

I've been able to replicate it somewhat consistently by dying mid-down air and occasionally it happens when I use the move twice in a row.Ģ) With Orcana, his hurtbox is Zetterburn-sized at the beginning of the round, and then it becomes the correct side after ducking. Sometimes it just sticks there after the move is over, even though there's not an actually active hit box. Speaking of hitboxes, there are two things that were odd.ġ) On character 3, there's some weird stuff going on with the hitbox of his non-smash down air. Is the crosshair a sweetspot? On that note, are there any moves that spike? When I turn hitboxes on, sometimes there's a little crosshair, along with the arrow. Like, the blast zones feel close ont he sides, but far on the top? Not sure what's really going on there. Theres something weird feeling about the relation of the blast zones and the camera. I know you said character 3 is unfinished, but I'm wondering: are his non-smash aerials suppose to be so juggleable, with basically a set knock back and zero kill potential, or is that just unfinished?
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But then I figured out how to do it backwards, it was a game changer. At first it was frustrating, because I would try to use it as a follow-up and it would just be bubbles. Like I didn't really have to time it correctly, I just kinda did it. Like, 5 frames or less, if I'm not mistaken? For me, it kind of makes the combos.less satisfying sometimes. Some nice chomping sounds.Īlso, maybe I'm incorrect, but it seems like the majority of moves come out really fast. Some of the sound effects are really satisfying, like whiffing Orcana's forward tilt and Zetterburn's third jab. I'm no designer, but maybe have edges of the stages be angled, to help people recover when they're close? Not having ledges will take some getting used to. I've personally never had any interest in stamina mode. So, I'm just going to post a huge train of my thoughts about the game so far.
