Rivals of Aether

Rivals of Aether

Cinna
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Update: 20 May, 2020 @ 11:27am

-Like Bluey, forward special has been reworked.
--After throwing it, Cinnamon can launch it once more with a hammer attack(hit 3 of jab, forward aerial and forward strong).
--It is no longer destructible, and being hit by an opponent's attack that deals above 4 knockback /will/ knock it back at Cinnamon instead. If you aim it down, down strong's quake hitbox can also make it jump.

-Magic Rod attacks have all been buffed. Hammer attacks have been nerfed though.

Update: 18 May, 2020 @ 10:18pm

New Steam thumbnail time i guess
. Jab, dash attack, down tilt have new and updated animations. (Gotta stay in line with Bluey's similar updates I guess. Blood bonds and stuff)
. Taunt was slightly updated, and a new down taunt was added.

. Forward aerial's sweetspot is slightly stronger.
. Back aerial sends at a lower angle now.
. Down aerial's sweetspot is slightly bigger. The attack also has less startup.

. Fully charged C-harge Shot(yep that's the move's name) sends at a lower angle.
. Down special sends Cinnamon slightly lower. Magic charged down special now also empowers the hitbox on her.
. Removed Herobrine.

Update: 18 May, 2020 @ 10:05pm

v0.14

Update: 5 May, 2020 @ 2:47pm

v0.13

Update: 21 Apr, 2020 @ 11:23pm

*Jab2 now force flinches.

*Forward tilt's angles got adjusted. Paper(angled down) now has a lower launch angle and has extra hitpause, while Scissors sends at a higher angle now.

*Neutral special has a completely new animation. Full charge Magic B-last also got its former knockback scaling back, though its base knockback has been likewise retained. It also *gradually gets weaker the farther it goes. When parried, its middle charges will no longer cancel each other.

*The Magic Rod gimmick effect has been somewhat readjusted. Instead of simply powering them up, it increases the hitboxes for BAir(sweetspot) and DTilt, boosting their reach. However, it no longer affects BAir's sourspot and it'll always spend magic energy upon use regardless if it hits or not.

*Forward special's projectile knocks the opponent away from its hitbox instead of strictly the direction it was sent. It also bounces away when hitting and despawns shortly after(though it's mostly aesthetic).

*Up special has a completely new animation. Due to this, it has now two smaller hitboxes that hit as long it goes up, though it has no finishing hit. It can also be cancelled into a wall jump. However, it rises slower.

*Down special can be wall jump cancelled.

Update: 12 Mar, 2020 @ 8:41pm

v0.11

Update: 12 Mar, 2020 @ 8:35pm

v0.10

Update: 12 Mar, 2020 @ 8:12pm

v0.9

Update: 8 Mar, 2020 @ 7:56pm

v0.8

Update: 8 Mar, 2020 @ 6:35pm

v0.7