Rivals of Aether

Rivals of Aether

Tenru
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Update: 7 Dec, 2020 @ 11:14pm

Patch Release 1.12

Fstrong:
- Fixed a bug where the flip sound doesn't play on hit

Dair:
- Shifted two endlag frames to hold the strike pose for longer (purely visual)
- Changed up the smear and timings to make it look better overall

Dtilt:
- Added a seperate animation transition to crouch when down is held

Jab:
- Added some hsp changes that match the animation
- Fixed SFX timing

Dstrong:
- VFX changed to match fstrong

Ustrong:
- VFX changed to match fstrong

Fstrong:
- Changed the hsp and friction values to make the move faster but cover the same distance to make it feel stronger

Dattack:
- Cut the number of hitboxes and half and increased the strength of the remaining hitboxes to keep the move the same
- Fixed a big where the move the wrong hurtbox

Utilt:
- Cut the number of spin hitboxes and half and increased the strength of the remaining hitboxes to keep the move the same
- Improved consistancy of using spin loop as landing trap

Waveland time increased from 8 to 12 and animation was changed slightly (still looks a little strange on repeated wavedashes, but single wavedashes are fine)

Update: 7 Dec, 2020 @ 6:06pm

Patch Release 1.11.4

Dspecial (air)
- Smaller jump now applies anytime the opponent is already in hitstun as well as off of Dspecial (ground)

Fixed a bug where taunt would keep playing after dropping off platform
Fixed a bug where landing Dspecial (air) on a player would destroy any firecrackers

Update: 28 Nov, 2020 @ 12:24am

Patch Release 1.11.3

Tweaked the volume levels of taunt

Update: 27 Nov, 2020 @ 11:40pm

Patch Release 1.11.2

Fixed a minor bug where two Tenrus in a match would mess with each other's laugh taunt
(this can't be 100% fixed because of scripting limitations, so it's still a little weird)

Update: 27 Nov, 2020 @ 11:06pm

Patch Release 1.11.1

Taunt sound updated to better convey the essence of monke

Update: 27 Nov, 2020 @ 8:36pm

Patch Release 1.11

Feedback Responses:
- Fixed SFX timing on uair, fair, dair, utilt, ustrong, and dstrong
- Idle hitbox shrunk by 1 pixel (ending of ground moves altered to match where needed)
- Sounds added to taunt
- Exaggerated dair more
- Re-visited dtilt to make it read better
- Created an all-new dodge animation
- Fixed wavedash (thanks rareboy)
- Added some VFX to dash attack

Uspecial:
- Can now be walljump canceled
- Has a quick short-range hitbox at the start to pop players up into the move at very close range
- Added a smear to the animation to visualize the hitbox

Fspecial:
- Reduced gravity at the end of the move on hit to prevent SDs
- Changed the angle input to get up or down varients to 30 degrees off of straight forward


Added Munophone support
Fixed platform rope changing colors with alts (again)

Update: 15 Nov, 2020 @ 10:59pm

Patch Release 1.10

Uptilt
- Final spin hit now sends straight up
- Final spin base knockback reduced from 8.5 to 5.5
- Final spin knockback scaling reduced from .35 to .25
- Tail spin is now a disjoint

Fstrong
- Moved the hitbox 6 pixels further out

Nspecial
- Parrying the explosion now just gives invincibility frames (less rewarding parry)

Dspecial (air)
- Can now airdodge cancel it again (experemental)

Update: 13 Nov, 2020 @ 8:56pm

Patch Release 1.9.1

Dspecial (air)
- Can now queue a jump cancel during startup

Update: 5 Nov, 2020 @ 4:49pm

Patch Release 1.9

Air Dspecial:
- Can now only be jump canceled when you have a jump
- Can no longer be airdodge cancelled
- Jump cancel happens a little later
- Special cancels untouched

Nspecial:
- Parrying firecrackers now properly reflect
- resets timer
- doesn't explode immidiately
- Parrying blast itself puts in normal parry stun
- Bit weird?
- Extended/reflect instead?

Update: 29 Oct, 2020 @ 4:58am

Patch Release 1.8.2

Dattack:
- Base knockback changed to 7.5
- Knockback scaling changed to 0.35

Wasn't comboing as well as it should've. Now should be a lot better.
Can now use DACFS to catch DI out, DI up usually escapes it