Rivals of Aether

Rivals of Aether

Rivals of Gensokyo - Reimu Hakurei
31 Comments
aceconch 10 Nov, 2024 @ 5:12pm 
reimu wavedashing is amazing
melody 29 Dec, 2021 @ 3:01pm 
Never take Reimu to Air Armada, worst mistake of my life
trseur 16 Aug, 2020 @ 9:34pm 
I suggest to make her looks more belong to roa. Make her looks more polished. Still good somehow. Thx.
praefator 11 Feb, 2020 @ 10:09am 
i want the NAir on every character of the game
it's just perfect, the ultimate combo tool
SAir is a really good kill move
DAir is a spike
UStrong is an wonderful strong and anti aerial
i think this character has the best air game on workshop, it's fun to play with
6000j 28 Jan, 2020 @ 12:05am 
In her current form, she can use up air and stall in the corner offstage or under air amarda and time the opponent out after getting any lead at all
LysisLyrics 3 Nov, 2019 @ 1:04pm 
Ahhh Reimu, the Shrine Maiden of Paradise from the Touhou Project!

It's always nice to see Touhou characters in Rivals of Aether, but your Reimu character takes the cake for being especially well-polished.

Her projectiles are really fun to play around with. Like how her Ying Yang ball bounces and can roll off the edge leads to some interesting edge-guarding mechanics. Plus her Side Special "Hakurei Border" moves is fun too, it's a good counter to rush down characters and helps keep the battle less spammy and more tactical.

What I especially find alluring is her Down Special, where she teleports away and kicks downwards. It's a satisfying mix up move that helps keep matches alive and fresh.

Overall, really fun character to play as. Hoping this mod gets popular enough so Reimu can potentially make it into Smash Bros Ultimate as well (that would be a dream come true!!).
Jaysa, etc. 20 Oct, 2019 @ 9:03pm 
this mod makes me gohei expand to the lunarians 10/10
Señor Korst 12 Oct, 2019 @ 5:44pm 
it would be one of the greatest characters mods out there if you could rezise her, she is sooo tall
Giodyne 6 Oct, 2019 @ 5:27pm 
Any chance in the future you'd want to add 17.5 Reimu?
Stormghetti 2 Oct, 2019 @ 5:31pm 
-N-Air, as @Zwataketa mentioned, is just too fast and overall too good. Hitboxes should be reworked (why is she a hitbox?) to be more accurate.


From this point forward, I'll be talking about hitbox sizes only, as they are completely unbalanced and they don't match the animations for the most part:

-F-Tilt.

-D-Air's could be moved a little more towards the center of the foot. It's weirdly positioned away from her foot.

-Dash Attack. Seriously, it's so God damn big for just a simple dive kick. Have you even seen the hitbox yourself?


Analysis over.


Everything I haven't mentioned like the specials, Up-Air and its drift, etc. has been covered in the comments below mine already, so I chose not to include them again. I hope all of these issues are addressed in the near future because she's very fun despite how broken she is.
Stormghetti 2 Oct, 2019 @ 5:30pm 
I'm going to add to what other people have said, regarding balance. I'll go quite in depth:


-F-Smash needs more endlag and the hitbox should be smaller. Seriously, it has less endlag than F-Tilt and that also has more reach. The reach on F-Smash feels sluggish, as if she should move farther.

-Jab could use a rework. I'm not sure if it should be 4 hits, but the main issue is that It feels too slow and the last hit reuses the animation from F-Smash. As a side effect, this also includes that massive hitbox.

-Up-Tilt is too good, I feel. It's the low knockback and the very low endlag that makes it that good.

-Taunt is too fast to even appreciate the animation and the hurtbox doesn't shift properly. The hurtbox moves down immediately on the very first frame to match the animation where she sits down when in reality, it should move on the 7th frame (and it should move on the 4th frame as well, but the hurtbox should only move a little bit because she's starting to sit).


(1/2)
puppyluvv 1 Oct, 2019 @ 9:06pm 
If this wasn't using big ugly(for this game anyway) soku sprites I'd love it
6000j 30 Sep, 2019 @ 2:55am 
You might want to make neutral b smaller, the move currently auto edgeguards some characters
6000j 30 Sep, 2019 @ 2:47am 
This is now possibly the most fun i've had playing a character on the workshop, side b setups are so much fun
aubadeKnight 29 Sep, 2019 @ 8:57pm 
Very good!
Zwataketa 29 Sep, 2019 @ 9:28am 
-Side-B is too powerful, period. A few ideas to balance this move are to increase the endlag and allow her to only have 1-2 on screen at a time. Or better yet, make her barriers limited and have the count recharge over time.
-Down air's current hitbox should shrink to become a sweetspot and make a new sourspot that knocks the opponent at a different angle.
-Lessen Down B's influence by vertical momentum. Currently, it's arguably a little bit better than Up B for Vertical recovery, which I don't think is the intention.
Zwataketa 29 Sep, 2019 @ 9:28am 
Might want to make smaller sprites so the gohei isn't so ridonculous, although that would probably require a full recreation of the character at that point. Provided that, here's a few balancing ideas for if anyone wants to create Reimu with smaller sprites, some of these perhaps being able to help with the current Reimu character:
-Remove or lessen the up draft from up air.
-Add more startup to Neutral B (the Yin Yang Orb).
-Change the knockback angle of N-air, and add some endlag.
-I get what you were going for with f-air and b-air (making them like Zelda's in smash), and they are fine as they are power-wise, but need more endlag to be properly balanced.
(cont. in next post)
Hoshi no Kaabii 28 Sep, 2019 @ 8:05pm 
noice
Magebrawler Aura 28 Sep, 2019 @ 7:30pm 
I eagerly await the day when it isn't just characters on the workshop, but stages as well.
6000j 28 Sep, 2019 @ 6:25pm 
Feedback: the flag visually really looks like a sword, and so it's really disconcerting when it isn't a hitbox.

Also, upspecial sorta just doesn't work as a recovery.
Phrasmotic 28 Sep, 2019 @ 9:38am 
Really well done, but the sprite is huge - would it take a lot of work to downsize it to the size of the rest of the cast? Not trying to be snarky, genuinely don't know much about this.
76561198379988459 28 Sep, 2019 @ 9:10am 
that really good thank you maybe next can be marisa or tenshi
Flowslikepixelz 28 Sep, 2019 @ 8:46am 
Wow, the first Touhou character that doesn't feel completely busted.

And she's really fun. I rate this a solid Danmaku/10
Azkarna 27 Sep, 2019 @ 11:10pm 
I should probably also clarify that my thing only applies TO turbo mode, since EVERYTHING can be canceled into anything on hit. Most characters feel insane on Turbo
Azkarna 27 Sep, 2019 @ 11:09pm 
Great job on the character!!

For those of you who're experimenting with her, try her on turbo mode. She feels like a DBZ character if you can get the rhythm of chaining up-special into aerials down
False Profit 27 Sep, 2019 @ 10:34pm 
Great job but Fair is way to strong
CatLord 27 Sep, 2019 @ 7:36pm 
AMAZING
nemid 27 Sep, 2019 @ 6:47pm 
YOOOOO this is so good! I'm glad so many people are making touhou characters, I'm making Alice myself

My one complaint would be that down tilt doesn't connect properly above very low percent
Doctor Jans 27 Sep, 2019 @ 5:31pm 
Reimu for Smash Ultimate!!!
we're gaming 27 Sep, 2019 @ 5:05pm 
epic
Magebrawler Aura 27 Sep, 2019 @ 3:20pm 
Mighty need!