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Point is I think it's best not to worry about it because its whole concept always either makes it useless or unfair.
with the clairen thing though i was actually unaware of that interaction, but it makes sense, as the code for the axes is pretty strange. in order to fix it i would need to contact the friend of mine that originally coded the axes, who, admittedly has been a bit busy. and since my mod(s) are mostly just made to play against other workshop characters, it's not really enough of a concern to me to want to bother my friend over it. hopefully that's not too bad of much of an issue.
as for bair, no, that's the same as ever
Is the back air new too? I don't remember it. Seems like her standard up special can curve more now too. She used to feel almost helpless when fighting crowds but now, she actually seems good at it. Very satisfying moveset.
I'm very happy to hear that you like her!!
Her balance also feels more consistent than Min Min's so I don't have one match where a player crushes me & then another match where the same player spends the whole match getting edge guarded just because they switched characters.
I can in a few minutes, I think.
i'll friend you and whenever you're ready to play sometime just DM me, 70% chance i'll be available since i'm usually not doing anything too important
Calm Emotions is a move best used while the opponent is offstage, or while you're offstage trying to recover. It's mostly a tool used for mixups. I know it's not that great, but I didn't want to make something like Deep Breathing or Chara N-Spec where you ALWAYS wanna have it active because I just don't like that in terms of design. It's a niche move, and if you get in the rhythm of it it can get scary.
Up-Special is bad, yeah, I'm not gonna try hiding that, but that was also intentional, I don't think Workshop has enough characters that are easy to edgeguard, so I decided to make it so Ayaka would be one of them.
Despite all this, I still think she's a character who can very much hold her own due to the strengths, despite her notable weaknesses. If anything, I could try to play you sometime to show how I play her and maybe it'll make you see something you didn't see before? :0
Thanks for the feedback, I'm aware that axes are rather clunky, but I think that's simply a result of how the mechanic itself actually works. In Ultimate, Min Min is restricted to her walking speed while her arms are out, and Ayaka functions in the same way. While, yes, you are restricted to just your other axe, there's a lot of options that you still have, even with that axe.
People jumping over her axes absolutely shouldn't be an issue imo, because I made her kit with punishing jump in mind. Throw out your left axe, they jump, and then hit them with green axe, which covers jump, or jump and throw a second grey axe, or throw out red or blue in the air before throwing your grey axe to cover that space.
Rolling behind her does leave her open, but rolls can only get behind her at certain ranges. Main reason she can't throw axes behind her though *is* just coding difficulties though, but I personally don't think it's too much of an issue.
lastly, buff normal up-special. it's a free punish and the fact that you need calm emotions to make it even slightly better (which you won't, because you won't keep it for more than 5 seconds) is tedious. back air's startup is extremely slow, heighten that. that is all.
also, her calm emotions going away after a *single* hit is a bit too much for what it is. i'm barely able to find a use for it because it's so slow to activate, and even when i do get it? it lasts no longer than 5 seconds because there's absolutely no drawback to just rushing her down and hitting her.
out of curiosity, do you plan to make it possible to throw one hatchet and another in the opposite direction? feels like I'm extremely vulnerable to being jumped over at the moment from even one stray ftilt.