Rivals of Aether

Rivals of Aether

Travis Touchdown
Showing 111-120 of 142 entries
< 1 ... 10  11  12  13  14  15 >
Update: 8 Oct, 2019 @ 11:27am

v1.0
Kirby Functionality Added! Absorbing Travis now gives kirby his very own Tiger Suplex.
Fixed The SFX of Taunt not playing properly.

Update: 8 Oct, 2019 @ 7:46am

Partially reverted the hitstun nerf to NSpecial , It should now reliably combo into FSpecial again in medium to short ranges but still give the oponent time to react at long range.
Reduced the hitstun to all No-Battery Hitboxes to prevent long high damage combos when Travis has 0 battery.

Update: 7 Oct, 2019 @ 9:40pm

Tweaked Angle and Hitstun values of Nspecial to avoid a potential infinite.

Update: 7 Oct, 2019 @ 5:08pm

Improved animations for Parry, Airdodge, Tech and Waveland to reflect Travis entering Dark side mode in the NMH games.
Improved palette swap coloring for moves like FSpecial.
Adjusted damage for UAir, this will most likely be its final value.

Update: 6 Oct, 2019 @ 10:47pm

Experimental balance update

Tweaked the damage of Uair, Utilt and DTilt.
Getting parried now depletes 4 battery energy.

I felt like, with the current damage and battery values, Travis could reliably spam his big hitboxes without any significant consequences apart from having to charge ocasionally. These 2 balance changes are meant to make the player more careful with his battery usage, as spamming moves now may lead to a fast battery depletion.

Update: 6 Oct, 2019 @ 6:57pm

Finally Fixed the DashTurn sprite bug, now should dash dance consistently.

Tweaked various damage values for aerials and tilts to better reflect the character concept.
Tweaked the endlag of a number of moves to better reflect the character concept.

Update: 6 Oct, 2019 @ 10:19am

Tweaked the visual effects of all Beam Katana Attacks. From low power moves like Jab or Dtilt to High power moves like Malfunction.

Malfunction: Reworked the Battery to Damage ratio. In order to get the Highest damage hitbox, Travis must spend at least 22 Battery energy. Added a new 1-damage Hitbox for when Malfunction is used with 1 or less battery energy.

Minor Hitbox Adjustements, more will come in the next big update.

Update: 6 Oct, 2019 @ 12:02am

Taunt finally added: Malfunction

Travis tries to charge his beam katana but soon he realizes the blade is short circuiting!!!
In a matter of seconds, almost all of his current charge goes away because of the malfunction.
The energy lost is suddenly unleashed in a ridiculously strong burst in front of him.
The more battery Travis has when performing his taunt, the longer it takes to deplete all of his charge and the stronger the final hit is.
So when Travis tries to taunt his oponent, you could say it always backfires on him.

I'm trying out this idea because i thought it fit Travis careless and unprofesional nature. I'm open to feedback if anyone thinks this is too detrimental to the whole character concept. I personally find it hilarious and appropiate but if theres backlash to this idea i'll change this to a normal taunt.

Update: 5 Oct, 2019 @ 10:13pm

DashTurn animation Fix attempt

Update: 5 Oct, 2019 @ 2:09pm

Fixed instant battery depletion bug in aerial attacks pointed out by Effdee. The hitpause effects were causing unintended behaviour with the battery variable.
Fixed the preview images for each of the new palette swaps, they now give a better idea of the sprite colors.
Improved hitboxes connecting with eachother at the end of FSpecial.