Rivals of Aether

Rivals of Aether

Epinel
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Update: 14 May, 2024 @ 2:09pm

v6.0

Balance

NSpecial
-Epinel no longer performs the second or third attack of NSpecial if the first attack doesn't connect. Instead suffers a new whiff animation.
-Sweetspot startup 1 -> 3 (active frame 2 -> frame 4). Iframe also moved to frame 4.
-1st hit active frames 4 -> 5.
-1st and 2nd hit hitbox size increased a couple pixels.
-Attack timing adjusted to be more impactful.

Ground FSpecial
-Endlag now scales with the highest-knockback attack that epinel soaked during armor frames. (Only attacks that can break both crouch cancelling and Etalus soft-armor will count.)
-Fixed the 'feature' where Epinel would 'recover' from Heavy State twice after FSpecial. For balance intents, this is replaced by the more intentional fix above.
-Using Ground FSpecial while on a Stasis Plate now damages the Stasis Plate.

Air FSpecial
-Sourspot now has the same meteor angle as the sweetspot. (361 -> 315)
-Sourspot Base Knockback 8 -> 6, Scaling 0.7 -> 0.5
-No longer whiffs on opponents when using Air FSpecial to break a Stasis Plate. The attack cannot sweetspot if it breaks a Stasis Plate, but the Inertia from breaking the Stasis Plate will apply instead.

Ground DSpecial
-Riding on a Stasis Plate can now be cancelled into any attack, in addition to jump cancels and fall cancels.
-Stasis Plates can now be steered by pressing left and right while holding the special button. No need to repeat special inputs.
-Riding on a 'Respawn Plate' is now more consistent.
-Now has a clearer attack indicator when creating a Stasis Plate.
-Plate spawn Startup 25 -> 23
-Plate spawn hitbox angle 80 -> 60
-Plate spawn Base Knockback 10 (early) 2 (late) -> 10 (early) 6 (late)

USpecial
-Endlag reduced by 1.

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FStrong
-Sourspot hitbox covers less distance behind Epinel.

UStrong
-Sourspot knockback growth 1.05 -> 1.1

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Passive
-On death, Epinel's Stasis plates will now only break if they are offstage or fully damaged. Healthy, on-stage Stasis Plates will become fully damaged instead.

Update: 29 Apr, 2023 @ 5:46pm

v5.9

Added a Landkon2 palette and attempted to clean up some leftover bugs. No balance changes or balance-affecting fixes here.

Update: 11 May, 2022 @ 6:43am

v5.8

Balance

FStrong
-Base knockback 8 -> 7.5
He doesn't need it.

FAir
-'normal' hitbox extended a couple pixels inwards.
He needs it.

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Bugs

Restored Epinel's double-jump to work like normal, now that it's been officially patched in the base game.
Fixed a bug where hitting a training dummy with USpecial would cause the game to crash.

Update: 6 Apr, 2022 @ 9:09am

v5.7

(further tweaks for the placeholder jump fix.)

Update: 6 Apr, 2022 @ 8:57am

v5.7

Update: 5 Apr, 2022 @ 5:57pm

v5.6

General
-The workshop update broke some things for workshop characters, including 'absa'-style jumps (which Epinel really needs) and certain visual fx. Since there may not be an official fix soon, this patch adds a manual fix for those issues. Best efforts were made to make the jump feel just like the original one, but let me know if there's any functionality missing.

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NSpecial:
-Hits now connect more reliably.
-Recovery 18 -> 19.
Makes Epinel lose a little more height when using his side-kill option offstage, while rewarding him more consistently when he lands it.

Air DSpecial
-Reduced the amount that Epinel can accelerate left and right during the move.
A 'bugfix' last patch made this way, way better than intended. It's now about as good as it was in v4.

FStrong
BKB 7.5 -> 8.
-Sourspot base hitpause 9 -> 8.
Power creep.

Update: 10 Jan, 2022 @ 1:56pm

v5.5

(Several patches addressing bugfixes and character sync issues)

Update: 9 Jan, 2022 @ 9:53pm

v5.4

Update: 9 Jan, 2022 @ 3:01pm

v5.4

Update: 9 Jan, 2022 @ 2:17pm

v5.3

Pre Genesis patch. Maybe too big to be a pre-genesis patch, TOs might want to check over it, but I think the character's been fully realized at last.

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Cosmetic
-Updated sprites for Stasis Plates and respawn platform.
-Added new palettes and updated some existing ones.
-Fixed several palette errors on certain attack and gui sprites.
-Repositioned the satellite.

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Stasis Plate (platform) reworks

(Major:)
-Stasis Plates now slow the movement of opponents who land on them, at the moment that they land.
-Stasis Plates can now be damaged by opponent players, by hitting them with melee attacks from below. Two attacks will 'fully damage' a Stasis Plate, after which it will no longer hinder movement and will crumble when landed on.
-Stasis Plates no longer decay over time, as long as they are on-stage.
-Stasis Plates now inflict Inertia in a circle radius when shattered by Epinel's attacks.
-Epinel no longer has free control over another Epinel's Stasis Plate, and suffers the same penalties as any other character when he lands on them. (However, he can use Down-Special on an opponent's Plate to steal ownership of it, and can make use of Plate-shattering attacks regardless of ownership.)

(Minor:)
-Stasis Plates are slightly wider (114px -> 126px). Keyboard players should be able to wavedash diagonally on them after DSpecial.
-Stasis Plates no longer rise passively.
-Offstage platform decay has been adjusted. Instead of decaying when close to the blastzones, they now decay when there is no solid ground below the platform.
-Adjusted Epinel's physics when dismounting from a Stasis Plate. He now generally has more control over what direction he goes in.
-When on a moving Stasis Plate, Epinel's dash speed is increased when dashing in the opposite direction. This will probably lead to more fancy tech.
-Stasis Plates can no longer push each other away vertically, only horizontally.
-Stasis Plates can now be shattered by damage from colliding with another Stasis Plate.
-Epinel now shares hitpause with any Stasis Plate he owns and is travelling on. This should lessen cases where Epinel or his opponent falls out of a multi-hit attack because of a fast-moving Stasis Plate.

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Heavy State Changes
-Now has a clearer indicator.
-Increased max fall speed to equal fast-fall speed. (12 -> 13.5)
-Heavy State's recovery can now be cancelled with ground teches. Heavy State will no longer interrupt a missed ground tech.

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DTilt
-Startup 6 -> 5, Endlag 11 -> 10
Now has slightly less underwhelming frame data.

FTilt
-Very slightly increased travel speed.
-Late hit base knockback 6 -> 5, knockback growth 0.4 -> 0.5
Is now a little stronger defensively, and gives a little less advantage on a late hit.

UTilt
-No longer has reduced drift DI.
-Epinel now cheats with his own movement assists instead, by tracking the opponent's initial DI.
Sorry for the suffering this has caused.

DAttack
-Improved timing and visuals for the platform hit.
-Platform hit damage 9% -> 7%, Base Knockback 9.5 -> 7, KBG 0.75 -> 0.65, hit lockout 0 -> 8
-Platform hit now inflicts Inertia for a shorter duration. (32 frames -> 24 frames)
Now that Stasis Plates are both larger and stronger, the reward from Dash Attack was a little much. The reduced knockback makes up for the shorter Inertia duration that used to prevent the move from KO'ing early.

---

UStrong
-Sweetspot base knockback 9 > 9.5
-Sweetspot now inflicts Inertia for a longer duration. (16 frames -> 24 frames)

---

NSpecial
-Sweetspot now has a clearer hitspark to better indicate when it lands.
-Adjusted to make it less likely for opponents to drop out of the combo chain while Epinel is in Inertia.

FSpecial
-Target indicator has been outlined for clarity.

Air FSpecial
-Minimum endlag reduced (31 -> 27)
-Can no longer be walljump-cancelled during its active frames - only during the charging frames or the recovery.
Air FSpecial's endlag was excessive before. It now has less risk when used above ground level.

USpecial
-Startup 13 -> 8
-Hitbox is now 'polite'. (Though it never dealt hitstun before, it now no longer inflicts Inertia unless the opponent is in hitstun.)
-Can no longer cancel aerials into USpecial on hit.
-Can no longer be B-reversed. (It can still be naturally reversed, but only on the first frame.)
-No longer causes an Inertia hitbox to appear around Epinel's Stasis Plates.
-Removed "neutral" Up-Special. It now forces Epinel to travel in a direction. If the control stick is released, Epinel will travel in the last pressed direction.
Simple change to help Epinel recover faster. The new 'polite' hitbox should remove confusion for unfamiliar players trying to edgeguard Epinel.

Ground DSpecial
-Increased the window of forgiveness for creating Stasis Plates at ledges. (It will fail only if Epinel is visibly hanging off the ledge.)
-Can now summon a platform at 3 different heights instead of 2. Tap for low height, half-charge for mid height, full charge for maximum height.
-Adjusted the 'low height' Stasis Plate to be closer to v4 Down Special.
-Can now only be jump-cancelled or fall-cancelled after the first 5 frames.

Air DSpecial
-Extended the size of the second grab hitbox to cover more of Epinel's arm. Should reduce cases where he jumps straight through an opponent who is grounded on a platform.
-When affected by Inertia, Air DSpecial's third rising hitbox now stays active until Epinel begins to fall.

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Bugfixes
-Fixed a bug where Epinel could use Up-Air and Down-Air infinitely at ground level without actually landing.
-Fixed a bug where sometimes Air DSpecial's final hit would not connect.
-Fixed several bugs regarding Epinel's grab movement.
-Fixed several bugs involving Heavy State's recovery not activating at the correct times.
-Some code optimizations for platforms, Inertia, grabs and other mechanics.