Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I really hope Lukaru sees this, whenever that happens...
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.
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.
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.
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.
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.
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.
Yes, I'm aware of the cool-down.
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.
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.
Again with the assumptions.
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.
You are correct; it's not as powerful as I claimed it to be.
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.
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.
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.
Again, bad testing on my part.
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.
Also true.
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
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.
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.
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.