Rivals of Aether

Rivals of Aether

Sakuya Izayoi (Luna Nights)
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Update: 26 Jul, 2020 @ 1:35pm

v1.4

simple palette support. sorry about the whites of her eyes, but those are the same color as her hair in the original sprites lol

Update: 26 Jul, 2020 @ 1:10pm

left a debug statement on in the last upload. oops

Update: 26 Jul, 2020 @ 12:29pm

v1.3

= removed particle effects for Graze due to performance issues on some machines. visual effect has been simplified, and you now get the MP immediately upon triggering the graze

= fixed an issue where a perfectly-timed down special on the frame you hit 0MP during time stop would cause you to go into negative MP and activate a new time stop

Update: 25 Jul, 2020 @ 10:04pm

Minor fixups to the new splash graphics. Don't hurriedly photoshop something together immediately after 12 hours of coding, kids.

Update: 25 Jul, 2020 @ 7:20pm

v1.2 - Features & Balance Patch

Buffs
+ added graze mechanic. getting close to opponents or their hitboxes without getting hit recharges a small amount of MP. this has a cooldown of 3 seconds, but is procced by every parry, regardless of whether graze was already on cooldown. a normal graze restores 10MP, and a parry restores 20MP. the time between procs is reduced during timestop to mimic the way it works in the original game. in general this feature hasn't had a huge amount of tuning, so i may balance it more in a future update

+ reduced taunt time for summoning Nitori from 2 seconds to 1.5 seconds

+ increased damage per knife on normals from 0.3 to 0.5 since they felt underpowered compared to just using magic moves constantly. the full 4-throw, 12-knife jab combo now does 6.0 total damage, up from 3.6

+ jab cancel windows can now either go into the next knife throw or into a strong attack, depending on your input during the cancel window

+ stored knockback applies more reliably at the end of Time Stop

+ increased vertical hitbox size on Fstrong knives so they're less likely to go over short characters like Ori

+ increased priority and damage on Fspecial

Nerfs
- increased knockback falloff on jab knives. i meant to tune this before releasing her originally and forgot because i used the move so little before the damage buff i just gave it

- reduced the amount that the charging hitbox on Ustrong extends behind the chainsaw, but moved it forward so it now covers the entire blade (and basically only the blade). the overall hitbox is now smaller, so i'm counting this as a nerf

- Fspecial stops your horizontal momentum. this is a slight nerf because it means you can't as easily move in while stunning but i think it makes the move feel more satisfying to use, and this feels like a fair tradeoff for the buffs i gave it

- reduced knockback growth on Dstrong. it can be easy to hit recovering opponents with a big charge at the ledge in the right situation and it was killing earlier than i was comfortable with

- having any hitbox parried drains a small amount of MP and for most attacks will also stun you now. Sakuya was kind of OP against parrying because she's almost all projectiles and none of them put her into parried state before

- Fstrong is cancelled when any part is parried. Dstrong and Ustrong stop having hitboxes when parried any part is parried, and if the Ustrong chainsaw parried after being thrown, it will be destroyed

- parried Fspecials and Nspecials are now reflected. other projectiles still cannot be reflected

- jumping out of a dash no longer imparts bonus air acceleration. she's got enough normally as it is lol

Other changes
= moved 10 frames of Ustrong's cooldown into its startup. the chainsaw was becoming active too quickly but i didn't want to increase the overall disadvantage of the move. the chainsaw still visually appears right away but doesn't have an active hitbox for 10 frames. the blades have a new spinning up animation that helps communicate this delay

= changed how the chainsaw generates its hitboxes a little bit to make it compatible with the changes i made to how timestop works. it shouldn't have had any side effects but it's worth mentioning just in case

= small visual and sound tweaks

Update: 23 Jul, 2020 @ 7:55am

v1.1

Changed character art to an official image from the game since I was unable to secure the artist's blessing to use the previous image.

Update: 23 Jul, 2020 @ 6:58am

No changes, just setting the "finished" flag since she's fully playable.

Update: 23 Jul, 2020 @ 5:43am

v1.0

This is the first version of Sakuya I've released. Her moveset is complete, though could probably use a little more balancing, and isn't necessarily bug-free.

I haven't yet implemented any extra colors, or scripted anything for the AI to do with her mechanics, so the AI can make some very bad MP management decisions.