Rivals of Aether

Rivals of Aether

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Koopa Troopa
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Mar 29 @ 12:00pm
May 19 @ 8:00am
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Koopa Troopa

In 1 collection by ricE_ECD
ricE's Rivals of Aether Mods
26 items
Description
Koopa Troopa marches into Rivals of Aether!

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Koopa Troopa is a quaint little turtle of the Mushroom Kingdom (relation to Bowser’s Army not specified) - they don’t quite have the range and disjoints that most other kinds of characters have, and can tend to get out-ranged easily. In exchange, Koopa has great ground movement speed and very fast attacks - ideally, you’ll want to play more aggressive with this character, going for combos all the time. Koopa Troopa’s special attacks can grant additional movement capabilities, niche combo extenders, and an interesting projectile once fully mastered. If you like going head-on into opponents with no fear from above, then Koopa Troopa might be the character for you.

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Neutral Special: Koopa Shell
On use, Koopa pulls out a Koopa Shell and places it in their hands, functioning similar to how it is when Mario holds a shell in various 2D Mario games. With a Shell in your hand, you can move and jump with it - press ATTACK/SPECIAL to kick it forward, up or down! It acts like how you’d expect it to, and anyone can hit it to rebound it.

Koopa can also jump on the shell to get a vertical boost (try using this against a wall when recovering!) Koopa can regrab the shell by using NSPECIAL again to grab it. Additionally, after it’s rebounded, you can either airdodge/waveland into it or attack it and press SPECIAL to laglessly regrab it, allowing you to do some crazy repeated shell combo extensions… if you’re technical enough. You can also press PARRY while holding the Koopa Shell to drop it in front of you.

Forward Special: Power Shell
Koopa tucks into their shell and spins in place, similar to the attacks that the Koopa partners use in the Paper Mario games. Upon releasing SPECIAL, Koopa will sling forward in the shell at fast speeds, and will rebound off of walls or opponents on hit, which can be useful for some combo routes.

This move has a ton of endlag on whiff, so you’re very prone to being whiff punished, so use this move carefully. Landing the move at full charge will deal much more knockback and damage that can score K.O.s rather easily (although it will be slightly weaker if landed while airborne) - after rebounding, there’s a certain… Stylish option you can do for flavor points…

Using this move into a Koopa Shell will have Koopa rebound off of the Shell and send the Shell flying forwards at a proportionally similar speed to Power Shell.

Up Special: Paratroopa / Sky Dive
Koopa dons wings to become a Paratroopa and takes to the skies! Before rising, you can angle your flight pattern slightly to the left or right - but you’re vulnerable while doing so, especially from above… try not to get jumped on while hovering.

After reaching the apex of their flight, Koopa will hover in place briefly with the Paratroopa wings. You can move slightly back and forth during this, and your fall speed will be slowed. You can also press PARRY to cancel this and go into pratfall at an earlier point if you want. Press ATTACK or SPECIAL after reaching your apex to stop in place and throw a divekick below you! It’s quite strong initially, letting Koopa do some risky chases off stage - but you’ll go into pratfall regardless, so aim well!

Down Special: Shell Slam
Koopa hops up, then comes crashing down on the backside of their shell at high speeds! On hit, Koopa will bounce up and send the hit player up and out, which serves as a niche combo extender. While falling, Koopa has little horizontal control and can’t cancel this move with a jump or airdodge until VERY late into it, so use this with caution offstage. Koopa will also regain his double jump if he lands this move, so you can think of this as a risky way to continue combos offstage.

If you land directly on your Koopa Shell, you’ll bounce off of it with a high horizontal speed and send the Shell right below you (or forwards if it’s grounded) at high speeds.

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Other Notable Moves:
Jab
A quick punch into a side swing with the shell on their back. This move has very strong knockback for a Jab 2, making it quite effective at killing at higher percentages.

Neutral Air: Spinning Shell Slide
Koopa Troopa spins on the backside of their shell, hitting up to 3 times. Uniquely, this move can be continued by landing during active frames, allowing you to spin and move during it! If finished on the ground, Koopa will hop upwards. If you hit the last hit, you can cancel the hop into a jump or any aerial that isn’t NAIR again.

Down Strong: Whirlwind Shell
Koopa stands and poses before tucking into their shell, spinning around in place rapidly. This move lasts for quite a while and can reach pretty far on both sides, but has a hefty amount of endlag and is vulnerable to being whiff-punished. Landing the attack during the first spin of the move has Koopa end the move prematurely.

Misc.
Koopa Troopa has average to above-average ground mobility and is partially heavy (0.975 knockback adjustment with slightly higher air friction, meaning they’ll survive off the sides a bit longer than most mid-weight characters).

Koopa can crawl by holding left or right while crouching as long as you’re not holding a Koopa Shell.

Alternate Costumes
By default, Koopa Troopa has 20 alternate colors (including the default color scheme) to choose from, with a variety of colors based on other shells that Koopas wear and other characters.

In addition to this, Koopa Troopa has 3 full alternate costumes to choose from! You can choose to play as the Roving Racers (from Super Mario Odyssey), Kooper (from Paper Mario 64), and Koops (from Paper Mario: The Thousand-Year Door)! Each of these costumes have 4 sets of colors (including their default color scheme) and unique victory themes. There are no gameplay differences between any of the costumes, so pick whichever one floats your boat!

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Credits

ricE_ECD - Programming, Spriting, Moveset Design, VFX

Hyuponia - Custom Preview Text

Team Almost Good - Playtesting
Team KirbSoup - For Being Awesome

Sound Effects
- Super Mario Bros. 3 (NES)
- New Super Mario Bros. DS
- New Super Mario Bros. Wii
- Super Mario 3D World
- Mario & Luigi: Bowser’s Inside Story
- Paper Mario: The Thousand Year Door (both the GameCube and the Nintendo Switch versions)
- Super Smash Bros. Ultimate

Victory Themes pulled from:
- New Super Mario Bros. Wii
- Paper Mario (Nintendo 64)
- Paper Mario: The Thousand-Year Door (Nintendo Switch)
- Super Mario Odyssey

This mod has custom sprites made specifically for Rivals. Please do not reuse or re-upload these sprites anywhere without permission!

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Koopa Troopa is a registered trademark and intellectual property of Nintendo. This is purely a work of art made out of love and care for the Super Mario franchise, with no intention of being used for profit or infringing on Nintendo’s rights. All rights reserved.

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This character was made in a month for the (from mario) jam hosted in the Rivals of Aether Extended Workshop server, among many other characters!
40 Comments
ricE_ECD  [author] May 17 @ 7:29pm 
@NessMB hi, hello!

- thanks for bringing that up, turns out the check i was using for stopping the fspec loop sound only applied to the default costume so thanks for letting me know about that, i'll fix that in a future patch
- by can't punch it, do you mean by any attack at all from koopa? i know someone else has told me that the shell can sometimes get stuck. i can try to look into this to add some failsafes for stuff like this
- idk how to fix that custom stages that have ground/platform objects can sometimes be finicky with player articles that move along the ground (this is an issue that you can definitely find on a lot of other characters), i myself am not really sure of a solution to this but if i do find one i'll patch it in
NessMB May 17 @ 10:51am 
If Kooper dies during the charging phase of FSpecial, it'll endlessly play the charging noises until he uses FSpecial again.

Also, Kooper can't punch or grab the shell from N-Special if the enemy claimed it (by parrying or hitting it) which is mildly annoying because if the shell manages to get stuck stationary while claimed by another player Kooper just permanently loses the N-Special for that stock. This wouldn't be a big problem, but a lot of custom stages, notably with stage hazards or gimmicky stages, this can happen quite frequently. This happens most commonly to me on the Beep Block Skyway stage, when it tries passing over the outer platforms, it just stops moving, but has happened to me plenty of other times on other stages as well. So it would be pretty cool if you could add a way to pickup or claim a stationary shell that was claimed by an enemy.

(This happens with every costume. I just main the Kooper one)
Chris May 1 @ 11:54am 
Bah bah
goofytrainboy Apr 29 @ 3:47pm 
has to hit someone btw bois
goofytrainboy Apr 29 @ 3:46pm 
NVM GOT IT BOIS HERE IT IS: fully charge power shell then taunt after you rebound and still in shell
goofytrainboy Apr 29 @ 3:44pm 
HOW DO STYLE POWER SHELL PLEASE HELP
CodeKirby Apr 23 @ 10:07pm 
bah bah
Will Apr 20 @ 10:38pm 
in 5 years we gonna have the question block as a character
⌁Toaster Joe⌁ Apr 15 @ 2:58pm 
@ricE_ECD thanks :steamhappy:
ricE_ECD  [author] Apr 11 @ 8:15pm 
@The Trippy Pyro (MPH! MPH! MPH!)

you don't have to unlock colors - it's an issue that can appear depending on the load order or workshop items.

this can be easily fixed by going into your steam library -> right click rivals -> go to workshop -> reorganize the list so that the first 20 items are stages, and this issue should be fixed.