Rivals of Aether

Rivals of Aether

Leona
7 Comments
Tafnir 21 Nov, 2024 @ 5:37pm 
From said friend:
"Oh man!

Wow they even got her moveset and her kicks right!

This is a work of LOVE."

Again, great work!
Tafnir 21 Nov, 2024 @ 4:13pm 
Me: "Hey, [BFF], who's your favorite video game character? I'll look for them in Rivals."
BFF: "Oh, Leona Heidern."

Fantastic work.
AlmostMaxxed 11 Nov, 2022 @ 2:53pm 
i would love for more capcom v snk hand held characters
Inferno 16 May, 2020 @ 1:01pm 
The final change I'd like to suggest is to make the startup animations on her aerials a little bit more specific to each aerial. Nair and bair look very similar on startup, with up-air and dair also looking similar to one another. This makes it extremely hard to actually tell what Leona is doing in the air until she already has a hitbox out, making it frustrating to try and punish certain attacks. Outside of the three changes I mentioned in previous comments, this character is super fun to play and play against, so great job and thank you for putting in the time and effort to give us this character!
Inferno 16 May, 2020 @ 12:55pm 
The second change I'd like to see is altering her recovery a bit. Right now, the initial part of her up-b (before the V-shaped explosion) forces her to dive down and forwards. It makes recovering near the edge on some stages really hard, since the forward motion can get her trapped under the bottom corner of the stage. If possible, I'd like to see that get fixed. One solution I had was to allow her to manipulate in what direction she dives, while keeping the downward motion. It would give her just a little bit more of a recovery mixup while fixing the catching issue and making it feel a bit better to use.
Inferno 16 May, 2020 @ 12:50pm 
This is really well done! I do have a few things I'd like to say about the character though. First up, I personally feel like the meter charge needs just a little bit of tweaking. As of right now, you can get full meter from being hit for about 105%. As far as I can tell, you don't get anything from attacking your opponent, which I'm not a huge fan of. I think it would work pretty well if you enabled meter gain off of hitting your opponent and reduced the amount of meter you get from getting hit. Considering you only lose a small amount of meter on death, I figured it would shift meter from a second-stock nuke button into more of an active use tool that can act as a trump card.
Ashen Two 16 May, 2020 @ 5:21am 
Great work