Rivals of Aether

Rivals of Aether

Azure
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Update: 30 Jun, 2020 @ 9:13pm

Thanks much, Mr. Sparx!

- Stats related to aerial movement have been slightly improved. Initial dash is also longer.

- Moves that get souped up versions upon charging the magic meter now require less magic bars to be used. Back aerial, down tilt and down special now require at least(and use up to) 3/4 of magic, while up strong and forward special only use and require half(2/4) magic.
- Souped up down tilt now stuns enemies in a similar fashion to a fully charged Magic B-last.
- Up tilt is a bit laggier in terms of both start, end and whiff. The final hitbox no longer exists, and the back hit does not combo into itself any longer. It should be able to connect into the rest of the kit better, however.
- Dash attack has slightly more startup. The clean hit has more knockback scaling, and the late hit lasts for less time. All hits now send at the Sakurai angle.
- Neutral aerial deals more knockback and sends at the Sakurai angle on all hits.
- Forward aerial now has only three hitboxes(strong hit, upper hit and spike). All hits deal more knockback. The spike hitbox is located at the bottom of the move, sends at a straight down angle and only hits aerial opponents.
- Back aerial's sweetspot deals less damage, and comes out on the same frame as the sourspot.
- Souped up back aerial's sweetspot has a shorter lifespan.
- Up aerial no longer has a late hit. The remaining two hits are larger and deal more knockback. The first hit deals more damage and has 2 frames of extra hitpause, while the second one sends at a higher angle.
- Down aerial has less landing lag. The multihits now send downward, and the grounded hitbox has been removed(the aerial one no longer checks for groundedness). Final hit has more KB scaling.
- Magic B-last(neutral special)'s second and third stage charges deal more knockback.
- Bowling Balls(forward special) deal more knockback, both regular and souped up versions. Souped up Bowling Balls last a lot longer.

Update: 19 Jun, 2020 @ 11:37am

That darn pickaxe.

-Up tilt's hitboxes have increased knockback(7 -> 8) and launch angle(60 -> 80)
-Up tilt has more endlag (8 -> 10, 14 on whiff)

Update: 18 Jun, 2020 @ 9:04am

Fixed FTilt angling. Also, souped up UStrong requires less charge time to use.

Update: 18 Jun, 2020 @ 8:56am

v1.131

Update: 17 Jun, 2020 @ 2:30pm

-Added Dracula and Rat supports
-Kirby ability has been changed to copy forward special

Update: 14 Jun, 2020 @ 6:45pm

i swear everytime i patch this fricking character i have to forget something

Update: 14 Jun, 2020 @ 6:18pm

- When you have your Magic Rod charged, you can choose whether you want to use souped up attacks or specials or not to conserve meter. If you wanna power up back aerial and down tilt, hold the attack button for a while. For down and forward specials, hold the special button. For up strong, charge it a bit(You don't need to fully charge it though).
- Down tilt sends at a higher angle (50 -> 70)
- Up strong and its souped up variation's power has been distributed to the final blast of each, so it has more damage and knockback scaling. They have also been adjusted to (hopefully) be more consistent.
- Forward strong has slightly more damage. (Just 1% more, really)
- Forward aerial has slightly more damage. (Also 1%)

Update: 8 Jun, 2020 @ 1:50pm

This is merely an aesthetic update.

-Neutral special has a new cool trail effect
-Forward special's colors is now affected by Bluey's alternate palettes. It also has a new trail effect when hit again by Bluey's hammer attacks or the opponent
-Miiverse stage compatibility

Update: 1 Jun, 2020 @ 6:22pm

-Animations of forward strong, down strong and up aerial have been slightly adjusted to look better.
-Alternate costume 14 is now a cool flashing rainbow alt. (This does not have to do with the current month lol I just disliked the old alt. It was ugly)

-Down strong's hitboxes have been slightly adjusted with the updated animation.
-Forward special's base knockback is constant (5 bkb) now. Same applies to the powered version (7 bkb).
-You can cancel forward special after throwing a bowling ball into a strong now to make it easier to "serve the ball" with a forward strong when aiming it up.

Update: 20 May, 2020 @ 11:17am

GORRRRRDO TIME!!!

-Taunt can now have Spear Mode appear. You can also choose which Mode the Everywand shows off depending on the last attack Bluey used(jab, forward strong, forward aerial and forward special will make it pop out the Hammer, forward tilt will make it pop out the hand on a stick, and so on).

-Forward special has been reworked.
--After throwing it, Bluey can launch it once more with a hammer attack(hit 3 of jab, forward aerial and forward strong).
--It is no longer destructible, and being hit by an opponent's attack that deals above 4 knockback /will/ knock it back at Bluey instead. If you aim it down, down strong's quake hitbox can also make it jump.