Rivals of Aether

Rivals of Aether

Mollo
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Update: 9 Jan, 2021 @ 7:27pm

v420.113

FTILT:
-Angle changed, 25 -> 32
-Angle when hitting bombs is still 25.

BAIR:
-Now has whifflag.

FAIR:
-BKB reduced, 8 -> 6
-Scaling increased, 0.5 -> 0.7

Now that Fair is much easier to hit, it probably shouldn't kill so early. It probably shouldn't be killing so early in general.

UAIR:
-Reduced the vertical boost when hitting uair 1, 2 -> 1

DSPECIAL:

-Tipper angle changed, 35 -> 45
-Charged tipper scaling decreased, 1.3 -> 1.2

Yeesh. I get it's supposed to be a kill move but wow.

DATTACK:
-Now has whifflag.

Update: 5 Jan, 2021 @ 7:46am

v420.112

BOMBS:
-An opponent hitting bombs is now back to normal, except the horizontal speed of the bomb is set to 20% of normal speed. This should be a good middle ground for being able to stop bombs with projectiles but also not remove them as a threat to the opponent.

BUGFIXES:
-Fixed the flashbang stun still being applied to an opponent if they armor through the explosion.

Update: 28 Dec, 2020 @ 8:24am

v420.111

i already posted the patch notes below

Update: 27 Dec, 2020 @ 5:47pm

MID-TOURNEY

Update: 27 Dec, 2020 @ 5:34pm

v420.111

UAIR:
-Landing lag increased, 3 -> 5
-Hit 1's angle changed, 100 -> 98
-Hit 1's base KB increased, 4 -> 5
-Hit 1's KB scaling is now 0.1 -> 0
-Hit 1's Hitstun Multiplier reduced, 1.0 -> 0.7
-When you hit an opponent with Uair's Hit 1, your vertical speed is boosted by 2.

BAIR:
-KB scaling increased, 0.6 -> 0.7

FAIR:
-Can now be held. Previously Fair only had a short and long startup (with a difference of 7 frames), but now you can hold the startup for up to 18 frames.

BOMBS:
-Finisher's countdown no longer resets when bonking an opponent, making setups and confirms much easier.
-When an opponent punches a bomb, its horizontal speed will never be reflected. Meaning, if the bomb is flying to the right and gets punched with a hitbox that sends left, it will match the hitbox's angle, except continuing right.

DSTRONG:
-Can be cancelled into Dspecial and Fspecial by buffering either of those inputs before the bomb is thrown.

This should help with Mollo's apparent lack of kill power. His optimal kill setups are fine; landing a finisher or getting the fully charged bat's tipper are fine. His safer options, however, were lacking.

Uair 1 had issues. It was a bit of an odd one with remnants from early, uninformed workshop days; why did a multihit lead-in have kb scaling? It was both really difficult to link into Uair 2 (with the opponent just unceremoniously falling out), and while not an infinite, had huge potential for a very annoying hitfall chain. The changes here bring it much closer to Ranno's Uair 1, and hopefully easier to get out of.

The bomb counterplay changes should make them much more of an actual threat. Being able to just reflect a bomb with any hitbox was kind of trivial for the opponent. This way, punching a bomb is more of a
deflection rather than a reflection. If you want to reflect a bomb, parry it!

Update: 23 Sep, 2020 @ 4:27pm

And we're back.

Update: 23 Sep, 2020 @ 4:19pm

Temporarily reverting to grab v1

Update: 21 Aug, 2020 @ 10:49am

Back to your regularly scheduled rioting. (brought back to v420.108)

Update: 20 Aug, 2020 @ 7:55pm

Temporary for grabbing replays.

Update: 20 Aug, 2020 @ 5:27pm

v420.109

-Parried bombs should have a better trajectory. lol