Rivals of Aether

Rivals of Aether

Quagsire
Showing 1-10 of 23 entries
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Update: 21 Apr, 2023 @ 12:30pm

v3.6

Update: 12 Oct, 2022 @ 2:16pm

v3.5

Update: 12 Oct, 2022 @ 10:48am

v3.4

Update: 3 Oct, 2021 @ 8:57am

v3.3

Update: 28 Sep, 2021 @ 8:41pm

v3.3

Quag Dev Derby Patch

Air Dspecial Spike damage and KBG buffed (9 -> 11, .6 -> .8)
Air Dspecial Upwards hit damage and KBG buffed (8 -> 9, .8 -> 1)
Nair hitbox is larger
Nair multihits have less hitpause (3 -> 2)
Dtilt whifflag decreased (6 -> 3)
Uspecial final hit BKB and scaling increased (7 -> 8.5, 0.5 -> 0.7)
Mud Uspecial final hit scaling increased (0.9 -> 1.0)

Update: 14 Jul, 2021 @ 6:33pm

v3.2

Update: 24 Jun, 2021 @ 4:53pm

v3.1

Quagsire v 3.1

Lots of miscellaneous animation fixes

Decreased Nair Hitpause
Mud uspecial can now be used in the air and jumpcancelled
Mud decreases slower
Dspecial is faster
Utilt hitboxes fixed to match the animation

Update: 8 Jun, 2021 @ 4:59pm

v3.0

==Quagsire Gaming==
Base Stats:
- Knockback Adj: 0.94 -> 0.95
+ Gravity Accel: 0.65 -> 0.6
- Air Accel: 0.55 -> 0.3 (Wut)

~ Dash Speed: 5.6 -> 5.5 (It's normally 5.5, set weird in init)
~ Init Dash Time: 10.5 -> 10 (Can't have half a frame)
+ Walk Speed: 3 -> 3.5
+ Walk Accel: 0.2 -> 0.25

+ Max Air Speed: 3.75 -> 4
+ Jump speed: 11 -> 12
+ Double jump speed: 10 -> 12
- Walljump VSP: 10 -> 9
~ Pratfall accel: 0.4 -> 0.7 (True: 0.22 -> 0.21)

+ Airdodge Speed: 7 -> 7.5

~ Orcane Wavedash sound
~ (Removed all identical startups from Aerial moves)

Neutral Air:
+ Landing lag: 8/12 -> 4/6
~ Removed active frame VSpeed

~ Multi-hit Base Hitpause: 2.5 -> 4 (Can't have half a frame)
~ Multi-hit Base Knockback: 2.25 -> 4 (Couldn't lift)
- Multi-hit Flipper: 9 -> 6
- Removed SDI multipliers

+ Launcher Base Knockback: 7.25 -> 7
+ Launcher Knockback Scaling: 0.4 -> 0.3
~ Launcher Base Hitpause: 4 -> 7
~ Launcher Hitpause Scaling: 0.4 -> 0.15
~ Launcher Flipper: 3 -> 6
~ Changed launcher hit SFX to Med2

Up Air:
+ Damage: 6 -> 7
+ Startup: 10 -> 8
- Overall active frames: 10 -> 8
- Removed VSpeed during active frames
~ Removed Angle 65 hitbox
~ Simplified upwards hitboxes (89/96/96) to 90
~ Removed flipper 6 on all hitboxes

- Upwards Base Hitpause: 4.75 -> 7

- Spike Hitbox Angle: 265 -> 270
- Spike Hitbox Base Knockback: 6.9 -> 6
- Spike Hitbox Base Hitpause: 4.75 -> 8

Forward Air:
- Active VSpeed: -2.5 -> -2
~ Angle: 40/45 -> 70/70

~ Sweetspot Lifetime: 4 -> 1 (Clarity)
+ Sweetspot Base Knockback: 7 -> 8
+ Sweetspot Knockback Scaling: 0.7 -> 0.85
~ Sweetspot Base Hitpause: 7 -> 8
~ Sweetspot Hitpause Scaling: 0.8 -> 0.6

- Sourspot Lifetime: 8 -> 4
- Sourspot Damage: 8 -> 7
~ Sourspot Base Knockback: 4 -> 6
~ Sourspot Knockback Scaling: 0.4 -> 0.5
~ Sourspot Base Hitpause: 7 -> 6
~ Sourspot Hitpause Scaling: 0.5 -> 0.3
~ Changed sourspot hit sound: Heavy1 -> Med3

~ Animation retimed (Re-added missing active frame)

Back Air:
- Startup: 8 -> 14
~ Endlag: Idk man -> 14/21
- Landing Lag: 5/8 -> 6/9
- Lifetime: 5 -> 3
- Angle: 35 -> 45

+ Damage: 8 -> 10
+ Base Knockback: 5 -> 8
+ Knockback Scaling: 0.8 -> 0.9
~ Base Hitpause: 5 -> 8
~ Hitpause Scaling: 0.5 -> 0.8

+ Stretched the attack in animation
~ Cleaned one head smear a little bit
~ Recoded windows (whifflag previously broken)
~ Beefed up audio
~ Animation retimed

Down Air:
+ Endlag: 16/22 -> 14/21
- Spike Base Knockback: 6.25 -> 6
+ Spike Knockback Scaling: 0.55 -> 0.6
- Sourspot Base Knockback: 6 -> 5

Jab:
+ Removed whifflag
+ Jab1/Jab2 Damage: 2 -> 4
~ Gave the move water hit sounds

+ Jab1 Startup: 4 -> 3
- Jab1 Lifetime: 5 -> 3

- Jab2 Lifetime: 5 -> 3
+ Jab2 Base Knockback: 2.7 -> 3

- Removed Jab3 Angle Flipper

FTilt:
~ Removed idle frame from startup
~ Changed Move SFX
- Lifetime: 6 -> 5
+ Knockback Scaling: 0.75 -> 0.65
+ Base Hitpause: 8 -> 6
+ Hitpause Scaling: 0.6 -> 0.5
~ Mud Hitpause: 8 + 0.6
~ Added Mud Version to Munophone

UTilt:
+ Endlag: 12/15 -> 10/15
- Quag Hit Lifetime: 6 -> 3
+ Quag Hit Base Knockback: 5.5 -> 6
~ Changed Quag Hit grouping to match Water Hit2 instead of Hit1
~ Recoded Mud Windows
+ Normalized Mud Hit1/2 with Water Hit1/2

~ Water Hit1 Hitpause: 2 + 0.5 -> 5 + 0

- Water Hit2 Lifetime: 4 -> 3
~ Water Hit2 Base Hitpause: 5 -> 7
~ Water Hit2 Hitpause Scaling: 0.5 -> 0.4

~ Mud Hit4/5 Hitpause: 3 + 0.5 -> 7 + 0.3

DTilt:
~ Extended window 2 length: 3 -> 11 (Had less frames than animation frames?)
- Endlag: 4/10 -> 12/18 (Result of fixing windows)
+ Damage: 6 -> 8

DAttack:
+ Damage: 7 -> 8
+ Endlag: 18/18 -> 12/18 (Gave whifflag)
- Angle: 35 -> 361
+ Base Knockback: 7.25 -> 8
+ Increased HSpeed by 1 (5.5/4.5)
+ In Mud Stage 2, HSpeed increased (7/6)

USpecial:
- Normal Base Hitpause: 3.5 -> 7
- Mud Base Hitpause: 3.5 -> 10
- Mud Hitpause Scaling: 0.3 -> 0.8
~ You can now Drift DI when hit by the final hit

FStrong:
~ Endlag: 25/28 -> 21/32
- Lifetime: 6 -> 3
- Angle: 40 -> 361
- Base Knockback: 9.5 -> 7
+ Knockback Scaling: 0.6 -> 1.0
- Base Hitpause: 4 -> 7
~ Removed HSpeed to make consistent with FStrong2

~ Removed Double Hitsound
~ Removed idle frame from endlag

FStrong2:
~ Normalized non-additions with FStrong
~ Endlag: 22/25 -> 17/26

+ Removed knockback/hitpause scaling from FStrong1
~ First hit Base Hitpause: 4 -> 6

- Second hit Angle: 40 -> 45
- Second hit Base Knockback: 9.5 -> 9
+ Second hit Knockback Scaling: 0.75 -> 1.15
- Second hit Base Hitpause: 4 -> 10
- Second hit Lifetime: 6 -> 4

UStrong:
- Charge Frame: 15 -> 4
+ Startup: 15 -> 12
+ Endlag: 24/30 -> 19/29
~ Multihit Base Hitpause: 1.5 -> 3 (Can't have half a frame)
+ Angle: 85 -> 90
+ Both Base Knockback: 7 -> 8
- Normal Hitpause Scaling: 0.7 -> 0.9
- Mud Hitpause: 9 + 0.7 -> 10 + 1.0
~ You can now Drift DI when hit by the final hit
~ Removed idle frame from startup/endlag
~ Now raises name tag on rise

DStrong:
+ Charge Frame: 4 -> 6
+ Endlag: 35/45 -> 20/30
- Lifetime: 7 -> 4
~ Removed Flippers which didn't do anything
~ Removed idle frame from endlag

DStrong2:
~ Normalized endlag with DStrong
~ Recoded and retimed windows

- First Hit Lifetime: 9 -> 4
+ First Hit Damage: 5 -> 6

- Second Hit Lifetime: 7 -> 4
+ Second Hit Angle: 85 -> 90
+ Second Hit Damage: 8 -> 9
- Second Hit Base Knockback: 11 -> 10
+ Second Hit Knockback Scaling: 0.9 -> 1.15
- Second Hit Base Hitpause: 7 -> 10

Mud Mechanics:
~ Moved passive dehydration from not using runes to dehydration (?)
~ Moved small increase of mud from not using nyoom to dehydration (?)
~ Dehydration: -0.06 - 0.07 + 0.05 (-0.08) -> -0.08

NSpecial:
~ Raised mud two pixels up to align with the stage

FSpecial:
~ waterhit_strong replaced with waterhit_heavy (former does not exist)
- Removed Drift Multiplier
- Stage 3 FSpecial consumes 50 moisture (Spammable and has collision issues)

DSpecial (Ground):
- Is now techable
+ Can now hit opponents multiple times
+ No longer dehydrates while using the move on mud

Update: 11 Apr, 2021 @ 7:13am

v2.3

Update: 4 Apr, 2021 @ 2:30pm

v2.2