Rivals of Aether

Rivals of Aether

Donyoku
Showing 11-20 of 32 entries
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Update: 28 Apr, 2021 @ 3:28pm

v1.66
Very minor hotfix patch:
Ustrong:
+Fixed a bug where Ustrong didn't properly drag opponents into the multi hits against short characters (Ori height and smaller)
(Not much to say here... it speaks for itself)
Dstrong:
~Increased base knockback on the grab hitboxes from 4 to 8
~Made the grab hitboxes not destroy Kragg's Rock
(Small tweaks made to make this particular interaction possible while also making Dstrong feel more weighty on grab hit. The knockback increase doesn't effect the grab from happening and instead makes Dstrong fling Kragg rocks high into the air)

Update: 28 Apr, 2021 @ 3:27pm

v1.66

Update: 24 Apr, 2021 @ 9:46pm

Update: 24 Apr, 2021 @ 9:46pm

v1.65
Some minor Adjustments
+CSS Code optimized and visuals refined (thanks Delta)
Dtilt2:
+Increased hitpause on both the sour and sweetspot
(Change made to make the move feel more impactful on hit... not much to really say here)
Ustrong:
~Sprite strip updated, adding a new frame to make the move feel better and accomidate a change listed below
~charge window moved from frame 12 to frame 9
-Hitbox now comes out 5 frames after you release the charge (previously came out 2 frames after)
-Initial hitbox size decreased horizontally
-Initial hitbox active time reduced from 4 frames to 3 frames
-Final hit damage reduced from 8 to 7
-Attack properties adjusted, making the damage consistent across the board (now deals a consistent 12% base rather than occasionally doing 13%)
(Dony's Ustrong was a bit bigger initially than it should've been and broke the rule in rivals that strong attacks should become active at least 4 frames after you released the charge. these adjustments were made to fix those issues)
Uspecial - Citrine Retreat:
-Vertical bounce height when the puddle projectile reaches Dony reduced slightly
-Main projectile sweetspot knockback scaling reduced from 0.8 to 0.6
-Main projectile sweetspot hitbox size decreased horizontally
(Changes made for the sake of removing Uspecial puddle projectile comboing into the Uspecial spike, which was a completely free confirm with no way of escape that killed way too early off stage.)
Aeiral Dspecial - Blade Crash:
-Initial hitboxes hitstun decreased
(Changes made to make the move deal less hitstun in weird trade scenarios. It also allows opponents to potentially escape the grab in a suicide kill scenario at low percents, which is a plus)

Update: 24 Apr, 2021 @ 9:46pm

v1.65

Update: 13 Apr, 2021 @ 12:42pm

v1.61
Very quick hotfix
Dtilt:
-Dtilt startup increased from 6 frames to 8 frames
~Dtilt 2 startup adjusted to keep the same frame data as last patch
(Nerfs to startup added to give a longer window for the game to detect if you are holding the button on Dtilt. The startup on held Dtilt and the puddle projectile are identical to last patch)
Uspecial - Citrine Retreat
+Fixed an issue where the puddle projectile would eat Dony's ability to wall jump regardless if he had actually used it prior
(Not really much to say here: I messed up on the coding front, and am rectifying it now)

Update: 12 Apr, 2021 @ 4:29pm

v1.6

The big boi patch
General Changes:
+New Taunt Added
+32 new secret alts were added, one per alt slot.
Jab:
~Sfx timings adjusted
(nothing really to say here... it just sounds better)
Utilt:
+Sweetspot Knockback angle changed from 90 to 85
+Sourspot Knockback Angle changed from 130 to 100
+Sourspot Base Knockback increased from 6 to 8
(adjustments made to make Utilt a bit more consistent as a combo tool, mostly aimed at making the back hit far more useful)
Dtilt:
-Puddle surge now starts up on frame 9 instead of frame 2, making it become active later (from frame 7-10 to frame 15-18)
+Endlag decreased from 20 frames to 18 frames (30 on whiff to 27 on whiff)
+Surge Hitbox base knockback incerased from 4 to 6
(Changes made to Dtilt were done both in compensation for his new held Dtilt, but also towards making the puddle projectile less threatening. In exchange, it felt reasonable to give it a bit of it's old power back from patch 1.2, restoring it's base knockback and partially reverting the endlag nerf)
+New Functionality: Dtilt 2 - Jasper Blade
+By holding the attack button during the startup of Dtilt, Dony will preform a new secondary Dtilt that doesn't utalize his puddle. It's a long range poke with a ton of disjoint that launches opponents up on hit, but is slow to start up
(After a bit of discussion with the community, I decided to give Dony access to a more conventional Dtilt along side his old one to make his gameplan more interesting. It's a strong poke with huge range, but it's also slow to start and generally unsafe to whiff)
Ustrong:
+Multi hits now act force flinch against grounded opponents
~Ground friction is capped when canceling into Ustrong from other moves
(Adjustments made to Ustrong to help improve its consisrency under certain circumstances. Particularly, the new ground friction cap prevents him from blasting across the stage when done after an Enhanced Fspecial jump cancel)
Dstrong:
~Updated the sprite with updated effects animation to convey the move's range buff
~Updated the sfx to give the attack more impact on hit
+Increased grab hitboxes horizontal range
-Decreased late grab hitbox vertical range slightly
+Added a small horizontal boost during the start of the attack
+Increased initial grab damage from 0% to 2%
+Reduced the startup from 21 frames to 16 frames (may go lower, idk)
+Reduced the endlag on a successful throw by 6 frames
~Reduced base knockback on the toss hitbox from 11 to 9
~Changed the knockback angle on the toss hitbox from 250 to 270
-Made the final throw portion techable
-Lifesteal hit damage reduced from 10 to 8
-Decreased health steal from 10% to 8% (16% full charge to 13% full charge)
(This is a major experimental rework for Dstrong with the aim to make it more applicable in general matches in exchange for making it less rewarding, particularly turning it from an untechable combo starter that led into everything into a tech chase starter with high reward for a correct guess)
Nair:
+Base Knockback decreased from 9 to 8
+Landing Lag decreased from 5 frames to 4
(A couple minor improvements towards making Nair's reward on hit better overall... not much to say)
Uair:
+Hitboxes readjusted again to more accurately match the visual even more and make the multi hits hit more consistently
-Multihit damage decreased from 2 to 1
(The hitbox changes help towards making the move have less variance between where you land the move. The damage was nerfed to accomidate this, though you still deal the same damage Uair dealt most of the time last patch)
Dair:
+Dony now bounces up on hit
(A kinda fun adjustment that can lead to some interesting reward on hit. You can still hitfall the move to get the same followups it had last patch though.)
Nspecial - Sundial:
-Final Hit knockback angle changed from 120 to 75
-Final hit damage reduced from 4 to 3
+Base Knockback increased from 6 to 7
+Knockback Scaling increased from 0.3 to 0.4
(Changes made to Nspecial to make it's reward on hit a little less braindead while still maintaining several followups and giving him some new ones (notable Uair and Dair))
Fspecial - Orion Charge:
-Increased Startup from 12 frames to 14 frames
-Increased endlag from 10 frames to 16 frames
-Increased cooldown between uses from 20 frames to 60 frames
-Hitbox height decreased
(Fspecial last patch was stupidly safe to go for and had next to no cooldown between uses, resulting in a powerful option which was hard to punish and could easily lead to camping. The changes made this patch should help remedy that)
Enhanced Fspecial - Orion Orbit:
~Minor adjustements to the effects animations
-Startup increased from 10 frames to 12
-Active duration decreased from 15 frames to 12 frames
-Endlag increased from 16 frames to 18 frames
-Activation now stalls his horizontal momentum during the startup
(Nerfs made to quell the extreme distance Dony could travel during Enhanced Fspecial while making it more risky to use.)
Uspecial - Citrine Retreat:
-Puddle projectile no longer restores Dony's ability to double jump orwall jump when it reaches him
-Decreased hitstun when opponent is spat out once the puddle projectile reaches Dony
+Increased the vertical boost Dony recieves when the Puddle projectile reaches him
(Nerfs made with the aim of making Uspecial lead to less cheesy kills and making it harder to follow up afterwards. The loss of the puddle projectile restoring air options was done to make it worse at stalling. The increased vertical boost was done to accomidate, and leads to some new followups)
Aeiral Dspecial - Blade Crash:
-Reduced the hitstun when the opponent is released from the grab state due to Dony wall jump canceling
(The grab release when Dony wall jump canceled was extremely powerful, giving him a nearly guaranteed followup that would likely kill that was impossible to escape. Now preforming a grab release now results in a scramble at ledge instead with Dony being at a slight advantage)
Bugfixes:
+Fixed a bug where Uspecial puddle projectile would take mutiple stocks if the opponent was dragged off the side blast zone on Endless Abyss
+Fixed a bug where hitting forsburn clones with dstrong produced multiple errors

Update: 29 Mar, 2021 @ 11:18am

v1.56

Update: 28 Mar, 2021 @ 9:05pm

v1.55
General Changes:
-all moves that have extended parry stun (Dtilt, Nspecial, Grounded Dspecial) had their parry stun increased from a minimum of 40 frames to a minimum of 60 frames)
(General change made to make Dony's projectiles, especially Nspecial, easier to punish after getting parried.)
Dair:
-Late hit Removed (reducing the active frames from 6 to 3)
(The late hit on Dair was mostly unneccessary overall... so it's now gone, lol)
Uspecial - Citrine Retreat:
~New SFX implemented at the start... it's very subtle, but it helps it feel more distinct
~Reordered the frames to give the attack more impact
-Projectile sourspot active time reduced from 11 frames to 5 frames
-Projectile sourspot Base Knockback decreased from 10 to 8
-Projectile sourspot knockback scaling decreased from 0.82 to 0.7
+Projectile sweetspot hitbox width increased signifigantly
-Projectile sweetspot base knockback decreased from 8 to 7
-Projectile sweetspot knockback scaling decreased from 0.82 to 0.8
(General changes to rein the knockback attributes on Uspecial's projecile back in line while making the hitboxes match the visual better overall. made the Spiking sweetspot hit easier to land to make up for it)
Aeiral Dspecial - Blade Crash:
-You can no longer fall through plats during Dspecial
(This is a minor adjustment that hopefully makes Dspecial a lot easier to deal with. Just removes Dony's ability to mix up where he lands during the move)

Update: 22 Mar, 2021 @ 11:58am

v1.5

The shortest patch yet, but it's a biggie
General stat changes:
+Initial Dash speed increased from 6 to 6.5
+Dash speed increased from 6 to 6.25
+Max Jump HSP increased from 6 to 6.25
+Air Accel increased from 0.2 to 0.3
-Leave Ground Max decreased from 7 to 6.25
(A bunch of buffs to his movement attributes to hopefully make him feel better to move around with and to let him be more aggressive.)
Dash Attack:
Attack has been overhauled completely.
Now acts as a moderately fast burst option that can be used to quickly punish opponents and lead into combos if they mess up their DI
+New initial hit added, active at frame 9-11, launcing opponents forward into the 2nd hit
+Initial hit can gatling into Ustrong on hit for a quick kill punish. Can be avoided by DI'ing out and teching
+2nd hit packs a larger, more disjointed hitbox than the previous version of the attack. It launches at an angle of 60, allowing for powerful combo extentions if the opponent messes up their DI.
-Spiking sweetspot was removed, resulting in less overall damage compared to the original version.
-Endlag increased from 12 frames to 14 frames (18 frames on whiff to 21 frames on whiff)

Specific attack data, for those who care:
Hit 1:
Active Time = 9-11
Damage = 3
Angle = 35
Base Knockback = 8
Knockback Scaling = 0
Base Hitpause = 5
Hitpause Scaling = 0.1

Hit 2:
Active Time = 16-19
Damage = 5
Angle = 60
Base Knockback = 7
Knockback Scaling = 0.7
Base Hitpause = 12
Hitpause Scaling = 0