Rivals of Aether

Rivals of Aether

Toon Link
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Update: 27 Dec, 2020 @ 7:24pm

v1.51
Nerfs
- Grounded USpecial can no longer push returning boomerang
- Reduced damage of grounded USpecial projectile (6->4)
- When the projectile from grounded USpecial gets parried, its lifetime will reset and it'll regain some speed. This is mostly to make it worth it on parry

Update: 23 Dec, 2020 @ 12:30pm

v1.50
Fixes / Other Changes
- Fixed a problem where grabbing the stage with Hookshot wouldn't slow down horizontal momentum, so grabbing the ledge could cause TL to go flying

Update: 19 Dec, 2020 @ 7:19am

v1.49
Fixes / Other Changes
- Fixed some minor code errors

Update: 16 Dec, 2020 @ 5:04pm

v1.48
Nerfs
- Whirlwind can no longer grab Unbashable projectiles
- Whirlwind no longer buffs Toon Link's projectiles or their lifetime. The effect has been moved to rune G
- Whirlwind now gives you your airdodge and double jump(s) if it catches you, and it wont re-grab you as easily if you escape it after being caught (as you'll gain 60 frames of immunity to being grabbed again)
- Horizontal range slightly reduced on Fair and Bair
- Bombchu base damage reduced (7->4 uncharged, 10->8 charged)
- Bomb uncharged damage reduced (5->3)
- Remote Bomb moving hitbox damage reduced slightly, and explosion damage reduced (9->7)

Update: 9 Dec, 2020 @ 5:05pm

v1.47
Nerfs
- Hookshot now has extended parry stun as intended
- Grabbing platforms with forward or up angled hookshot has been removed (at least for now) as it didn't work completely as intended. However it is still included on rune F

Update: 9 Dec, 2020 @ 10:59am

v1.46
Fixes / Other Changes
- Fixed a bug where if hitstun ended early for any reason (teching, death, etc), Hookshot would break until you got hit again

Update: 8 Dec, 2020 @ 7:45pm

v1.45
Nerfs
- Hookshot will no longer grab platforms when it's charged for more than 15 frames (this is mostly to prevent Toon Link from camping below platforms with it, and to force an option)
This change is a bit experimental and more tweaks might be made depending on how balanced the new Hookshot is.

Update: 8 Dec, 2020 @ 1:14pm

v1.44
Buffs
- When hitting a wall with Hookshot it no longer sends you into pratfall. Also damage increased (2->3)
- When hitting someone in the air with Hookshot, you will be left with a bit more vertical momentum to better allow for followup aerials
- Hookshot can now hit platforms regardless of angle, which allows for more movement options. It can also ignore platforms if you hold Attack or Special (allowing you to still grab opponents or remote bomb through a platform)
- Opponents are now in a bit more hitstun after being grabbed by Hookshot (15->20)
Nerfs
- You can no longer swap from Whirlwind to a different FSpecial when it's on cooldown and/or active
- Boomerang now has a base cooldown of 120 frames, preventing you from using it again at close range
- Boomerang will now always return to Toon Link after hitting someone, preventing it from hitting twice at longer range
- You can no longer fastfall during Dair
- Opponents can now SDI and drift during DStrong multihits, and the move doesn't lock them in place unless they're close enough
- Hookshot can now only be used once in the air unless you hit someone with it
- Fair damage reduced (12->11), and startup increased (16->18)
Fixes / Other Changes
- Fixed an oversight where Whirlwind could grab invincible opponents and/or opponents on the respawn platform
- Fixed so Hookshot immediately disappears (along with its hitbox) if Toon Link gets hit
- Changed some properties on DStrong multihits to help it connect with the new changes

Update: 2 Dec, 2020 @ 8:11pm

v1.43
- Fixed an issue where Bombchu would sometimes galaxy but not kill

Update: 2 Dec, 2020 @ 6:47am

v1.42
Buffs
- Bombchu will now go through hitboxes instead of being destroyed (it will also go through other projectiles)
- Bombchu uncharged knockback scaling increased (0.37->0.5), angle changed (45->40), and damage now scales a little higher over time
Nerfs
- Arrows can no longer pass through Remote Bomb and will be destroyed when they hit it (unless they are fully charged)
- Increased gravity on normal bombs (0.2->0.3), reducing range and how long they cover space
- Reduced Remote Bomb base knockback (10->9) and knockback scaling (0.78->0.73)
- Since bombchu now ignores other hitboxes, it will not destroy other projectiles
Fixes / Other Changes
- Added hitpause scaling to some hitboxes in DSpecial that lacked it