Rivals of Aether

Rivals of Aether

Mii Brawler
Showing 21-30 of 35 entries
< 1  2  3  4 >
Update: 23 Nov, 2020 @ 7:27am

v2.11

General :
> The Special Selection Menu will no longer immediately close after the round start countdown. It will remain up until the player finishes selecting their specials, or until Mii Brawler is hit.

Fair :
> Decreased Base Knockback of the first hit> 6 -> 5.5
> Removes Knockback Scaling of the first hit: 0.1 -> 0
The first hit of Fair previously had slight KBS with the intention of Fair 1 possibly leading to landing combos at high percents. In reality, all this did was make it connect worse at higher percents.

Bair :
> Adjusted Angle of the sourspot: 361 -> 138
> Removed Angle Flipper 6.
Sourspot bair would sometimes send backwards and I really didn't like it. The move had too much landing lag to really get anything off of it anyway.

Uair :
> Adjusted Angle: 80 -> 85

All 3 Fspecials :
> When parried, Mii Brawler will immediately stop in front of the opponent.

Uspecial[1] :
> When parried, Mii Brawler will not be able to do the descending hit.
> Holding down during the descending hit will no longer allow Mii Brawler to drop through platforms.
> Removed Hitstun Multiplier of the spiking hit: 1.1 -> 1.0
> Removed Drift Multiplier of the spiking hit: 0.1 -> 1
> Decreased Knockback Scaling of the spiking hit: 0.65 -> 0.45

Runes :
> Rune L (the Onslaught one) has been changed. New Rune L makes Shotput floaty and active for longer.
> Rune H has been added.

Update: 30 Oct, 2020 @ 11:37am

v2.10

Ftilt:
> Fixed a slight offset problem on the sprite.

Fspecial[3]:
> Increased gravity during the endlag: 0 -> 0.45
> Decreased air friction during the endlag: 5 -> 1
Suplex will not completely stall you now.

Uspecial[1]:
> Initial hit Drift Multiplier removed.

Uspecial[3]:
> Decreased vertical distance traveled.
Previously, the move had a constant speed boost throughout. Now, it only gains speed at the very start and slows down near the end.
> Increased Base Knockback of the final hit: 5 -> 5.5
These changes should make Thrust Uppercut a bit worse for recovery while maintaining its strength.

Update: 20 Sep, 2020 @ 3:08pm

v2.9.1

Nspecial[1] :
> Shotput can now break projectiles.

Nspecial[3] :
> No longer able to be B-reversed, as the move can be turned around. Can still be reverse-specialed, but cannot be B-reversed by inputting backwards during the first few frames like a normal special move.

Update: 18 Sep, 2020 @ 6:00am

v2.9

Nair :
> Increased landing Lag: 4 -> 6
> Increased Startup: 3f -> 4f
> Decreased Active Frames: 25f -> 23f
The hitbox stayed out longer than the visual by mistake.
> Adjusted Angle of the late hit: 42 -> 67
> Increased Base Knockback of the late hit: 4 -> 4.6
> Increased Knockback Scaling of the late hit: 0.45 -> 0.55
> The late hit is now techable.
These changes should keep landing nair's functionality roughly the same while making it mechanically more fitting in Rivals.

Uspecial[2] :
> Fixed a bug that would cause Mii Brawler to move very fast. Again. For the third time. Hopefully. Please.
> Slightly adjusted width and location of the final hit.
> Slightly adjusted the way the opponent is pulled along by the attack.
Previously there were times where the final hit would not connect so this should fix it.

Misc :
> Mii Brawler now has a new rune, Rune F. This Hit Mod rune makes nair function more similar to pre-patch nair. I understand having to change nair from a balance perspective but I liked the way it functioned so much, and how similar it was to Smash Ult nair, that I just decided to make it's old functionality a rune.
> TCO Support has been added.
> Mt. Dedede Support has been added.

Update: 14 Sep, 2020 @ 4:29pm

v2.8

Ustrong :
> Decreased Damage of the strong hit: 12 -> 10
> Decreased Damage of the weak hit: 7 -> 6

Nspecial[1] :
> Decreased Base Knockback: 8 -> 7.5
> Adjusted Launch Angle: 47 -> 45
> Decreased Damage: 12/8/4 -> 10/7/4
> Shotput is no longer transcendent.
> Mild adjustments have been made to how Shotput acts when parried or when hitting an opponent to hopefully lead to less buggy interactions.

Fspecial[3] :
> Adjusted the way the initial grab interacts with super armor.
> Increased Hitpause applied by the initial grab: 30f -> 60f
It being only 30 frames before was a coding mistake on my part, it was supposed to be 70 before.
> Added scaling to the hitpause applied by the initial grab. For every 5 percent the opponent has, they will be stuck in hitpause for one more frame.
> When the opponent is released from the grab during the descent, Mii Brawler will be released as well.

Uspecial[1] :
> Increased Base Knockback of the descending hit: 9 -> 9.5
Just to help the move connect a little better.

Uspecial[2] :
> Fixed a bug that would case Mii Brawler to accelerate to a very high speed during Helicopter Kick, causing the player to SD and look like a fool.

Update: 2 Sep, 2020 @ 3:21pm

v2.7

General :
> Increased Waveland Friction: 0.04 -> 0.11
> Fixed a bug that would cause the HUD to incorrectly display that Feint Jump is available when it is on cooldown.

Ustrong :
> Decreased Knockback Scaling of the strong hit: 1.00 -> 0.95

Nspecial[1] :
> Fixed a bug where the fragments of Kragg's rock would unintentionally run Shotput's code.

Nspecial[2] :
> Getting hit while charging the attack should properly cause Mii Brawler to lose charge.

Uspecial[2] :
> Decreased Base Knockback of the final hit: 4.5 -> 4
> Decreased Knockback Scaling of the final hit: 0.82 -> 0.8
> Slightly changes the way the opponent is moved during the attack, as previously there would be times when it would galaxy them, but their position would be changed by the code afterwards, so it would not kill.

Dspecial[1] :
> Further adjusted the way the opponent is moved by the initial hit so it should lead into the latter hits more consistently.
> Increased Knockback Scaling of the launcher hit: 0.95 -> 1.00

Dspecial[2] :
> Getting hit out of the attack should properly allow Mii Brawler to use Feint Jump again.
> Increased cooldown after landing: 30f -> 40f

Dspecial[3] :
> Made several adjustments to the way the opponent is put in hitstun after triggering the counter to hopefully make it more consistent and remove janky interactions.

Update: 28 Aug, 2020 @ 7:05am

v2.6

General :
> Fixed the timing for when the SFX of certain attacks would play, such as Uspecial[2] and Dstrong.

Jab :
> Fixed a bug that would cause tilt canceling after a jab to not cause parry stun.

Dash Attack :
> Decreased Base Knockback of the early hit: 10 -> 9
> Decreased Knockback Scaling of the early hit: 0.65 -> 0.5
> Decreased Base Knockback of the late hit: 9 -> 7
> Increased Base Hitpause of the early hit: 6 -> 8
> Increased Hitpause Scaling of the early hit: 0.5 -> 0.6
> Increased Base Hitpause of the late hit: 4 -> 7
Dash attack is supposed to have high base KB but not kill until quite late, but it was killing due to both having too high KB, as well as low hitpause making it harder to DI.

Fstrong :
> Decreased Base Knockback: 9 -> 8
> Increased Knockback Scaling: 0.9 -> 1.1
> Decreased Damage: 16 -> 14
> Decreased Endlag: 37 -> 28 (whifflag 55 -> 42)
> Adjusted the hurtbox to be less disjointed.

Ustrong :
> Decreased Startup: 10f -> 9f

Dstrong :
> Decreased Startup: 9f -> 8f
> Increased Angle of the front hit: 35 -> 37
> Increased Angle of the back hit: 33 -> 35
> Decreased Base Knockback of the front hit: 8 -> 7
> Decreased Knockback Scaling of the front hit: 0.7 -> 0.65
> Decreased Base Knockback of the back hit: 9 -> 8
> Decreased Knockback Scaling of the front hit: 0.75 -> 0.7

Bair :
> Added a sourspot hitbox near Brawler's body.
The old hitbox (now sweetspot) is big enough to the point where you will only really land the sourspot when the opponent is right on you or a little in front. This change should place back air more in line with the base cast without interfering with its power too much.

Dair :
> Decreased Endlag: 17 - > 14 (whifflag 26 -> 21)
> Decreased Landing Lag: 14 -> 10
> Decreased Base Hitpause of the spike: 25 -> 12
> Decreased Base Hitpause of the early hit against grounded opponents: 12 -> 10
> Decreased Base Hitpause of the late hit: 12 -> 10

Nspecial[1] :
> The way Shotput's hitpause works has been reprogrammed to cause less buggy interactions.

Nspecial[2] :
> Increased Knockback Scaling of the fully charged punch: 1.15 -> 1.2

Fspecial[2] :
> Resprited the fire effects.

Fspecial[3] :
> Suplex is no longer restored on walljump. However, it is still restored when you get hit if you do not have it.

Uspecial[2] :
> Increased startup: 5f -> 7f
I legitimately do not know why Helicopter Kick was frame 6 it isn't even that fast in Smash.
> Increased the overall length of the animation.
> Decreased horizontal and vertical speed.
The move should reach the same final distance, but take longer to get there.
> Increased Base Knockback of the launcher hit: 3.8 -> 4.5
> Increased Knockback Scaling of the launcher hit: 0.82 -> 0.85
I was hitting people at like 80 and they'd go the distance of a Spirit Tree platform and that's way too weak. I guess if this is too much I can always revert it.

Uspecial[3] :
> Decreased Width/Height of the multihits: 50/80 -> 40/70
> Decreased Width/Height of the finisher hit: 60/90 -> 50/80
> Lowered Y position of the finisher hit: -74 -> -68

Dspecial[1] :
> Fixed a bug that would cause the landing hitbox to not appear when the move is used directly on the ground.
> Decreased Base Knockback of the initial hit: 13 -> 12
> Decreased Angle of the initial hit: 88 -> 60
> Adjusted the way the opponent is moved in order for the hits to connect.
The stat changes above should not have much of a difference in the game, as they mainly serve to make the move look smoother.
> The opponent will no longer be able to DI the descending hit.
> Lowered Base Knockback of the descending hit: 16 -> 7
> Increased Knockback Scaling of the descending hit: 0.7 -> 0.85
> Increased Base Hitpause of the descending hit: 6 -> 8
> Added Hitpause Scaling to the descending hit (0.6).
> Removed Hitstun Multiplier of the descending hit (was 0.5).
The move will now connect consistently, but to make it not an instant kill offstage, I reduced its base knockback (16 base lol) and increased the scaling.
> Decreased Base Knockback of the launcher hit: 10 -> 9
> Increased Knockback Scaling of the launcher hit: 0.85 -> 0.95

Dspecial[2] :
> Decreased Base Knockback of the hitbox for grounded opponents: 9 -> 8
> Decreased Knockback Scaling of the hitbox for grounded opponents: 0.85 -> 0.75
> Decreased Base Knockback of the hitbox for aerial opponents: 8 -> 7
> Decreased Width/Height of all hitboxes: 50 -> 40
> Increased friction of the landing when using the kick: 0.5 -> 0.7
> Increased landing lag when using the kick: 25f -> 30f
> Added a 30-frame cooldown when landing after using the kick.
> Added a visual smear for the starting jump to make it easier to tell what Mii Brawler is doing and react.
> Fixed a bug that would cause Mii Brawler to get back Feint Jump when hit after the move, but before starting another move. Mii Brawler should only get FJ back when hit out of the move.
Edge-cancel Feint Jump was a little too crazy. In addition to weakening the attack by a little, I have increased the landing friction to make it so you need to actually think and aim yourself in order to edge cancel. I have also included a cooldown that lasts as long as the landing lag. If you land normally, it will have no impact on gameplay, but if you edge-cancel the move, you will not be able to use it for a brief period of time.

Update: 19 Aug, 2020 @ 7:17am

v2.5

General :
> Made the "Classic" alt function properly.
When I added the new alts I forgot to change the number for which one doesn't have the menu so it was on the wrong alt and somehow it took me this long to find out.

Fspecial[1] :
> Increased speed when travelling: 8 -> 11
> Increased friction during the endlag when the attack does not connect: 0.45 -> 0.5
Onslaught's range was much shorter than intentional.

Uspecial[3] :
> Fixed an issue where trading with the multihits would cause unwanted interactions.

Dspecial[2] :
> Adjusted the speed applied to Mii Brawler when landing during the startup of the kick.
Previously, when Mii Brawler would use the kick of Feint Jump, if he were to land during the brief startup of the kick, he would suffer the landing lag without sliding, as the startup of the kick reduces his speed to zero. Now, if he is to land, he will slide a bit. This prevents unwanted interactions with platforms on certain stages, most notably Aethereal Gates.

Update: 5 Aug, 2020 @ 5:34pm

v2.4

Utilt :
> Increased Base Hitpause: 3 -> 6
> Increased Hitpause Scaling: 0.2 -> 0.25
> Adjusted the hurtbox to be less disjointed.

Bair :
> Decreased Damage: 8 -> 7
> Increased Base Knockback: 5 -> 6
> Increased Endlag: 16 - 19 (not counting whifflag)
> Slightly increased the hitbox length.

Uair :
> Increased Base Hitpause: 6 -> 7

Dair :
> Decreased Damage of the Strong Hit: 14 -> 11
> Decreased Damage of the Weak Hit: 11 -> 7
> Decreased Startup: 15f -> 13f
> Slightly increased the hitbox size.
> Adjusted the hurtbox position, as it was previously incorrect.

Nspecial[1] :
> Fixed an issue that would cause Shotput's code to unintentionally interact with other projectiles.

Fspecial[2] :
> Decreased Damage of the Final Hit: 14 -> 12

Uspecial[3] :
> Fixed an issue near the start of the move where hit SFX were played twice.

Update: 4 Aug, 2020 @ 5:41pm

v2.3

General :
> Added HUD indicators for when the player is able to use Feint Jump, Suplex, and the fully charged punch of Ultimate Uppercut.
> Fixed an issue where the offset of many grounded animations were incorrectly set, causing Mii Brawler to appear a pixel or two higher than he should be.

Fstrong :
> Decreased endlag: (final window) 40f -> 30f
> Decreased Knockback Scaling: 0.95 -> 0.9
With whifflag, you had enough enough time to punish whiffed Fstrong with Etalus ice hammer. That's not right. To compensate, it has been weakened just a bit.

Fair :
> Decreased Endlag: 15f -> 12f (does not count whifflag)
> Shape and size of both hitboxes slightly adjusted to match more with the attack visually.

Bair :
> Adjusted hitbox size and position to match more with the attack visually.

Uair :
> Increased Base Knockback: 6 -> 8
> Increased Knockback Scaling: 0.6 -> 0.7
> Decreased Endlag: 19f -> 18f
Increased knockback and a wider angle should cause uair to still be a very powerful combo tool without quite giving Mii Brawler a free ticket to uair them to death, as now the opponent's DI must be accounted for.

Nspecial[2] :
> Fixed a bug that would cause the move's charge to be lost when Mii Brawler is hit after using it but before using another attack.

Uspecial[1] :
> Slightly decreased ending lag of the landing to adjust for whifflag.

Uspecial[2] :
> Decreased Base Knockback: 4 -> 3.8
> Decreased Knockback Scaling: 0.87 -> 0.82

Misc :
> Added two new alts between what were previously the Matt and Purple alts to represent two other Mii costume characters, Flying Man and Team Rocket Grunt.