Rivals of Aether

Rivals of Aether

Tenru
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Update: 3 Oct, 2020 @ 10:08pm

Patch Release 1.5.2

- Fixed a bug where upspecial's hitbox ended 2 frames before the animation suggested

Update: 3 Oct, 2020 @ 12:23am

Patch Release 1.5.1

NSpecial:
- Now inherits half of your vspeed. This means:
- Jumping and throwing throws it higher
- Throwing while falling throws it lower
- No matter where you throw, if you throw straight it, you can always grab with up special

Update: 2 Oct, 2020 @ 10:42pm

Patch Release 1.5

Tweaked a bunch of animation to fit the game's style better. Naturally, this means their hitboxes were reworked. These are:
- Upair
- Upstrong
- Dstrong
- Uptilt
- Backair
- Ftilt

Some animations also got some touch ups, these are:
- Fstrong
- Dtilt

Dspecial (air):
- Hitbox width increased from 40 to 60
- Hitbox comes out 1 frame earlier allowing you to use it from shorthop
- Hitbox now lasts the full duration of the falling window
- Vertical speed gain from jumping off opponents slightly reduced ( more so on back and front hop offs)

Dspecial (ground):
- Cooldown reduced from 60 frames to 10 frames
- You can now control the drift slightly during the move, allowing you to adjust the distance travelled

NSpecial:
- Made throwing a little more intuative:
Instead of holding back always throwing up and behind, theres now two sections.
Holding back and slightly up will throw up and behind
Holding back and slightly down will throw straight down

Upspecial:
- Increased projectile grab radius from 50 to 70. It is now much easier to recover using projectiles
- Now can ignore stage element by holding special as well as holding parry
- Wall/platform grab range increased a little bit
The problem of using uspecial too close to the lip and missing still exists, but I want to see if the projectiel recovery buff helps solve it.
It can also pretty much always be avoided by just falling down a little.

Fpspecial:
- Now can ignore stage element by holding special as well as holding parry

Dtilt:
- Added an inwards angle flipper
- Base knockback reduced from 8->7
- Angle changed from 95 -> 105

At very low percents, dtilt-> uptilt full combo is true unless they DI out. If they DI out, you can dash slightly and catch it to still land the combo.
At mid percents, dtilt->turn around uptilt can also be an option, landing only the second uptilt hit.
Dilt->uptilt 1 is ussually guaranteed unless they DI in, but you can catch that by turning around.

Update: 23 Sep, 2020 @ 9:36pm

Patch Release 1.4

Grounded Dspecial:
- Gravity decreased from 2.0 to 1.6
- Window 2 length increased from 14 to 16
- Window 3 length increased from 6 to 10
- Added whifflag to window 4
- Cancel window moved from frame 6-> frame 8
- Pop up hitbox knockback increased from 6->7
- Pop up hit->backair is now much easier and a good position reverse option

These changes are an attempt to make the move more committal but grant more reward.
More committal = slower, vulnerable during the start and landing of the jump
More reward = easier hits off of initial pop up hitbox, travells further, faster landing if you connect the initial hit

Also keep in mind you can stall your airspeed during an aerial move by moving slightly, so it is possible to land dair off of a pop-up hit,
but it takes a more complex movement input.

Currently able to land bair, dair, nair, nspecial, and dspecial out of the pop up hit consistantly.
Using the normal arc travel, can land fspecial and fair as well, and upair and upspecial on opponents above.



Air Dspecial:
- Fall speed decreased from 24 -> 20

Support:
- Changed draculas dialogue portrait to JustZachs drawing (cheers for that)
- Added Trial Grounds support based on JustZachs drawing (cheers for that again)

Update: 19 Sep, 2020 @ 8:19pm

Patch Release 1.3

Fair:
- Removed horizontal speed boost

Upspecial:
- Double jump leniancy thing only allowed on the first jump
- When using upspecial, if you double jump and then use upspecial very quickly, your double jump won't be used up.
This only works once however, and resets when getting hit, walljumping, or landing.

- Getting hit now refreshes your wall grab

FSpecial:
- Getting hit now refreshed the wall grab

Update: 16 Sep, 2020 @ 3:31am

Patch Release 1.2.1
-Added Amber Support

Update: 29 Aug, 2020 @ 12:26am

Patch Release 1.2

UStrong:
- Startup increased from 13 to 16
- Endlag increased from 18 to 23

DStrong:
- Endlag increased from 16 to 20

Update: 24 Aug, 2020 @ 2:31pm

Patch Release 1.1.2
-Grabs will no longer bypass super armor

Update: 22 Aug, 2020 @ 9:39pm

Patch Release 1.1.1
-Dashstart time increased from 6 to 9

Update: 21 Aug, 2020 @ 4:40am

Patch Release 1.1

Nair:
- Initial hit angle changed from 50 to 48

Fair:
- Initial hit lifetime increased from 1 to 4
- Initial hit is now two hitboxes, with a sweetspot covering most of the legs
- Sourspot sends opponents at the same angle, but for less knockback
- Late hit angle changed from 40 to 45
- Increased length of the move by 1 frame
- Hitboxes shrank to match legs

Fair is now harder to use, but it feels much more rewarding imo. Possible tweaks could be changing the initial angle to kill a bit earlier,
but it still kills at ~80-90 ish. Nair is also more useful now because it is just about as powerful and hits in Fair's sourspot range.

Sex kick approaches are now a more viable thing with fair as well.

Side Special and Up Special:
- Now grabs stage elements automatically
- Hold parry to ignore stage elements
- Now have seperate grab charges (can use both once in midair)

Shorterhops:
- They're gone, kaput, outta here, rumbled

Uair:
- Revamped hitboxes to match the move better

Bair:
- Revamped hitbox to match the move better

Uptilt:
- Uptilt 2 spinning hitbox trapping was redone with an angle flipper. Should be more consistant and less jank

Down Special (air):
- Speed reduced from 34 to 20
- Now cancels faster and keeps the button buffer into the inputted move (too much?)
- Can not be cancelled with any special except down (idea: cancelling with down does grounded ver. too op?)

You can do some cool stuff now, like lowering yourself below an opponent and then cancelling with upspecial to land it offstage.
Worried the fast cancel will lead to some OP shenanigans though

Down Special (ground):
- Slower and more controllable
- Opening hitbox is untechable

The untechable hitbox makes landing this move a DI chase. Using dspecial again will combo the opponent, but you need to time it according to their DI.
It works pretty well in my testing, DIing in, out, and staying in place all have different combo timings.

Jab:
- Can now be tilt canceled in any direction

Down Taunt:
- Added a hitbox to it

Why not. It's funny. It's disrespectful. It does 1 damage.