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However, first character jank is always going to be expected and this is a lot better than most people's first characters.
Making a character accurate to the source material is fine... to a point. If you are going for 100% accuracy to the source it can mess up general functionality of a character and get in the way of the standardised movement of Rivals itself (this is something I tried to do with my earlier characters). So sometimes you have to take liberties for the sake of it feeling good in the game. Having the reference can be nice but having it feel exactly like the game can get in the way in certain situations.
if you want him to use his guns as more slow and strong tools, then make his attacks faster and consistent, and still delete backair, it sucks
also make ftilt dash attack, give him a real ftilt if he can't get a real dtilt
also give down air a landing hitbox, it's weird that it just ends
The ftilt and dash attack are like that because I thought it would be interesting. They're both variations of Ratchet and Clank's long jump, but one is a slower multihit and the other is a burst option. I wanted to include a good deal of heli pack/thruster pack moves because its gives Clank something to do as part of the duo
The back air was meant to be useful as a movement option, so the large distance it covers was by design. The sweet spot of the attack is also really strong so I think it makes sense for it to be a committal attack
Down special 100% was too strong though so I actually did nerf it in the latest release
- Down Tilt should have it's ending lag reduced considerably;
- Forward Tilt and Dash Attack's distance are a bit excessive (also both moves feel very similar to each other);
- Back Air also could be less committal, consider reducing distance and duration;
- Down Special is a bit too strong, I feel like it should have a bit of cooldown between uses.
These adjustments I reckon would make the character feel a lot better instantly! Keep it up!
now this thing should need a psasbr modpack collection