Rivals of Aether

Rivals of Aether

Ratchet & Clank
23 Comments
Sans with Pancreatic Cancer Jun 18 @ 10:12pm 
also the box breaker rules, just wanted to mention that
Sans with Pancreatic Cancer Jun 18 @ 10:12pm 
make bair not send you as far, if you really wanna keep it, look at stuff like corrin in smash, which has a similar recovery utility, it does NOT send you that far and it's still useful. please, just make him play less like a slingshot. i'm not trying to play as sonic i'm trying to play as ratchet. with bair and dash attack you can teleport from one side of the map to another instantly, it's ridiculous
Sans with Pancreatic Cancer Jun 18 @ 10:12pm 
he is now kinda turbo broken. since he drops like a rock and 2 of his grounded moves put him in the air you can do dash attack-fair-ftilt-fair and just combo and loop that into the ledge since he touches the ground before the opponent recovers. how to fix this? easy, make him drop slower and/or make his ftilt not leave him airborne, but honestly that's half the sauce of the move so it's not a good idea (just make it his dash attack, seriously). dtilt staying out even when you jump actually makes it a good ledgeguard option since you can throw it out and ready other projectiles in the meantime.
Aperson Jun 14 @ 2:14am 
I feel like they lack some sort of gimmick which you commonly see on Rivals' cast. Rivals characters tend to have a central gimmick that informs their entire moveset or at least have a move that you can use that creates stage control that can then interact with other moves in the kit.

However, first character jank is always going to be expected and this is a lot better than most people's first characters.
Aperson Jun 14 @ 2:14am 
I was personally refraining from commenting on moveset choice decisions because at the end of the day this is your character. That being said a more standardised Ftilt and Bair would do wonders for the character. Sometimes you just can't cram in every reference and you need to prioritise function first. However I also appreciate respriting a move and making a new one takes a lot of time.

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.
Sans with Pancreatic Cancer Jun 12 @ 8:55pm 
not to sound mean but i noticed. but this does have potential, try to fix his kit in a specific direction, like, do you want him to be mainly ranged? make his guns better (honestly his nspecial is already pretty good the feedback on it is just kinda bad), make his moves have more range if they're gonna be slow, and delete bair, seriously, get that shit out.
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
Wizen  [author] Jun 12 @ 8:47pm 
I've never made a character before so I'm still trying to figure out the best way to balance his moveset. The feedback helps a lot though, so I appreciate that
Sans with Pancreatic Cancer Jun 12 @ 7:08pm 
also why does he barely cover the top platform in the practice stage? why is his jump so ass???
Sans with Pancreatic Cancer Jun 12 @ 7:04pm 
you don't need to make it slow as hell on a character where all his moves are slow as hell. if it was fast then he'd make a pretty decent zoner since he can rack up damage and then cover your entrance with a nade and try and get kills, but with how SLOW his smash attacks and his fspecial how jank trying to hit the opponent is with his few fast but very stubby moves or just bad moves (why is back air a recovery tool his up special is amazing already).
also give down air a landing hitbox, it's weird that it just ends
Sans with Pancreatic Cancer Jun 12 @ 7:04pm 
it's ridiculously easy to sd with dash attack because you can't cancel it with a jump, which makes no fucking sense, because it's supposed to be the same as the helipack, why does it have momentum?? ftilt does the same thing but better, but the thing is that it makes dash attack just be actively detrimental, and makes me wish ftilt was the dash attack. jab 3 is slow, defeating the point of a jab string since you can just , dtilt is just useless, as it takes forever to come out and end, and it taking forever to come out is not accurate. this also means you have no functional dtilt. that plus his other attacks being either slow or stubby means he has no meaningful pokes aside from his neutral special (which has no stun or any feedback if it hits) and his down special which you need to either perfectly space or hit point blank. side special should be faster for less reward, it already stuns so that differentiates it from nspecial,
Wizen  [author] Jun 12 @ 6:07pm 
In what way
Sans with Pancreatic Cancer Jun 12 @ 5:54pm 
this character feels like it was never playtested
Wizen  [author] Jun 11 @ 10:01am 
The down tilt is kind of a meme attack, its super committal but if you hit someone with its basically like a windbox. I thought it was funny so I didn't change it. Plus the long end lag is accurate to the source material

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
francesco734 Jun 11 @ 9:34am 
I see you are open to feedback so here's mine: first of all, props for taking on the effort of making a fully playable and functional character...this is not something that everyone has the commitment or the skills to pull off. With some additional polish, this character could really turn into something special as the potential is there already. I'll start by pointing out the most glaring issues that I noticed:
- 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!
Wizen  [author] Jun 10 @ 3:57pm 
Feedback would be great
Aperson Jun 10 @ 1:24pm 
Are you open to feedback on this character by any chance? Ratchet and Clank has been one of my most wanted characters in this game and I want to see them flourish but also recognise that it's your character at the end of the day.
Ratchet25Tecks Jun 9 @ 6:06am 
FINALLY LES GOOOOOOOO!!!!!!
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOW, YEEEEEEEEEEEEEAAAAAAAAAAAAAAH BABYYYYYYYYYYYYYYYYY !!!
Shipper65 Jun 9 @ 5:26am 
my favorite playstation duo
80s&90sFan Jun 8 @ 9:19pm 
another playstation character?
now this thing should need a psasbr modpack collection
Aperson Jun 8 @ 4:05pm 
Been wanting these guys to be in this game!
welovehomeschool Jun 8 @ 4:04pm 
can you add the snapshots into this workshop page
SageisNIce Jun 8 @ 2:04pm 
its them