Rivals of Aether

Rivals of Aether

Sonic
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Update: 25 Apr @ 12:17pm

v2.50

Patch Notes:

General
~ Airdodge should now be Normal and Actually Sonic the Hedgehog.
~ Cleaned up the charselect stuff to be less cluttered overall.
~ Added dust effects to most normals.
~ Adjusted fur colors to be more vibrant.
~ Reformatted the Steam description to be better.
~ Crouch hurtbox shrunk to better match the animation.

Jab
~ Jab 1 and 2 Base Hitpause: 6 -> 4 (for GAMEFEEL)
- Jab 1 Endlag: 8 -> 10
- Jab 2 Endlag: 6 -> 10
+ Jab 2 Base Knockback: 3 -> 4.5
~ Jab 2 is no longer untechable.
(Corrected Jab behavior to better match Base Cast jabs.)

Up Strong
- Endlag: 14 (21) -> 18 (27)
- Upper Hitbox Base Knockback: 9 -> 8
+ Upper Hitbox Knockback Scaling: .95 -> 1
+ Upper Hitbox Base Hitpause: 9 -> 12
+ Upper Hitbox Hitpause Scaling: .6 -> 1
+ All of the Early Hitbox’s stats now completely mirror the Upper Hitbox’s stats (meaning it’s not completely terrible now).
(Heavily adjusted the move overall to be better at killing, but removing its criminally low endlag.)

Down Strong
+ Startup: 9 -> 8
- Endlag: 18 (27) -> 20 (30)
~ Frames inbetween Hits 1 and 2: 2 -> 4 (to make the animation flow better)
+ Front Hit Hitbox Size: 50 x 75, circle shape -> 52 x 66, rounded rectangle shape
+ Front Hit Active Frames: 2 -> 3
+ Front Hit Knockback Scaling: 0.8 -> 0.85
+ Front Hit Angle: 50 -> 45
~ Front and Back Hit Base Hitpause: 7 -> 11
- Back Hit Active Frames: 4 -> 3
+ Back Hit Knockback Scaling: 0.6 -> 0.85
- Back Hit Angle: 40 -> 45
~ Hit FX adjusted for both hits to be 304 (the big one).
(Normalizing the attack stats since this move was vastly undertuned. This should be a little usable now.)

Forward Air
+ Clean Hitbox Size: 36 x 70, rounded rectangle -> 58 x 78, circle
~ Spike Hitbox Size: 12 x 2, rounded rectangle -> 12 x 10, square rectangle
~ Spike Hitbox Hit FX adjusted.
+ Spike Hitbox Damage: 7 -> 8
~ Spike Hitbox Base Hitpause: 7 -> 9
~ Spike Hitbox Hitpause Scaling: .3 -> .4
(Just a little cleanup.)

Back Air
+ Startup: 16 -> 14
+ Landing Lag: 10 (15) -> 8 (12)
- Clean Hitbox Knockback Scaling: .75 -> .7
+ Clean Hitbox Size: 30 x 30 -> 60 x 34
+ Clean Hitbox position is moved towards Sonic’s foot.
~ Clean Hitbox Base Hitpause: 9 -> 11
~ Clean Hitbox Hitpause Scaling: .25 -> .6
~ Clean Hitbox Hit VFX adjusted.
~ Sour and Late Hitbox Hit SFX adjusted.
(Completely readjusting the move to be more normalized - giving the move better frame data and also better hitbox size to hit it, but I decided to take away some of its strength, considering how fast this character is. This move should feel a bit more usable now, especially with the hitbox changes to make landing the clean hit feel more natural rather than mostly landing the sour or late hitboxes.)

Neutral Special (Homing Attack)
~ Reticle now rotates when it’s locked in on an opponent.
~ On hit, Sonic will now do a pose, similar to Project M Sonic. After 12 frames of posing, you can cancel the animation with any action. This is the same value for endlag that Homing Attack had previously, so there’s no real gameplay changes here.
(This was code and visuals that were unused for a very long time, so I thought I’d implement them after all this time as a little bonus for not patching this character in god knows how long.)

Up Special (Spring)
+ VSP: -7.75 -> -9.25
(my bad)

Update: 26 Aug, 2021 @ 4:59pm

v2.49

Patch Notes:

General
~ Adjusted Monochrome color.
+ Prat Land Time: 30 -> 20
+ Leave Ground Max: 5 -> 6
- Air Max Speed: 6 -> 5.5
- Air Accel: .25 -> .2
- Walljump HSP: 7 -> 4
- Walljump VSP: 10 -> 8

Jab
~ Jabs 1 and 2 do not move Sonic forward.

Up Tilt (Spin Kick)
~ Additional sfx.

Forward Air (Sonic Eagle)
- Active Frames: 4 -> 2
~ Adjusted hit fx.

Down Air (Bound Jump)
~ Additional sounds.
~ Added dust effects for when Sonic bounces off the ground.
+ Startup: 20 -> 16
+ Hitbox Active Frames: 14 -> 16
- Reduced VSP from bouncing off the floor.

Neutral Special (Homing Attack)
+ Startup: 24 -> 22
+ Cooldown: 320 Frames -> 160 Frames
+ Endlag: 22 -> 16
~ Fixed a bug where if Sonic landed Homing Attack, he would not go into pratfall if he whiffed the move.
~ Added dust effects for when Sonic bounces off the ground.

Forward Special (Light Speed Dash)
+ Startup: 18 -> 20
~ Move is now walljump cancelable.
~ Adjusted hit vfx.
~ Rather than bouncing directly up and losing all speed and going into pratfall when landing the sourspot, the sourspot hitbox instead pushes Sonic forward without pratfall and pops the opponent up with a little bit of hitstun. This is an experimental change to hopefully make the move more useful, as it could potentially be used for chip damage in case you don’t get the sweetspot.
+ Bumping against a wall no longer pushes you back.

Up Special (Spring)
+ Startup: 12 -> 9
+ Endlag: 22 -> 19

Down Special (Spin Dash)
~ Fixed a bug where jumping from the ground didn’t play the jump sound effect.
~ Added dust effects for when Sonic bounces off the ground.

Update: 24 Jun, 2021 @ 12:27pm

v2.48

Patch Notes:

General
~ Gravity increased: 0.45 -> 0.5
- Prat Land Time: 28 -> 30
- Max Jump Hsp: 7 -> 6
- Air Max Speed: 7 -> 6
~ Fancy new css_draw grid.

Dash Attack
- Startup: 6 -> 8
- Endlag: 10 -> 14

Down Tilt (Sweep Kick)
- Endlag: 10 -> 12
~ Active Frames: 4 -> 2
- Reduced hitbox sizes of both hitboxes.
- Tipper Angle: 110 -> 90
- Tipper Base Knockback: 11 -> 9

Neutral Air (Insta-Shield)
~ Normal Hit Angle Flipper: 0 -> 3 (Horizontal knockback sends away from the center of the hitbox)

Up Air (Scissor Kick)
~ If landing the second hit, Sonic’s legs instantly snap together.
- 2nd Hit Active Frames: 4 -> 2

Down Air (Bound Jump)
- Startup: 18 -> 20
- Endlag: 12 -> 18
~ Fixed a bug where if Sonic hit someone with the weak hit of the move, he’d bounce up. This no longer happens anymore.
~ Adjusted sfx timing.
~ Fixed a bug where if Sonic’s Up Special hit someone when Sonic was doing the move, Sonic would instantly go into endlag.

Up Strong (Sonic Up Draft)
- DRASTICALLY lowered DACUS speed. It is now perfectly balanced.

Neutral Special (Homing Attack)
- Startup: 22 -> 24
- Slightly longer cooldown.
- Reduced range of homing in on opponents.
~ Adjusted hit sfx.
~ Sonic is put into pratfall if he whiffs the move or bounces off the ground with it.

Forward Special
~ Sonic’s Forward Special is now the Light Speed Dash.

Up Special (Spring)
~ Fixed a visual bug.
~ Changes to gravity.
- Startup: 9 -> 12
- Sonic is locked into the spring animation for 12 more frames after using the move.
- Vertical Speed Gained: 8.5 -> 7.5

Down Special (Spin Dash)
~ Adjusted hit sfx for when charging the move.
- Sonic is now forced to release Spin Dash when fully charged.
- Removed wall run entirely.
- When Spin Dashing into a wall, Sonic bounces off of it instead.
- Sonic no longer does a little hop when starting Spin Dash.
- Lowered speed when using Spin Dash: 12 HSP -> 11 HSP

Update: 30 Oct, 2020 @ 6:03pm

v2.47

Patch Notes:

General:
~Agent N Codec added.

Nothing else was changed in this patch.

Update: 28 Oct, 2020 @ 5:20pm

v2.46

Patch Notes:

Forward Strong (Wind-Up Punch)
~Cleaned up the colors a bit.

Up Strong (Sonic Up Draft)
~Adjusted Sonic’s head on one of the inbetween frames.

Update: 27 Oct, 2020 @ 5:31pm

v2.45.50

Patch Notes:

Forward Tilt (Horse Kick)
~Fixed Sonic’s ear clipping into the floor.

Down Strong (Sonic Flare)
~Adjusted offset.
~Fixed Sonic’s hand clipping into the floor.

Neutral Special (Homing Attack)
~Fixed an issue where the reticle appeared on both Sonics in the ditto. Shoutouts to DinoBros for helping me fix this!

Update: 25 Oct, 2020 @ 12:46pm

v2.45

Patch Notes:

Jab (P-P-K Combo)
~Adjusted animation frame offsets to look better.
~Jab 2 hitbox slightly adjusted to better match the visual.
-Jab 3 Hitbox Lifetime: 5 -> 3
(This is to better match the visual.)

Dash Attack
+Hitbox Lifetime: 6 -> 8
(This is to better match the visual.)

Forward Tilt (Horse Kick)
~The hurtbox now matches the animation. Before, Sonic’s foot was slightly away from the hurtbox, making the move more disjointed that it should have been.
-Hitbox Lifetime: 7 -> 3
(This is to better match the visual.)

Forward Strong (Wind-Up Punch)
~Endlag is no longer jittery animation wise.
~Sonic’s foot no longer slides around during the animation.

Up Strong (Sonic Up Draft)
~Slightly adjusted animation.

Down Air (Bound Jump)
-When this move is parried, Sonic goes into pratfall.
-Sonic no longer has his cooldowns, doublejump, or airdodge restored when bouncing off the ground.

Down Special (Spin Dash)
-Wallrun consumes your wall jump now.

Update: 21 Oct, 2020 @ 4:26pm

v2.44

Patch Notes:

General
~Pokemon Stadium support added.
~Greenflower Zone support added.
~Adjusted Hikaru Title to not be as long.
~The Early Access skin now has the dark green outline on the portrait, css image, and victory sidebar image.
~Altered tech animation.
~The Classic Sonic color has been slightly more light-blue-ish.
~The Knuckles color has been made slightly more red.
~The Abyss color’s whites(which are the gloves, socks, and part of the eyes) have been made more faded.
~offscreen.png is now updated to reflect the reshading.

Jab (P-P-K Combo)
-Jab 1 Endlag: 6 -> 8
-Jab 1 Cancel Frame: 3 -> 5
-Jab 1 Hitstun Multiplier: 1 -> 0.9
(Sonic could potentially infinite people with Jab 1. These changes should prevent that from happening now. Hopefully. If this is still an issue ping me pls)

Up Tilt (Double Skip Kick)
~Slightly updated the animation to clean it up a bit.
-Hitbox sizes were reduced a bit vertically. The hitboxes were base cast size normals, this should tone it down a bit.

Neutral Air (Insta-Shield)
+Late Hit Angle: 70 -> 80.
(The late hit sent a bit too far out.)

Down Air (Bound Jump)
-Sonic will not go into endlag when using this move in the air. He falls forever now, making it more accurate to Sonic Adventure 2.
+After 28 frames, the move can be canceled with either a jump, airdodge or Up Special. (You still can cancel the move with a wall jump at any time.)

Forward Strong (Wind-Up Punch)
~Cleaned up and smoothened out the animation a bit.

Down Strong (Sonic Flare)
~Adjusted hit effects to be not Sandbert.

Up Strong (Sonic Up Draft)
~Cleaned up and smoothened out the startup of the animation to make it look less choppy.
~Adjusted SFX timing.

Up Special (Spring)
~Visual effect added for when either version of the spring disappears.

Update: 21 Oct, 2020 @ 4:23pm

Now that I grabbed the old version, we can go back to normal.

Update: 21 Oct, 2020 @ 4:22pm

Reverting so I can grab this patch for something.