Rivals of Aether

Rivals of Aether

Kaboom
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Update: 24 Aug, 2020 @ 12:38pm

v2.5

Update: 24 Aug, 2020 @ 12:37pm

v2.5

-Nair end/whiff lag increased

-Bair end/whiff lag increased
-Bair momentum boost reduced

-Dair discolor bug fixed.

Update: 18 Aug, 2020 @ 1:18am

v2.4

Dair
-Now on hit, also pops Kaboom up.

Update: 18 Aug, 2020 @ 12:49am

v2.3

Dair
-No longer launches a bomb downward. Instead Kaboom makes a short kick downward which pops enemies upwards.

Nspecial
-Old Dair moved to Nspecial-hold+press down while in the air.

Dspecial (air)
-Start up while in the increased so that it better matches the timing of grounded Dspecial.

Update: 14 Aug, 2020 @ 1:38pm

v2.2

-Fixed a bug with Kaboom's hurtboxes on Fstrong.

Update: 13 Aug, 2020 @ 6:39pm

v2.1

Ustrong
-Fixed a bug involving the Mine super jump

Fstrong
-Endlag reduced on both air and grounded recovery by roughly 25%.

Fspecial
-Reduced knockback scaling on low fuse hitbox. The move has been repurposed as a mobility and combo tool.

Sound Fixes
-Added SFX for Utilt
-Added SFX for Dtilt.

Update: 13 Aug, 2020 @ 3:36pm

The One Where They Reworked the Strongs... again
2.0
  • So in this patch I tried to address the spamming and zoning power that our explosive lil' panda liked to abuse. When I first made Kaboom I did not imagine a heavy spammer that just constantly filled the stage with bombs and that's why I created the "skullbombs". However, this wasn't enough to deter players from just going wild with the bombs. Sure the bombs may have not exploded a lot on enemies, but the mere projectile that was the bombs proved to be too effective without the explosions. So I've taken away a lot of the zoning power from Kaboom's kit and replaced it with more melee options.
  • Kaboom's gameplay was suppose to focus around the fuse and priming bombs so that they explode on contact. So I'm hoping that this rework will help redirect Kaboom more to my vision and make him more viable, fun and ideal for competitive play. All feedback is highly welcome, so I hope to hear back from you all.

Loose Bombs
  • Loose bombs are less "floaty" and will stick to the ground a bit better.
  • Hit boxes on moving bombs removed and replaced with "push boxes". These push boxes should be way less toxic than their hitbox counterparts. With their reduced viability, spamming and throwing bombs should be discouraged.
    • Push boxes have 0 hit stun
    • Push boxes deal less damage

Nspecial
  • The old Fstrong, Ustrong, and FUstrong have been removed and absorbed into Nspecial.
    • Tapping Nspecial will perform the original Nspecial where Kaboom simply places the bomb before him.
      • This placed bomb is less influenced by Kaboom's current momentum
    • Holding Nspecial will prime Kaboom to throw his bomb
      • Aim by pressing forward, up or both.
      • You can no longer charge this attack to get extra distance. But the standard distance is greater than the original uncharged strongs.

New Fstrong
  • Kaboom whirls his bomb around like an Olympian about do a hammer throw before he throws his bomb forward whilst holding on. This sends both Kaboom and his bomb hurtling forward towards his enemies
  • This strong replaces Kaboom's "bowling" strong with a new melee option. However, it still accomplishes the original strong's purpose of quickly closing any horizontal gap between Kaboom's bomb (hopefully primed) and his enemies. But not it's a melee attack and can't be used as a safe and spammable zoning tool.
    • The more you charge the farther Kaboom will go and the more damage the attack will deal.
    • While Kaboom is charging, he swings his bomb around in rapid circles which have their own weak hitboxes
    • This attack shaves off more fuse timer than the average melee attack.

New Ustrong
  • Kaboom places his bomb on the ground before swinging it upwards in a powerful uppercut that launches him up into the air, bomb first.
  • Similar to Fstrong, this new strong accomplishes the same goal as it's old counterpart by closing the vertical gap between bomb and victim. And again, it removes the zoner aspect of the move.
    • The more Kaboom charges, the higher he will go and the more damage this attack will deal
    • Performing Ustrong while standing on a mine will perform a Ustrong with super jump power.
    • This attack shaves off more fuse timer than the average melee attack.

Update: 31 Jul, 2020 @ 4:45pm

v1.11

Bair
  • Start up frames increased from 12 to 16
  • Active frames reduced from 12 to 9
Skull bombs and bomb Limit
  • Skull bombs no longer count towards the bomb limit and won't dud if Kaboom exceeds his bomb limit
Loose Bombs
  • Loose bomb impact knock back reduced again. Throwing bombs at opponents off stage should be a very weak edge guard option.

Update: 30 Jul, 2020 @ 1:20am

1.7

Update: 30 Jul, 2020 @ 12:00am

v1.6