Rivals of Aether

Rivals of Aether

Mii Brawler
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Update: 28 Jun, 2022 @ 1:42pm

v3.0

+MII BRAWLER CAN NOW SELECT SPECIALS ON THE CHARACTER SELECT SCREEN. The bottom-right corner of the CSS Portrait area shows your current special combination. You can click this area to open up a menu, which functions the same as the old menu. The old special menu will not appear at the start of normal versus matches, and the combination is saved until you reload Mii Brawler, meaning you can set it once at the start and play with those specials every game that session.

+Mii Brawler has a new special move! Headache Maker returns from Smash 4, replacing Head-On-Assault as the first-slot Dspecial. Headache Maker is a leap forwards followed by a downwards slam that launches out on an early hit and spikes on a late hit. Pressing special early into the move allows you to slam earlier. It also has a weaker hitbox on landing.

~Several parts of Mii Brawler have been recolored a bit so their shading stands out more. This might not be too noticeable though.

~Didn't want to put this with the first message, but you can select a random special with the Menu Y button on the CSS.

~Nair late hit Knockback Scaling 0.55 -> 0.35

+FSPECIAL 2 (Burning Dropkick) now allows Mii Brawler to drift more during the aerial endlag or after hitting an opponent.
+Burning Dropkick startup 14f -> 12f (hitbox comes out frame 13)
+Burning Dropkick lag after hitting an opponent 20f -> 15f
~Burning Dropkick Base Knockback 8 -> 7.5
~Burning Dropkick Angle 50 -> 60

~USPECIAL 1 (Soaring Axe Kick) has had some changes made to the physics of the rising kick, so it reaches its max height faster. As a result, its hitbox is active for a shorter period of time.

-Rune E (Head-On-Assault's drop becomes multihit) has been deprecated, as the move no longer exists. HOAs mad.

Update: 17 Apr, 2022 @ 7:36pm

v2.19

JAB :
~ Removed Drift DI multiplier from jabs 1 and 2.

FSPECIAL[1] (Onslaught) :
- Increased Endlag on-hit: 8f -> 15f
Reverting a change from the previous patch.
- Decreased initial speed: 22 -> 19.5

FSPECIAL[2] (Burning Dropkick) :
+ Decreased Startup: 17f -> 14f

USPECIAL[2] (Helicopter Kick) :
+ Increased Base Knockback: 4.5 -> 6
Please use this move it's so cool.

USPECIAL[3] (Thrust Uppercut) :
- Decreased Base Knockback: 6.5 -> 6
- Decreased Knockback Scaling: 0.8 -> 0.75

Update: 14 Dec, 2021 @ 10:57am

v2.18

~ Mii Brawler can now select a random special move by pressing Taunt during that column of the moveset menu.

UTILT :
+ Increased Damage: 3 -> 6
~ Animation now skips the first active part of the attack, to look more smooth. As a result, the second (now only) hitbox has been enlarged downwards to make up for the area the previous hitbox covered.

FSTRONG :
+ Reduced Endlag: 28 -> 26 (42 -> 39 on whiff)

USTRONG:
+ Increased damage of the early hits: 10 -> 12

FAIR:
+ Increased damage of both hits: 2 + 4 -> 3 + 5

UAIR :
+ Reduced Landing lag: 8 -> 5
+ Reduced Endlag: 16 -> 14 (24 -> 21 on whiff)
This will have no consequences, surely.

BAIR :
+ Reduced Landing lag: 8 -> 7
~ Increased sweetspot Hitpause Scaling: 0.5 -> 0.8 (it had 10 base hitpause ok it wasnt that low)
~ Increased sourspot Hitpause Scaling: 0.3 -> 0.4
~ Adjusted sourspot hit SFX

NSPECIAL[2] (Ultimate Uppercut) :
+ Removed limit on HSP during the startup of the punch.
+ Increased damage of the fully charged punch: 13 -> 16

FSPECIAL[1] (Onslaught) :
+ Adjusted hitbox size and positioning to hopefully be a bit more consistent (for the third time...)
+ No longer goes into pratfall after the finishing hit in the air.
+ Decreased Endlag of the final hit: 15 -> 8

FSPECIAL[2] (Burning Dropkick) :
+ Bounce on-hit now pushes you back less far.
+ Reduced endlag on-hit: 25 -> 20
~ Decreased Knockback Scaling: 0.7 -> 0.6
~ Adjusted angle on-hit: 361 -> 50
- Fspecial now has a small cooldown on-hit to prevent easy combos into itself.

FSPECIAL[3] (Suplex) :
+ Increased total damage: 15 -> 18
I want Suplex to be the single highest-damage move since it doesn't kill or combo. Let me know if this is too much.

USPECIAL[1] (Soaring Axe Kick) :
+ Removed the funny tiny smear at the start.

DSPECIAL[2] (Feint Jump) :
- Reduced HSP of the kick: 11.5 -> 10
+ Reduced friction of the landing after the kick: 0.7 -> 0.5
+ Fixed SFX timing of the kick.

Update: 7 Nov, 2021 @ 5:40pm

v2.17

~I broke the character last update and this one un-does that.

Update: 7 Nov, 2021 @ 3:25pm

v2.16

FSPECIAL[1] (Onslaught) :
~ Should now stop moving when the initial hit connects.
~ Adjusted the second-to-last hit when aerial to be more consistent.
+ Fixed timing of the multihit's whiff SFX.

MISC :
~ Fixed a bug where the special galaxy effect could occur multiple times before the opponent died.

Update: 8 Sep, 2021 @ 6:21am

v2.15

This update aims to tackle a few quality of life improvements. Thank you for 50K subscribers!

Misc :
+ Classic alt replaced with Mii Baller alt.
~ Certain specials have had their movement adjusted or recoded. Special thanks to Wattmelon and Kayeetle for these changes.

General :
+ Increased fall speed: 10 -> 11
+ Increased fastfall speed: 14 -> 15
Mii Brawler has high fall speed in Ult, this change is a bit experimental but hopefully will help them feel a bit closer.

Fspecial [1] :
+ Adjusted the multihits to hopefully connect better.
~ The move now has faster initial speed, but slows down.

Fspecial [2] :
+ Adjusted angle: 44 -> 361
+ Increased KBS: 0.5 -> 0.7
~ Increased Hitpause Scaling: 0.3 -> 0.6
~ Adjusted Hit SFX.
+ Fixed a bug where B-reversed Burning Drop Kick would slow down partway through the move, now it should go fast the whole length.

Fspecial [3] :
~ Adjusted speed of the move after it connects. The descent is also faster.

Uspecial [3] :
+ Increased BKB: 5.5 -> 6.5
+ Increased KBS: 0.75 -> 0.8
Got a lot of complaints that this move does not kill ever.

Dspecial [1] :
+ Decreased endlag: 40 -> 26
~ Increased Rising HSP: 4 -> 7
This move was awful, I was very unhappy with it.

Update: 4 Jul, 2021 @ 7:24pm

v2.14

General :
+ Added a special effect when Mii Brawler galaxies the opponent on their final stock.
~ Adjusted a couple alts slightly.
~ Slight adjustments to the way Feint Jump and Suplex's cooldowns are handled. Please let me know if any bugs pop up.

Nspecial[2] :
~ Reworked the way the outline flashing is coded to hopefully be more smooth and less distracting.

Uspecial[2] :
~ Decreased time between the last two hits

Dspecial[2] :
- Adjusted Angle against aerial opponents (30 -> 40)
- Increased Base Knockback against aerial opponents (7 -> 8)
+ Increased Knockback Scaling against aerial opponents (.56 -> 0.7)
+ Increased Knockback Scaling against grounded opponents (0.75 -> 0.8)
~ Increased Base Hitpause of all hits (7 -> 9)
~ Increased Hitpause Scaling of all hits (0.5 -> 0.7)

Update: 6 May, 2021 @ 4:17pm

v2.13

General :
+ Miiku.

Dash Attack :
- Decreased Active Frames of the late hit (8 -> 6)
- Increased Endlag (12 -> 14) (on whiff: 18 -> 21)

Ustrong :
+ Increased Knockback Scaling of the early hits (0.95 -> 1.0)

Nair :
~ Changed Angle of the early hit (42 -> 40)
~ Changed Angle of the late hit (52 -> 50)

Bair :
+ Decreased Landing Lag (11 -> 8) (on whiff: 17 -> 12)
+ Moved the sourspot hitbox a bit more inwards.
~ Adjusted Hit SFX of the sourspot.
This move had more landing lag than Clairen dair when it absolutely did not need to.

Nspecial[1] :
~ Lowered Base Hitpause of Shotput after all bounces (20/15/10 -> 15/10/5)

Nspecial[2] :
~ Fixed a bug that made you unable to b-reverse the punch.
+ Decreased Startup of the punch (11f -> 9f) (comes out frame 10)
+ Increased Knockback Scaling of the fully charged punch's sourspot (0.85 -> 0.9)
~ Instead of letting you cancel into a dodge, pressing shield during the charge will put Mii Brawler into a short ending animation.
Ultimate Uppercut was a very difficult move to use, so hopefully the speed buff and the ability to cancel without using resources will make it more appealing to players.

Fspecial[1] :
+ Mii Brawler will now "snap" over the lip of the stage if the move is used just slightly below the ledge, similar to Clairen and Maypul Fspecials.

Fspecial[3] :
+ (See above)

Uspecial[1] :
- Decreased damage of the descending hit against grounded opponents (7 -> 3)
~ Increased Hitpause Scaling of the landing hit (0.3 -> 0.7)
~ Removed Drift and Hitstun Multipliers of the spike hit.
Drift multiplier on the spike would prevent opponents from being able to drift the landing hit if both connected.

Dspecial[2] :
- Removed the one frame of invincibility that was there for some reason.
+ Fixed a bug that caused Mii Brawler to not have access to FJ when hit out of the landing lag.
- Increased cooldown when edge-cancelled (40f -> 50f)
~ The FJ cooldown when landing has been changed to only occur when the player edge-cancels the move.
~ Fixed the hurtbox being slightly misplaced for one frame.

Dspecial[3] :
~ Adjusted the sprite color on the attack smear to match other fist attacks.

Update: 25 Jan, 2021 @ 8:07am

v2.12

General :
+ Mii Brawler now uses the small sprites feature, meaning loading times should be decreased.
~ Several alts have been adjusted, and two new ones (Martial Artist and Spring Man) have been added.
~ Special Selection Menu has improved visual effects.
~ Dash animation has been resprited to actually look good.
~ Multiple animations have been adjusted in various ways (jump, airdodge, jab, utilt, all strongs, all aerials, dspecial 1). Any gameplay-effecting changes will be listed with the respective move.
~ Added hurtground animation.
~ Shotput has been added as a Kirby ability, complete with bouncing and b-reversing.

Jab :
~ Adjusted the timing of the move. Many subtle changes but everything should be overall about the same.
- Decreased Damage of the first hit (3 -> 2)
- Decreased Damage of the third hit (6 -> 4)
- Moved the hitbox of the third hit closer to Brawler's body to be less disjointed.

Dash Attack :
- Increased Startup (5f -> 6f)

Ftilt :
- Increased Startup for all variants (7f -> 8f)
- Decreased Damage of all variants (high/mid/low 10/9/7 -> 8/7/6)
~ Increased Base Hitpause of all variants (4 -> 5)
- Decreased Base Knockback of low variant (6 -> 5)
~ Increased Base Knockback of mid variant (4 -> 6)
+ Increased Base Knockback of high variant (6 -> 8)
- Lowered Knockback Growth of high variant (0.70 -> 0.55)
- Adjusted Angle of the low variant (30 -> 35)

Utilt :
- Increased Startup (4f -> 5f)
- Decreased Damage (5 -> 3)
+ Increased width of the second hitbox.
- Reduced length of the second hitbox to not reach as low.
- Decreased width of the first hitbox.
~ Decreased Base Hitpause (6 -> 5)
~ Increased Hitpause Scaling (0.25 -> 0.4)
~ Changed hit SFX.
When you hit one utilt you probably hit like 2 or 3 so 5% for each was a lot.

Fstrong :
~ Timing of the move has been adjusted but the frame data should remain about the same I think?
+ Cooler SFX.
+ Increased Active Frames (2 -> 3)

Ustrong :
+ Adjusted Angle (84 -> 85)
- Disjoint of the early hits has been decreased from leg invincibility to foot invincibility.
- Removed late hit disjoint.
- Slightly decreased the size of all hitboxes.
- Decreased Knockback Scaling of the late hit (0.7 -> 0.65)

Dstrong :
+ Increased Active Frames of both hits (2 -> 3)
~ Lowered Base Hitpause of the front hit (10 -> 8)
~ Lowered Hitpause Scaling of both hits (1.2 -> 0.7)
- Decreased Damage of the front hit (11 -> 8)
+ Changed Angle of the front hit (37 -> 35)
~ Changed Angle of the back hit (35 -> 145)
~ Removed Angle Flipper on both hits.
- Decreased hitbox size of both hits to be less disjointed.
~ Changed hit VFX (for some reason it was a smoke-themed hit vfx??)
Adjusted values to remove some janky attributes and make the back hit more clearly the stronger one.
Also why was it 1.2 hitpause scaling that's so stupid.

Nair :
~ Slightly raised both the early and late hitboxes.
- Adjusted Angle of the late hit (67 -> 52)
+ Increased Base Knockback of the late hit (4.6 -> 5)
~ Fixed SFX.

Uair :
~ Fixed SFX.
+ Adjusted hitbox positioning to better match the new animation. As a result, the move has slightly more reach.
- Added whifflag. Normal endlag has been decreased to compensate. (18f -> 16f/24f)
- Decreased Damage (6 ->5)
I wrote AT_NAIR instead of AT_UAIR for one line in the uair script and it messed up the sfx for both of them lol.

Bair :
+ Adjusted Angle of the sourspot (138 -> 140)

Dair :
- Increased Endlag (14 -> 18) (on whiff: 21 -> 27)

Nspecial[3] :
~ The fire effects are now drawn over Mii Brawler differently so they don't interfere with the super armor outline.
~ Increased gravity during the move so you float less.

Fspecial[1] :
~ Increased Ground Friction of the endlag.
- Increased Air Friction of the endlag.
- Increased Startup (15f -> 16f)
+ Decreased Endlag when not hitting (38f -> 30f)
~ Made the startup sfx play earlier and louder so the move is easier to react to.


Fspecial[3] :
- The initial grab hitbox is now unable to break projectiles.
~ On hit, the opponent will be put into 75 constant frames of hitstop, instead of 60 + percent scaling.
~ The "grab release" mechanic has been removed.
- The grab no longer breaks through super armor.

Uspecial[1] :
- Increased Startup (8f -> 10f)
- Increased the amount of frames you must fall before you can jump or airdodge out (35f -> 37f)
~ The startup of the move now has set HSP when started in the air, meaning it is easier to turn around when using it (better for recovering after walljumps), but worse for drifting forwards.

Uspecial[2] :
~ Fixed a bug that could cause the opponent to lose multiple stocks due to the command grab code repeatedly pulling them into the blast zone if they die before the move is over.

Uspecial[3] :
~ The startup of the move now has set HSP, meaning it is easier to turn around when using it (better for recovering after walljumps), but worse for drifting forwards.
~ Added a slight vertical rise at the end of the move, so Mii Brawler does not start falling as quickly. This makes it so you cannot fastfall until a bit later and hopefully makes the move a bit less safe.

Dspecial[1] :
+ Cooler SFX on landing.
~ Decreased Base Hitpause of the spike (8 -> 6)
~ Decreased Hitpause Scaling of the spike (0.6 -> 0.4)
~ Increased Base Hitpause of the landing hit (7 -> 10)
~ Increased Hitpause Scaling of the landing hit (0.25 -> 0.45)
~ Added Angle Flipper to the landing hit (0 -> 6)
+ Increased Width of the landing hitbox.
- Decreased Height of the landing hitbox.
- Removed Drift DI Multipliers on the rising and spike hits.
+ Holding down during the descent will allow you to drop through platforms, unless you have hit someone with the move yet.

Dspecial[2] :
- Mii Brawler no longer gets back Feint Jump when hit out of the move.
- Adjusted Angle against aerial opponents (30 -> 35)
+ Increased Knockback Scaling against aerial opponents (0.56 -> 0.6)

Dspecial[3] :
- The counter behavior has been reworked. Now, it will properly trigger against only melee attacks, while projectiles will hurt Mii Brawler normally.
+ The launching hit no longer has a different angle when triggered in the air (65 -> 45)
- The grab no longer breaks through super armor.

Runes :
~ Fixed a bug where taunting with Rune A would force you out of the taunt animation when the menu is open.

Update: 25 Jan, 2021 @ 8:05am

v2.12

accidentally pushed the update twice ignore this