Rivals of Aether

Rivals of Aether

Sol Badguy
Showing 1-3 of 3 entries
Update: 29 Oct, 2020 @ 11:21am

v1.2
=It's Ambi's birthday and they like my character so I'm making a patch.

=DTILT knockback scaling increased .2 -> .5
It's less of a free combo starter now, but it also should promote more combo freedom.

+NAIR base knockback increased 1 -> 3
No longer flinches at low%s and will be more annoying of a move.

+BAIR hitbox size increased
+FAIR hitbox size increased
+UAIR1 hitbox size increased
Hopefully will make his range feel a little less stubby.

+grounded and aerial DSPECIAL startup decreased 9 -> 5, 14-> 5
Grab hitbox now comes out on frame 6 for both, I got a complaint saying it was slow so let's see what happens.

=Held FSPECIAL now gives him control over his horizontal movement, in addition to now having an inherent +4 Hspeed attached to the rising portion.
The move now goes in an arc like Bandit Bringer does in basically every other Guilty Gear game. He can hold back during startup to use the 'old' version (from previous builds) that goes straight up, meaning the loops from before still exist.

+Held FSPECIAL active frames 5 -> 9
Now it should hit most crouching opponents when used on the same level ground as them.

+USPECIAL now gives him control over his horizontal movement during essentially the startup and endlag of the rising portion.
Should help his survivability a little, mainly a change made for user convenience rather than balance.

Update: 22 Sep, 2020 @ 1:59pm

v1.1, 9.22.2020, 4:58pm

=He now has the Finished tag because I forgot it.
=His offscreen and (both) HUD sprites have been changed, removing missed mixels.
=Added a when-dashing hurtbox for more consistency.
=Added tilt-stick compatability for his Gatling system, as it didn't work initially.

-JAB2 hitbox window length 3 -> 6 (startup and hitbox lifetime are still the same)
-JAB2 endlag window length 12 -> 18
Felt a little fast, and the move animates more fluidly.

+FTILT angle 50 -> 45
+FTILT scaling .6 -> .7
-FTILT endlag window length 16 -> 20
Strength increase so it's better at both killing and setting up into techchases.

+FSTRONG damage 9 -> 8
+FSTRONG angle 50 -> 40
Kills a little better and is more in line with the other strongs.

+NAIR damage 1 -> 3
Overly weak for like no reason other than its extremely fast frame data. Now there's more reason to use it.

-BAIR startup 8 -> 12
+BAIR base knockback 5 -> 7
Make it a more potent tool than fair when it comes to killing, but there's reason to use both.

-DAIR 2nd hitbox removed
This move is already big and disjointed, that hitbox isn't necessary to have.

-UAIR endlag(including whifflag) basically 0 -> 36
I think a move with this much utility in terms of combo extending and confirming into Uspecial should be a bit less accessible. With this change, Sol can't Uair and perform another action in the same full hop.

-grounded NSPECIAL endlag window 14 -> 23
-grounded NSPECIAL projectile lifetime 60 -> 54
-grounded NSPECIAL projectile angle 80 -> 70
-grounded NSPECIAL projectile scaling .3 -> .4
+grounded NSPECIAL projectile horizontal speed 2.5 -> 3.5
This change prevents Sol from spawning 2 Gunflames at the same time. The scaling and angle changes make hitting one slightly less favorable, so I made the projectile travel farther to compensate.

-grounded DSPECIAL hit 1 lifetime reduced 3 -> 1
It's now in line with the aerial version, and it will no longer hit but not transition into the second part of the attack.

-air DSPECIAL startup 9 -> 15
-air DSPECIAL hit 2 startup decreased by a frame
-air DSPECIAL hit 2 is no longer untechable, that was an accident on my part
Despite its small hitbox, I think that air DSPECIAL was a bit too strong, so I slowed it down and made it less powerful. The change of the second hit's startup makes the move combo a bit more reliably, but interactions may look a bit more strange because of it.

-FSPECIAL hit 2 angle -25 -> -15
+FSPECIAL hit 2 base knockback 6 -> 8
That hit felt a little too weak, it wasn't really killing anyone nor rendering anyone unable to recover. In exchange for more launching power, the angle is less wide so it's easier for people to walljump their way back to the stage.

-USPECIAL startup 3 -> 4
+USPECIAL hit 2 scaling .6 -> .7
+USPECIAL now carries some horizontal momentum, and that additional startup frame helps
Ought to make recovering a bit easier. The scaling change might make this move a tad overcentralizing in terms of kill confirms, but consider this an experiment.

Update: 15 Sep, 2020 @ 12:12pm

v1.0