Rivals of Aether

Rivals of Aether

Gamecube
Showing 1-8 of 8 entries
Update: 4 Oct, 2021 @ 6:08am

v1.5

Neutral Special (Ice Missile):
- Increased damage to 7%
- Removed Knockback
- Increased Projectile Speed
- Halved Move Cooldown
"The move previously had too long of a delay between uses to get any value from. Additionally the projectile was far too slow so it was unrealistic to ever land it. Originally it was designed this way to prevent spamming, but with these adjustments I believe its now in a better spot"

Down-Special (Link's Bomb):
- Slightly increased damage to 10%
- Slightly increased knockback
- Moderately increased knockback scaling
- Increased both Vertical and Horizontal Speed
"Previously this move was not very valuable, it did not deal very much damage, nor had much knockback and was slow. Now it can function as a kill move above 100%, and travels faster, but is more difficult to hit, it is very easy for your opponent to low profile the bouncing projectile."

Down-Tilt (Cartridge Shot):
- Reduced projectile lifetime
- Increased projectile speed
- Decreased move start up
- Adjusted launch angle so the enemy is thrown towards the player, allowing the move to link into Up-Tilt, Up-Strong or Up-Air
- Increase size of the projectile so the move can be seen more clearly
"The overrall projectile distance has been lowered, but it has been adjusted to have much more use, so that it pops the target above Gamecube, allowing for much more reliable follow-ups, previously Up-Air was the only viable follow up option, with Up-Strong being possible, but barely.

Forward-Tilt (Paper Mario Hammer):
- Sped up move speed
- Decreased move start up
- Increased move endlag
"The move is meant to be a useful killmove, but was too slow on start up for its niche use before, so the moves startup has been sped up, and endlag has been added to compensate"

Up-Tilt (Disc Lid):
- Increase size of sweet spot
- Decreased size of sour spot
- Makes sweet spot come out faster
- Reduced knockback and knockback scaling on sweet spot
- Fixed a bug where Up-Tilt has no hurtbox
"With the Down-Tilt changes, Up-Tilt can now reliably be hit and shouldn't kill as early, also it was functioning as a Dragon Punch, so that needed to be fixed too.

Down-Air (Down-Slash):
- Allowed the move to be special cancelled
- Slightly increased damage scaling
"When playing with this move, it was a lot of fun to suicide with it, so the kill power has been slightly increased, but also added the ability to cancel the move so using it doesn't guarantee the player dying"

Back-Air (Crystal Staff):
- Made the hitbox come out faster, you can now short hop back air
- Increased base knockback
- Decrease knockback scaling
- Decrease damage slightly
"This move feels really good to pull off, but could use a bit more utility, by decreasing its kill power and making it more of a combo tool as well as allowing you to land it on a shorthop, hopefully this move will feel better"

Up-Air (Onion Propeller):
- Changed the last hitbox to deal more damage and knock further away
- All 4 of the moves hitboxes now come out faster
"This move previous had no impact, it is still not a kill move, but now does more damage and pops your opponent up higher on hit"

Jab (Panel Break):
- Increase kill power
- Fixed a bug where Jab would prop you up in the air slightly.

Down-Strong (Master Hand Slam):
- Adjusted the animation so you pop higher in the air on use
- Reduced Knockback scaling and knockback
- Changed Knockback angle so the move can kill
"Down-Strong before had good knockback but because it was angled straight down, it never killed. Now the move throws them backwards and pops you higher in the air at the start of the animation"

Forward-Strong (Mario Party Dice Roll):
- Adjusted knockback angle
- Increased horizontal projectile speed
- Increased projectile damage
- Increased projectile knockback
- Increased projectile knockback scaling
"This move works as intended, but does not feel like it hits very hard for a smash attack, so it has been improved all around"

Colours:
- Adjusted Yellow Colour Range so the wheels and hammer no longer look terrible
- Added Colour menu in character select

Sounds:
- Increased volume of victory theme
- Added SFX to all moves


Sorry for the wait, mental health lol

Update: 4 Oct, 2021 @ 6:08am

v1.5

Update: 15 Jul, 2020 @ 11:23am

v1.4

- Added a water effect to U-Special

- Reworked F-Strong
> F-Strong now creates a projectile rather than a series of hitboxes
> Projectile has gravity and friction
> Added endlag
> Improved F-Strong animation
> Made "7" on dice an "8" so that it worked when mirrored

- Reworked D-Air
> Remade sprite
> Added an animation of the sword emerging
> Reduced damage
> Added endlag

Update: 14 Jul, 2020 @ 7:06am

v1.3

- Fixed Charging Animations on Strong Attacks
- Added Pratfall to F-Special
- Added Cooldown to N-Special
- Increased N-Special Damage
- Increased N-Special Knockback
- Added Parry Stun to N-Special
- Added Transcendent to N-Special
- Fixed Alternate Colours on Dash Attack
- Fixed Ice Stack Sprite so it is centered

- Reworked N-Air
> Remade N-Air animation, made it smoother and smaller
> Decreased Hitbox sizes
> Decreases the amount of Hitboxes from 8 to 3
> Increased the damage dealt

Update: 14 Jul, 2020 @ 7:06am

v1.3

Update: 13 Jul, 2020 @ 4:29am

v1.2

Added Colours, added a Victory theme, fixed a few sprites.

Update: 12 Jul, 2020 @ 10:06am

v1.1

Fixed a bug where N-Specials Ice Stacks applied Frozen to every enemy rather than just the one.

Update: 11 Jul, 2020 @ 12:43am

v1.1