-Air in the middle of the move and Fast Falling to get said chain started. Even if you could escape it somehow, this mechanic allows for mix-ups because you can let the rest of D-Air's animation play out and cancel it into N-Air at any point, even after the spike comes out, which is really weird to me.

F-Air

Like Snake's from Smash, except it always spikes no matter which frame or from where you hit your opponent. It also doesn't seem to update the hitboxes on the right frames; look at them and you'll see what I mean right away. The first hitbox frame of the move, at the very least, should knock away to create a skill ceiling that doesn't make the move a brain-dead spike that comes out very fast and kills relatively well.

Neutral Special

This is quick and just a lack of coding on your end, but the move doesn't put you in a helpless state once the projectile is parried. That's all...for now, at least. Not sure, I don't really see any issues with the move that I haven't mentioned already, which aren't all too bad.


That's all for now.


I don't know, I might've been too picky for some of these, but I can see this character requiring a lot of getting used to if it's supposed to stay like this. Other than that, I really like her and I look foward to more updates.
Last edited by Stormghetti; 16 Apr, 2020 @ 6:38pm
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Showing 1-9 of 9 comments
JanFeederII 15 Apr, 2020 @ 8:39pm 
If she can camp under platforms, there is not much you can do. After that rewamp, she became really broken. I kinda like fakies, but i would not give her empower if you hit her while she rolls, would not have problem with immunity frames. Also her jabs have absolutly too much hitstun, i dont mind dancing around her, but really i should not get that hardly punished by her just do jab combo.
Stormghetti 16 Apr, 2020 @ 9:10am 
Originally posted by Jan Feeder II:
If she can camp under platforms, there is not much you can do. After that rewamp, she became really broken. I kinda like fakies, but i would not give her empower if you hit her while she rolls, would not have problem with immunity frames. Also her jabs have absolutly too much hitstun, i dont mind dancing around her, but really i should not get that hardly punished by her just do jab combo.
Thanks for your input. I've updated my post a little and included the fact that she can activate her power-up boost even when rolling.

I really hope Lukaru sees this, whenever that happens...
tvisionary 16 Apr, 2020 @ 3:19pm 
Hi, best Hikaru here. You need to have more experience with how a character is designed to play or just rivals as a whole if you make these suggestions. Hikaru's moves aren't taken from smash. Even Flash is INSPIRED by wolf flash, but a completely different move overall. Hikaru when compared to rivals base cast cannot keep up with them. She is balanced for workshop, not for competitive base cast play. Hikaru's stats are actually remarkably lackluster. She has average ground speed and good buttons, but that's about it. She struggles against airborne opponents as well as zoners and swords. Her aerial spikes are slow and relatively weak. If you are getting hit by it, that's a problem. Hikaru will RARELY hit a spike against any opponent unless comboing into it or if you're in your opponent's head.

You say its too non-committal for Hikaru to get Fakie, and the only way that is true is if you are mashing. Also, Hikaru doesn't get Fakie when hit while rolling, that's just not a thing. Hikaru is a different character in the way that she forces opponents to play rivals differently. You have to use your brain with every approach or you WILL double her power. Just react to down special and punish accordingly. The move has 100 frames of cooldown before you can use it again. Why would you think that Fakie is a reference to revenge? Fakie is an entirely different mechanic. That's like saying Arsene is the same as Revenge because they both power up your moves. The only similar moves imo are up strong and side b. EVERYTHING else is unique in the way it functions. There is a difference between inspiration and blatant copying. The moves you mentioned share similarities but are very different overall.

On the topic of her projectile, learn to DI and parry. The projectile is very risky because it is slow and easy to parry, and since the reflected version also stuns the opponent can start a full combo. DI away beats every long range followup on nspec2. For nspec3, just tech out of it. Up air is not powerful: with good di it doesn't kill until around 150. It's also relatively slow and she struggles to cover options far above her because of her slow double jump. Hyper jump can sometimes help with this but is predictable. Hard DI out beats ftilt. You shouldn't be getting hit by it unless out of jab or dspec cancel anyway. Nair is not consistent. You will fall out if hit by the tip of the move. This game has auto SDI, so just hold out if you want to escape. Holding out also prevents any followups off of nair.

For down strong and jab 3, I have no words for you. Jab 3 is easy to parry or just PUNISH. Down strong has a TON of startup and endlag. There is no initial hit on side special. It's a read based move. The non-Fakie version also doesn't kill if you DI properly until about 100 at the ledge. Dair->dragdown nair is not true at any percents. You can tech out of it and punish. Fair first hit doesn't combo into the second for a good reason, as if it did the move would be too fast and too good. If it was consistent, it would be broken. The move is too slow to be broken. Parrying it is easy, and leads to a full punish. THIS WAS NOT, I repeat, WAS NOT an error on the dev's part. This is intentional and good balance. Also, projectiles don't put the opponent into a helpless state when parried. Even ABSA'S FREAKING FORWARD TILT doesn't do that. Time it well to get the reflect and you can combo off of it.

In short, git gud and learn2DI. If you want I can play you and teach you how to play this character. She's a very well balanced character if you're used to playing against her, and easily one of the most fun characters in the workshop. This was a very all over the place reply as I was typing responses in the order of your post, so sorry if it comes across as a rant.
Last edited by tvisionary; 16 Apr, 2020 @ 3:41pm
Stormghetti 16 Apr, 2020 @ 3:21pm 
Could use a few paragraphs. Holy hell.
tvisionary 16 Apr, 2020 @ 3:31pm 
Originally posted by Stormghetti:
Could use a few paragraphs. Holy hell.
see comment at the end
Stormghetti 16 Apr, 2020 @ 3:35pm 
Originally posted by Geln's Acolyte:
Originally posted by Stormghetti:
Could use a few paragraphs. Holy hell.
see comment at the end
I did, but if you want me to respond to this, you could've used that spacebar a little at least, but alright, I'll try my best.
Stormghetti 16 Apr, 2020 @ 6:34pm 
Originally posted by Geln's Acolyte:
Hi, best Hikaru here. You need to have more experience with how a character is designed to play or just rivals as a whole if you make these suggestions.

Alright...? Kind of cocky of you to call yourself the best at a Workshop character that's only gotten a revamp recently. Not only that, but playing with other people with this character is hard at the moment, especially online, and I see we're starting off strong with the assumptions.

Originally posted by Geln's Acolyte:
Hikaru's moves aren't taken from smash. Even Flash is INSPIRED by wolf flash, but a completely different move overall.

Yeah they are? Not all of them, but some have very similar animations to their Smash counterparts, just different hitbox settings. If they're not taken from Smash, then where do they come from? By "taken from Smash," you mean they come from Smash, which is what those moves reference: Smash moves.

Originally posted by Geln's Acolyte:
Hikaru when compared to rivals base cast cannot keep up with them. She is balanced for workshop, not for competitive base cast play.

What does "balanced for Workshop" mean? You'd want your character to be able to compete with the regular cast in some form to maintain consistency. This character's a little silly, but when compared to the characters on the Workshop that don't try to be balanced because they're just made "for fun," I don't think Hikaru is on that tier. Clearly not.

Originally posted by Geln's Acolyte:
Hikaru's stats are actually remarkably lackluster. She has average ground speed and good buttons, but that's about it. She struggles against airborne opponents as well as zoners and swords. Her aerial spikes are slow and relatively weak. If you are getting hit by it, that's a problem. Hikaru will RARELY hit a spike against any opponent unless comboing into it or if you're in your opponent's head.

Not sure what "buttons" was supposed to mean, but I'm aware her spikes aren't all easy to connect. I clarify my problem with F-Air later.

Originally posted by Geln's Acolyte:
You say its too non-committal for Hikaru to get Fakie, and the only way that is true is if you are mashing. Also, Hikaru doesn't get Fakie when hit while rolling, that's just not a thing.

I should've expanded upon that in my post. For the clone, it requires some luck and reading to make the opponent hit it, but using Down-B to make it spawn doesn't. Meanwhile, using Down-B in the air to go through moves to trigger the state of Fakie is much less commitmal.

It's only a commitment if you try to use it against long-lasting moves that could potentially kill you if you don't use the move properly. That, or if your opponent knows better, but even missing the move doesn't put Hikaru in a really bad position. At least you can't spam it.

To me, it's the kind of move you have to respect, even when it misses. You can't get too close and you have to make sure the Hikaru doesn't throw out something strong after they use the move in the air.

Originally posted by Geln's Acolyte:
Hikaru is a different character in the way that she forces opponents to play rivals differently. You have to use your brain with every approach or you WILL double her power. Just react to down special and punish accordingly. The move has 100 frames of cooldown before you can use it again.

Yes, I'm aware of the cool-down.

Originally posted by Geln's Acolyte:
Why would you think that Fakie is a reference to revenge? Fakie is an entirely different mechanic. That's like saying Arsene is the same as Revenge because they both power up your moves.

This was in reference to the way you obtain the boost by getting hit with aerial Down-B. Other than that, Down-B on the ground is more unique, and yes, not a reference to any of that.

Originally posted by Geln's Acolyte:
The only similar moves imo are up strong and side b. EVERYTHING else is unique in the way it functions. There is a difference between inspiration and blatant copying. The moves you mentioned share similarities but are very different overall.

I didn't mention all of the moves that are similar to Smash moves, but for attacks like F-Air, it's basically the same move as Snake's F-Air, except for the fact that it's always a spike and some other hitbox settings.

But in retrospect, she doesn't have that many moves that look like others in Smash; just about 3 or 4. My main problem is how similar the moves are animation wise, but I'm aware they're not 1:1 with how they work in comparison.

Originally posted by Geln's Acolyte:
On the topic of her projectile, learn to DI and parry.

Again with the assumptions.

Originally posted by Geln's Acolyte:
The projectile is very risky because it is slow and easy to parry, and since the reflected version also stuns the opponent can start a full combo. DI away beats every long range followup on nspec2. For nspec3, just tech out of it.

Assuming you hit the opponent with the level 2 charge of NB at close range, it's always a guaranteed follow-up for her if you're fast enough with reactions. Their only mix-ups are going up or DIing away, which means they'd go directly towards her when DIing away, and depending on their percent, that could send them far away enough to escape. That's my bad. The shot doesn't pull you in, that was bad testing on my part with DI.

Originally posted by Geln's Acolyte:
Up air is not powerful: with good di it doesn't kill until around 150. It's also relatively slow and she struggles to cover options far above her because of her slow double jump. Hyper jump can sometimes help with this but is predictable.

You are correct; it's not as powerful as I claimed it to be.

Originally posted by Geln's Acolyte:
Hard DI out beats ftilt. You shouldn't be getting hit by it unless out of jab or dspec cancel anyway.

Alright, so after more testing, it seems like the move puts you in 20 frames of hitstun everytime; way less that a second, which isn't enough time for most of her moves to hit, especially if you DI away.

Originally posted by Geln's Acolyte:
Nair is not consistent. You will fall out if hit by the tip of the move. This game has auto SDI, so just hold out if you want to escape. Holding out also prevents any followups off of nair.

You're right. Sorry, I've forgotten about auto-SDI for some reason. Since I haven't played this game in some time and because I'm a Melee and Smash player in general, it's one of those things I forget about if I can't apply them outside of RoA.

Originally posted by Geln's Acolyte:
For down strong and jab 3, I have no words for you. Jab 3 is easy to parry or just PUNISH.

You're right, but I never implied charged Jab 3 is hard to evade, punish or anything. I'm just implying that giving it the option to charge it and even move when you release it is a little too much. It's the surprise factor, for sure, but I'm not sure if it's necessary to make Jab 3 work that way.

Originally posted by Geln's Acolyte:
Down strong has a TON of startup and endlag.

Again, bad testing on my part.

Originally posted by Geln's Acolyte:
There is no initial hit on side special. It's a read based move. The non-Fakie version also doesn't kill if you DI properly until about 100 at the ledge.

I think you misunderstood what I meant by "initial hit." The move has a first hit and then a last hit at the end; that's all there was to my explanation. I think me saying it kills "very well" was also bad testing, again.

Originally posted by Geln's Acolyte:
Dair->dragdown nair is not true at any percents. You can tech out of it and punish.

Also true.

Originally posted by Geln's Acolyte:
Fair first hit doesn't combo into the second for a good reason, as if it did the move would be too fast and too good. If it was consistent, it would be broken. The move is too slow to be broken. Parrying it is easy, and leads to a full punish. THIS WAS NOT, I repeat, WAS NOT an error on the dev's part. This is intentional and good balance.

I didn't call the move broken or hard to punish. I also wasn't talking about the very first hit; I didn't explain that well. By first hit I meant the second set of hitboxes (I called those "first hit" because I was ignoring the hit where she raises her leg up). The ones that do spike.

I also meant that those two hitboxes should send you away for the first frame so the whole move doesn't spike regardless of how you land it, just like how Snake's F-Air would, but now that I looked up how his move works, it appears that only the leg knocks you away, but the foot spikes.

But because Hikaru only has one hitbox, it always spikes. It seems like that was part of how Lukaru wanted to design the move. Working with RoA's sprite size means the leg hitbox that would knock away would be a little unnecessary if it were added, so my suggestion is to make the first frame not spike, at the very least.

That, or add more frames to the animation; I don't know. Maybe it's fine as is, and I know it takes a while for it to hit, but that's what I thought about the move, initially. Also, this is where I think Lukaru messed up with updating the hitboxes at the right time: https://imgur.com/gallery/ScUasal

Originally posted by Geln's Acolyte:
Also, projectiles don't put the opponent into a helpless state when parried. Even ABSA'S FREAKING FORWARD TILT doesn't do that. Time it well to get the reflect and you can combo off of it. In short, git gud and learn2DI. If you want I can play you and teach you how to play this character.

Uh, I don't know why I said the projectile should put you into a helpless state if it's parried, lol. Don't worry, I can learn her by myself.

Originally posted by Geln's Acolyte:
She's a very well balanced character if you're used to playing against her, and easily one of the most fun characters in the workshop. This was a very all over the place reply as I was typing responses in the order of your post, so sorry if it comes across as a rant.

All in all, quite a bit of misinformation from my part, so I apologize. I'd update what I said about those moves in my first post, but at this point, a lot of my "problems" have been solved by just me giving the character a more thorough test. I should, instead, just point out in that post that most things have been clarified in the following posts.

I can't 100% blame you for what you said about my skills, but it came off a little harsh, if anything. Hopefully you understand.
Last edited by Stormghetti; 16 Apr, 2020 @ 7:02pm
tvisionary 16 Apr, 2020 @ 7:54pm 
Originally posted by Stormghetti:
Originally posted by Geln's Acolyte:
Hi, best Hikaru here. You need to have more experience with how a character is designed to play or just rivals as a whole if you make these suggestions.

Alright...? Kind of cocky of you to call yourself the best at a Workshop character that's only gotten a revamp recently. Not only that, but playing with other people with this character is hard at the moment, especially online, and I see we're starting off strong with the assumptions.

Originally posted by Geln's Acolyte:
Hikaru's moves aren't taken from smash. Even Flash is INSPIRED by wolf flash, but a completely different move overall.

Yeah they are? Not all of them, but some have very similar animations to their Smash counterparts, just different hitbox settings. If they're not taken from Smash, then where do they come from? By "taken from Smash," you mean they come from Smash, which is what those moves reference: Smash moves.

Originally posted by Geln's Acolyte:
Hikaru when compared to rivals base cast cannot keep up with them. She is balanced for workshop, not for competitive base cast play.

What does "balanced for Workshop" mean? You'd want your character to be able to compete with the regular cast in some form to maintain consistency. This character's a little silly, but when compared to the characters on the Workshop that don't try to be balanced because they're just made "for fun," I don't think Hikaru is on that tier. Clearly not.

Originally posted by Geln's Acolyte:
Hikaru's stats are actually remarkably lackluster. She has average ground speed and good buttons, but that's about it. She struggles against airborne opponents as well as zoners and swords. Her aerial spikes are slow and relatively weak. If you are getting hit by it, that's a problem. Hikaru will RARELY hit a spike against any opponent unless comboing into it or if you're in your opponent's head.

Not sure what "buttons" was supposed to mean, but I'm aware her spikes aren't all easy to connect. I clarify my problem with F-Air later.

Originally posted by Geln's Acolyte:
You say its too non-committal for Hikaru to get Fakie, and the only way that is true is if you are mashing. Also, Hikaru doesn't get Fakie when hit while rolling, that's just not a thing.

I should've expanded upon that in my post. For the clone, it requires some luck and reading to make the opponent hit it, but using Down-B to make it spawn doesn't. Meanwhile, using Down-B in the air to go through moves to trigger the state of Fakie is much less commitmal.

It's only a commitment if you try to use it against long-lasting moves that could potentially kill you if you don't use the move properly. That, or if your opponent knows better, but even missing the move doesn't put Hikaru in a really bad position. At least you can't spam it.

To me, it's the kind of move you have to respect, even when it misses. You can't get too close and you have to make sure the Hikaru doesn't throw out something strong after they use the move in the air.

Originally posted by Geln's Acolyte:
Hikaru is a different character in the way that she forces opponents to play rivals differently. You have to use your brain with every approach or you WILL double her power. Just react to down special and punish accordingly. The move has 100 frames of cooldown before you can use it again.

Yes, I'm aware of the cool-down.

Originally posted by Geln's Acolyte:
Why would you think that Fakie is a reference to revenge? Fakie is an entirely different mechanic. That's like saying Arsene is the same as Revenge because they both power up your moves.

This was in reference to the way you obtain the boost by getting hit with aerial Down-B. Other than that, Down-B on the ground is more unique, and yes, not a reference to any of that.

Originally posted by Geln's Acolyte:
The only similar moves imo are up strong and side b. EVERYTHING else is unique in the way it functions. There is a difference between inspiration and blatant copying. The moves you mentioned share similarities but are very different overall.

I didn't mention all of the moves that are similar to Smash moves, but for attacks like F-Air, it's basically the same move as Snake's F-Air, except for the fact that it's always a spike and some other hitbox settings.

But in retrospect, she doesn't have that many moves that look like others in Smash; just about 3 or 4. My main problem is how similar the moves are animation wise, but I'm aware they're not 1:1 with how they work in comparison.

Originally posted by Geln's Acolyte:
On the topic of her projectile, learn to DI and parry.

Again with the assumptions.

Originally posted by Geln's Acolyte:
The projectile is very risky because it is slow and easy to parry, and since the reflected version also stuns the opponent can start a full combo. DI away beats every long range followup on nspec2. For nspec3, just tech out of it.

Assuming you hit the opponent with the level 2 charge of NB at close range, it's always a guaranteed follow-up for her if you're fast enough with reactions. Their only mix-ups are going up or DIing away, which means they'd go directly towards her when DIing away, and depending on their percent, that could send them far away enough to escape. That's my bad. The shot doesn't pull you in, that was bad testing on my part with DI.

Originally posted by Geln's Acolyte:
Up air is not powerful: with good di it doesn't kill until around 150. It's also relatively slow and she struggles to cover options far above her because of her slow double jump. Hyper jump can sometimes help with this but is predictable.

You are correct; it's not as powerful as I claimed it to be.

Originally posted by Geln's Acolyte:
Hard DI out beats ftilt. You shouldn't be getting hit by it unless out of jab or dspec cancel anyway.

Alright, so after more testing, it seems like the move puts you in 20 frames of hitstun everytime; way less that a second, which isn't enough time for most of her moves to hit, especially if you DI away.

Originally posted by Geln's Acolyte:
Nair is not consistent. You will fall out if hit by the tip of the move. This game has auto SDI, so just hold out if you want to escape. Holding out also prevents any followups off of nair.

You're right. Sorry, I've forgotten about auto-SDI for some reason. Since I haven't played this game in some time and because I'm a Melee and Smash player in general, it's one of those things I forget about if I can't apply them outside of RoA.

Originally posted by Geln's Acolyte:
For down strong and jab 3, I have no words for you. Jab 3 is easy to parry or just PUNISH.

You're right, but I never implied charged Jab 3 is hard to evade, punish or anything. I'm just implying that giving it the option to charge it and even move when you release it is a little too much. It's the surprise factor, for sure, but I'm not sure if it's necessary to make Jab 3 work that way.

Originally posted by Geln's Acolyte:
Down strong has a TON of startup and endlag.

Again, bad testing on my part.

Originally posted by Geln's Acolyte:
There is no initial hit on side special. It's a read based move. The non-Fakie version also doesn't kill if you DI properly until about 100 at the ledge.

I think you misunderstood what I meant by "initial hit." The move has a first hit and then a last hit at the end; that's all there was to my explanation. I think me saying it kills "very well" was also bad testing, again.

Originally posted by Geln's Acolyte:
Dair->dragdown nair is not true at any percents. You can tech out of it and punish.

Also true.

Originally posted by Geln's Acolyte:
Fair first hit doesn't combo into the second for a good reason, as if it did the move would be too fast and too good. If it was consistent, it would be broken. The move is too slow to be broken. Parrying it is easy, and leads to a full punish. THIS WAS NOT, I repeat, WAS NOT an error on the dev's part. This is intentional and good balance.

I didn't call the move broken or hard to punish. I also wasn't talking about the very first hit; I didn't explain that well. By first hit I meant the second set of hitboxes (I called those "first hit" because I was ignoring the hit where she raises her leg up). The ones that do spike.

I also meant that those two hitboxes should send you away for the first frame so the whole move doesn't spike regardless of how you land it, just like how Snake's F-Air would, but now that I looked up how his move works, it appears that only the leg knocks you away, but the foot spikes.

But because Hikaru only has one hitbox, it always spikes. It seems like that was part of how Lukaru wanted to design the move. Working with RoA's sprite size means the leg hitbox that would knock away would be a little unnecessary if it were added, so my suggestion is to make the first frame not spike, at the very least.

That, or add more frames to the animation; I don't know. Maybe it's fine as is, and I know it takes a while for it to hit, but that's what I thought about the move, initially. Also, this is where I think Lukaru messed up with updating the hitboxes at the right time: https://imgur.com/gallery/ScUasal

Originally posted by Geln's Acolyte:
Also, projectiles don't put the opponent into a helpless state when parried. Even ABSA'S FREAKING FORWARD TILT doesn't do that. Time it well to get the reflect and you can combo off of it. In short, git gud and learn2DI. If you want I can play you and teach you how to play this character.

Uh, I don't know why I said the projectile should put you into a helpless state if it's parried, lol. Don't worry, I can learn her by myself.

Originally posted by Geln's Acolyte:
She's a very well balanced character if you're used to playing against her, and easily one of the most fun characters in the workshop. This was a very all over the place reply as I was typing responses in the order of your post, so sorry if it comes across as a rant.

All in all, quite a bit of misinformation from my part, so I apologize. I'd update what I said about those moves in my first post, but at this point, a lot of my "problems" have been solved by just me giving the character a more thorough test. I should, instead, just point out in that post that most things have been clarified in the following posts.

I can't 100% blame you for what you said about my skills, but it came off a little harsh, if anything. Hopefully you understand.

I'm sorry for being harsh. I acknowledge I was incredibly rude and ranting about things. I'll address a few things. First of all I am the best Hikaru player, at least in all of the discords for rivals. At the very least I'm tied with Sino and Luka. If you're familiar with competitive workshop, it's a different meta. Most of the characters are slightly underpowered compared to base cast. I recommend joining the exw discord for more information. Second, many of the things you have grievances with have been adjusted. You can now parry the neutral b charge hitbox making close range neutral b much less of a viable option. We are working on making jab 3 less powerful, possibly removing the backwards dash version. I would still like to play you and tell you more about this character.
Stormghetti 16 Apr, 2020 @ 7:58pm 
Originally posted by Geln's Acolyte:
I'm sorry for being harsh. I acknowledge I was incredibly rude and ranting about things. I'll address a few things. First of all I am the best Hikaru player, at least in all of the discords for rivals. At the very least I'm tied with Sino and Luka. If you're familiar with competitive workshop, it's a different meta. Most of the characters are slightly underpowered compared to base cast. I recommend joining the exw discord for more information. Second, many of the things you have grievances with have been adjusted. You can now parry the neutral b charge hitbox making close range neutral b much less of a viable option. We are working on making jab 3 less powerful, possibly removing the backwards dash version. I would still like to play you and tell you more about this character.

Yes, now I see a lot of things have been addressed in newer updates some time after my first post was made, but I doubt I can play you if you don't live in Europe, and I don't know if you do.
Last edited by Stormghetti; 16 Apr, 2020 @ 7:59pm
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