Rivals of Aether

Rivals of Aether

Chris Hayabusa
Showing 1-10 of 10 entries
Update: 23 Jun, 2021 @ 8:23am

v1.7
(Big thanks to McDucky for the bulk of this update!)
Dair Angle 250 > 270
Bair sourspot angles changed from 160 -> 140

Aerials now have landing lag setup.
- U-Air, N-Air, D-Air has 4 frames
- B-Air has 6 frames
- F-Air has 8 frames

USpecial now has 10 frames of landing lag when aimed downwards.
Pratfall landing lag is now 3 -> 5 frames

Jab has knockback and hitpause scaling to prevent semi infinites.
Jab 1 angle 80 -> 30
Jab 2 angle 86 -> 45
Jab 3 HSpeed 2 -> 7

Removed "Orange" and "I Dunno lol" palettes and replaced with "Green" and "Blue Sky"
Rearranged order of some of the palettes

Update: 25 Apr, 2021 @ 1:47pm

v1.6
=Fixed an oversight in Chris's aerial side-special where it did not restore after performing a walljump

Update: 19 Apr, 2021 @ 11:12am

v1.6
-Nspecial Hspeed reduced: 10>7
-Nspecial landing lag increased: 0>4
-Nspecial cooldown increased: 30>40
-Nspecial is no longer transcendent

+Grounded Dspecial startup reduced by 8 frames

+Fair tipper has been removed, making the whole first half of the move the same strength
-Because of the above, the second half of the move is weaker at the tip than before

+Bair sourspot on kicking leg increased knockback: 6.8>7.4
+Bair sourspot on kicking leg increased knockback scaling: 0.65>0.69

=Fspecial Vspeed increased: -12.5>-10 (makes it go lower than before)

+Ustrong knockback scaling increased: 1>1.06
+Ustrong angle is now more steep: 70>80
+Dstrong startup reduced: 18>16

+Dstrong angles made slightly more steep: 70>80, 110>100
+Dstrong second hit base knockback increased: 6>6.3
=Dstrong second hit hitboxes now send in opposite directions as opposed to the same direction

-Dspecial Air landing lag increased: 12>14.5

-F-Special can only be used once per airtime, now goes into landing lag when landing on platform.

+New U-Special animation
=New hitboxes and knockbacks for U-Special, and dust trail added to U-Special

-U-Special now ledgesnaps.

=U-Special and F-Special can now be walljumped out of.

-Offset changes to even numbers to be consistent with Rivals.

-Hitstun multipliers removed.

Update: 18 Mar, 2021 @ 5:44pm

v1.5
= Added 16 new palette slots, adjusted a few existing ones, and overhauled some others for more unique colors.

Update: 2 Mar, 2021 @ 8:07pm

v1.4
=Date Girl compatibility added

Update: 2 Feb, 2021 @ 3:26am

v1.3

=Down Special has been revamped. Instead of one paltry pillar, it summons three at a time, similar to Kragg's Down Special. Your placement on the stage, specifically edges, determines if you get the full attack or part of it.

+ The aerial version of Down Special will also activate the projectiles upon landing. Same placement rules apply. You can hold down during the attack to phase through platforms.

+ Performing the stomp on its own near edges spikes the opponent.

= Changed Chris's victory screen background to a future stage

Update: 29 Dec, 2020 @ 3:42pm

v1.2

Update: 28 Dec, 2020 @ 9:47am

v1.2

=Nair hitpause reduced

=Fspecial hitpause increased on all hitboxes
+Fspecial first hitbox knockback and damage increased
-Fspecial weak hit damage and knockback reduced
+Fspecial now has a higher arc (Think ZSS)
+Fspecial can fastfall (More of a discovery than a change)
+Fspecial no longer gets tuck on ledge
-Fspecial has more startup before the hitboxes are active

+Bair animation added more overshoot
+Bair has increased knockback
+Bair has a new hitbox that ads more range
-Bair angle changed to increase opponent's chance of survival with correct DI
=Bair hitpause scaling increased on the strong hit

+Dash attack now travels farther forward

+Nspecial now Autocancels from performing it in mid-air
-Nspecial now has a cooldown

+Dtilt startup reduced
+Dtilt endlag reduced
+Dtilt damage increased
+Dair hitpause and hitpause scaling increased
+Dair endlag slighlty reduced
=Dtilt base knockback and knockback scaling increased
-Dair vertical speed removed
-Dair sweetspot active frames slightly reduced

+Uspecial given a hitbox while rising

Update: 6 Dec, 2020 @ 10:05am

v1.1
-GENERAL MOVEMENT: Max Air Speed reduced: 7 > 5

+Back air hitboxes changed to match animation
+Back air hitboxes angle and strong hit base knockback adjusted
+Back air total frames reduced: 40 > 33
+Back air startup frames reduced: 10 > 8
-Back air active frames reduced: 11 > 8

+Fair hitboxes changed to match animation
+Fair starts 1 frame earlier

-Up air infinite removed
-Up air has less vertical range
+Up air has more utility

+FStrong total frames reduced: 66 > 53
+Fstrong startup reduced: 31 > 19
-Fstrong strong hitbox size reduced and moved to fit animation
-Fstrong weak hitbox size greatly reduced and moved to fit animation
-Fstrong weak hitbox knockback scaling reduced: .9 > .8
-Fstrong weak hitbox lasts 1 frame less to fit animation

+Dstrong total frames reduced: 75 > 51
+Dstrong startup reduced: 33 >18
=Dstrong turned into a 2 hit move
-Dstrong is active for less frames
-Dstrong knockback scaling reduced

-Nspecial duration reduced: 150 > 50
+Aerial momentum is no longer stopped when using Nspecial in the air
+Nspecial startup and endlag reduced

-Grounded Dspecial startup increased
+Grounded Dspecial base knockback and knockback scaling increased significantly

-Fspecial horizontal movement reduced
+Fspecial pratfall removed
+Added spike hitbox to Fspecial
+Increased knockback of Fspecial
=Fixed the issue of Ftilt hitbox coming out later than animation

Update: 30 Nov, 2020 @ 8:27am

v1.0