Rivals of Aether

Rivals of Aether

Mr. Game & Watch
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Update: 25 Apr @ 5:39pm

v5.4
==Patch Notes==
Fixed Up Special's Trampoline using the wrong sprite strip size due to a duplicate sprites bug introduced with the latest game update.

Update: 30 Apr, 2021 @ 9:20pm

v5.3
==Patch Notes==
Fixed an obvious bug where FSpecial only rolls 3s

Update: 29 Apr, 2021 @ 5:39pm

v5.2
==Patch Notes==
Down Tilt
- Endlag: 16/24 -> 17/26
+ Knockback Scaling: 0.6 -> 0.7

Up Air
- Projectile Teleport Distance: 32 -> 28 px
~ Multihit Base Knockback: 8 -> 7

Forward Air
+ Bomb hit Hitstun Multiplier: 1x -> 2x
+ Increased the size of the explosion by 1 pixel

Back Air
- Last Hit Hitpause Scaling: 0.4 -> 0.5

Down Air
+ Landing Endlag: 19/19 -> 14/21

Up Special
~ Body Knockback Scaling: 0.4 -> 0.5
- Directional movement is now more committal

Up Strong
+ Base Knockback: 8 -> 9
+ Knockback Scaling: 1.25 -> 1.3

Forward Strong
+ Sweetspot Knockback Scaling: 1.15 -> 1.2
+ Sweetspot Base Hitpause: 9 -> 8
- Sweetspot Hitpause Scaling: 0.9 -> 1.0
- Reduced range of sweetspot hitbox a bit

+ Sourspot Hitpause Scaling: 1.0 -> 0.9

~ Pulled sprite offset back 6 pixels

Forward Special
~ Added sound for special effects for 3

Down Strong
- Startup: 12 -> 13
~ Sourspot Base Knockback: 6 -> 7
- Reduced hitbox heights by 6 px

Other
~ Changed funny alt color a lil bit

Update: 29 Apr, 2021 @ 5:39pm

(Dupe, see above)

Update: 20 Feb, 2021 @ 2:52pm

(Fixed CSS update date)

Update: 20 Feb, 2021 @ 2:51pm

v5.1
==Patch Notes==
Jab
- Puffer Angle: 10 -> 50
- Puffer BKB: 5 -> 2.5
+ Puff Angle: 70 -> 80
+ Pressing attack again on a whiffed jab now manually starts the Rapid Jab
~ If you have jabbed for awhile (3+ times) you slowly start moving backwards

Up Air
- Projectile teleport distance 40px -> 32px
- Multihit BKB: 9 -> 8
- Final Hit BKB: 7 -> 6
- SDI Multiplier: 0.33x -> 0.5x
- Removed Drift Multiplier

Neutral Special
+ Endlag: 28 -> 24
+ Full volley endlag: 58 -> 54

Update: 18 Feb, 2021 @ 12:45am

v5.0
==G&W Patch Notes==
New Sprites!
+ New CSS art
+ New Walk Animation
+ New Jump/Wavedash/Landing animations
+ Entirely new Back Air and Up Smash sprites!
~ Up Air sprite updated
~ Touched up Chef hat
~ Removed stray pixels on Up Tilt

Base Stats
+ Walk Accel: 0.2 -> 0.25

Jab
~ Endlag: 12/18 -> 16/16
- Rapid puff angle: 90 -> 70
- Multihit is now techable
- Can no longer be held down if the first hit whiffed

Dash Attack
~ Endlag: 19 -> 15/22

~ Early Base Knockback: 9 -> 8
~ Early Knockback Scaling: 0.4 -> 0.6
+ Early Hitpause Scaling: 0.9 -> 0.5

+ Late Base Knockback: 8 -> 7
- Late Knockback Scaling: 0.3 -> 0.4
- Late Base Hitpause: 5 -> 7
+ Late Hitpause Scaling: 0.4 -> 0.3
~ Changed Late Hit SFX

Forward Tilt
- Clean lifetime: 3 -> 2
- Late lifetime: 12 -> 11

Up Tilt
+ Removed bow and upper arms from hurtbox

Down Tilt
- Hitpause Scaling: 0.8 -> 0.9
~ Will now play the squish noise properly if you crouch after the move
~ Lowered hit FX by 12 px on furthest hitbox

Neutral Air
~ Multihit Angle: 361 -> 150 (40/45 -> 30 inwards)

- Finisher Lifetime: 5 -> 2
~ Fishbowl Finisher Angle Flipper: 0 -> 3

Forward Air
+ Bomb tap Angle: 45 -> 270
+ Bomb tap Base Knockback: 0.1 -> 3

+ Explosion Knockback Scaling: 0.75 -> 0.8

+ Attacks that can't break projectiles no longer destroy the bomb

Back Air
- Reduced overall range by 2 px
~ Retimed move to feel more consistent
- Finisher Lifetime: 3 -> 1 (Overall lifetime remains the same)

Down Air
- Endlag (Non-landing): 0 -> 6
- Late Lifetime: 29 -> 23
~ Fixed a bug that allowed G&W to land during startup if he was falling fast enough

Forward Special 4
+ Knockback: 4 + 0.5 -> 7 + 0.2

Forward Special 7
+ Base Knockback: 5 -> 6
~ Changed Hit VFX

Forward Special 9
- Knockback Scaling: 2 -> 1.8

Down Special
+ Base Knockback: (3.6 to 7.8) -> (6 to 10)
- Knockback Scaling: (0.66 to 1.83) -> (0.7 to 1.4)
- Bucket must be held out a minimum of 20 frames before it is able to be put away

Up Strong
- Release Time: 1 -> 6
- Damage: 16 -> 14
+ Knockback Scaling: 1.2 -> 1.25
- Base Hitpause: 9 -> 10
- Now has Angle Flipper 6
~ All new sprites

Forward Strong
- Release time: 2 -> 9
+ Endlag: 22/33 -> 19/29

- Sweetspot Damage: 18 -> 16
- Sweetspot Base Hitpause: 8 -> 9
- Sweetspot Hitpause Scaling: 0.9 -> 1.0

- Sourspot Damage: 14 -> 12
- Sourspot Knockback Scaling: 1.05 -> 0.95
- Sourspot Hitpause Scaling: 0.8 -> 0.9

Down Strong
+ Startup: 13 -> 12
- Release time: 2 -> 5
- Damage: 15 -> 13

+ Sweetspot Knockback Scaling: 1.1 -> 1.15
- Sweetspot Hitpause Scaling: 0.7 -> 0.9

- Sourspot Hitpause Scaling: 0.7 -> 0.8

Update: 5 Dec, 2020 @ 3:22pm

v4.10 (Minor)
== G&W Patch Notes ==
Jab
~ Bug fix: Parrying jab will now put G&W into parry stun if he does the finisher.

Update: 30 Oct, 2020 @ 1:48am

v4.9
==G&W Patch Notes==
Up Special
- Startup: 5 -> 6
- Firemen Active Frames: 2 -> 1
- Endlag: 32 -> 33
- Firemen Angle: 80/100 -> 75/105
- Firemen Base Hitpause: 10 -> 12
- Firemen Hitstun Multiplier: 0.475x -> 0.425x
- Moved Firemen Hitbox 6 pixels inwards
- VSP gain frame: 9 -> 10
~ Fixed a bug that allowed G&W to shuffle a few pixels during startup
~ Firemen visual spawning now takes VSP and HSP into account for more accurate hitbox alignment

Update: 27 Oct, 2020 @ 9:07pm

v4.8
Fixed a minor inconsistency