Rivals of Aether

Rivals of Aether

Donyoku
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Update: 4 Sep, 2024 @ 10:35pm

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Update: 4 Sep, 2024 @ 1:03pm

v1.91

Update: 9 Jun, 2022 @ 12:44pm

Patch 1.92: Quick hotfix to a weird issue

Dspecial Air - Blade Crash:
+Extended hurtbox removed during the drop animation
(For some ungodly reason, there was a couple pixels of extra hurtbox at the tip of his sword during one animation frame of the drop animation that had accidentally been left there without me noticing. This resulted in the Dspecial losing to several moves that it should reasonably never lose to (Say... for example, a Mario Uspecial that was active right below the tip of his sword :3). This hurtbox has been removed for obvious reasons)

Update: 28 Apr, 2022 @ 8:49pm

Patch 1.9.1: Some quick fixes

Fstrong:
-Angle Flipper removed from the inner hitbox
(After last patch, the inside hitting hitbox on Fstrong having an angle flipper on it led to some very dumb cheese that probably shouldn't have been possible to begin with and just made properly DI'ing against it confusing. As such, the angle flipper has been removed)

Update: 8 Apr, 2022 @ 11:27am

Patch 1.9: Pre Genisis patch (This patch should've come out 2 months ago AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!!!!!!)

General Changes:
~The BLM Secret alt adjusted to have a white shirt (it's now a certified S tier BLM Alt)
~Cackling Hyena alt replaced with the GENESIS alt
~Walk sprite offset moved backwards slightly

Jab:
+Jab 3 startup decreased from 12 frames to 10 frames
(Startup reduced on jab 3 to make it a bit more consistent to land after jab 2)

Ftilt:
+Ftilt startup decreased from 13 frames to 12 frames
+2nd hit knockback angle changed from 361 to 40
+2nd hit knockback scaling increased from 0.7 to 0.75
(Ftilt's frame data and hitbox strength buffed to be more in line with other workshop characters, particularly Chimera. Particularly, Ftilt was made much stronger as an edgeguarding kill option, where previously it was underwhelming)

Fstrong:
-Post charge Hspeed reduced from 10 to 8. Now burst forward slightly later
+Lower hitbox size increased inwards
~Property where Fstrong would stop its forward momentum if the opponent was close to Dony has been removed.
~Lower hitbox now has an angle flipper 6. It now sends opponents behind Dony if he passes through them before hitting
(Fstrong was having some weird problems where it was desyncing games, due largely to the move having the property where it would stop his forward momentum when he reached his opponent. These changes were made to accomidate removing that property)

Dstrong:
+Initial grab hitbox size increased inwards
(Minor adjustment made to make Dstrong not whiff at point blank)

Nair:
~Hitpause scaling decreased from 0.7 to 0.3
(This move previously had SK Nair's hitpause scaling, which as many people pointed out felt way too high. This adjustment should hopefully make it less sluggish to land)

Fair:
+Initial hitbox size increased inwards
+Initial hitbox knockback scaling increased from 0.5 to 0.7
-Late hitbox knockback angle changed from 361 to 45
-Late hitbox knockback scaling increased from 0.75 to 0.5
~Initial hitbox Hitpause scaling decreased from 0.75 to 0.6
~Late hitbox base hitpause decreased from 8 to 7
~Late hitbox Hitpause scaling decreased from 0.75 to 0.5
(So... I realized that the late hit was stronger than the initial hit on Fair, which was very much not my intention. As such, I swapped the stats around between the two hits)

Bair:
+Sweetspot base knockback increased from 7 to 8
(Bair kills earlier... have fun)

Dair:
+Hitbox size increased horizontally slightly. Is now one big hitbox rather than 2 smaller hitboxes
(Adjustments made to make Dair a tad easier to hit, particuarly by un-shrinkwrapping the hitboxes to make it more lenient overall)

Fspecial - Orion Charge:

+Endlag decreased from 18 frames to 16 frames
+Ledge Forgiveness added to Fspecial to make it not get stuck on ledges as easily
(Not much to say here... this just reverted the endlag nerf from patch 1.7 whilst also making the window to get Fspecial to get back on stage more forgiving)

Bug fixes:
+Fixed a bug where Dstrong would hit indefinitely if the health drain hit connected on two targets at the same time (tended to happen when a player and a hittable article happened to overlap at the same time)

Update: 3 Oct, 2021 @ 11:13pm

Patch 1.8
Lankon: msb was wrong about Donyoku, this character is actually strong
also Landkon: buff half of his kit lol
(This Patch mostly focused on bringing Dony back up from last patch/reverting changes some of the more egregious changes from patch 1.7)

Jab:
~Animation updated on Jab 3 to coencide with the hitbox adjustments
+Jab 2 knockback angle changed from 50 to 60
+Jab 2 hitbox size increased downwards
+Jab 3 spike hitbox moved more outwards
-Jab 3 spike hitbox vertical height reduced
+Jab 3 spike hitbox damage increased from 6 to 7
-Jab 3 spike hitbox knockback angle adjusted from 300 to 280
-Jab 3 spike hitbox base knockback decreased from 10 to 6
+Jab 3 spike hitbox knockback scaling increased from 0.25 to 0.6
+New sourspot hit added covering the space that the previous version of the move wasn't covering (Inside and above him).
+New sourspot hit has the same knockback attributes as Kragg jab 3 (6% damage, 8 base knockback, 0.55 knockback scaling, angle of 361)
(The changes made were all done in an attempt to make Jab 3 less stupid as an edgeguarding tool while simultaneously making it better on stage. The spike hitbox is signifigantly less stupid as an edgeguarding scenario, but is better for combos if you can manage to land it on stage)

Utilt:
+Sweetspot knockback angle changed from 85 to 90
(Very minor revert on a knockback angle adjustment from a previous patch, making it a bit easier to combo off of depending on DI)

Ustrong:
+Startup decreased from 16 frames to 13 frames
(Ustrong's startup was reverted how it was last patch, both to make it more applicable in general play and to make confirms into it a touch more consistent)

Bair:
-Startup increased from 11 frames to 12 frames
+Sweetspot hitbox size increased horizontally a tiny bit
+Sweetspot priority increased
-Sweetspot base knockback reduced from 9 to 7
+Sweetspot knockback scaling increased from 0.75 to 0.9
+Late hit damage increased from 9% to 10%
+Sourspot attack attributes adjusted to match the late hit
(Since the reception towards how last patches Bair changes was... quite poor, I've partially reverted the adjustments I made in that patch. Particularly, I buffed the priority on the sweetspot to make it way more consistent to hit overall)

Uair:
(Consider adding a sourspot hit lower down to make it more consistent to land the multi hits properly)
+New lower hitbox added during the initial active frames to make landing it more consistent. This hitbox has enough knockback to consistently link into the rest of the multi hits.
+Final hit knockback angle changed from 80 to 90
-Landing Lag increased from 8 to 10
(Most of these changes were done to improve Uair's consistency in juggles. Particularly, the new lower hitbox improves the leniency on successfully landing the move in scenarios where it would previously drop due to the opponent being slightly too low)

Dair:
+Startup decreased from 20 frames to 14 frames
-Vertical speed decreased from 8 to 7
-Base knockback decreased from 7 to 6
-Knockback scaling decreased from 0.7 to 0.6
(Dair has been adjusted to be more in line with other slower Dair's in base cast, particularly Kragg's, in exchange for being much faster overall (A whole 6 frames faster))

Nspecial - Sundial:
(Partially revert the self damage changes to Nspecial. Also consider making the multi hits consistent again)
+Self Damage decreased from 8 to 6
+Multi hit base knockback decreased from 4 to 3
+Lerp code added to make the Dial's multi hits more consistent at max range
(After last patch, Dony's Nspecial had signifigant issues where the multi hits wouldn't keep the opponent inside the sawblade, which severly limited how effective it could be. As such, all of the changes here were done to make it more consistent while still allowing for SDI)

Enhanced Fspecial - Orion Orbit:
+Dony no longer drops down while initiating enhanced Fspecial in the air
-Horizontal boost decreased slightly
+On hit jump cancel property changed from jump cancel on hit to IASA. In other words, it's cancelable into any action on hit... have fun :3
-Damage reduced from 12% to 10%
(Oh boy, here we go: you are now able to cancel a successful enhanced Fspecial into anything, which vastly improves your combo potential afterwards while also easing the execution on the previous main followups. I hit it with a couple of nerfs to accomidate this change, particularly in terms of travel distance to make it less threatening at range)

Uspecial - Citrine Retreat:
+Total duration decreased from 61 frames to 41 frames
(Total duration reduced to make the move feel less sluggish animation wise and get into pratfall much quicker)

Aerial Dspecial - Blade Crash:
~Hitbox size adjusted to use hitbox shape 2 (Rounded Square)
+Self damage decreased from 6% to 5%
(Not much to say here. This change shouldn't impact how it functions too much)

Update: 20 Jun, 2021 @ 6:09pm

v1.71
~Sai SFX pass is gone: bye bye

Update: 20 Jun, 2021 @ 3:10pm

v1.7
The patch that gets Dony into weeklies... plz?
General Changes:
+Additional Sfx layer on all attacks courtesy of Sai (thanks dude)
~Hitpause adjusted on almost every attack to bring it down to more reasonable levels
-Self damage increased on almost every move that deals self damage
(Self damage increase was done to make the self damage more of a consern during a match and to push the character more in line with his original design goal)
Jab:
+Decreased the startup from 4 frames to 3
~Decreased base hitpause on jab 3 from 14 to 8
(Made jab start up faster to make it more applicable for general use)

Dash Attack:
-Initial hitbox size decreased forward
~Decreased base hitpause on the 2nd hit from 12 to 7
~Added 0.5 hitpause scaling to the 2nd hit
(Adjusted the hitbox size to make it a bit more reasonable. It's still disjointed, but not as much as last patch)

Ftilt:
~Decreased base hitpause on the 2nd hit from 10 to 6
~Added 0.5 hitpause scaling to the 2nd hit

Utilt:
~Decreased base hitpause on the front hit from 8 to 7
~Increased hitpause scaling from 0.1 to 0.5

Tap Dtilt:
-Decreased the surge projectile active time by 1 frame
-Self damage increased from 1% to 2%
(Reduced the active time to make dealing with the projectile easier in neutral.)

Held Dtilt:
~Decreased base hitpause on the sourspot from 8 to 7
~Decreased base hitpause on the Sweetspot from 10 to 8

Fstrong:
+Decreased the startup from 29 frames to 26 frames
-Charge frame moved back from frame 20 to frame 17
~Decreased base hitpause from 18 to 9
(Startup time decreased to make Fstrong more applicable in a general match. The charge frame was adjusted in turn to make it easier to react to on charge release)

Ustrong:
-Increased startup from 13 frames to 16 frames
-Decreased the active time from 33 frames to 21 frames
+Decreased total duration of the move from 79 frames on whiff to 74 frames on whiff
-Final hitbox base knockback decreased from 9 to 7
+Final hitbox knockback scaling increased from 0.9 to 1.1
~Decreased extra hitpause on the multi hits from 5 to 4
~Decreased base hitpause on the final hit from 20 to 8
~Decreased hitpause scaling on the final hit from 2 to 0.75
(General changes made to make the move less aggegiously active than it was last patch while making it more committal to hit with it. In exchange... the move kills way harder than it did last patch... have fun :3)

Dstrong:
+Life steal hit damage increased from 8% to 10% (Taking the max charge damage from 15% to 19%)
~Increased the base hitpause on the throw hitbox from 0 to 6
(Life steal increased to compensate for the increased self damage his specials now incur)

Nair:
~Decreased base hitpause from 8 to 7
~Increased hitpause scaling from 0.25 to 0.7

Fair:
~Decreased base hitpause from 12 to 8
~Increased hitpause scaling from 0.5 to 0.75

Bair:
+Startup decreased from 13 frames to 11 frames
+Initial Inward Hitbox (Sourspot) size increased
+Far Hitbox (Sweetspot) base knockback increased from 7 to 9
-Sweetspot knockback scaling decreased from 0.9 to 0.5
-Sourspot damage decreased from 11 to 7
-Sourspot knockback angle adjusted from 140 to 135
-Sourspot knockback scaling decreased from 0.9 to 0.5
-Late hitbox damage decreased from 11 to 9
~Decreased Sweetspot base hitpause from 15 to 10
~Decreased Sweetspot hitpause scaling from 0.9 to 0.8
~Decreased Sourspot base hitpause from 15 to 6
~Decreased Sourspot hitpause scaling from 0.9 to 0.4
~Decreased Late Hitbox base hitpause from 15 to 8
~Decreased Late Hitbox hitpause scaling from 0.9 to 0.5
(adjustments made to the move to make it a more interesting attack to use, putting it more in line with Elliana Bair. You now need to be a bit more precise for it to kill, and the newly adjusted sourspot could lead to some interesting combo potential)

Uair:
~Sprite offset adjusted
-Removed the SDI multiplier from the multi hits
-Remove the angle flipper 6 on the final hit
~Increased base hitpause on the multi hits from 0 to 1
~Decreased base hitpause on the final hit from 14 to 8
~Decreased hitpause scaling on the final hit from 0.8 to 0.7
(General adjustments made to make DI'ing the move a lot easier to do... not much to say really)

Dair:
~Decreased base hitpause from 20 to 10
~Increased hitpause scaling from 1.0 to 1.2

Nspecial - Sundial:
-Nspecial throw endlag increased from 16 frames to 18 frames
-Sawblade Multi Hit angle flipper has been changed from 9 to 6
-Sawblade Multi Hit knockback angle adjusted from 30 to 70
+Sawblade final hit base knockback decreased from 7 to 6
-Puddle projectile damage decreased from 8 to 6
-Self damage increased from 5% to 8%
(I made the move actually possible to escape the main sun dial projectile now by SDI while also making the puddle projectiles weak to crouch canceling. The final hit of the main projectile was made easier to confirm off of to compensate)

Fspecial - Orion Charge:
~Fspecial now can only be used once per air time. It now gets restored upon wall jump.
+Cooldown between Fspecial uses on the ground removed
+Fspecial now goes off ledges when done on the ground
-Endlag increased from 16 frames to 18 frames
-Angle adjusted from 40 to 45
~Base hitpause decreased from 15 to 8
~Hitpause scaling increased from 0.1 to 0.4
(By MSB's request, Fspecial can now be used more freely on the ground while now also being more limited as a recovery tool. Other changes such as Fspecial now going off of Ledges and the angle adjustments were requested by Rainbeon to mae it more uniform with the enhanced version)

Enhanced Fspecial - Orion Orbit:
-Endlag increased from 18 frames to 21 frames
~Base hitpause decreased from 20 to 12
~Hitpause scaling decreased from 1.1 to 1.0
(Endlag increased to make enhanced Fspecial easier to punish on whiff)

Uspecial - Citrine Retreat:
-Puddle projectile hitbox removed entirely: the grab is dead
+Vertical boost when the Puddle projectile makes contact with Dony increased from 9 to 12
~Projectile Sourspot Base hitpause decreased from 10 to 7
(I have gotten so many complaints about the Uspecial puddle projectile being... kinda bullshit. As such, I made the call to make it not be a factor anymore... Goodbye cheese; you may be missed)

Grounded Dspecial - Sword of Midas:
-Endlag increased from 16 frames to 19 frames
-Projectile damage decreased from 8% to 7%
-Decreased the active time by 1 frame
-Self damage increased from 3% to 4%
(Adjustments made to make Dspecial a bit less dominant in neutral and more risky to throw out blindly. Damage was reduced to make the projectile venerable to crouch canceling)

Aerial Dspecial - Blade Crash:
-Self damage increased from 5% to 6%

Update: 20 Jun, 2021 @ 3:10pm

Don't worry about this

Update: 28 Apr, 2021 @ 3:28pm