Rivals of Aether

Rivals of Aether

Gardevoir (Wip)
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Update: 31 Mar, 2024 @ 7:25pm

v0.3

Small sprites is off (for bracket)
* Idk if I'll be working on this character as it's has been like 4 years since me trying to make this character + I want to do other characters (Mainly ocs and stuff, 'cause I kinda lost a bit of interest in pokemon lol.)

Update: 28 Nov, 2021 @ 7:56am

v11.28.2021

+ New portrait
> Added Zard's init
> Placed in the new base sprite
> New Preview

Update: 14 Aug, 2021 @ 10:18am

Alpha v1.26

> Reduced some lines in the code

Uspecial:
+ Changed how the teleport works

Update: 8 Jul, 2021 @ 1:38pm

Alpha v1.25

+ New hud icon for mind
+ Dashturn made
+ Changed the walkturn animation. Now it looks decent
- Replaced Rune J sprite with the original Uspecial
* The only difference with Rune J's and Normal was that the rune's was red

Dspecial:
- Increased the amount of time to get a mind by 10 (25 frames > 35 frames)
- Speed and Defense buffs are lowered
+ You can now go up to 5 minds at once
* It is harder to get a mind

Rune K:
+ Fixed a bug where it keep the cooldown at 60 no matter what

Rune O:
+ Fixed some stuff
+ Removed The original rune code (a hitbox while falling)
* You get rewarded for not getting hit as much

Update: 21 Jun, 2021 @ 4:18pm

Alpha v1.24

+ New Flashy Effect
+ 4 new holiday alts
+ Changed the "inverted" alt to be truly inverted instead being a swap of green and pink

Uspecial:
- Stale cooldown increased
* Use your teleports more carefully

Rune L:
- Slightly decreased how much speed you start at
- Lose more speed when you 2x Jump (0.05 > 0.1)
? To get the speed you have to run instead of getting hits
* Makes it more unique lol

Rune M:
- You don't gain anymore defense by hitting the opponent
+ You gain 0.1 defense when you do a successful parry instead of 0.05

Rune O:
+ Changed the entire rune

Update: 20 Jun, 2021 @ 1:03pm

Alpha v1.23

+ More of Dspecial done
+ Front facing sprite changed
+ Changed the crouch animation (It was intended to be a Bair)
+ Changed the DJump animation
+ Jumpstart and Land animation changed
+ New Tauntkill animation


Dstrong:
+ Buff projectile's knockback when it spawns
+ Projectile covers more distance

Update: 9 Jun, 2021 @ 5:13pm

Alpha v1.22

+ New Alt
+ Created a frontfacing sprite
+ Mild edits to crouch
+ taunt added (not finished)
+ edited idle
+ Animated a bit of Dspecial

Nspecial:
- Increased endlag (18 > 23)

Update: 19 May, 2021 @ 6:22pm

Alpha v1.21

+ Fspecial has the Frune animation for now
+ Gave Dash start 3 frames instead of 4
+ Nspecial mockup animation added
+ Changed up the hud a little
* Mind is now counted through roman numerals
- Nerfed Her speed (She is slightly slower in the air and ground)
- Reverted wavedash change (1.05 > 1.00)
* Felt like it went too fast



Fspecial:
+ You can charge it the move more
- Decreased the damage a little bit
- Cooldown midly increased
+ Projectile location was changed to be more around Gardevoir's arms

Uspecial:
- Increased the slateness cooldown (130 > 160)

Update: 1 May, 2021 @ 6:03am

Alpha v1.2

+ New Fspecial rune animation
+ New Fspecial Projectile
+ Mildly improved the Dstrong Projectile
+ Mildly improved the Future sight projectile (Note: Minor bug with animation)
+ Uspecial animation created
+ wave_land_adj (1 > 1.05)
- Prat-land time (8 > 12)
+ Some Added Character / Stage support
+ Increase hitpause on some of the moves


Uspecial:
- Endlag (8 > 10)
+ Start-up (9 > 6)
- Increased cooldown from 6 to 15
- Soft Armor decreased from 15 to 12
* You move faster, but you are more vulnerable to attacks
- Increased how stale the move can get (4 > 5)

Nspecial:
- You now can't use the move without having a mind
* It makes sense you can't use the move without storing anything.

Dspecial + Shield:
+ you get 10 soft armor points now

Nspecial:
+ Increased kill power if mind is on 3 or 4 (0.9,1 > 1, 1.2)

Fair:
- Shouldn't kill as early now
+ Start-up (14 > 13)

Dair:
+ Increase base knockback for first few frames (4 > 5)
+ Slightly increased base knockback for slate

Dattack:
- Base Knockback (8 > 7.5)
- KB growth (.6 > .5)
* Shouldn't kill as hard now

Nair:
- Start-up (12 > 14)
- Base KB (7 > 6)
- Angle (50 > 75)
- Endlag (17 > 22)
- Landing lag (10 > 12)
* These nerfs should help prevent less early kills with the move
* Hope I did not destory the move like Valve balancing TF2 weapons

Dtilt:
- Decreased Hspeed (8 > 7)
- Decreased weak hitbox knockback
+ Changed weak hitbox's angle from 70 to 65
- Endlag (13 > 15)
* Edgegrauding is harder and less likely to kill early

Utilt:
+ Projectile KB growth increased from .60 to .70
+ NonProjectile KB growth increased from .65 to .75

Bair:
- Angle (45 > 50)
* Sourspot angle is 55
- Damage Sweetspot (9 > 8)
- Base KB (7 > 6)

Rune I:
+ Increased kill power for forward and backward throws
- Increased cooldown to prevent chain grabs
+ start-up is slightly quicker
- Lifetime decreased from 9 to 5 (Less Janky)
* If you have rune J and I it would be overpowered, so I made a cooldown if you hit the combo

Update: 23 Apr, 2021 @ 4:06am

Alpha v1.14

+ Changed the jump animation
+ added dash-stop animation, pratfall (unfinished) and landing animation (unfinished)
+ Changed up the dash animation a little bit
- dash stop time (4 > 7)
+ Dspecial + Attack has different sounds now
? dash stop percent (35% > 42%)
- Walljump vsp (8 > 7)

+ Jump speed (7.5 > 8.25)
* Jump felt too low, so it feels better

DSpecial + Attack:
+ Increased counter timer from 7 to 8 seconds if you hit the counter more than once

Rune J:
+ Gets less staled faster (160 > 150)
* Without the rune it's 130

Rune N:
+ Bair damage increased
+ Dspecial damage increased