Rivals of Aether

Rivals of Aether

Donyoku
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Update: 20 Mar, 2021 @ 10:41pm

v1.45
Some more buffs for y'all
+New custom dash hurtbox implemented that more dircetly matches his dash sprite (lower but wider than his idle hurtbox)
(I just realized that this wasn't in the game already... no idea why it was removed, so here it is now)
Ftilt:
~Whiff lag added
+Endlag reduced from 25 frames to 14 frames (25 frames on whiff to 21 frames on whiff)
+Hurtbox size on his hands reduced during the early active frames
+Hitbox size increased on the 2nd hit
(Adjustments made to make Ftilt safer to use overall. In particular, the addition of whifflag makes this move more advantageous on hit, making his pressure afterwards better. The hitbox size buff was done to make the multi hits more consistent)
Dash attack:
+Endlag decreased from 18 frames to 12 frames (27 frames on whiff to 18 frames on whiff)
(Endlag decreased to make Dash attack better as a combo starter and a little safer to whiff... not much else to add, I just wanted people to use this button more)
Fspecial - Orion Charge:
+Base Knockback increased from 7 to 8
(Adjusted the knockback to make it ever so slightly better at killing.)
Enhanced Fspecial - Orion Orbit:
+Hurtbox size reduced during the early active frames
+Enhanced Fspecial now destroys weak projectiles while active
+Knockback Scaling increased from 1.0 to 1.15
-Hitbox size reduced behind and above Dony
(A bunch of buffs made to make enhanced Fspecial even more threatening as a burst option, making it better at killing and blow through weaker projectiles. The hitbox was reduced in the spots where it really wasn't needed)
Grounded Dspecial - Sword of Midas:
+Dspecial projectile is now transcendent
(Made the sword spike on Dspecial transcendent to make it much more threatening in neutral. There were plenty of cases where opponents could just ignore this by pressing a button at the same time, so that just won't happen any more)
Bug Fixes:
+Bug fixed where blood puddles wouldn't react to Dony prefoming Fspecial when Panzer creates 2 puddles (thanks gnome for pointing this out)

Update: 18 Mar, 2021 @ 8:15pm

V.1.4
The Alt color rework patch
+Fixed the bug that prevented people from playing Dony online.
Alt Colors:
~14 secret alts were moved to main alts, giving Dony 32 main alt pallets
~2 new alt pallets were implemented: Dangerous Date (Callie alt) and Cackling Hyena (Furry Dony Alt)
~Secret alts have been adjusted to accomidate the above mentioned change. Now there are 3 secret alts per pallet (Up, Down, and Taunt)
~14 new secret alts were implemented, bringing the total number of secret alts to 128 total
(Changes made to the alts to take advantage of the most recent update to Rivals, which allows for 32 alts per character with no crazy code involved)
Dtilt:
+Puddless Dtilt self damage reduced from 2% to 1%
(A slight change to the self damage, since puddless Dtilt didn't feel that worth the 2% health cost in comparison to other tools)
Utilt:
~Active attack window shortened by 2 frames
(Minor change that makes Utilt slightly safer to whiff at the cost of being less active. Not really much to say here)
Nair:
+Startup speed decreased from 6 frames to 4
+Extended hitbox size forward slightly
+Decreased hurtbox size on his body slightly
-Landing lag increased from 4 frames to 5 frames
-Damage decreased from 7% to 5%
(Made these adjustments to put Nair more in line with other Nairs among base cast, especially Shovel Knight's.)
Fair:
~Very Minor adjustment to the sprites, improving the effects animation and the attack range slightly
+Startup decreased from 11 frames to 9 frames
+Initial hitbox pushed further forward slightly
+Hurtbox size decreased on his hand during the active frames
-Damage reduced from 9% to 8%
(I personally felt like Fair had too little range for how much startup it had... so both aspects got slight buffs... not much to say here, lul)
Uair:
+Float Properties and windows adjusted, allowing you to fast fall during the later active frames
+Angle Flipper 9 added to the multi hits
-Final hit knockback scaling reduced from 0.75 to 0.7
(Changes made to give Dony access to drag down combos off of his Uair. The damage and knockback were reduced to compensate for this change)
Nspecial - Sundial:
+Self damage reduced from 5% to 4%
(Not much to say here: Nspecial is a strong tool, but I don't think it warranted costing 5%... so now it costs 4%)
Enhanced Fspecial: Orion Orbit
~Knockback angle changed from 361 to 45
-Base Knockback reduced from 8 to 6
+Knockback Scaling increased from 0.8 to 1.0
(General adjustments made to make comboing off of Enhanced Fspecial jump cancels easier at low percent while mostly maintaining it's previous kill power)
Aerial Dspecial - Blade Crash:
+Self Damage reduced from 6% to 5%
(Same deal as Nspecial: Aeiral Dspecial is a strong tool, but I don't think it warranted costing 6%... so now it costs 5%)

Update: 12 Mar, 2021 @ 12:36am

v1.3.10
Quick Hotfix Patch
Secret Alts:
+ Alt 14 + Attack (The Fuki alt) now works properly
Jab:
+Whifflag removed from Jab 1 and 2
Dstrong:
+Health absorb hitbox and toss hitbox moved up to be on top of his hand
(Very minor adjustment that fixes an issue where Dstrong wouldn't properly connect against Astra, Klockwurth, Mystia, Orby, and Pomme)
Uair:
+Multihit Hitbox timings adjusted
+Multihit Hitbox Base knockback reduced from 9 to 4
~Multihit Hitbox Knockback angle adjusted from 140/45 to 60
(Minor timing adjustment and base knockback reducion on the multi hits were done to help improve Uair's consistency.)
Aerial Dspecial - Blade Crash:
~Bug where opponents would respawn in the blast zone after getting suicide killed by Aerial Dspecial has been fixed.

Update: 6 Mar, 2021 @ 4:41pm

Patch 1.3

The one that nerfs Dtilt properly... hopefully
Jab:
+Resprited Jab 1, giving the move more range
+Jab 1 Hitbox Size expanded downward
-Jab 1 startup increased from 3 frames to 4 frames
+Jab 2 now grants a slight forward boost at the start, extending its range
(Pretty self explanitory: Buffing the range to make jab a bit more functional in neutral and defensively. Startup was increased to be more in line with other jabs)
Dtilt:
-Endlag increased from 16 frames to 20 frames (24 whiff to 30 whiff)
-Surge Hitbox active time decreased from 7 frames to 4 frames
+Surge Hitbox damage increased from 5% to 6%
-Puddle Surge Hitbox Base Knockback reduced from 6 to 4
-Surge Hitbox Knockback Scaling reduced from 0.35 to 0.2
(Ok, let's be honest here: Dtilt was really stupid, and I should've nerfed it harder last patch. Startup and endlag were increased to make using the move more committal, as well as letting the opponent counter Dtilt spam on hit with a parry. The knockback was reduced mostly so that it won't carry opponents across the stage nearly as easily. Buffed the damage ever so slightly to make up for the nerfs, though not enough to prevent it from being crouch cancelable)
Fstrong:
+Knockback Scaling increased from 1.1 to 1.2
(Buffing Fstrong to put it more in line with Kragg Fstrong knockback wise.)
Bair:
-Late Hitbox Knockback scaling reduced from 0.9 to 0.8
(Minor Knockback nerf to hopefully make this move a little less silly... idk)
Uair:
~New Sfx implemented to make the move feel more powerful
-Startup increased from 13 frames to 15 frames
-Endlag increased from 16 frames to 20 frames (24 Whiff to 28 Whiff)
+Active time increased by 4 frames
+Final Hitbox Knockback Angle adjusted from 70 to 80
+Final Hitbox Base Knockback increased from 6 to 7
+Final Hitbox Knockback Scaling increased from 0.4 to 0.75
(Are you happy now Dregun. Uair kills now at very high percents (150% +) by popular request. Hopefully won't commit war crimes, lol)
Grounded Dspecial - Sword of Midas
+Projectile damage increased from 4% to 8%
(Damage increased to make the Dspecial projectile beat out crouch canceling. Also makes the move more rewarding overall)

Update: 27 Feb, 2021 @ 11:21am

v1.2

The SFX Patch
+SFX Updated across the board on almost every single attack. Should sound a lot better in the long run
+Dracula and Miiverse support added
+Puddle's code has been ironed out: Should hopefully fix most of the puddle jank
~Hud now moves up during Ustrong and Utilt, allowing for them to be seen more clearly
Ftilt:
~First Hit Base Hitpause reduced from 15 to 10
~First Hit Hitpause Scaling increased from 0.8 to 1.0
+Final Hit Knockback angle changed from 50 to 361
-Final Hit Base Knockback decreased from 9 to 7
+Final Hit Knockback Scaling Increased from 0.4 to 0.7
(Hitpause changes made to improve gamefeel, making this attack faster to fully connect overall. In addition, the Knockback properties were adjusted to make Ftilt better at creating space and killing off the side at high percents)
Dtilt:
-Puddle version of Dtilt now does 1% self damage on use
(Nerfs made to make Dtilt a bit more risky to spam, since it's an incredibly strong stage control and tech chase tool. The additional self damage was also added to accomidate the changes to Nspecial)
Fstrong:
-Top Hitbox removed
(Hitbox size reduced so it isn't as absurd to avoid)
Nspecial: Sun Dial
+ NEW SYNERGY: Press Dtilt while and Nspecial is active to move the dial in the direction the you are facing, Slightly extending it's duration in the process. Travels further forward the earlier you press Dtilt.
Grounded Dspecial: Sword of Midas
+ Up close hitbox damage increased from 4% to 5%
(Lol, idk.)

Update: 20 Feb, 2021 @ 2:43pm

v1.11
Quick Hotfix to fix a sprite issue
Uair:
~Effects Highlight color corrected
(Turns out I had accidentally had used the wrong highlight color for Dony's Uair. This quick fix should fix that issue)

Update: 20 Feb, 2021 @ 1:11pm

v1.1... again again
~Updated characters tags to "Finished"

Update: 20 Feb, 2021 @ 12:51pm

v1.1... again
nothing to see here

Update: 20 Feb, 2021 @ 12:16pm

v1.1

The patch that buffs Uair
Jab:
~Jab 1 base hitpause increased from 2 to 4
+Jab 2 Knockback Angle changed from 361 to 50
(Minor adjustments made in service of hopefully making jab feel better. adjusted KB angle on jab 2 so that it combos better into tilts but still doesn't properly combo into jab 3)
Dattack:
+HSP Boost increased from 0 to 3 (Increases the distance traveled by a decent amount)|
(HSP boosted to make it more effective in neutral. It also makes it better in combos and tech chases, though it does mean some of his combo routes don't work any more as well)
Utilt:
~Sweetspot base Hitpause reduced from 10 to 8
~Sourspot base Hitpause reduced from 10 to 7
~Hitpause scaling decreased from 0.35 to 0.1
(Minor adjustments to help improve gamefeel)
Ustrong:
~Multi Hits base Hitpause reduced from 2 to 1
+Final hitbox knockback angle changed from 75 to 90
(Hitbox angle increased to signifigantly increase killpower. It should now be more reasonably strong for how unsafe it is to whiff)
Uair:
~New Sprite added, fixing up the previous size growing issues and making the attack animation smoother.
+Lower Hurtbox Size reduced
+Startup reduced from 16 frames to 13 frames (Experimental)
+Multi hit Hitbox size increased (Now matches the hitbox of the final hit)
+Knockback Angle changed from 60 to 70
~VSP gain reduced from 3 to 2 (Experimental)
(Made a bunch of adjustments to hopefully make the move more fun to use. Hitbox size increases and start up decreases made to make it better at stuffing out opponents who are above you. KB angle adjusted to make it better at chaining into itself.)

Update: 19 Feb, 2021 @ 1:10am

v1.01... again
Damned miss click