Rivals of Aether

Rivals of Aether

Azure
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Update: 20 May, 2020 @ 11:12am

v1.124

Update: 20 May, 2020 @ 11:00am

v1.123

Update: 15 May, 2020 @ 5:38pm

fuck i forgot to make rune A's effect activate when you're holding the attack button

Update: 15 May, 2020 @ 5:13pm

Aight, time for a KIND OF big patch.

-Animation update time! The sprites for jab, dash attack, down tilt, and neutral aerial, were all updated. They should look a lot nicer now.
-Taunts have all been overhauled too. Bluey's got a new default taunt, whereas his old default and side taunts were all updated and moved to side and down taunts respectively. Doesn't he look a lot nicer now?

And for something /SOME/ people might have been waiting for...

- RUNE SUPPORT! I finally went and made some runes. Some bring back old moves(Gor--, er, Spiky Ball FSpecial, anyone?). Some just make him a tad little better. Maybe too better. I only added 9 runes, though, so not all slots are filled for now. Might add more sometime later.

Oh yeah, also I guess I updated the Steam thumbnail. Yeah. Wanted to make him look a bit more in line with the other big shot folk. That's all.

Update: 5 May, 2020 @ 2:45pm

. Jab 2 sends at a slightly lower angle.
. Upper hitbox of forward aerial has been adjusted so it doesn't interfere with the main(?) hitboxes.
. Up aerial has slightly more startup.
. All neutral special blasts below stage 4 deal less hitpause.
. Fixed the bug where forward special could suddenly "zoom" if it's thrown too close to a platform. (It seemed to only happen in Air Armada though)

Most of these changes also apply to Cinnamon.

Update: 21 Apr, 2020 @ 11:20pm

*Jab2 now force flinches.

*Forward tilt's angles got adjusted. Paper(angled down) now has a lower launch angle and has extra hitpause, while Scissors sends at a higher angle now.

*Up tilt has a new hit at the end(when the pickaxe reaches the ground).

*Forward aerial's sweetspot is bigger.

*Neutral special has a completely new animation. Full charge Magic B-last also got its former knockback scaling back, though its base knockback has been likewise retained. It also *gradually gets weaker the farther it goes. When parried, its middle charges will no longer cancel each other.

*The Magic Rod gimmick effect has been somewhat readjusted. Instead of simply powering them up, it increases the hitboxes for BAir(sweetspot) and DTilt, boosting their reach. However, it no longer affects BAir's sourspot and it'll always spend magic energy upon use regardless if it hits or not.

*Forward special's projectile builds more speed as it travels, and knocks the opponent away from its hitbox instead of strictly the direction it was sent. It also bounces away when hitting and despawns shortly after(though it's mostly aesthetic).

*Up special has a completely new animation. As a matter of fact, it was almost reworked. Due to the new animation, up special's hitbox is a little further above Bluey, and can also be cancelled into a wall jump. However, it rises slightly slower, its hitbox is smaller, and has no finishing hit, though it hits as long it's going up.

*Down special can be wall jump cancelled.

Update: 13 Mar, 2020 @ 9:38pm

new portrait and stuff

hammer is cool

Update: 13 Mar, 2020 @ 9:29pm

v1.117

Update: 8 Mar, 2020 @ 12:14pm

fixed some stuff about the HUD meter

also fstrong has less knockback scaling

Update: 7 Mar, 2020 @ 8:39am

added a new secret alt on the 11th alt. activation functions like the secret 12th one(hold down while starting a match)