Rivals of Aether

Rivals of Aether

Shy Guy
Showing 21-30 of 38 entries
< 1  2  3  4 >
Update: 6 Mar, 2020 @ 1:27am

v5.2

CSS_DRAW CSS_DRAW

Otto compatibility (hopefully) added!

CSS alt hud thing added! Now you know aaaalll the references!

GameBoy, Retro, Retro Pink, Retro Gray, and Retro Green alts have all been updated for authenticity! Thanks init_shader!!

Fixed a bug where taunting while in respawn would allow you to move the platform, and the jump would mildly teleport you.

Update: 26 Feb, 2020 @ 7:32pm

v5.1

Smallest update yet!

Feri compatibility added!

Fixed bug where pressing jump after getting parried in Stilts would have you exit at your feet instead of in the air.

...Yup that's it!

Update: 12 Feb, 2020 @ 8:26pm

v5.0

- Now has an Intro Animation!
- Hikaru support added!

- Nspecial: Burn status replaced with a new custom burn status! New sprites, and a damage increase to 35% over time! No more costume-slot-specific bugs! (New custom burn also applies to Rune I!)
- Nspecial: 10 frames of extra hitpause added, just to make it an extra meaty hit.

- Uspecial: Kb angle lowered 260 > 270, now a proper meteor!

- Dspecial: Fixed bugs involving being hurt. Being directly hit will now make Shy Guy appear where he was at the height of the Stilts. Being parried causes Shy Guy to automatically jump out of his Stilts

- Ftilt: Increased sliding hspeed 4 > 6, really just because sliding is very fun.
- Ftilt: Increased kb scaling 0.7 > 0.8

- Dtilt: Increased damage 3 > 4

- Dattack: Hit 1 increased damage 6 > 7
- Dattack: Hit 1 increased kb scaling 0.3 > 0.44
- Dattack: Hit 2 increased damage 4 > 5
- Dattack: Hit 2 increased lifetime 16 > 26

- Fstrong: New feature - turnaround! By holding the opposite direction, Shy Guy will swing the Mace behind him! A deadly surprise to be sure!
- Fstrong: Startup decreased 27 > 25
- Fstrong: Hit lasts one frame less, to better match animation.
- Fstrong: Kb angle lowered, 43 > 41
- Fstrong: Damage reduced 19 > 17
- Fstrong: Kb scaling increased 1.3 > 1.45

- Ustrong: Heavy armor after hit time decreased 55 > 40
- Ustrong: Damage increased 8 > 10

- Nair: Landing lag reduced 11 > 9

- Fair: Startup increased 5 > 6
- Fair: Hit lifetime increased 19 > 24
- Fair: Endlag decreased 8 > 6. Animation also mildly updated.

- Bair: Base kb increased 7 > 7.5
- Bair: KB scaling increased 0.4 > 0.6
- Uair: Final hit base kb increased 4 > 5
- Uair: KB scaling increased 0.8 > 0.85

- Dair: Carrot sprite offset fixed, now should reflect properly! How the carrot comes out now is also mildly adjusted because of this.
- Dair: Throwing window animation minorly updated, now only plays two frames. Hadn't realized it looked like Shy Guy duplicated the Carrot temporarily otherwise, whoops!
- Dair: Damage increased 6 > 7
- Dair: Priority increased 5 > 6

Update: 29 Dec, 2019 @ 8:56pm

v4.1

It's Rune time, baby!

✓ Added random Rune letter functionality.
✓ Rune descriptors now have move names in all caps.
✓ Knockback on Carrot in Rune J increased slightly, to make it more of a threat.
✓ All hits of Nair in Rune I deal burn, instead of just the last hit.
✓ When in random mode, Dspecial char_height adjusts accordingly should Rune A activate or deactivate.

Mild bugfixes:

✓ Char_height variable should now always be consistent, and always change back to its original position out of moves that change it.
✓ Ustrong char_height will no longer slowly increase after immediately going to original height on hit in heavy armor. (I mean it'll go back for one frame, but at least it's less distracting this way...)
✓ Fspecial Magic Carpet now properly tells the game to exit itself when its destroyed. I don't think this was actually doing anything, but it could help??

Update: 27 Dec, 2019 @ 12:53am

v4.0

Some more rebalancing!

✓Abyss Rune compatibility added!

✓Utilt updates:
Range increased, to the point where the very tip of the sweetspot will hit opponents on lower platforms.
Non-tipper Base Knockback increased 4 > 4.4
Non-tipper Knockback Scaling increased 0.1 > 0.2
(These changes were made to make early% utilt combos less spammy)

✓Ustrong Priority increased 2 > 8

✓Dstrong Priority increased 2 > 6

✓Fstrong updates:
Hit lasts one less frame, 5 > 4
Hit comes out three frames earlier
(These are to match up with the animation better)
Angle lowered 45 > 43
Base Knockback increased 9 > 9.4
Knockback Scaling increased 1.1 > 1.3
(Should let the move kill earlier and easier, and make it not be so outclassed by his other strongs)

✓Uspecial initiates the on-hit jump-cancel after hitting ANY hurtbox, not just that of an opponent. (Will no longer phase through articles like Kragg's uspecial, Sylvanos' flowers, etc)

✓Dspecial changes
Height greatly increased, now many lower up tilts and up strongs cannot reach him naturally.
Cancel propels him higher, so now the move has an additional function as an alternative jump, like P:M Bowser's dspecial.
Step Knockback increased 10 > 13, to accommodate for the height increase.
Getting parried while stepping no longer instantly drops Shy Guy, and he instead has to complete his current animation before going into parry stun. Basically, it works like any other parried move now.
Fixed a bug where steps would take on the window timer of wait.

✓Character select icon, offscreen icon, and hud icons updated to varying degrees.

Update: 14 Dec, 2019 @ 1:06am

v3.4

Friendly Rivals Update!

✓Added Trummel codec, guest starring Wart!
✓Added The Chosen One drawing!

No balance changes yet - but I'll be getting competitive feedback soon!

Update: 4 Dec, 2019 @ 1:18pm

v3.3

Fixing things up!

Fspecial (Magic Carpet) Bugfixes:

✓ Using fspecial on the ground spawns the Carpet 14 spaces above Shy Guy's y axis rather than 5 below.
This prevents the carpet from spawning inside of platforms, which caused neither platform to have standable collision. The carpet will now always spawn on top of the platform. Aerial fspecial was not changed in terms of position.

✓ If Carpet detects ground, it'll move slightly upwards instead of being entirely fixed on the ground before stopping y axis movement.
This prevents a similar bug of if the platforms are too close together, any character standing on the lower platform will get confused and get stuck in a loop of landing animations.


Dspecial (Stilt Guy) Update:

✓ Steps are made by simply holding down a direction, not by having to tap it individually.
I thought a lot about this change, and here's my reasoning - a lot of people were confused about the usage of this move, probably because it was too weak and confusing to use. While I initially wanted the manual steps to be an important characterization of this move, I've realized that it's more of a hindrance to the player than anything else. So, now there's automatic frame-perfect stepping!

✓ Forward step from forward hitbox lifetime increased 3>5
It's now consistent with all the other steps.

✓ Startup time decreased 12>8
Faster to start stepping as soon as you want!

✓ Step distance doubled (hspeed 0.5>1)
Gives the move more range and usability.


Aesthetic Update:

✓ Portrait, character select, and results screen art has been touched up to better fit the Rivals art style and just for better quality overall.

Update: 22 Nov, 2019 @ 1:41am

v3.2

Aesthetics update!

✓ char_height variable that changes on Nspecial, Dspecial, Utilt, Ustrong, and Dstrong now changes fluidly rather than immediately snapping back and forth.
✓ Jack-in-the-Box hit effect now consistently appears a set distance beneath Shy Guy, rather than changing based on where the opponent got hit.
✓ Added custom icon to Kirby ability.

Taunt changes:
✓ Down/up taunt (Shy Guy Says) now has a timer of 300 instead of 200. Gives the player more time in case they want to use it as an actual move.
✓ Down/up taunt will no longer always make Shy Guy face right at the end. Shy Guy will always return to his original position after ending the taunt.

Update: 16 Nov, 2019 @ 1:31am

v3.1

Adjusted a color on neutral special because it doesn't change color on alts otherwise.

Update: 16 Nov, 2019 @ 12:39am

v3.0

Alt colors update!

Added following colors:
✓ Anti-Guy
✓ GameBoy
✓ Dark Blue
✓ Orange
✓ Waluigi
✓ Retro Gray
✓ Retro Green

Also, mildly touched up on the following animations
✓ Nspecial
✓ Dstrong
No balance was changed about these moves, aside from slightly adjusting the hurtboxes.