Rivals of Aether

Rivals of Aether

N/A
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Update: 2 Dec, 2020 @ 11:22pm

v1.8

additions
- added a weird sourspot hitbox for uair, kinda wanna be cautious bout this, experimental
- additional frame for uair endlag! just 1 frame though

balances
-- -- idk
- weight (knockback adjustment) decreased. between zetter and maypul, n/a is ranno weight now. (0.95 -> 1.05)
- forgot to put this in last changelog but jab backward hit (tail axe) angle is higher (50 -> 80)
- dair angle change reverted (70 -> 65)
- ustrong first half hits hitpause reduced (experimental)

-- -- counterplay
- fstrong damage reverted (4 -> 3)
- dair first hit and second hit damage both decreased by 2 (5 -> 3 and 8 -> 6, full dair hits would be 13 -> 9)

Update: 2 Dec, 2020 @ 12:29am

v1.7

additions
- added screen shake on taunt.
- changed screen shake on laser.
- added a tiny weak hitbox for nspecial when n/a puts its hand out. it was a random weird idea but it might be fun
- made it so if you hit an opponent into the uspecial "lingering slash" line, if the opponent is in hitstun, it activates much quicker.
- steve message
- feri costume
- tco scribble

changes
- lowered grounded nspecial jump.
- delayed got-hit bubble cooldown by 1 frame so that you can't just hit n/a in the same frame you hit the bubble and remove bubble

balances
-- -- idk
- weight (knockback adjustment) increased. sylvanos weight now. experimental??? (1.09 -> 0.95)
- nair 2nd hit angle is higher (45 -> 60)
- fair angle is higher (60 -> 70) experimental...
- ftilt angle is higher (45 -> 55 etc) experimental...
- dair final hit angle is higher (65 -> 70) experimental...
- utilt non-sweetspot angle is higher (78 -> 80) experimental...

-- -- beneficial
- reduced endlag on nspecial by a little bit (nspecial actually has a separate cooldown and it's untouched)
- reduced landing lag on nspecial by 6 points (18 -> 12)
- reduced bubble beginning cooldown by 10 frames (35 -> 25)
- quickened uspecial "lingering slash" normal startup by 3 frames (13 -> 10)
- reduced endlag on tap uspecial "lingering slash mode" by 7 frames
- fair damage increased by 2 (7 -> 9)
- bair damages are higher by 1 (8 -> 9, 9 -> 10)
- ftilt damages are higher by 2 (7 -> 9, 6 -> 8)
- uair damage increased by 2 (6 -> 8)
- dtilt damage increased by 1 (7 -> 8)
- utilt non-sweetspot damage increased by 1 (7 -> 8)
- fstrong single hit damage increased by 1... once it hits multiple times, it should be more significant (3 -> 4)
- nair first hit and second hit damage both increased by 1 (2 -> 3 and 3 -> 4, full nair hits would be 6 -> 8)
- dair first hit and second hit damage both increased by 3 (2 -> 5 and 5 -> 8, full dair hits would be 7 -> 13) experimental?

-- -- counterplay
- added friction on ustrong, making DACUS (dash-attack-cancelled-up-strong) much less ridiculous.
- dash attack 2nd hit damage lower by 1 (9 -> 8)

notes
- i reduced nspecial endlag stuff big time because i figured if people were to spam it, they'd be predictable enough for you to parry them anyway. hopefully. i was a bit afraid about this though, i'll be cautious on this
- damages used to be kinda based on AR's damages where i was very scared to increase damage too much. maybe harder damages like this helps.
- i wonder if the angle changes works for the better.

Update: 22 Oct, 2020 @ 8:28am

v1.6

additions
- dash attack now has an additional hitbox at the beginning. (experimental)
- training mode-exclusive "visualizer mode" and "NADEV" info mode. down + taunt + parry to activate it.
- there is now a bit of a delay before bubbles can act, after you summon or slash the bubble.

changes
- increased the color of the "cooldown grey" inside the bubble.
- other bubble frames have also been adjusted to have the cooldown grey to reflect the "startup cooldown" added as written in additions.
- increased max fall speed in dspecial charge. (4 max fall speed -> 6 max fall speed)

fixes
- fixed the issue where parrying N/A's uspecial doesn't put N/A into parry stun.
- fixed the issue where getting hit by things that doesn't deal hitstun still put the bubble to cooldown. (yes, this was not intentional. sorry!)
- fixed the issue where slashing multiple bubbles at once sometimes halted your momentum.
- bubble cooldown won't be overridden if it is in a cooldown already (e.g. if it's in a longer cooldown, but n/a goes inside to give a shorter cooldown to cancel it early - that is fixed now)

balances
-- -- idk
- utilt hitbox optimized/tweaked
- utilt non-sweetspot base hitpause increased (7 -> 8)

-- -- beneficial
- dstrong charge startup decreased by 2 frames (6 -> 4, total 20 -> 18)
- utilt sweetspot damage incrased by 1 (10 -> 11) (experimental)

-- -- counterplay
- uspecial charge release startup increased (4 -> 11)
- increased the range of which the bubbles enter cooldown. this can (kinda) be seen in the new training mode only visualizer feature.
- bubbles' explosion hitboxes are smaller now. this (hopefully) means by being as far as possible while exploding the bubble, you may have a chance of not getting hit.
- as written in additions, there is now a bit of a delay before bubbles can act, after you summon or slash the bubble. this hopefully gives a slight opportunity for the opponent to act? maybe.

notes
this doesn't address all of the community balance team's inputs, but other inputs i can't seem to figure out at the moment. maybe later in the line...
open for inputs! if you're in those roa servers with workshop people in it, please ping me for N/A inputs!!!! it's literally impossible to search on discord with "N/A" because of /.

Update: 1 Oct, 2020 @ 8:42am

v1.5

additions
- by attacking when the bubbles are in a cooldown (the greyed out state), bubbles can now be safely popped without exploding it.
- pokemon stadium sprites.

changes
- walljump has proper graphically matching hurtbox
- grounded nspecial animation speed adjusted (no effect on gameplay)
- fstrong is quite reliable now i think? i tested "hit from top edge" and "hit from bottom edge" with respective SDI options, and it didn't seem to drop out. if the issue persists, please let me know!
- ustrong should drop out less now...? both di&sdi in and out with the very edge of body hit on DACUS accounted for
- bair spike hit effect changed a bit
- grounded nspecial now has a weak melee hitbox

fixes
- dair has OFF_LEDGE now, making it not stop at the ledge if you are bounced backwards toward it
- legit dunno what happened to walljump animation but i fixed that now

balances
-- -- idk
- laser base hitpause increased (14 -> 17)

-- -- beneficial
- uair starts 2 frames earlier, turns out i counted previous frames wrongly (10 -> 8), FYI fair is 10 frames startup at the moment
- bubble explosion now gives you charge amount according to the bubble size/tier (3 for biggest, 2 for middle, etc)
- bubble "electricity" hitbox doesn't actively push the opponent away anymore, requiring them to SDI to escape
- dspecial charge amount reduced to 30 ticks (35 -> 30). i've considered reducing to 25, but bubble electric hitbox change seemed well enough? i'll see though
- laser base knockback and knockback growth increased (10 -> 12, 1 -> 1.15)... with the CPU's perfect DI, it starts ko'ing at about... 75%... well, this atleast makes laser not be a glorified strong attack, i guess?
- fstrong base knockback and knockback growth increased (8 -> 10, 0.95 -> 1.05)
- fstrong starts 3 frames earlier (34 -> 30)
- ustrong knockback growth increased (0.98 -> 1.1)
- fspecial startup shortened by 2 frames (24 -> 22)
- fspecial now has iasa (interruptable as soon as) at frame 40, basically cutting about 12 frames of endlag (i think)

-- -- counterplay
- as written in additions section, bubbles can now be popped safely without exploding it. hopefully gives some counterplay?
- bubbles will now "blink" a bit when its cooldown is about to end.

notes
sorry to have kept you waiting.
i'm kinda burnt out, barely playtested beyond practice mode test stuff. i apologize in advance
i hope i didn't completely wreck balance with this...
open for inputs!

Update: 22 Sep, 2020 @ 1:18am

v1.4

changes
- doomsday alt changed a bit
- landing sounds are different (experimental)
- ustrong is more reliable, hopefully less likely to get escaped with downward SDI now
- fstrong is now mad reliable

fixes
- you don't go into blastzone at the beginning of uspecial anymore
- ftilt hurtbox fixed
- dtilt hurtbox fixed

balances
-- -- beneficial
- fstrong final hit has slightly more knockback growth (0.9 -> 0.95)
- ustrong final hit has slightly more knockback growth (0.94 -> 0.98)
- ustrong 3rd hit and final hit deals 1 more damage (1 -> 2, 3 -> 4, total 15)
- dstrong deals 2 more damage (10 -> 12)
- dstrong gills are disjoints now
- dstrong has more base knockback and knockback growth (7.3 -> 7.8, 0.8 -> 0.85)
- uair starts 1 frame earlier (8 -> 7)
- uair base knockback is a bit higher (4 -> 5.5), growth is still low so
- uair now has a grounded hitbox that pops opponent higher with higher angle also, but with low knockback growth

Update: 19 Sep, 2020 @ 2:35am

v1.3
- oops i guess it's v1.3 now, thanks roa auto version increase

changes
- uair sprite adjusted
- did some tweaks to make alt name visible in css thing when you are playing online modes.

balances
-- -- beneficial
- laser has more kb growth but less hitstun (0.85 -> 1, 1.5 -> 1.3) (it had hitstun multiplier before, which was weird - alas this change)
- uspecial has more knockback growth (0.4 -> 0.6)

-- -- counterplay
- uair hitbox is smaller to fit visual
- uair "late" hitbox removed, essentially reverting previous update, oops
- jab hitbox is smaller to fit visual
- parrying bubble electric hitbox will now reduce that bubble's lifetime by a half

Update: 17 Sep, 2020 @ 11:20am

v1.1

fixes
- bubbles now remember the hitbox it was last slashed by, and no longer gets slashed by it - mainly fixing dair issue

additions
- charge level indicator
- laser has screenshake
- bair now has a spike hitbox at the edge of axe
- ustrong now has an extra hitbox at the beginning to help in starting the move

changes
- uspecial "lingering slash" graphics adjusted (i'm up to adjusting it further but i'm out of ideas)
- uspecial "lingering slash" input changed to "tap while purple ring at the beginning is showing"
- stop spawning and destroy void rift hitbox when opponent nearby is in hitpause with last attack not from nspecial
- dspecial float thing is toned down
- bubble doesn't bounce off of collision as far as it has before (-4 -> -1)
- aerial dspecial has landing lag instead of transitioning to grounded dspecial now. you have to be not holding special when you are landing. trades slower charge with your safety

balances
-- -- idk
- bubble explosion is set knockback now, with same base knockback... for now at least
- uair hitpause higher (base 8 -> 8.5, scale 0.6 -> 0.7)
- uair angle adjusted (67 -> 64)
- fair hitpause scaling higher (0.5 -> 0.6)

-- -- beneficial
- dspecial laser hitbox is wider by 8 pixels, mainly to fit the visual.
- uspecial landing lag is reduced (30 -> 13)
- ftilt damage increased by 1 (6 -> 7)
- ftilt knockback scaling increased (0.6 -> 0.7)
- ftilt endlag faster by 5 frames (15 -> 10) not counting whifflag
- dtilt endlag faster by 7 frames (20 -> 13) not counting whifflag
- utilt endlag faster by 5 frames (18 -> 13) not counting whifflag
- nair endlag faster by 9 frames (23 -> 14) not counting whifflag
- bair endlag faster by 4 frames (22 -> 18) not counting whifflag
- dair endlag faster by 10 frames (32 -> 22) not counting whifflag
- bair base knockback (8 -> 8.5) and knockback growth (0.6 -> 0.75) adjusted
- uair damage increased by 1 (5 -> 6)
- fstrong endlag faster by 2 frames (29 -> 27) not counting whifflag
- ustrong endlag faster by 10 frames (36 -> 26) not counting whifflag
- dstrong startup faster by 2 frames (22 -> 20), and endlag faster by 4 frames (25 -> 21) not counting whifflag
- dstrong damage increased by 2 (8 -> 10)
- dstrong base knockback increased (7 -> 7.3)
- fspecial endlag faster by 4 frames (35 -> 31)
- nspecial endlag faster by 6 frames (70 -> 64)
- uspecial endlag faster by 15 frames (64 -> 49)
- uspecial landing lag shorter by ... what (30 -> 13)

-- -- counterplay
- nspecial can now be parried and be reflected. its velocity and hitbox spawn speed is boosted, and its lifetime gets reset as well.
- uair base knockback (5 -> 4) and knockback growth (0.9 -> 0.78) adjusted
- uair hitbox is now separated with late variant, smaller to fit visual and weaker
- fair knockback growth (1.1 -> 1.0) adjusted
- fair startup longer by 1 frame (9 -> 10)
- fair hitbox size smaller
- nspecial has cooldown, just by like 6 frames, no big deal, doesn't warrant a visual indicator
- "lingering slash" summon time is longer (separate from "activation" time) (8 -> 14), this is to accomedate lingering slash input being able to be done quicker - can shorten it though probably
- bubbles expire completely on n/a death
- bubble "electricity" hitbox can now be parried to put n/a into (extended) parry stun
- pratland is extended accordingly to uspecial landing lag change (9 -> 11)

Update: 15 Sep, 2020 @ 10:42am

v1.2