Rivals of Aether

Rivals of Aether

Amber
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Update: 24 Apr, 2023 @ 11:35am

v3.0

Update: 2 Aug, 2021 @ 8:37pm

v2.12

Update: 24 Jul, 2021 @ 10:58am

v2.83 - Hotfix
-Fixed bair hsp issues on parry (no longer bounces her)

Update: 2 Jul, 2021 @ 4:36pm

v2.82 - Another emergency hotfix
-Disabled debug text

Update: 2 Jul, 2021 @ 4:33pm

v2.81 - Emergency hotfix

-Fixed a game breaking bug with a yarn throw tech

Update: 2 Jul, 2021 @ 2:55pm

v2.8 The Last Patch

Balancing
```
Jab
+ Endlag (window 8): 14 + whifflag->10 + whifflag
+ Added Jab 2 before rapid jabs
+ Jab 1 and 2 damage: 2->3
+ Jab 1 front hitbox width increased and moved forward a bit
+ Jab finisher hitbox width increased
- Rapid Jab startup: 2->4
- Jab 1 and 2 Cancel Endlag Frame: 1->3
/ Fixed Amber's rapid jabs sprites (they were missing her tail)

FStrong
+ KB Scaling (Finisher): 0.9->1.06
+ Finisher Damage: 5->6

DStrong
+ Slightly increased laser hitbox height to cover the ground properly
+ KBS (Finisher): 0.7 -> 0.95
+ End lag window: 20 + whifflag -> 10 + whifflag
- Extra Hitpause (Finisher): 20->6
/ Angle (Finisher): 135 -> 45
/ Angle Flipper: 0->5
/ Hitpause (Finisher): 30->20
/ Removed hit lockout on finisher
/ Finisher Hitpause Scaling: 0->0.5

UStrong
+ Sourspot (shockwave landing) KB Scaling: 0.7->1
+ Can move horizontally while in mid air
Helps for sweetspot adjustment
+ Increased sourspot hitbox width: 90->110
- Strong charge ground friction: 0.3->0.25
/ Sourspot Angle: Sakurai Angle (361) -> 45
/ Sourspot hitbox shifted forward by 1 pixel

DAttack
+ Grants an HSP boost of 6 on startup
/ Base Hitpause (First hitbox): 8->6 (There was no hitpause on cancel before this patch, so this may feel like an increase in hitpause)

DTilt
+ Can act out of pounce landing lag after 4 frames
+ Damage first hitbox: 1->2

UTilt
Front Hitbox
/ Base KB: 12->7
/ KB Scaling: 0.2->0.4
/ Angle Flipper: 0->5
/ Angle: 120->90

Early Top Hitbox
/ Base KB: 12->7
/ KB Scaling: 0.2->0.4
/ Angle Flipper: 0->5
/ Angle: 130->60

Late Top Hitbox
/ Base KB: 12->7
/ KB Scaling: 0.2->0.4
/ Angle Flipper: 0->5
/ Angle: 130->60

Late Bottom Hitbox
/ Base KB: 12->7
/ KB Scaling: 0.2->0.4
/ Angle Flipper: 0->5
/ Angle: 210->-30

UTilt Movement
+ Made initial hsp snappier
- Can no longer accelerate and change directions mid-air

DAir
+ Damage Sweetspot (aerial): 4->8
- KB Scaling Sweetspot (aerial): 0.1->0.5
/ Sweetspot Angle (aerial): 10->270
- Base KB Sweetspot (aerial): 6->4

BAir
+ Made hit falling much easier
- Startup 12->15
/ Updated startup animation to look more different from up air

UAir
/ Reworked to a single hit aerial but hits harder per hit
/ Hitpause 8
/ Hitpause scaling 1
/ Base KB 7
/ KB Scaling 0.6
- Hitstun multiplier: 1->0.8


FSpecial
+ Lvl 4 default finisher kb scaling: 0.75 -> 1
+ Charging reaches to Lvl 4 faster (by 19 frames)
+ Lvl 4 multi hit damage: 0.5->1
+ Empowered sourspot finisher kb scaling (max meter): 0.75->1.1
+ Empowered sourspot finisher kb scaling: 0.4->0.75
+ Hitting articles and non-players will remove pratfall penalty
- Level 4 hit HSP: 6->4
- Level 4 base KB finisher (if point blank hitbox connects): 9->8
- Level 4 damage finisher (if point blank hitbox connects):
10->3
- Charging state gravity: 0.45->0.5
- Max fall speed during charge: 3->6

USpecial 2
+ Added custom ground friction. Low ground friction helps with initial dash -> USpecial approaching
+ Amber rises slightly higher if used from the ground. Will also help KO enemies earlier if used from the ground.

Yarn Dash
+ Amber now rises up slightly if caught against the wall or ledge while yarn dashing. Making recovery easier.

Yarn Equip
+ Amber can now walk, run and jump immediately as soon as she raises the yarn ball in the air

Yarn Throw
/ Player's velocity influencing the thrown velocity reduced to half.

Boost Meter
+ Meter Loss when hurt: Damage * 0.5 -> Damage * 0.25
+ Meter Loss when hurt (max meter): Damage * 2 -> Damage * 1.75
+ Hitting Yarn Marked enemies plays a raising pitch sound, encouraging the player to keep the combo going

Movement Stats
+ Double Jump height: 10->11

Other
+Lowered Amber's hurtbox height very slightly
-Increased Amber's hurtbox width
+ Knockback Adjustment: 1.35->1.31
```

Bug Fixes:
-Fixed Ustrong pratfall hurtbox
-Fixed UStrong sourspot hitfx
-Fixed Dash Attack cancel not having any sort of hitpause
-Fixed F Special occasionally forcing Amber to fall down while she's rising up from a jump
-Fixed F Special whiff pratfall bug where she'd still enter pratfall state after landing a hit
-Fixed U-Special 2 purple screen effect triggering on some multi hits
-Fixed game breaking bug where hitting a forsburn clone while the yarn is attached to real forsburn would cause errors
-Yarn ball no longer teleports to the hit forsburn clone if it was attached on real forsburn
-Fixed Finishing Yarn spawning yarn tie article on a hit forsburn clone and remaining stuck after clone destroys itself. Yarn tie no longer spawns on hit forsburn clone
-Right stick yarn aiming no longer changes aim power during air dodge

Performance Optimization Changes:
-Reduced max number of afterimages
-Removed empowered charging update (as Amber no longer charges into Empowered State)
-Compressed "if statements" in draw scripts into "switch statements"


For those who want to rebalance Amber and reupload her as "Competitive Amber", they are free to do so. Credit appreciated.


=====================================================================================


Developer notes and closing remarks:
This has been a very long journey. To spend (almost exactly) 1 year to make one character, Amber, then spend close to another year attempting to polish her.

Firstly, I want to say thank you for the 20k+ subs, and those who have supported me through this journey and experience to bring Amber into the light. Amber was a very ambitious workshop character with a lot of effort put into her, the presentation and the trailer.

Unfortunately this will be her last update. There was so much more I wanted to add to her but I was reaching my limit.
I had highly ambitious end goals in mind to lead her to the deep core of workshop competitive scene. Such as majors. I've concluded they're beyond my reach and was only draining me mentally.

I will now be moving on from workshop and working on Amber's home game, Catjitsu. For those who are interested, updates on that game are posted on my Twitter, and Discord server.

Thank you for following me on this journey. Thank you for playing Amber. Thank you Dan and his team for making workshop a reality.

Sincerely,
BountyXSnipe

Update: 30 Nov, 2020 @ 6:14am

v2.50 - Now With Non-Physical Melee Magic!

As part of her updated lore, Amber now uses her melee magic attacks on almost every move. The blue energy wears down the enemy's stamina without physically hurting them (lore wise). Actual gameplay remains mostly the same except for some balance changes.

------
Jab
+ Fixed a hitpause bug for grounded enemies

Dtilt
= Sweetspot hitpause scaling: 0.8->1
= Added more endlag animation frames (endlag length itself is the same)

UTilt
+Removed forced HSP movement but easier to control left and right movement
= Added knockback scaling to non-spike hitboxes. 0.2 scaling.
= Added hitpause scaling
= Bottom hitbox properly has kb scaling now (was accidentally assigned to top hitbox)

Dair
= Now has hitpause scaling

Bair
= Sweetspot hitpause: 8->12
= Removed forced "boomerang" movement. Player can control their BAir movement a bit more easily

Fair
= Fair 1-4 hitpauses increased by 1
= Fair 5 startup rises Amber a bit higher

FTilt, Fair and FSTrong
+ Added proper endlag frames
! Some windows were added and tweaked to make up for the new frames. Attacks may or may not be slower than the previous patch but should be relatively close in speed

FStrong
+ Dash, and Multihit Hitboxes Extra Hitpause: 0->8
+ Kick Hitbox Extra Hitpause: 0->20
- Dash Hitbox Hitstun Multiplier: 2->1
- Multihit Hitstun Multiplier: 3->1
- Kick hitbox Drfit Multiplier: 0.1->1
= Finisher Hitbox Angle: Sakurai Angle(361) -> 45
= Full charge animation has been updated


USpecial
+B-Reversing now reverses part of Amber's current hsp to make wall jump recovering a bit easier
+Vertical recovery distance increased. Landing hit on enemy will lower vertical distance closer to the original height, to help with combos

FSpecial
= Landing Lvl 4 charge at point blank range triggers speedlines and new finisher hit fx

DSpecial
+ Now able to aim with right joystick. Press parry while aiming to change throw strength.

Boost Meter
-Amber loses meter again on when hit. Meter loss is based on half the amount of damage taken. On full meter, meter loss 2x the amount of damage taken.

Visuals
+ Almost every attack has been updated to show blue magical attacks. This is part of the updated lore where Amber always uses her non-lethal magical attacks, as opposed to only using them for her empowered specials.
+Hit fx updated across normal moves
-Full meter aura vfx is slightly transparent to make it slightly easier to see her regular attacks

Other
+ Slightly optimized sprite loading times to make up for longer sprite strips for polished up attacks
+ Slightly optimized attack_update script
+ Minor update to CSS portrait
+ CSS portrait now properly uses custom color background (this is to help with the rock wall arena stage)
+ Brand new hit sfx on most attacks. Special thanks to Delta Parallax for the sfx sounds. (Sounds further tweaked in-game and with audio editing programs)

Features
+ Added Keyboard Mode. Activating this mode will help keyboard users aim the yarnball at specific angles that are between 45 degrees, by smoothing out the aiming angle while aiming.

Bug Fixes
-Fixed a hitfall bug when landing the first hitbox of FSpecial
-Hue shifted Amber's smoke bomb to avoid colors getting affected by other alts
-Hue shifted bright shade of laser pointer (d-strong) to avoid color change from alts
-Amber's empowered and yarnball cooldown is properly reset on stock loss
-Amber loses her Unleash State when respawning

Update: 26 Oct, 2020 @ 5:11pm

v2.05

This patch aims to slightly flatten out how powerful Amber can achieve, while simultatenously making it easier for her to reach full meter. The goal is to make the matches feel a bit less extreme on "win hard, lose hard", while still keeping Amber's definition of a glass cannon.

FStrong
+Kick hitbox damage: 1.5->2
-Dash distance charge scaling reduced
-Extra hits based on charge reduced

DStrong
+KB Scaling Finisher: 0.7->0.8

UStrong
-Sweetspot damage: 18->15

FSpecial
-Shrunk lunge hitbox to same size as spinning hitbox
-Total damage reduced (default empowered finisher)
-Cancel attack empowered damage reduced

Empowered Specials and Meter
+No longer spends entire meter on hit
+Amber no longer loses meter when hurt
-Unleashing Empowered Special attacks spends entire meter when full
-Removed linear power scaling on meter. Only boosts power at full meter.
-Empowered Special cooldown: 150->360 (6 seconds)
-Empowered cooldown activates if Amber got hit while in Unleash state.
/SFX plays when Amber reaches full meter

Empowered Up Special
-KB Scaling (Special held) Finisher: 1->0.7 (0.9 at full meter)

Yarn Dash
-First active frame of hitboxes become Angle Flipper 0, then switches back to 10 during dash. Prevents odd spiking moments

Effective Weight
+Hitstun gravity: 0.425->0.45
-Kb_adj: 1.31->1.35

Update: 19 Oct, 2020 @ 10:05pm

v2.04

Up Special
/ Base hitpause: 6->8
/ Hitpause scaling: 0->0.1

F-Special
/ Lunge hitbox hitpause: 0->8
/ Plays an extra sfx when lunge hitbox hits

Bair
-Sweetspot kb scaling: 1-> 0.9
-Sweetspot hitpause scaling 1.3->1

DTilt
/ Sour spot hitpause scaling: 0 -> 0.5
/ Sour spot hitpause: 12->6

Effective Weight
+air_friction: 0.2->0.4

Update: 16 Oct, 2020 @ 12:13pm

v2.03

Ftilt
+Ftilt 4 extra hitpause: 0->3
2-4 angle: 45->sakurai angle
5 angle: sakurai angle->45

Fair
+Removed rate of attack penalty when whiffing
+Hitting the enemy or an article speeds up her frame data
+Finisher base kb: 7->8
+Finisher kb scaling: 0.5->0.7
-Finisher has increased landing lag: 16
-Fair 1-3 damage: 2->1.5
/Fair 1-3 hitpause increased by 2
/Fair 1-4 angle: 45->40
/Finisher angle: sakurai angle->45
/Finisher hitpause: 10->20

Fair and Ftilt
/Hit Reset Timer length normalized to 30. Same as whiff


Nair
+Removed drift multiplier on final hit
/Body hitbox finisher base kb: 9->7
/Finisher angle: 70->45

F-Special
-Lvl 1-3: Removed kb scaling bonus when point blank sweetspotted

Yarn Dash
+Kb scaling: 0.2->0.5

Yarn Mark
+Boost Meter gain on hit: +50% damage dealt->+100% damage dealt


Lethal League
-FSpecial spinning length is halved
-Bair angle changes to 20. Pre-patch bair angle