Rivals of Aether

Rivals of Aether

Mr. Game & Watch
Showing 21-30 of 81 entries
< 1  2  3  4  5 ... 9 >
Update: 5 Sep, 2020 @ 5:30pm

v4.2

Update: 5 Sep, 2020 @ 4:29am

v4.2
==G&W Patch Notes==
Up Air
+ Launcher Base Knockback: 6 -> 8
- Launcher Hitstun Multiplier: 1x -> 0.7x

Forward Special
~ Number rolling is now handled after judge is used

Forward Special 6
+ Added 10 frames of Hit Lockout

Forward Special 8
+ Drift Multiplier: 0x -> 0.001x (I didn't realize 0 = 1 for this)

Forward Special 9
- SDI Multiplier: 1x -> 3x
+ Added 15 frames of Hit Lockout

Down Special
+ Added 10 frames of Hit Lockout

Up Strong
- Added a hurtbox to the helmet
- Swings head forward one frame later
+ Added 10 frames of Hit Lockout

Forward Strong
+ Startup: 18 -> 16
+ Added 10 frames of Hit Lockout

Down Strong
+ Added 10 frames of Hit Lockout

Skins
~ Added Pink and Proletariat alts (Includes the funny musics!)

RUNES
~ Added a rune that tells you what number judge will roll next
~ Added a rune that makes Down Strong bury grounded opponents
~ Added a rune that makes the Turtle's chomp significantly stronger

Update: 30 Aug, 2020 @ 11:24pm

v4.1

Added Abyss Runes stuff

Update: 30 Aug, 2020 @ 2:25pm

v4.0
==G&W Patch Notes==
Jab
+ Finisher Angle: 60 -> 50

Dash Attack
~ Sweetspot Angle: 361 -> 50
~ Sweetspot Base Knockback: 9 -> 8
~ Sourspot Angle: 60 -> 50
~ Sourspot Knockback Scaling: 8 -> 7

Forward Tilt
+ Early Base Knockback: 5 -> 6

+ Late Damage: 4 -> 5
- Late Knockback Scaling: 0.7 -> 0.6

Up Tilt
+ Flag 1 Damage: 2 -> 5
- Flag 2 Knockback Scaling: 0 -> 0.2
+ Flag 2 Hitpause: 7 -> 5
- Flag 2 Hitpause Scaling: 0 -> 0.2
+ Flag 2 Hitstun Multiplier: 0.7x -> 1x

Down Tilt
- Active Frames: 6 -> 4
+ Knockback Scaling: 0.6 -> 0.65

Up Air
+ FAF: 42 -> 41

- Multihit Base Hitpause: 0 -> 1
+ Multihit SDI multiplier: 0.33x
~ Multihit locks opponent HSP

+ Launcher Knockback Scaling: 0 -> 0.2
- Launcher Hitpause Scaling: 0 -> 0.2
- Launcher Hitstun Multiplier: 0.5x -> 1x
- Launcher Drift Multiplier: 0.1x -> 1x

Forward Air
- Bomb Punch Base Hitpause: 0 -> 3
- Explosion Base Hitpause: 5 -> 6
- Explosion Angle: 361 -> 45

Down Air
+ Late Knockback Scaling: 0.7 -> 0.8
- Late Hitpause Scaling: 0.4 -> 0.6

+ Landing Base Knockback: 3 -> 4

Neutral Special
+ Pan Angle: 45 -> 40
+ Food Damage: 3 -> 4

Up Special
- Launch up frame: 6 -> 9
- Endlag: 16 -> 18
~ Raises you off the ground less initially

+ Firemen Active Frames: 1 -> 2
+ Firemen Drift Multiplier: 1.0x -> 0.2x
- Firemen Base Hitpause: 1 -> 6
+ Firemen Hitpause Scaling: 0.5 -> 0
- Firemen no longer destroy projectiles
~ Extended firemen hitbox inward, reduced height and moved up hitboxes (Should be less effective for Up B'ing out of aerial combos)

- Body Startup: 5 -> 8
- Body Lifetime: 12 -> 10
~ Body Angle: 60 -> 361

Forward Special 1
~ Base Hitpause: 1 -> 3
~ Hitpause Scaling: 0.1 -> 0

Down Special
~ Raised release bucket hitbox slightly
- Reduced pre-final release lifetimes by 2 frames

Update: 28 Aug, 2020 @ 2:36pm

Restored 3.10

Update: 28 Aug, 2020 @ 2:08pm

Temporary revert for Seggo VODs

Update: 27 Aug, 2020 @ 9:57pm

v3.10
==G&W Patch Notes==
General Stats
- Air Friction: 0.04 -> 0.03
~ Changed waveland sound from Zet -> Absa

Up Tilt
- Flag 2 Base Hitpause: 5 -> 7
+ Flag 2 Hitpause Scaling: 0.5 -> 0

Down Tilt
- Endlag: 14/21 -> 16/24

Neutral Air
- Final Base Hitpause: 4 -> 5
- Final Base Hitpause Scaling: 0.3 -> 0.5
~ Final Fishbowl Hit FX is now directional basic.

Up Air
- Final Hitbox Base Knockback: 8 -> 6
~ Completely overhauled code

Forward Air
- Endlag: 31 -> 32
- Explosion Active Frames: 5 -> 4
- Explosion: Hitpause Scaling: 0.5 -> 0.6
- Explosion: Parry Stun -> Extended Parry Stun

Back Air
- Landing hitbox active frames: 5 -> 3

Down Air
- Decreased vertical range by 4 px
~ Now rises slowly during startup

Up Special
- Can no longer jump or attack cancel parachute

Forward Strong
+ Extended Sourspot in both directions by 1 px

Update: 25 Aug, 2020 @ 11:48pm

v3.9
==G&W Patch Notes==
This is going to be all Hit SFX/VFX today :) Very big thanks to Ydrick!

Jab
~ Jab puffs make puffy visuals!
~ Finisher is now puffier! ...I mean punchier

Dash Attack
~ Heavier Early Hit FX
~ Late hit now uses Weak1 SFX

Up Tilt
~ 2nd Flag hit sounds stronger

Forward Tilt
~ Chair now uses a directional Hit FX

Neutral Air
~ Fishes are now much more muscular
(Finisher Hit SFX changed from Med1 -> Med2)

Up Air
~ Now sounds more tooty and air-y on hit
~ Now makes lil puffs on hit

Back Air
~ He chomp,,

Down Air
~ Distinguished spike/non-spike hitboxes from each other more
~ Landing hitbox sounds different

Neutral Special
~ Now serves up hot, smokin' food instead of cold food
(Changed hit fx to smoke small)

Up Special
~ The trampoline men sound and look weaker

Down Special
~ Bigger hit VFX

Up Strong
+ Hitpause Scaling: 1.6 -> 1.2
~ It sounds and looks like he's headbutting you harder!

Forward Strong
~ The fire burns hotter than ever before
~ The stick sounds like it hits harder too!

Down Strong
~ Now enters the avatar state to earthbend
~ Directional hit FX on sourspot to be able to tell which way you're being slammed to
~ Meatier Hit SFX

TRAINING MODE
~ Taunt to fill bucket!

Update: 25 Aug, 2020 @ 4:15pm

v3.8
Minor bug fixes.

Update: 25 Aug, 2020 @ 4:13pm

v3.8