Rivals of Aether

Rivals of Aether

Smol Nozomi
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Update: 20 Apr, 2024 @ 9:36am

v3.2

Gameplay Changes:
* Hitting Nozomi out of NSPECIAL before Sleep gets applied now grants a short sleep immunity

Bug Fixes:
* Fixed hitbox groups not being reset when Sleep interrupts an attack in progress

Update: 30 Jan, 2024 @ 3:03pm

v3.1

Bug Fixes:
* Fixed strange edge-case of a custom collider not flagged as precise making Sans' Boss Fight stage diagonal blasters register hits when they clearly shouldn't
* Fixed held-C-Stick inputs not being synced to the twin when Rune O is active

Misc:
* New victory theme for Nozomi, courtesy of Ethan
. - You can still trigger the classic one by holding SPECIAL at the end of the match

Update: 24 Dec, 2023 @ 3:00pm

v3.0

Gameplay Changes:
* JAB
. - Reanimated
. - Rapidjab speed increased (6f/punch, active 2, 3 Hitpause -> 5f/punch, active 1, 1 Hitpause)
* FTILT
. - Startup (9 -> 8) Active (4 -> 6) Endlag (16 -> 10)
* DTILT
. - Reanimated
. - Active (3 -> 4) Endlag (9 -> 10)
. - Angle (75 -> 90)
. - Lingering cloud: damage (2 -> 1), has more base HSP (2 -> 3), Hitpause ( -> 3) and Hitstun Multiplier (1 -> 1.8)
* DATTACK
. - Reanimated
. - Startup (12 -> 9) and Endlag (20 -> 13)
. - Lingering cloud: damage (2 -> 1), has more base HSP (2 -> 3), Hitpause ( -> 3) and Hitstun Multiplier (1 -> 1.8)
* FSTRONG
. - Reanimated
. - Bigger blast now always happen, for consistency
. - Active frames tweaked to compensate (f15-17, f27-29, on-hit f39-46 -> f15-16, f19-21, f25-32)
. - Endlag (10?16? -> 18)
. - Early blasts Damage (3 -> 1), Hitpause (0 extra 7 -> 1 extra 1)
. - Main blast Damage (9 -> 12), BKB (6 -> 8) and Hitpause (6 -> 10)
* DSTRONG
. - Sweetspot widened
. - Hitpause increased; Early (7 -> 10) and Late (7 -> 8)
* USTRONG
. - Sweetspot Hitpause (8 +.5 -> 10 +1.2)
. - Sourspot BKB (6 -> 8)
* FAIR
. - No longer has a tap/hold variant
. - Damage (7 -> 9) and KBS (0.7 -> 0.9)
. - Lingering cloud: damage (3 -> 1), now bounces off walls, and has parrystun
* BAIR
. - No longer has a tap/hold variant
. - Damage (9 -> 11) and KBS (0.3 -> 0.6)
. - Lingering cloud: damage (3 -> 1), now bounces off walls, and has parrystun
* DAIR
. - BKB (8 -> 6) and KBS (0.8 -> 0.6)
* UAIR
. - Angle (105 -> 90)
* FSPECIAL
. - Reduced ground friciton slightly (0.35 -> 0.25)
. - Lasts 8f longer when started grounded
. - Being on ice only empowers you for up to 6f
. - Aerial platforms now will be destroyed if they overlap another solid/platform
. - platforms last longer, both on ground (10s -> 13.3s) and in air (2s -> 2.5s)
* DSPECIAL
. - Changed completely: Now deploys a snow cloud, with a column of snowfall beneath
. - Opponents under the cloud get chilled, will be frozen by your next attack
. - Being under the cloud empowers you for 2s
. - When empowered: BAIR, FAIR, DTILT and DATTACK create lingering clouds, STRONG attacks instantly freeze opponents
* CHILL/FREEZE DEBUFF
. - Maximum chill duration (5s -> 6s)
. - Extra SFX when freezing opponents
. - Victims now get encased in ice using their current sprite
. - Hitting frozen opponents incorporates some of the knockback taken into the trajectory


Bug Fixes:
* Fixed being able to still attack/jump cancel out of many moves when parried
* Fixed DAIR's landing hitbox never causing parry stun
* Fixed oddly precise cases of landing midway through Hover activation, canceling hover prematurely
* Fixed Reflector rune triggerring for priority zero hitboxes

Misc:
* Most runes merged, buffed, or replaced by entirely new ones
- "BAIR gets the properties of a STRONG attack."
-> "FAIR and BAIR gain the properties of STRONG attacks."
+ Also includes strong_charging and associated airstall
- "DSTRONG spreads across FSPECIAL's ice platforms."
-> "DSTRONG spreads across the ground."
- "DSPECIAL can be held to reflect projectiles."
-> "PARRY can be held to reflect projectiles."
- "Standing on FSPECIAL's ice platforms reduces friction."
-> "Decreased ground friction."
- "Snow clouds can be knocked around." + "Snow clouds explode on contact."
-> Merged into "Clouds linger, and explode on contact."
- "Snow clouds last longer and produces snow."
-> Removed
- "FSPECIAL's ice platforms drip projectiles."
-> Removed
- "NSPECIAL can affect airborne enemies."
-> "NSPECIAL's radius is wider and can affect airborne enemies."
- "USPECIAL lasts longer and can be toggled at will."
-> "USPECIAL lasts longer, and does not prevent the use of other SPECIALs."
- Added Rune I "AIRDODGE preserves momentum, acting like an air dash."
- Added Rune K "USTRONG and FSTRONG's radii are doubled when charged."
- Added Rune O "...'Nozomi Climbers' !?"
* Explained the joke

Update: 29 Apr, 2023 @ 6:27pm

v2.5

Gameplay Changes:
* UTILT Startup shortnened (6 -> 5)
* NAIR last hit damage increased (3 -> 5)
* USTRONG: Shortened to better match DSTRONG
. - Wider Early hit (40 -> 45) and Late hit (70 -> 80)
. - Late hit comes out earlier and is shorter-lasting (f21-f32 -> f19-f28)
. - Endlag reduced (24, whiff 36 -> 16, whiff 24)

Update: 6 Dec, 2022 @ 7:39pm

v2.4

Gameplay Changes:
* NSPECIAL
. - startup (4 -> 16)
. - active (f5-22, 47-64 -> f17-27, 50-60)
. - base sleep duration increased (75 -> 95), still caps at 180
. - Kirby's version also adjusted (startup 8 active 48 -> startup 20 active 36)
* USPECIAL
. - can no longer fastfall out of hover state
. - instead, press SPECIAL again to stop hovering, THEN fastfall as usual

Bug Fixes:
* Fixed slippery fellas sliding off to their doom when falling asleep
* Fixed Kirby's sleep aura vfx being too small

Misc:
* Reorded alt palettes, plus a new one
* Removed blue highlight from CSS art

Update: 19 Sep, 2021 @ 7:47pm

v2.3
Gameplay Changes:
* Physical collider height reduced (61 -> 44)
* JAB:
. - Internal logic reworked, simplified massively.
. - Rapidjab animation variants now purely cosmetic, hurtboxes are all the same
. - Should feel mostly identical, but let me know if I messed something up in the process
* NAIR:
. - No longer gets early-cancels when parried
* FAIR:
. - You now need to hold the attack button to spawn the cloud
. - Cloud spawns one frame "later" (13 -> 12)
. - Less startup (10 -> 8), more active (3 -> 5) and less endlag (19 wiff 25 -> 13 whiff 18)
. - Damage changed (7 -> Tap 9, Held 7)
. - Angle is higher (35 -> 45)
. - Raised Knockback (5 -> 7) and Scaling (0.65 -> Tap 0.9, Held 0.7)
. - Hitpause Scaling (0.25 -> 0.7)
* BAIR:
. - You now need to hold the attack button to spawn the cloud
. - More active (4 -> 5) and less endlag (12 wiff 17 -> 10 whiff 15)
. - Damage changed (9 -> Tap 11, Held 9)
. - Angle is higher (145 -> 105)
. - Does not apply to Rune B's hitboxes
. - Knockback Scaling lowered (0.75 -> Tap 0.6, Held 0.3)
. - Hitpause Scaling raised (0.5 -> 0.7)
* DAIR:
. - Can no longer jump-cancel when parried
. - Raised Sweetspot Hitpause (8 -> 12) and Scaling (0.5 -> 0.6)
. - Raised Sweetspot (grounded target) Hitpause Scaling (0.35 -> 0.4)
* UAIR:
. - Lowered Landing Lag (15 -> 8)
* DSPECIAL:
. - Raised Startup (4 -> 6)
. - Counter/Reflection is now aware of Team-attack
* FSPECIAL:
. - Standing on your (or a teammate's) ice makes Strong attacks freeze targets (unless immune)

Bug Fixes:
* Fixed odd animation when TAUNT is used on respawn platform
* Fixed being able to Jump-cancel STRONGs out of windboxes
* Fixed DSPECIAL not properly looping when using Rune D
* Removed stray hurt_img assignation that caused Nozomi to not have the correct hurt sprite when hit mid-attack

Misc:
* Smolified "all" (most) sprites
* Frozen targets get a randomized rotation speed on launch
* Added Nozomi's true voice to NSPECIAL
* Added visual indicator that shows NSPECIAL's range when hitbox visibility is turned on
* Added backflip animation
* Added Hypercam supports

Update: 12 Feb, 2021 @ 7:41pm

v2.2

Gameplay Changes:
* Increased Pratfall's speed cap (5.5 -> 7)
* Halved USPECIAL recharge rate while not on stage
* Nerfed FSPECIAL
. - Increased cooldown (160 -> 180)
. - Using consecutive FSPECIALs too quickly will not create ice platforms

Update: 2 Feb, 2021 @ 3:37pm

v2.1
Gameplay Changes:
* Equalized cloud lifetimes for DTILT (36 -> 32) and DATTACK (30 -> 32)
* DATTACK's cloud comes out one frame later (16 -> 17)
* DSPECIAL Reworked as a counter
* USPECIAL now puts you into pratfall when you run out of hover
* Pratland duration increased (20 -> 32)
* NSPECIAL:
. - Mashing bonus reduced (200% -> 100%), mashing is now purely cosmetic.
. - Made Sleep duration more consistent across characters

Bug Fixes:
* Fixed DATTACK's cloud braking too early when on platforms
* Fixed NSPECIAL putting teammates to sleep
* Fixed Walljumping not waking you up

Misc:
* Added a sparkle to Character Selection portrait to help when picking colors
* Added Abyss Runes:
A - NAIR gives an upward boost when held.
B - BAIR gets the properties of a STRONG attack.
C - DSTRONG spreads across FSPECIAL's ice platforms.
D - DSPECIAL can be held to reflect projectiles.
E - Increased air speed and acceleration.
F - Standing on FSPECIAL's ice platforms reduces friction.
G - Frostbite: Chilled enemies take damage over time.
H - Snow clouds last longer and produce snow.
I - Snow clouds can be knocked around.
J - Aerial attacks can always be jump-cancelled.
K - FSPECIAL's ice platforms drip projectiles.
L - NSPECIAL can affect airborne enemies.
M - Snow clouds explode on contact.
N - USPECIAL lasts longer and can be toggled at will.
O - FSPECIAL's ice platforms can last indefinitely.
* Added Support for:
. - HG_MUNO_OBJECT_LAUNCH_ANGLE

Update: 2 Feb, 2021 @ 3:33pm

Update: 2 Feb, 2021 @ 3:32pm

"v2.0"