Rivals of Aether

Rivals of Aether

Gardevoir (Wip)
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Update: 9 Jan, 2021 @ 12:34pm

v0.2

Dspecial + Jump:
> Slightly lowered on how high you go

Fair:
> Made it so the second hit has more knockback growth while the first hit has almost no knockback growth

Dtilt:
- Endlag (10 > 13)

Dattack:
- Start up (8 > 11)
+ Angle (60 > 55)
- Hspeed (6 > 4)

Dair:
> Made the move have it's own endlag animation
* Note it has whiff lag
- Landing lag (11 > 14)

Heal Pulse (rune K):
- Increased the cooldown (70*mind [4.66 seconds] > 120*mind [8 seconds])
- Damage healed when with 4 minds was decreased from 18 to 12
- Damage healed when with 3 minds was decreased from 12 to 10
- When above 150 hp you heal 15 more instead of 20
> Healing goes like this (5, 8, 10, 12)

Dspecial + Special:
- increased the cooldown from (50 > 80)

Rune L:
> Made it an actual rune
- Doesn't eat tacos
> You start out slightly slower than usual
> Getting attacks loses a small amount of speed
> When doing a second jump it will slightly decrease it if it is above a certain speed
> It's like the babyface blaster but better

Rune M:
* Rune M was added in this patch
> It has defense and it also increases when getting hits but you need to do more hits
> Parrying moves helps with your defense

Update: 8 Jan, 2021 @ 1:14pm

v0.91

Dspecial + Special:
+ Made it so you could input up or down
> Increased the distance it is spawned at
> Lowered the projectile

Dair:
> CHANGES MIGHT BE REVERTED
- Decreased base knockback from 5 to 4
- Damage decreased from 8 to 7
? Angle flipper changed to 0

Uair:
+ Start up decreased from 13 to 10 frames (reverted from pass patch)
> Made the hitboxes like there is actually an animation going on
- Base knockback decreased from 8 to 7
- Knockback Growth decreased by 0.1 (0.6,0.7 > 0.5,0.6)
- Made the angles slightly lower (90 > 85)
- Endlag (9 > 11)

Nair
> Made the move a 2 hit move instead of 3
- Endlag (14 > 17) [might be too laggy]
- Landing lag (8 > 10)
+ Knockback growth {final hit} (0.35 > 0.40)
+ Angle (55 > 50)

Fair:
> Changed the projectiles
- Endlag (8 > 21) [21 is 14*1.5]
+ Startup (12 > 15)
* Move is really disjointed so i made it slow
* Also I tried to make it so it combos

Rune L:
+ Epic

Update: 6 Jan, 2021 @ 10:20am

v0.9

Uair:
- Made Uair Start-up 13 frames
* This change is temporary till Uair gets animated

Dstrong:
+ Made the non-projectile hitbox angle slightly lower (50 > 45)
- Projectile is slower (Hspeed 5 > 4)
> Gave the projectile 3 frames of hitpause

Fspecial:
+ Lowered the angle (62 > 52)
+ Increased uncharged Fspecial base knockback to 6
- Slightly decreased how much extra knockback you get when you fully charge it (Extra BKB 2 > 1.6)
- Slightly decreased the speed of the projectile when fully charged

Update: 5 Jan, 2021 @ 5:20pm

Beta

Rune A:
+ It now slightly buffs the air moves (BAIR,FAIR,UAIR,DAIR,NAIR)

Rune I:
+ When the opponent gets grabbed they won't be able to tech

Dspecial + Special:
? Increased the H-speed from (3.8 > 8)
? Made it stop in one frame
+ Hitpause (15 > 20)
+ Blows up 5 frames earlier
+ Base knockback (8 > 9)
> Prototype Sprites updated
* They are more gray to make it more like future sight

Update: 4 Jan, 2021 @ 2:18pm

v0.7

+ added Rune K

General:
> New Air speed is experimental probably will change with feedback
- Reduced air speed to 4 (from 4.4)
+ Max jump air speed decreased to 4 (from 4.5)
+ Max Ground jump hsp increased to 6

*Old* Rune A:
> Moved it to Rune J

*New* Rune J:
+ Can cancel anytime
+ Increased the knockback BKB:(9 > 10) KBS:(0.55 > 0.60)

Rune E:
+ Made Rune E and *Old* Rune F them into one Rune

Rune G:
* Note I am calling mir "mana" now
- On death you lose all your mana

Rune I:
+ Made the throw untechable
- Extended the cooldown from 30 to 45 to prevent chain grabs
+ decrease endlag for when you get the grab (24 > 22 in air) (19 > 17 on ground)

Uspecial:
+ Changed the code so it had more directions than just 8
+ If you hit the move you will not go into special fall
- Gave Rune J the thing where you can cancel during teleport

Nair:
- Angle (40 > 55)
- Knockback Growth (0.4 > 0.35)

Update: 3 Jan, 2021 @ 2:08pm

v0.6

+ New Crouch box
+ New Thumbnail
+ Fixed a bug where she mind wouldn't go down without rune G

Rune I:
* Changes the entire move
> It's a grab attack
> Sends in 4 directions
> Back throws send slightly farther than forward throws
- End lag is higher in the air than on the ground
+ Edge guarding is more powerful

Update: 1 Jan, 2021 @ 7:24pm

v0.5

+ Added rune E, F and G and H

rune E and F:
+ They both are affected from mind

Rune G:
- You can't use Nspecial unless you have at least 30 minr and 1 mind
+ Hitting counter and parries increase the counter
+ Only one mind is used
+ Slightly increased defense
- Getting hit reduces the minr counter a tiny bit and decrease how much minr you get
> Calm mind increases the minr by 35

Rune H:
> It has gravity but it does more damage and knockback

Fspecial:
+ Increased the speed of the projectile to 8 (uncharged)

Update: 1 Jan, 2021 @ 10:06am

v0.4


General:
* Fixed a bug where Death.gml doesn't work
+ On death mind will reduce itself by 2 instead of resetting it to 0

Jab:
? You go slightly go forwards on Jab 3
+ Jab 3 Knockback Growth (0.3 > 0.4)
+ Jab 3 Damage (5 > 4)
- In Between Jabs frames (3 > 5)
* Made Jab feel too fast
> If Special is held down you will do the other jabs without having to spam the attack butto
? Jab angle (60 > 50)
+ Removed annoying sound from jab


Dspecial + Shield:
> Made it into a projectile protection move
+ Has a tiny windbox
* I Made it an artical but later it's probably is going to be in the move itself

Update: 29 Dec, 2020 @ 8:55pm

v0.3

Rune B:
> Added medic voiceline lol
- Frames nerfed to match with the voiceline
+ Hitbox slightly extended
+ 12 Soft Armor points added when doing the taunt
- Whiff lag added
- Cooldown added

Rune A:
- Goes a shorter distance than normal Uspecial

Uspecial:
+ You can cancel Uspecial while in the teleporting window.
+ Uspecial doesn't stop you in the air
- Lowered the distance you go with Uspecial
> Increased the teleporting window to 10 frames (old 8)

Fair:
> Changed Fair to a more projectile move

Update: 29 Dec, 2020 @ 2:06pm

v0.2

Added Rune B
> Basically a taunt kill
> Hard to pull off
* Fun fact it's the medic sawbone taunt

Added Rune C
> Could be 2 different runes
> More defense the more parries you get off max is 5
> Charm when you counter adds more time to the debuff

Added Rune D
> Holding the move longer is less punished
> Starts at 12 damage and 8 at max stale
> Spike Doesn't stale

Charm:
+ Time when you respawn before you can do the counter decreased (240 frames > 180) (4 to 3 seconds)
- Increased how many counters you can do before you get even lower damage
- Increased the time of when you hit a counter before you can counter again (305 > 425)
> Time increase will be lower if it is above the original debuff timer.
- Increased the damage the opponent does to (0.75, 0.5, 0.25, 0.15 > 0.80, 0.60, 0.50)
* Felt like getting too many counter would make the opponent do no damage so I increased it so the opponent could do more damage
* Reduced the max debuffs to 3 because the 4th debuff would make the opponent's character unplayable

Utilt:
+ Readded the projectile
- Projectile is much slower
- Move has a cooldown
- Hand Hitbox Knockback Growth (0.75 > 0.65)
- Hand Hitbox Damage decreased to 3
+ Endlag Decreased to 10