Rivals of Aether

Rivals of Aether

Water Bottle
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Update: 2 Feb @ 4:03pm

v2.13

General:
~ Brought back all the changes from V2.12 because there was an Awesome bug where UStrong didn’t properly change your stats, meaning your stats could go to Very Unreasonable Levels. If stuff like this still is occurring, then lemme know and I’ll revert all the internal stat change stuff prior to when I did this.

Compatibility
~ Added more Miiverse posts, 8 new ones in total (4 of which were made by tdude :eggdog:)
~ Added Frame Data Woodcock compatibility.

Dash Attack
~ Clean Hit Base Knockback: 9 -> 8
~ Clean Hit Knockback Scaling: .3 -> .35
(I don’t entirely remember why the clean hit was at 9 BKB. This should partially normalize it while still sending at around the same distance.)

Forward Air
+ Endlag: 14 (21) -> 13 (20)

Back Air
- Endlag: 12 (18) -> 14 (21)
(Back Air was somehow previously less laggy than Forward Air, despite coming out later. This should make the difference between the two more normal. A fast disjotined move should probably not have less endlag than a non-disjointed aerial that comes out faster than this.)

Down Air
~ All hitboxes now properly show up on the Frame Data Woodcock.

Up Strong (Uppercut Shot)
- Endlag (Normal): 18 (27) -> 20 (30)
- Endlag (Water Ver): 16 (24) -> 18 (27)
(Normalizing endlag values. I think.)

Down Strong
~ The finishing hitbox now properly shows up on the Frame Data Woodcock.

Update: 4 Jan @ 7:03pm

Reverting to the previous patch due to unintended side effects of the water stat change calculation. Will revert back to the current stat calculation formula with some fixes sometime later after Dev Derby 5.

Update: 29 Dec, 2024 @ 7:18pm

v2.12

Patch Notes:

General:
~ Adjusted placement of the special CSS icons.
~ Added a little moveset image to Water Bottle’s Steam Description.

Water Fill
~ Adjusted how stats change internally - they now change every time water level is increased or decreased, rather than being set every frame, allowing Water Bottle’s stats to be more properly adjusted on stages that mess with player stats, such as the Aether version of City Trial.

Update: 9 Sep, 2024 @ 8:35pm

v2.11

Patch Notes:

Alternate Colors
~ Added 4 more colors, bringing Water Bottle’s alternate color count up to 24:
~ ~ Ocean (readded from a previous version)
~ ~ Sierra Mist
~ ~ Dasani
~ ~ 7 Dollar Hotel Bottle (blame opengunner for this color he paid me 7 dollars to add this color to water bottle). This color also turns more opaque the more Water you have, similar to the Champion color scheme.

Taunt
+ Projectile Base Damage: 0 -> 1
(Very important change, I know.)

Update: 19 May, 2024 @ 8:48am

v2.10

Patch Notes:

Water Passive
- Knockback Adj (0, 1, 2, 3 Water): 1.1, 1.05, 1, 0.9 -> 1.1, 1.05, 1, 0.95

Up Strong (Uppercut Shot)
- When this move is parried, Water Bottle can no longer input the second part of this move.
(Bug fix.)

Up Special (Bottle Flip)
- Final Hitbox Damage: 7 -> 6
- - Total Damage: 13 -> 12

Down Special (Precipitation)
- Projectile is no longer transcendent. (idk why it was like this)
- Projectile now has Extended Parry Stun.
- Water projectiles hitting Water Bottle while it is in hitstun no longer give Water, allowing you to contest Water Bottle as it is trying to fill up on water.
- Cooldown (On Whiff): 70 -> 75
- Cooldown (On Absorbing Water): 0 -> (Current Cooldown * 0.5, rounded down)
(This change should make it where ascending to the top of the screen to instantly get max water not as fast to allow the opposing player to get a chance to contest Water Bottle before it can get max water.)

Update: 2 May, 2024 @ 8:32pm

v2.9

Patch Notes:

Water
~ Added sound effects when parrying and being parried to better signify that Water Bottle gains and loses Water for successfully parrying an opponent and being parried respectively.

Down Strong (Spin the Bottle)
- This move now uses lerp code instead of instantly snapping the opponent to Water Bottle’s position.
- This move no longer moves opponents who have super armor as well.

Back Air
- Damage: 8 -> 7

Forward Special (Snag Wrap)
+ This move can be canceled with a walljump now during the last 10 frames of this move’s endlag.

Up Special (Bottle Flip)
- Removed command grab code and replaced it with lerp code. The lerp code is weaker if you land the non inner hitbox, meaning you can possibly DI out of the final hit.
- This move no longer moves opponents who have super armor as well.

Update: 2 May, 2024 @ 7:40am

v2.8

Patch Notes:

Alternate Colors
~ Adjusted bottle shading on the “Yellow” and “Slushie” colors.

Jab
~ Added minor dust effects.

Dash Attack
+ Endlag: 16 (25) -> 14 (21)
+ Late Hitbox Knockback Scaling: .55 -> .6

Forward Air
+ Landing Lag: 5 (8) -> 4 (6)

Back Air
+ Landing Lag: 7 (11) -> 6 (9)

Neutral Special (Pressure Shot)
+ Tap Hitbox Knockback Scaling: .6 -> .7
(this move was supposed to Kill you idk why it didnt do that. These new stats are .2 kbs lower than forsburn bair and is angle 45 compared to 361 mainly because this move is much larger and also can be canceled into with Forward Tilt or Back Air on hit if you have water, making it easier to lead into. I was going to originally raise the knockback scaling all the way to .8, but I think that would have been too drastic considering you can cancel into this move with either Forward Tilt or Back, and I’ll see how I feel about this new change before potentially raising or lowering it. Lemme know how this feels.)

Forward Special (Snag Wrap)
+ Grounded Throw Angle: 85 -> 90
+ Grounded Throw Knockback Scaling: .4 -> .3
(Because the angle of the throw hitbox was 85, you could HARD DI out this move and basically guarantee Water Bottle from not being able to follow up with this move past very low percents. This change should allow for Water Bottle to be able to combo and potentially confirm with this move more reliably past using it as a basic combo starter at very low percents.)

Up Special (Bottle Flip)
+ Finishing Hit Knockback Scaling: .5 -> .6

Taunt
~ Fixed a minor issue where it taunting on the direct edge of either solid ground or a platform then immediately going off of it, the respawn platform would show up for a single frame.
+ Now uses the correct hurtbox for this move rather than the default hurtbox.

Update: 24 Mar, 2024 @ 1:39pm

v2.7

Patch Notes:

Forward Special (Snag Wrap)
+ Projectile is now Transcendent, preventing unintended scenarios where opponents could hit the projectile and completely remove it, leaving Water Bottle completely vulnerable.
+ Projectile no longer gets destroyed if it comes in contact with Clarien’s plasma field.

Update: 20 Mar, 2024 @ 7:11pm

v2.6

Patch Notes:

Compatibilities
~ Added Dream Nail Dialogue for The Knight (Reiga).

Alternate Colors
~ The positioning of the alternate color name on the CSS is now slightly moved to not be hidden by the player icon on the CSS if playing online.
~ The Champion color will be less opaque the more water level you have now.

Stats
+ Air Accel: .28 -> 3
(idk why this was not pure .3)

Jab
+ Damage: 3 -> 4

Dash Attack
~ Late Hitbox Angle: 65 -> 70
~ Late Hitbox Base Knockback: 4 -> 5
~ Late Hitbox Knockback Scaling: .6 -> .65
(Should help this hitbox not feel like sending people nowhere.)

Forward Tilt
~ Adjusted dust effects.

Forward Air
+ Landing Lag: 6 -> 5

Up Air
+ Landing Lag: 8 -> 6

Down Air
+ Landing Lag: 7 -> 5

Forward Special (Snag Wrap)
~ Added a unique animation for when grabbing people when grounded where Water Bottle will throw them upwards, similar to Inkling Up Throw.
+ When using this move in the air, the wall cling detection is slightly widened to better match the visual to prevent scenarios where it looked like the sprite hit the wall but didn’t trigger the wall grapple. (TL;DR slightly increased wall cling range.)

Update: 17 Feb, 2024 @ 7:32pm

v2.5

Patch Notes:

General
~ Added a character select sound.

Compatibility
~ Added Po & Gumbo “food”.
~ Added Miiverse drawing.

Up Strong (Uppercut Shot)
- Reduced the total amount of time Water Bottle has to input the second part of this move down to the hitpause of this move and 12 frames of endlag.
(Previously, you could choose to do the second part of this move for the ENTIRETY of endlag.)

Forward Special (Snag Wrap)
- Now no longer ignores projectiles, allowing for other character’s projectiles to pass through it.
- Grounded Spike Hitbox is now no longer untechable.

Down Special (Precipitation)
- Projectile now no longer is absorbed by Water Bottle if it was parried and now damages Water Bottle.