Rivals of Aether

Rivals of Aether

Tenru
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Update: 19 Jan, 2022 @ 6:38pm

Patch Release 1.23.1

Uair:
- base knockback reduced from 4 to 2
- knockback scaling reduced from 0.1 to 0
- hitstun mult increased from 0.8 to 1.6

Fspecial:
- upthrow hitstun mult increased from 1.3 to 1.6

Misc:
- Max fall speed reduced from 10 to 8

Update: 19 Jan, 2022 @ 6:37pm

Double upload, please ignore

Update: 30 Dec, 2021 @ 6:01pm

Patch Release 1.23

Nspecial:
- Removed extra hitpause on throws
- Grabbing now adds one extra charge
2x charge is almost identical to 1 charge extra hitstun, so no real balance shift here
- Down throws now bounce slightly higher and have a small amount of forward speed for followups

Fstrong:
- Air friction dropped to match ground friction
- Added some gravity on the end to make it feel more natural in the air
- Added the ability to slightly drift down while in the air

Dattack
- Matches wrastor's more closely
startup 10->8
Starts faster, but slows down faster to cover the same distance
Overall snappier and less spammable

Uptilt:
- All 3 hits can now be controlled entirely with the tilt stick
Flick stick: normal hit1
Hold stick: hit1 into spin
Flick still while holding: spin finisher

Fspecial:
- Added a check to see if players are nearby when grabbing projectiles. Will prioritize player grabs in this case.
- Aligned the platform grab radius check to the tip of the tail
This was actually bugged; it was from the base of the tail. Player should now be able to aim the grabs better, and grab higher platforms (such as middle from side on troupple pond)


Uspecial:
- Added a check to see if players are nearby when grabbing projectiles. Will prioritize player grabs in this case.

gDspecial:
- Can now hold special to auto-link into second jump, and linking is easier and more consistent
- Drifting now influences vertical height slightly

aDspecial:
- Can now cancel into pratfall where normally you would airdodge if you have no airdodge
- Can now walljump cancel once the jump cancel buffer is reached

Jab:
- Hit1 startup now has no friction

Fair:
- Added 3 frames of hit lockout on sweetspot

Bair:
- Base knockback of hit1 and 2 *slightly* increased

misc:
- Wallcling just gets weaker over time rather than more horizontal

Update: 6 Dec, 2021 @ 8:09pm

Patch Release 1.22

Fspecial:
- Grab hitbox xoffset pulled back 5 pixels
- Sourspot added a little ways behind the grab hitbox
- Now ignores projectile grabs if special or parry is held

Uspecial:
- Now ignores projectile grabs if special or parry is held

Uair:
- Base knockback on hit1 reduced from 5 to 4
- Hit2 knockback scaled to match sylvanos (7 bkb-> 8bkb, 0.77 kbs -> 0.75 kbs)

Dspecial (air):
- Angle of angled hits increased slightly

Misc:
- Implemented a new wallsit system:
The longer you wait on the wall, the less vertical height you will gain when you jump off.

Update: 23 Nov, 2021 @ 2:04pm

Patch Release 1.21.1

Nspecial:
- Endlag reverted to 12

It broke offstage uspec recovery

Update: 18 Nov, 2021 @ 3:52pm

Patch Release 1.21

Test build changes for testing in a small tournament.
Test build patch listed below:


Patch Test 1.9

Ftilt:
- Now sends you forward again

Nspecial:
- Explosion knockback increased from 2 to 4
- Cooldown increased from 45 frames to 60 frames
- Endlag increased from 12 to 16
- Angle changed from 90 to 100
- Angle flipper 3 added
- Time between explosions increased slightly
- Backspin and bunt now have unique sounds
- Firecrackers are now trancendant as soon as they're grabbed, rather than after they're thrown

Firecrackers are now much heavier, with more uses between charges. The slower explosion times and larger knockback
make ustrong confirms with higher charges potentially viable

They're much more commital now as well. The reward for landing them is potentially higher, but they can be used less.

- Bunting has been reworked into a slower normal throw

Not sure what to do with this really, and I think a good solution might be just making regrabs more accessable.
Bunting now puts the cracker at optimal grab range, but is slower that normal throws.

Dattack:
- Stops at ledge again

Never seemed useful over fstrong off ledge, but the lingering hitbox at the edge might be more useful

Fstrong:
- Off-ledge is smoother now, with less gravity and touched up animation

Dspecial:
- Harshness of alternate angles reduced
- Height of double-jump increased

Misc:
- You can wall cling now



Leaving Uair for now since it seems a bit controversial but it's on the list

Update: 28 Sep, 2021 @ 6:44pm

Patch Release 1.20

Uspecial:
- Added a 0.01 drift multiplier to final hit
- Final hit base knockback increased from 7 to 9
- Hitbox width increased
- Lifetime of grab hitboxes increased by 1 to blend together better

Fspecial:
- Grabbing projectiles no longer uses a wall grab charge
- 10 frame hit lockout added to backthrow

Nspecial:
- Fuse time increased by 10 frames
- Fall speed cap reduced from 4 to 3

gDspecial:
- Hitbox width increased
- Height/distance reduced
- Can now be used once immediately after landing to combo into a higher jump

aDspecial:
- Hitbox depth increased
- Hitbox width slightly increased

Fstrong:
- Gravity reduced when offstage

Nair:
- Reverse range more pronounced

Ftilt:
- Reverse range more pronounced

Update: 31 Aug, 2021 @ 5:16pm

Patch Release 1.19.4

Ustrong:
- Scaling increased to 1.16
Mathematically better for most stages other than training

Update: 23 Aug, 2021 @ 3:34pm

Patch Release 1.19.3

Dstrong:
- Hitbox raised off the ground to 28px high
This makes ledge traps harder, but aerial followups easier

Update: 22 Aug, 2021 @ 2:09am

Patch Release 1.19.2

Jab:
- Fixed a bug that was reversing tilts when canceled into