Rivals of Aether

Rivals of Aether

Rayman
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Update: 10 Jan, 2021 @ 4:37pm

v0.7

- small bug fix -
- If Rayman went off screen during Up Special while playing online, the game would de-sync and crash. The only way to fix this was to remove the Up Special's boundary limiter.

Update: 10 Jan, 2021 @ 4:33pm

Update: 10 Jan, 2021 @ 4:32pm

Update: 4 Jan, 2021 @ 6:01pm

v0.7

- Bug fixes -


- When Parrying Forward Special back to Rayman, he would not get interrupted and get knocked back. This has been reverted so he can be harmed.


- Hovering, Sliding, Neutral Special's winding and Up Special's timer sound effects would cut off if another Rayman was doing the same thing. This should be fixed.


- Fixed an issue where parrying Dash Attack would allow the Rayman using it to continue moving.


- Fixed a visual issue of idling USpecial when NSpecial fist was out.
- Fixed Neutral Specical sound playing after using Up Special in quick succession.


- Fixed an issue [that Definitive Edition caused] where fists thrown by Neutral Special could come back when in neutral, and would still hit opponents.


- Fixed an issue that caused Fully Charged upward Neutral Special to sometimes send enemies downward


- Different jumping animations did not seem to play because of a small change to Throttle Copter, this has been fixed.


- Moved all grounded Rayman sprite's offset down by 1, as he was not touching the ground before.

- Changes -

( Added Simple AI )
- properly fights back without crashing the game
- uses up special and turns itself around when necessary
- uses hover to recover if it's close enough to the stage
- uses forward special and sometimes moves up or down to try to hit its opponents
- uses down special and sometimes will angle it to hit its opponents


( Sound revision )
- Jab will use Origins swiping sounds
- Hitting with Dash Attack and Down Strong will sound slightly different to each other, while essentially still using the same sound
- Sound effect for hovering has been changed to sound like the one found in Rayman 3, so that it sounds different from Up Strong
- Up Special Throttle Copter blade hitting sound effects, and explosion have been changed to better fit it's visuals
- Forward Tilt throwing sound have been changed to sound different to Neutral Special fist throw, while still retaining the original sound effect


- When hovering within tumble state, Rayman would still be in that state. This has been fixed so that he will retain his aerial idle during hover animation.


- Using Neutral Special while in the air will not stop your fall anymore, instead when falling too fast it will keep you at a consistent slow speed.


- Up Strong's wind pushback will been reduced when Rayman's spinning hair hits an opponents, while the winds become stronger if he doesn't hit opponents with his hair.


- When landing Down Air on opponents, Rayman will be sent up higher faster than the oppoent, so that it won't be as easy to combo into itself.


- When shooting Shock Rocket in the air, Rayman will keep his momentum before shooting, and will have more control of himself after the shot.


- Rayman will no longer move him forward during the Third Jab.


- Forward Tilt's Vortex sends opponents a little bit lower to the ground as it did previously, for easier follow-ups.

- Buffs -

- Doing a Dash Attack without a hands will cause Rayman to become invulnerable for the duration of the slide.


- Neutral Air landing lag has been reduced to 4 frames.


- Back Air landing lag has been reduced to 4 frames.

- Nerfs -

- Shock Rocket knockback scaling has been reduced.

Update: 21 Sep, 2020 @ 3:33pm

v0.6

- Bug fixes -


- Fixed a problem that was personally added through updating Dash Attack, that would cause Down Special to cancel out of the move if at a certain speed and holding forward

- Changes -


- Dash Attack spinnig time reduced
- Endlag slow down friction has been slightly increased
- Angled changed to 40 degress, instead of the previous angle that would send opponents 40~45 depending if they're grounded to aerial
- Attack Dash now has a proper 20 second cooldown. If the sliding slow down stops or if Rayman turns, he will be able to use Dash Attack again, otherwise the cooldown will stay.


- Forward Special knockback and hitpause have been given normal scaling, instead of it's distance scaling/
While damage percentage will stay the same, increasing as long as it's active
- Shock Rocket has been a given little bit of start-up speed, before quickly decreasing into normal speed
- Controlling Shock Rocket has been given a boost; moving Shock Rocket it will now reach vertical max speed much faster
- Rayman's friction when readying into Forward Special has been decreased, so he can slide a little more
- Added whifflag
- Removed early disable with Attack Press, while pressing Parry/Shield should still work


(experimental)
- Back Air will instead have a sweeping hitbox that, if connected, places the opponent directly on the area of where the kick will land


- Forward Strong's Blue Fists will now sync up a bit more consistently, for proper consecutive hits

- Buffs -


- Neutral Special's small fist speed has been increased slightly, which means more range
- Movement while charging has been significantly increased

- Nerfs -

none

Update: 10 Sep, 2020 @ 2:14pm

v0.5

- Bug fixes -

- When Down Special was parried, it seems like it was still is attached to opponent somehow, when using it elsewhere. This has been fixed
- Strangly when Down Special was parried, if used again, played the Sliding sound effect. This should not happen anymore


- Shock Rocket's new explosion hitbox didn't cause parry stun, this has been resolved.
Also, it will also add more parry stun time depending on distance


- During Dash Attack, Rayman would be able to jump during Parry Stun, this should not be the case anymore


- While stylish and funny, when players did a Turning Dash and went into a Slide, Rayman would be sliding backwards.
This has been fixed in that Rayman will now flip directions if he is going backwards


- All hurt animations have all been realigned to better fit inside his hurtbox


- Jab audio timing was a little off, which was minor, but is now been corrected

- Changes -

- Rayman's hurtbox while in hitstun will now grow larger horizontally to compensate for his exaggerated animations


General movement:
- Ground Friction has been increased
- Starting Dash Time has been lowered, while Starting Dash Speed has been increased
- Dash Stopping Time lowered, and it's animation has been cut down
- Air Acceleration has been increased, as well as the his hover
- Air Max Speed lowered by one, so it matches ground speed
- Rayman aerial speed animations have been given a slight revision


- Dash Attack now has a little slide after it ends, which can be cancelled into a run if you continue to hold the direction you were facing, or hold the opposite direction to immidately turn the other way


- Forward Tilt ending has been given more whifflag


Vortex Changes:
- Range has been slightly increased
- Inital speed has been lowered slightly
- Knockback speed has been increased (reducing probable damage amount)
- Reduced enemy hitstun by half
- Enemy's Directional Influence has been slightly increased


- While in Neutral Air, if you turn the opposite direction within the first few seconds before the attack, it will go into Back Air


- Shock Rocket Knockback as been given a slight revert, where it should deal as much knockback as the percent damage


- Down Special's 'shocking pull' timing has been increased; when pressing attack during it's travel or when Rayman hits an enemy with Lockjaw, it will pull in enemies


- While mid Up Special, Wall Jumping should refresh it's time, so you have more time to recover
- Wall Jumping while Up Special is active will now increase Wall Jump vertical speed
- Throttle Copter will now correctly display on Rayman's head when he is on the wall


- Neutral Special can now properly turn when Hard Pressing the opposite direction
- When in Fully Charged fist, Rayman can not turn or move, but can now shoot up!
Additionally, if Fully Charged is ready while in the air, Rayman will take notice and jump out of the move
- Heavy Metal Fist time gap has been increased, so it should be easier to enable
- Small Neutral Special has been given a transparent trail for clarity

- Buffs -

- Forward Special, Shock Rocket, will now have an active hitbox when he brings it out, that will explode on contact, pushing Rayman and the enemy away from the center, and both players will take 1 percent of damage


- Back Air movement timing has been slightly increased


- Jab Punch one and two have been given extra hitpause, flinching, and no teching

- Nerfs -

- Landing Falling Down Air hitstun has been reduced
- Landing Dair should now allow for proper follow-ups with other attacks, while Down Air will take slightly longer to be used again


- Down Special can no longer re-grab opponents; once Rayman connects with an enemy, it will miss for about 50 frames before it can be used again.
Additionally, if Rayman hit an enemy after using Lockjaw, it will be refreshed instantly


- Forward Air will now have less base knockback, but has slightly increased scaling


- Blue Fists will no longer go through Clarien's Plasma Shield, as this wasn't really intended
- All active Blue Fists will now get destroyed if one is parried


- Hover will no longer allow any additional Wall Jumps, keeping him in line with other characters that only have one Wall Jump

Update: 10 Sep, 2020 @ 2:14pm

Update: 4 Sep, 2020 @ 12:50am

v0.4

- Bug fixes -


- Vortex would flip it's visuals really far away if two Raymen both hit each other with the move. This should no longer happen


- Parrying Fully Charged Neutral Special still would hard crash the game. This should no longer happen

- Changes -

- Fists thrown with Neutral Special will come back faster based on how long the move is charged


- Neutral special now has reduced hitpause, but increased knockback


- Wall jump horizontal speed has been reduced
- Wall jump vertical speed has been increased


- Lockjaw will no longer keep enemies in place for as long, instead it will stun them for a split second, then send them flying away. The enemy player will be able to act right away when the stun ends
- When pressing the Attack button while Rayman is grounded and has latched his Lockjaw onto an enemy, he will pull enemies towards him. Enemies will not be in hitstun
- Increased Lockjaw's grabbing hold time by a little, so Rayman cannot rapidly throw as much he was before


- Vertical falling speed when dash attacking off the ledge has been increased
- Horizontal air friction when Dash Attacking off the ledge has been reduced
- The jump cancel timing on Dash Attack has been increased
- When Dash Attacking off the ledge, Rayman can now jump off of the air, so players can save themselves if they go off too fast


- Up Air foot kicking has been lengthed, so the time it takes to act again will be longer
- Up Air can now cancel into itself, by pressing the same attack
- Up Air now has ground friction, that way he won't slide across the stage

- Buffs -


- Charging Neutral Special damage percent has been slightly increased


- Forward Special now has an explosion hitbox

- Nerfs -


- Fully Charged Fist percent damage has been lowered


- Neutral Air has increased Landing Lag


- Up Special will now auto cancel when you've reached the top of camera boundary, as many players were abusing the recovery to escape fights

Update: 3 Sep, 2020 @ 2:07am

v0.3

- Bug fixes -


- When parrying Heavy Metal Fist, it would hard crash the game. This should be resolved.
- Seems like when Heavy Metal Fist was parried it wouldn't put Rayman in Parry Stun, or display the sprite correctly. This has been corrected.


- Looks like Shock Rocket when Parried was self-destructing too early. Fixed. Now you can parry paddle if you see choose.
- Rayman getting hit by a Parried Shock Rocket will now send him in the correct direction to his demise.
- Cancelling the attack, before or during, Rayman will do a little hop to properly indicate he cancelled it. It's also helpful if you're falling.


- Shifted the hitbox timing back so it matches the animation properly. No more invisible delayed kicking.


- Directional angles have been changed as they were not numbered correctly, my bad.


- Parrying Neutral Special will now put Rayman in Parry Stun, as it didn't before.
- Fully Charged Fist parrying will not parry it back towards him. This isn't a bug, I believe the stun is enough.

- Changes -


- Increased Gravity Speed to .46
- Increased Jump to 13
- Increased Short Hop to 9
- Decreased Max Fall Speed to 10
- Decreased Fast Fall Speed to 12
- Decreased Dash Speed to 9
- Decreased Initial Dash Speed to 3
- Increased Initial Dash Time to 6
- Increased Dash Turn Time to 8
- Decreased Dash Turn Acceleration to .001
- Increased Dash Stop Time to 9
- Increased Dash Stop Percent to .45
- Decreased Max Jumping speed to 9
- Increased Wall Jump Horizontal Speed to 12
- Increased Wall Jump Vertical Speed to 10


- Sliding friction reduced, so you can slide even further!


- Added whiff lag
- Re-tooled how it's speed functions
- Dash Attacking off ledges will (hopefully) be a little more safe
- Decreased Base Hitpause


- Back Air and Neutral Air now do not have aerial friction
- Up Air and Forward Air's friction has been slightly reduced


- Back Air now has maximum speed limit of 6.
- Rayman will not have control of his body once the move is active, only near the end
- Shifted whiff lag window timing to the middle of attack
- Increased Landing Lag
- Changed knockback angle to 30


- Changed knockback angle to 30
- Decreased damage percentage
- Reduced hitbox active frames
- Rayman will not be able to shift his movement during the attack (like Back Air)
- When holding the opposite direction, Rayman will quickly turn the other way to correct himself


- Increased knockback
- Increased knockback scaling
- Increased base hitpause
- Added hitstun multiplier, but reduced the amount so players can act slightly sooner


- Landing the falling hit of Dair, enemies will be launched up higher and Rayman's jump is lowered, so follow-ups are now a bit more open to him
- Hard landing time has been increased slightly
- Rayman can now only jump out of the move (no attacking or running like before), just not as quickly.
* Hold the Jump button during the hard landing.


- Horizontal aerial Up Special speed up time has been decreased
- Horizontal aerial Up Special max speed has been increased


- Shock Rocket's incremental damage now increases by .2 each frame it's active, rather than every half frame
- Incremental knockback increase has been upped to .3
- Incremental Hitpause added for more aggressive effect

- Buffs -


- Increased knockback scaling of Jab's third hit


- Forward Special startup has been increased slightly


- All aerial Fast Falling timings has been increased, slightly

- Nerfs -


- Forward Air now has whiff lag, and increased landing lag


- When Rayman got hit during Up Special, it would release Throttle Copter, although a bit too quickly.
The time has been increased, so no more annoying propeller hats protecting Rayman
- The spawning location of propeller leaving Rayman after he gets hit is set higher, as it would hit players that was slightly below him
- On top of spawning and positioning, getting hurt while using Up Special will now kill the move, and put it on cool-down.

Update: 1 Sep, 2020 @ 10:24pm

v0.2

- Bug fixes -


Jumping out of Dash Attack played the sound twice. This has been fixed.


When someone parried Rayman's Neutral Special, it would either hard-crash the game or the hitbox's sprite would be not found. This has been resolved.

- Changes -


General movement has been altered. I've heard your cries about him being too fast and this should be a decent change of pace.
- Air Friction has been reduced to .08 from .09
- Dash Speed reduced to 10 from 11
- Dash Stop Time decreased to 8 from 9
- Dash Stop Percent
- Air Speed reduced to 10 from 11
- Walk Speed increased from 3.25 to 3.95
- Waking Acceleration increased from 0.2 to 0.3


Wile e. Coyote cancel.
Sliding ever so closely to the ledge and letting go the slide, Rayman will cartoonishly forget that he has gravity when getting back up.


Neutral Special hand retrieval seems to be a problem for some people (mainly characters that can place objects that act as walls).
So now if Rayman's hands reach a certain amount of time while out and are close enough to him, they will travel through walls and floors to reach him.


Players would fly around the stage with Up Air with little pushback.
Up Air now has small amount of friction to keep Rayman from going off the rails.


Hovering controlling has been slightly changed so you can move quicker, and the speed at which Rayman falls has been increased.


Dash Attack should have slightly less pulling force if you are off ledge.
Additionally, Dash Attack was suppose to keep your momentum into a run, so this has been properly added back in.

- Buffs -

Maybe another patch.

- Nerfs -

The timing for Fast Falling during aerials, except for Down Air, have been reduced.


Rayman's back air had a little too much 'kick' to it. The knockback scaling has been reduced.


Looks like Vortex Tornado wasn't able to be destroyed by Clarien's Plasma Shield. This has been corrected.