Rivals of Aether

Rivals of Aether

Hodan
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Update: 26 Jul, 2020 @ 3:16pm

v2.4

-- BUGFIX --
+ Rune M now properly gives DSTRONG parry armour consistently

Update: 21 Jul, 2020 @ 6:17pm

v2.3

-- COMPATIBILITIES --
+ Hodan now has support for Abyss Runes! Rune buddy support has not been dropped - both work.

-- REWORK --
+ Hodan now has two DSTRONG variants: a charged variant, and an uncharged variant.
* If you finish charging vertical steam during your strong attack charge, DSTRONG will switch to the charged variant.
- Both variants have reduced endlag (22 > 19), however, the charged variant has increased (2x) whifflag
+ The charged variant has a parry on it, and in exchange for not having a parry, the uncharged variant is faster
+ Uncharged variant has more active frames
- The uncharged variant does not have the splash hitbox
+ Hodan's FSPECIAL arc has been slightly adjusted to be more graceful, predictable, and less janky.

-- VISUALS --
+ Hodan's Charselect background now uses the in-build system for determining colour
+ Hodan now has an Abyss Skin and Early Access Skin indicator.
+ Hodan getting hit while holding an NSPECIAL in DSPECIAL now has an FX indicator

-- BALANCE --
- Most of the startup for Hodan's DSTRONG was moved post-charge.
- Hodan's landed hitbox now comes out 3 frames later. Here's why this is important:
* The hurtbox on the parry was reduced, which means, if you space it properly, you /won't/ hit the parry
* Now, since the landing hitbox comes out 3 frames later, if you do space this parry, you'll hit him before he can hit you
+ Splash hitbox made slightly bigger
+ Splash hitbox can now catch aerial opponents (This is so if you get parried, your parry stun can be cancelled earlier by the splash)
- DSTRONG parry can not make you invincible during idle
- Primary DSTRONG hitbox overall size reduced

-- BUGFIX --
- DSTRONG parry now properly resets parry timer

Update: 5 Jul, 2020 @ 6:43pm

v2.2

-- BALANCE --
- Multihit JAB no longer forces flinch
- Parrying DSPECIAL or USPECIAL now gets rid of any NSPECIAL it may have had held
- Parrying Sweatwhirl no longer creates Sweatspirits
- Parrying Sweatwhirl increases it's speed to ensure it'll connect easier with Hodans
+ If you land a galaxy with a move, it cannot be cancelled by hitting a Sweatwhirl
+ DSTRONG and FSTRONG now have 10F hit lockout
- DSPECIAL (grounded and aerial) have two more frames of startup (5 --> 7 and 10 --> 12)
- DSPECIAL endlag increased (9 --> 13), which causes grounded DSPECIAL to always go into landing lag
- FSPECIAL lobs much higher and travels much slower
- Sweatwhirl now has more startup (17F --> 20F)
+ FTILT's tipper is now much larger and therefore easier to land
+ UTILT hitbox is slightly bigger
+ UAIR hitbox is bigger
- DATTACK hitbox made significantly smaller

-- BUGFIX --
+ Parrying charged Sweatwhirl no longer crashes the game with base cast
- Parrying charged Sweatwhirl now properly hits Hodan twice (and the knockback angle goes towards the opponent to further emphasize)
- Parrying levelled Sweatwhirls properly redirects it
+ USPECIAL sweatwhirl grab now properly hits the opponent
- Backwards DSPECIAL handspring no longer resets aerial DSPECIAL momentum
+ USPECIAL animation fixed

-- VISUALS --
+ FSPECIAL now has a unique startup animation
+ FSPECIAL and NSPECIAL no longer have idle sprites in their startup

Update: 27 Jun, 2020 @ 10:29pm

v2.1

-- BUGFIX --
+ Hodan's sweatwhirl now explodes on death

Update: 25 Jun, 2020 @ 2:42pm

v2.0

Last friday we were incredibly excited to introduce you all to Hodan! The response was incredible and blew our expectations out of the water. In the past few days many of you expressed your feelings about Hodan and we were listening. We went back to the drawing
board to improve upon Hodan's mechanics, specifically his special attacks. While hodan does have entirely new elements in his kit, we still want to retain the same gameplay expression we were shooting for at launch.

-- REWORK --
+ Hodan's sweatspirits now lasts significantly longer (a little over 7 seconds)
+ Hodan can now have up to 3 sweatspirits active at once
+ Shooting a sweatwhirl (FSPECIAL or NSPECIAL) into a vapour cloud consumes it and upgrades the sweatwhirl. (this can be done up to two times.)
+ Sweatspirits allow Hodan to jump cancel an active DSPECIAL.
+ Hodan's NSPECIAL is now a lingering hitbox that then drops down
- DSPECIAL now has a handspring animation in the grounded version (that makes it go farther), and the initial DSPECIAL sweetspot only exists in the grounded version
+ By using spring cannonball (USPECIAL or DSPECIAL) you can grab an active sweatwhirl (NSPECIAL) that can detonated upon contact with an enemy, terrain, or be thrown down with the attack button (USPECIAL auto throws at the end of the move.) Jump canceling off a sweatspirit will drop the sweatwhirl, returning it to its original form and properties.
+ Hodan's DSPECIAL now has soft landings in sweatspirits
- Hodan's charge no longer buffers during attacks

-- BALANCE --
- USPECIAL endlag increased (24 --> 28)
+ DSPECIAL late hit now pops up (40° --> 70°)
- DSTRONG knockback scaling reduced (1.20 --> 1.15)
- DSTRONG angle increased (40 --> 45)
- DSTRONG Hitstun multiplier fixed (10 --> 2) [this is more of a bug, technically, it wasn't meant to be 10, obviously, but I put it in balance because it's relevant]
- FSTRONG active frames reduced (20F --> 10F)
- FSTRONG angle increased (45 --> 50)
- FSTRONG base knockback decreased (10 --> 9)
+ FSPECIAL gets lobbed upwards slightly
- JAB startup increased (3F --> 5F)
- JAB 1 hit length increased (4F --> 6F)
- JAB endlag increased (3F --> 7F)
+ Jab 1 now has more hitpause to make tilt cancelling easier
+ Jab 1's tilt cancelling was rewritten so it works better.
- USTRONG sourspots scaling reduced (1.20 --> 1.00).
+ USTRONG sourspot 1 knockback increased (3 --> 8).
- USTRONG sourspot 1 knockback scaling reduced (1.00 --> 0.80).
+ USTRONG, due to sourspot 1 knockback changes, can combo sourspot 1 into the grab much easier and earlier.
+ USTRONG now has a grounded slam hitbox with a 90 degree angle, 7 knockback, and 1.10 knockback scaling.
- NAIR 1 has more hitpause.
- Charged FAIR has much more hitpause, making it more DIable.
+ Charged DATTACK now goes a little farther than normal DATTACK

-- VISUALS --
+ Charged FAIR and charged DATTACK now have a more clear visual to show that they're charged
+ Charged DATTACK is now the only one with a sweat effect
+ Startup reworked on most moves, should have nice and unique startup frames now
+ FSTRONG animation has been adjusted
+ Adjusted the spawn platform colors

-- BUGFIX --
+ Hurt animations will now display the proper colors.
- NAIR splash's visual only appears if landed during the second window (the one which you can hold)
+ Vapour is now an article.
+ Vapour is destroyed by Clairen field
+ Parrying/bashing sweatwhirl as base cast no longer crashes the game
+ Grab no longer deletes opponents if interrupted
- NAIR splash is now parryable
- USTRONG can no longer grab opponents with super armour
+ DSPECIAL no longer gets stuck to platforms sometimes

Update: 25 Jun, 2020 @ 2:42pm

v1.7

accidental push

Update: 20 Jun, 2020 @ 11:40pm

v1.6

I am so sorry about all these patches. I just found a shit load of bugs in a row.
-- BUGFIX --
+ Hodan's DSPECIAL now is properly parried
+ Hodan's PRATFALL now has proper offsets

Update: 20 Jun, 2020 @ 11:30pm

v1.5

-- BUGFIX --
- NAIR hold's animation has been corrected. It will now loop correctly for an infinite length of time.

Update: 20 Jun, 2020 @ 11:18pm

v1.4

-- BUGFIX --
+ You can no longer B-Reverse DSPECIAL if it has advanced to the second window

Update: 20 Jun, 2020 @ 11:12pm

v1.3

-- BALANCE --
- NAIR landing hit hitstun reduced (3x --> 2x) [This was supposed to happen in the last patch, but accidentally did not go through]

-- BUGFIX --
- NAIR landing hitbox is now parryable