![]() ![]() It's especially bad when you get a minor lag spike during the teleport. I have killed myself so many damn times with this move because I expect the direction to be selected the moment he vanishes (as is the case with every Smash game that has a move that works like this). Rivals of Aether - Official Thread Smashboards whenever I try to play and go to the character select screen, and hover over any of the charecters, it gives me this error: FATAL ERROR in Vertex Shader. There is absolutely no reason to have it read the direction on the frame he reappears. Oh, and please fix the Forsburn teleport input. ![]() I think a lot of the game was balanced back when parry had much better frame data, and it kinda shows. There's all kinds of times where I know exactly what the opponent is going to do and I press the parry, but I'm like 1 frame too early (it's a 1/6th second window), causing me to get hit, which in turn skews the risk / reward of throwing out mindless attacks. As it stands, it's simply too inconsistent to be used like a shield. I've certainly had people escape both at 140%+, and that's even with forward strong being partially charged.īeyond this, I honestly feel like parry needs 1-2 more active frames. I believe a grounded opponent can tech both jab and forward strong at any percent, basically leaving him with no reliable kill options (well, except fully charged down B) in a game where most people can just spam forward or down strong as much as they want. Forward Strong is not escapable at high percents. Jab combo is not escapable at any percent. ![]() Forsburn needs two main things to be viable. I find this extremely nonintuitive and it makes it harder to act after the teleport, but at least I know what's happening now. This is different from smash, where it's chosen on the frame in which you disappear. If it's a true combo, whatever, I'm getting hit anyway, but if it's not, he might die for attempting it.Īlso, I found out why my teleport sometimes seems to go in the wrong direction - It's because the direction of Forsburn's teleport is only chosen on the frame in which he reappears. Also, the next time he attempts that slingshot -> watcher's dive thing, I'm just going to mash upair. It depends on the location of the wall relative to the lower blastzone, though, which is not the same on every map. In other news, I was watching the stream archive where I played against that guy and I already picked up a few more things I could be doing in that matchup, in particular I fiddled around with Forsburn's recovery and there's a number of stages where you can actually start putting out the smoke the moment you walljump, then recover into it, even from quite low on the stage. Alternatively, sometimes the clone will hit get onstage safely and then you can just hit B to make it hit the person, then you can get back onstage that way. It's really great if it all works out, but it's tricky because you don't have full control over how the clone chooses to recover. Two official example stages were released: Guada's home stage, Bamboo Lodge, and Sandbert's home stage, The Sandbox.Click to expand.I've actually done this exact sequence once. Custom stages are viewed on separate pages in the character select screen. Players can customize where each player initially spawns, the elevation of the respawn platform, and the size of the camera and blastzones for both standard and advanced stages. Unlike stages in the base game, advanced stages can have up to four separate music tracks that are chosen at random when the stage is selected. Advanced stages can incorporate custom scripting and can have Basic and Aether versions. Advanced stages allow players to import their own backgrounds and music. Standard stages are made only with resources included in the base game (tilesets, backgrounds, and music). There are two types of custom stages, standard stages and advanced stages. ![]() Rivals of Aether features a built in stage editor. Both can be downloaded from Steam Workshop and edited. Guadua was also created as an example of a complex workshop character. Sandbert was reintroduced as an official workshop character. Because Steam Workshop for Rivals uses the same coding aspect for custom characters as the official characters, characters created through Steam Workshop can include complex mechanics not already present in the base game. ![]()
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