Rivals of Aether II

Rivals of Aether II

Pls Buff Elephant
Pls Buff Elephant
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Showing 1-9 of 9 comments
I believe they are quite balanced. Though bullied by combo heavy characters like Ranno, they deal some serious damage as soon as they get y their hands on their opponent. They also don’t die til super late, have a quite solid recovery, and have very good ranged tools. I would say they fit the bill of a heavyweight quite well, which just generally doesn’t perform all too well competitively. Nothing you can do there.

But, to address your concerns, could you get a little more specific. What needs a buff?
Mampfsgradmeter Oct 18, 2024 @ 3:24pm 
Originally posted by ciswhiteheterosexualmalenumber2:
I believe they are quite balanced. Though bullied by combo heavy characters like Ranno, they deal some serious damage as soon as they get y their hands on their opponent. They also don’t die til super late, have a quite solid recovery, and have very good ranged tools. I would say they fit the bill of a heavyweight quite well, which just generally doesn’t perform all too well competitively. Nothing you can do there.

But, to address your concerns, could you get a little more specific. What needs a buff?
Although you are right about not doing too well in competetive, still dying at like 120 is absolute menacingly and i would like to buff him like this:

Side Special: Should not send into freefall and have less endlag if missed
Up Special: should get a knockback buff
Up air: should have a sour spot that combos and a sweet spot that kills (I that already exists then make the sweetspot larger because i didn't even hit it once)
Up throw: It is really hard to combo off of it at 0-low percent so buff the knockback a little.
Neutral special: Knockback change that when hit you fly backwards not upwards
Down air: Definetly more knockback it is very weak considering its an elephant stomping on you.
Originally posted by Mampfsgradmeter:
Originally posted by ciswhiteheterosexualmalenumber2:
I believe they are quite balanced. Though bullied by combo heavy characters like Ranno, they deal some serious damage as soon as they get y their hands on their opponent. They also don’t die til super late, have a quite solid recovery, and have very good ranged tools. I would say they fit the bill of a heavyweight quite well, which just generally doesn’t perform all too well competitively. Nothing you can do there.

But, to address your concerns, could you get a little more specific. What needs a buff?
Although you are right about not doing too well in competetive, still dying at like 120 is absolute menacingly and i would like to buff him like this:

Side Special: Should not send into freefall and have less endlag if missed
Up Special: should get a knockback buff
Up air: should have a sour spot that combos and a sweet spot that kills (I that already exists then make the sweetspot larger because i didn't even hit it once)
Up throw: It is really hard to combo off of it at 0-low percent so buff the knockback a little.
Neutral special: Knockback change that when hit you fly backwards not upwards
Down air: Definetly more knockback it is very weak considering its an elephant stomping on you.
Side special: I don't know, imo this move doesn't need to be more spammable. If I had to guess, you're mentioning this because you're trying to get to ledge and recover with it but it keeps going over the ledge and are punished for it. If this is the case, yeah I agree it should cancel at ledge. You could also be wanting to use this in air as a combo extender and thats why you're mentioning freefall, but we've got down special for that and idk if we need all too good of aerial combos on him. I'd say no freefall on side special or a up air sweetspot buff, and i'm much more inclined to advocate for the ladder.

Up special: Sorry I don't agree with this one. It already does very good damage and can be thrown out very easy. It shouldn't be a kill move.

Overall with these two you seem to be referring to his punishable recovery, which I agree it hard to learn. I'm no professional player but I suggest side specialling to the wall, wall jumping, and then timing your up special so you catch the ledge. Then you have options on what to do next. You're best three options in this case is special ledge attack, which is risky but can catch you're opponents off guard, normal ledge attack, which has a deceptively long reach, or fall off and jump into aerial, which is what I'm seeing players better than me do.

Up air: Yes, I agree with this. The sweetspot hitbox is very small and the sour spot sends nowhere. I'm no dev so I don't have control over this, so if this doesn't get buffed, i'd recommend using this as a combo tool into f air.

Up throw: Also agree with this. If up air is going to be a combo tool and only a combo tool, at least give us a throw that combos into it. Just a little bit less end lag is all it needs.

Down air: I personally don't understand what you mean when you say it has bad knockback. Even at zero a landing down air can combo into up tilt. Are you going for spikes at zero and aren't getting rewarded for it? Good, cheap kills like that are really annoying.
Mampfsgradmeter Oct 19, 2024 @ 5:01am 
What about the Neutral special sending backwards instead of upwards. It would be more of an edge guarding tool than a combo tool but doing combos off of it is pretty hard considering the speed of the projectile and the difficulty for people actually getting hit by it.
Originally posted by Mampfsgradmeter:
What about the Neutral special sending backwards instead of upwards. It would be more of an edge guarding tool than a combo tool but doing combos off of it is pretty hard considering the speed of the projectile and the difficulty for people actually getting hit by it.
The entire special or just the projectile?
ZooL Oct 19, 2024 @ 5:33am 
loxodont is perfectly fine after his recent buffs. you just need to get better.
Mampfsgradmeter Oct 19, 2024 @ 5:33am 
I would say only the projectile since the uncharged sends just opponents upwards able to combo into up air and doesn't shoot the projectile meanwhile charged takes long enough for the opponent to move away if wanting to use it to extend a combo.
Originally posted by Mampfsgradmeter:
I would say only the projectile since the uncharged sends just opponents upwards able to combo into up air and doesn't shoot the projectile meanwhile charged takes long enough for the opponent to move away if wanting to use it to extend a combo.
I could see something like that working. Like an air dodge trap tool like orcane forward air. Idk though, don’t you think it will feel just a little clunky? Turning around in this game just isn’t as easy as it was in rival 1 with all the burst movement, having to turn your back in neutral may mean you’re giving up forward air as a burst tool, and supplementing it for the much smaller (yet still very threatening) back air
vthemighty Oct 19, 2024 @ 11:52am 
this game needs a dhalsim so as to ride the elephant
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Date Posted: Oct 18, 2024 @ 3:07pm
Posts: 9