Rivals of Aether

Rivals of Aether

N/A
Showing 11-20 of 28 entries
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Update: 4 Apr, 2022 @ 11:35pm

v2.6
additions
- Genesis alt added.
- dair can bounce off walls now. BUT don't you worry, it applies the same "drastically decreases in height every time it bounces in the same airtime" as bouncing on air.

changes
- changed a bit of the dialogue buddy dialogues. (+ 1 new one for Sinker by pisfoolstuffs!)

fixes
- fixed the issue where nspecial, when parried, would apply invincibility to players every time it is parried. it will now only apply once, and only on the first parrier, the same way base game works.

balances
-- -- idk
- uair main hit's angle adjusted (to 90, directly up)

notes
quick small update for before genesis.
i've been holding off on updating n/a for too long that i have WAY too many changes to catch up on, and i'm too busy with other things, so sorry for not being able to make any further changes anytime soon
still open for inputs i guess?

Update: 17 Jun, 2021 @ 8:58am

v2.5

changes
- i forgot to put this in the last changelog but you can now airdodge cancel first idk frames of uspecial, while it's charging.

balances
-- -- counterplay
- dtilt hitbox height reduced by 23 pixels. (57 -> 34)
- utilt active frames reduced by 1 frame. same amount of move frames of course (3 -> 2)

notes
open for inputs as always!

Update: 16 Jun, 2021 @ 11:37pm

v2.4
ignore this update i just forgot to include something lol

Update: 16 Jun, 2021 @ 11:23pm

v2.4

additions
- the "dair ground bounce" can be done backwards now! lands perfectly on rock wall low platform. you could ledge cancel it or something too
- indicator for how much charge is lost upon death (ticks down) (been wanting to do this specific detail for ages!!)
- new secret alt added. if you're the creator of the color, you've already been informed of its inputs.

changes
- "reverse uspecial" wacky angles have been removed ... by overhauling uspecial angle! it gets decided according to the direction you send uspecial to.
- uair, dair, nair, utilt, and dtilt, now pushes you out of the wall if the attack puts n/a entirely within the wall. (experimental)
- jab animation speed adjusted according to jab active frame change

fixes
- fixed the issue where the "is now fully charged" sound/visual effect sometimes plays even when you're fully charged already. (finally fixed this)

balances
-- -- beneficial
- fstrong startup is reduced by 1 frame (31 -> 30)
- bubble "startup cooldown" has been reduced by 7 frames (25 -> 18)
- increased bubbles' explosion hit charge amount (3, 2, 1 -> 5, 3, 2)
-- -- counterplay
- dattack's main hitbox' lifetime has been decreased by 3 frames (6 -> 3)
- remove hitstun multiplier for fair (1.05 -> 1)
- remove hitstun multiplier for dspecial laser (1.1 -> 1)
- jab active frames reduced by 2 frames. same amount of move frames tho (5 -> 3)
- nair 2nd hit active frames reduced by 3 frames. same amount of move frames of course (6 -> 3)

notes
open for inputs as always!

Update: 26 Apr, 2021 @ 11:38pm

v2.3
changes
- dair "forward bounce" now makes endlag shorter by 5 frames when the attack hits the opponent. (22 -> 17)
- reduced the "jump distance" of grounded nspecial. (-5.5 -> -4.5)

balances
-- -- counterplay
- ustrong final hit knockback growth has been reduced further. (1.05 -> 1.0)

Update: 20 Apr, 2021 @ 9:25am

v2.2

additions
- "true red" and "true yellow" alt has practically been merged and is now turned into a flame-like "true red".
- new alt colors: "traditional abyss", "true purple", "true grey", "true green", "ranked gold" - completing the "alternate ROAACO".
- "Turris" alt color now has an outline color change.
- "Turris" alt color has a few extra sound effects.
- added css alt icons. like EA and abyss and ranked. experimental, might remove...
- with dair, when bouncing on ground... you can angle forward now.
- uspecial now has a slight visual effect tweak...!
- new secret alt added. if you're the creator of the color, you've already been informed of its inputs.

changes
- removed the old "true purple" alt. (a.k.a. yumekawa alt)
- changed how uspecial doubletap "lingering slash" works, now you can't spawn a new one while there's one active already. (you can still do the input and do the movement, but will not spawn the slash) - once the slash activates, it'll keep the cooldown for one and a half second (that's 90 frames) and then you can use it again.
- air friction is now 0.03, same with ori now (0.017 -> 0.03)
- dair "bounce" doesn't push you backward as much. (-3.5 -> -2.5)
- dair "bounce" now halves in vertical velocity each time you use it in the air before landing. hopefully less stall this way.
- uspecial direction is now locked when it's in the "pre-lunge" state! you can't just wiggle the control stick around to confuse people now... hopefully?
- uspecial animation speed have been adjusted! in turn, hitboxes might not last as long but it'll look cooler, now!!
- parrying n/a's dair will halt its momentum fully and immediately go to parrystun now.

balances
-- -- idk
- ustrong final hit's angle has been changed... idk if for better or worse, i wonder if it helps DI'ing? (79 -> 90)
-- -- beneficial
- nspecial startup is quicker now, with grounded nspecial also made much quicker (28 -> 23 frames)
- fstrong whiff active frame extended (2 -> 3 frames)
- fstrong knockback growth increased (1.1 -> 1.15)
-- -- counterplay
- nspecial cooldown has been increased to accomedate nspecial startup being fast. (74 -> 90 frames)
- grounded nspecial weird experimental weak hitbox removed.
- DACUS distance reduced a bit. not too much, but still decreased. (no real way to quantify this)
- ustrong "spin above" active frame has been reduced by 4 frames (16 -> 12 frames, 4 -> 3 frames each slash)
- ustrong final hit's knockback growth has been reduced by uhh 0.05. (1.1 -> 1.05)
- bubble explosion hitboxes' damages have been reduced, with 10 being the max and the baseline (13, 10, 8 -> 9, 7, 5)
- bubble disable range increased. (120, 80, 75 -> 135, 110, 100) you can check general range by going into practice mode and pressing down + taunt + parry.

notes
open for inputs as always!
thank you to slimepuffen for lots of change suggestions (all of which i implemented) and all my helpful n/a players over at hyu land discord! there are not enough words to express my gratitude - thank yall for playing my character!!!

Update: 11 Feb, 2021 @ 7:53am

v2.1

balances
-- -- idk
- "pop bubble" hitpause has been decreased, both of when popping cooldown bubble and of when exploding bubble
- reduced the amount of hitpause dealt to n/a when n/a slashes the bubbles themselves as well
- - (bubble slash hitpause 9 -> 6, bubble pop hitpause 14 -> 6)

-- -- counterplay
- n/a's hurtbox while uspecial is larger now
- exploding the bubble alone won't increase n/a's charge anymore. it now requires the explosion hitbox to hit the opponent

notes
open for inputs!

Update: 3 Jan, 2021 @ 9:30pm

v2.0
changes
- steve death message change is more consistent
- it looks like they fixed bg color="custom" so i moved css background over to that

balances
-- -- counterplay
- reverted fstrong hitbox size
- fstrong whiff behavior changed, if whiff the hitbox lasts for only 2 frames (instead of like 6 or 7 frames i dunno)

notes
this may be 2.0 but it's absolutely unimpressive
open for inputs!

Update: 3 Jan, 2021 @ 8:51am

N/A Changelog

v1.9
additions
- input for the secret alts have been changed and added like 4 more

changes
- fstrong tail hitbox now launches the opponent towards the main hit..... experimental....
- uspecial doubletap "lingering slash" sprite changed, hopefully more visible....
- ustrong "second-to-last" hitbox has a bit of a different angle, it won't affect gameplay much though don't worry

balances
-- -- idk
- ustrong hitpause has been adjusted, hopefully it goes by quicker while still conveying the threat
- parrying nspecial doesn't boost its speed anymore (it still reflects though)
-- -- beneficial
- fstrong knockback growth increased......... yes...... experimental.... dont hurt me...... (1.05 -> 1.1) (experimental)
- idk why but i also decided to increase fstrong hitbox size to be wider
-- -- counterplay
- laser hitbox tweaked to.... not have such ridiculous hitstun. this is basically a fixes section material (hitstun multiplayer 1.5 -> 1.1
- ustrong final hit hitbox size has been tweaked to not hit grounded opponent too much

notes
open for inputs!

Update: 3 Dec, 2020 @ 6:14am

v1.8 hotfix

fixes
- excluded the new uair sourspot hitbox from the bubble-slashing hitbox list

notes
open for inputs!