Rivals of Aether

Rivals of Aether

Yoyo
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Update: 11 Dec, 2022 @ 12:54pm

//i didnt really have plans to keep updating yoyo, and still dont, but after Seggo’s performance at Heatwave, i saw a few things that i felt were particularly egregious.

DAIR
- SDI multiplier for all non-spike hits increased (1x -> 2x)

FSTRONG
+ Knockback increased (7.5+.95 @ 45 -> 8.5+1 @ 45)
+ Combo-boosted knockback increased (8.5+1 @ 45 -> 9.75 + 1.1 @ 45)

USTRONG
- Tipper knockback decreased (10+.95 @ 90 -> 9.5+.95 @ 90)
- Combo-boosted tipper knockback decreased (12+1 @ 90 -> 11+1 @ 90)

Update: 7 Jul, 2021 @ 12:56am

**Yoyo v1.63**

increased hitpause: dair last hit, dattack, dtilt, ftilt, nair, ustrong last hit, dstrong last hit, bair last hit, charged nspec

removed drift multiplier: jab, uair
added a drift multiplier of 1 to the final hit: dstrong, fstrong, ustrong
(all drift multipliers are now either removed or set to 1 on the final hit)

added a little bit of kb scaling to weak hit of nair

Update: 13 Dec, 2020 @ 8:48pm

**Yoyo v1.62**

* Removed Drift multipliers from DTilt and UAir

Update: 19 Aug, 2020 @ 9:19am

**Yoyo v1.61**

--BUGFIX--
* (Hopefully) Fixed a bug in which players would be galaxied by USmash but would not die.

Update: 13 Aug, 2020 @ 1:09pm

After 5 months of no changes, Yoyo V1.6 is here! This will likely be the last patch for Yoyo until the rework, so we hope you enjoy!

**Yoyo V1.6**

--AESTHETICS--
* Idle frames removed from various attacks (FAir/BAir/NAir/FTilt/UTilt/DTilt)
+ Outline Hurtboxes removed from FTilt/UTilt/DAttack to match the rest of the moveset
* Offsets tweaked on certain animations (BAir/NSpec/Dashstart/Walljump/Parry/FRoll). Hitboxes tweaked to match in cases where applicable.

--BUGFIXES--
* Fixed a bug where connecting UTilt would behave in an unintended way.
- Made knockback angles and hitstun more fair when hit with only the first hit of FSpecial and FSmash (Like in the case of trading with these attacks).

--STATS--
+ Knockback Adjustment 1.15 -> 1.1
+ Air Friction .02 -> .04
* Max Fall Speed 13 -> 11
* Fast Fall Speed 16 -> 15
- Initial Dash Speed 9 -> 8.5
`Currently, Yoyo's stats are rather volatile and lead to him getting KO'd very early and inconsistently. These changes bring some of his more problematic stats more in-line with the base cast. Now, Yoyo gets galaxied by Ori Team FStrong at 131 (center stage) and 83 (ledge) (Solo FStrong galaxies at 155 and 102 respectively)`

--NORMALS--
+ DAir Hit 3 Damage 1 -> 2 (Full combo: 6 -> 7)
+ DAttack Damage 5(Early)/3(Late) -> 7/5
+ FAir Startup 16 -> 14
- FTilt Early Hit Vertical range 50 -> 35
+ FTilt Early Hit Damage 5 -> 6
* Jab 1/2 Horizontal range increased. Vertical range reduced.
+ NAir Horizontal range slightly increased when hitting behind Yoyo.
+ UTilt Damage 4(Early)/2(Late) -> 5/3
`Just some minor QoL things here. Hitboxes now better match their animations while not being shrinkwrapped, and a little bit of a damage buff to some of Yoyo's best combo tools should feel good to use.

--SMASHES--
+ DSmash Hit 1 Startup 14 -> 12
+ FSmash (Boosted) has been fixed so the sourspot explosion no longer overrides the sweetspot.
+ Made it easier to hit multiple times with FSmash.
* USmash animation tweaked to better match hitboxes.
`Again, some nice QoL changes. FSmash has been held back for months without me even knowing, so now landing the attack should be much more volatile. D/USmash hitbox timings now better fit the animations.`

-SPECIALS-
+ Made it easier to hit multiple times with FSpecial.
`Apparently people were falling out of Side B? (and FSmash???) Hopefully now those moves are more consistent.
+ NSpecial (Charged/Stored) Sourspot Angle 50 -> 45

--METER--
+ NSpecial (Uncharged), FTilt and UTilt now have different properties when Yoyo has combo boost.
* NSpecial:
+ Boosted Damage 6 -> 8
+ Boosted has 8 frames of extra hitpause
* UTilt:
+ Boosted Damage 5(Early)/3(Late) -> 7/4
+ Boosted has 4(Early)/2(Late) frames of extra hitpause
* FTilt:
+ Boosted Damage 6(Early)/7(Late) -> 8/9
+ Boosted Knockback 4+.4(Early)/5+.5(Late) -> 5.5+.5/6+.55
`These changes add consistency, making it so now all moves that use the yoyo as an attack (minus side b but dw about it) have combo boosting properties. These effects are relatively minor but should offer some nicer lower-risk lower-reward options to go for if you have meter.`
+ If meter would run out before the end of an attack, the meter will now wait until said attack is over to reset. This means that if you have 5-charge and begin to charge a smash attack, for example, the meter will be prevented from resetting while the attack is being used, and will instead reset as soon as the attack ends (unless the attack connects, in which the combo will continue as normal).

Update: 8 Jul, 2020 @ 5:05pm

whoops

Update: 8 Jul, 2020 @ 5:05pm

v1.0

Update: 10 Mar, 2020 @ 10:11pm

v1.53

* CSS Draw functionality added
* Otto Compatability added
* Kirby ability DSpec power updated to match Kirby's recent patch.
* Fixed a bug in which landing with an aerial after USpec would allow Yoyo to bypass pratfall's landing lag
* Fixed shading on light-colored alts in CSS

Update: 19 Feb, 2020 @ 7:30pm

v1.52

* Made BAir multihits more consistent
* Fixed offsets on various moves

Update: 10 Feb, 2020 @ 2:27pm

v1.51

forgot to remove the debug text smh