Rivals of Aether

Rivals of Aether

Nate
Showing 21-30 of 41 entries
< 1  2  3  4  5 >
Update: 18 Jul, 2021 @ 2:41pm

v1.33 cont'd

--NSPECIAL--
* When hit by an attack and launched as a projectile, the crystal's hit effect is now a standardized purple effect (regardless of alt). This is a temporary solution until I can find a more stable workaround.

Update: 18 Jul, 2021 @ 12:46pm

v1.33

--USPECIAL--
* Changed how the code behind platform generation works. The effect should be largely the same, however hopefully this will fix a bug where Nate will sometimes teleport to an opponent instead of his platform.

Update: 18 Jul, 2021 @ 10:59am

v1.32
--AESTHETICS--
* Fixed Alt 10 (the pink and grey skin "Protector") to not use reverse shading on Nate's Illidrium.
* Nate's outline now glows purple periodically when the Action Meter is full.
* The amount of uses left on Armor Up! and Power Up! is now displayed above Nate's character.

--FAIR--
* Hitpause scaling increased significantly.
- Knockback 6.5+1.1 -> 6.5+1.05
//please stop di'ing this move inwards please please please for your own sakes

--FSTRONG--
* Hit SFX adjusted.

--NSPECIAL--
+ When detonating the crystal with a full meter, the meter is only lost when the crystal actually detonates.

--USPECIAL--
* Now properly centers Nate on the platform when the platform's initial spawn location is forcibly adjusted due to colliding with stage geometry.

--USTRONG--
+ Made it easier to hit multiple times.
* Fixed a visual bug with the pillar's support structure during the endlag of the move.

Update: 29 Jun, 2021 @ 9:30am

v1.31

--FAIR--
* Is now a completely new move!
//It's now a fast upwards sword swing, kinda like Robin FAir in Smash! This move has low base knockback and high scaling, making it good for combos and killing, and its launch angle is more upwards than horizontal.

--FSPECIAL--
+ Sped up the animation of throwing the projectile by 4 frames.

--FSTRONG--
* Adjusted animation
+ Increased range and adjusted hitboxes to match new animation
* Actually increased hitpause this time, whoops

--TAUNT--
* Reduced hitpause
* Improved gamefeel :)

--UTILT--
- Horizontal bar range reduced
//my bad lol

Update: 24 Jun, 2021 @ 12:00pm

v1.30

--AESTHETICS--
* Fixed uphurt, downhurt and bouncehurt to include Nate's necklace
* Added a set of new hit FX on all of Nate's Illidrium moves.
* Added a new additional VFX for landing a hit while under the effects of Armor Up! and getting hit while under the effects of Power Up!.

--BAIR--
+ Startup 10 -> 9
+ Endlag 20/28 -> 18/25
//Makes it a little bit easier to use this move as a combo finisher.

--DATTACK--
+ Melee hit hitbox size increased vertically (as to hit people below him easier)
* Melee hit hitpause increased 9 -> 12 (as to make it easier to hitfall)
* Pillar hit is now a melee hit with 1 lifetime instead of a stationary projectile (so it can now be hitfallen)
+ Increased the amount of control the player has over Nate's trajectory during the move. The player can now control Nate's trajectory vertically during the move.
//That last change means several things. First, the move can be angled downward to avoid going on platforms and to hit grounded opponents easier. Second, the move can be angled upward to let you reach higher plats, like those on Aetherial Gates.

--DTILT--
+ Sourspot KB 7+.65 -> 7+.75
+ Sweetspot KB 8+.8 -> 8+.95
+ You can now change which direction you face on the first frame of the move. This isn't very useful normally, but when cancelling into this move from a jab, you can now turn around during the cancel.

--FAIR--
+ No longer reduces momentum on hit.
+ Endlag reduced (16/24 -> 12/18)
//Makes it a bit easier to use this move in combos.

--FSTRONG--
* Hitpause increased.

--FTILT--
* Hit 2 angle 60 -> 80
* Hit 2 KB reduced (8+.7 -> 7+.5)
//These changes are experimental. If this is well-recieved, the animation will likely change in the future to reflect the new angle better.
+ You can now change which direction you face on the first frame of the move. This isn't very useful normally, but when cancelling into this move from a jab, you can now turn around during the cancel.

--NAIR--
+ Startup 11 -> 8
* KB reduced (7+.8/8.5+.8 -> 6+.6/7.5+.6)
//Makes this move more of a combo tool instead of just a raw kill option.

--NSPECIAL--
+ Crystal no longer gets hit by projectiles, instead destroying them.
+ Crystal spawn startup reduced (15 -> 13)
//Crystal was hard to use in neutral. Enough said.

--UAIR--
+ Startup reduced (8 -> 7)
+ Endlag reduced (17/25 -> 15/22)
//Makes it a bit easier to use this move in combos.

--USTRONG--
+ Made it easier to hit multiple times.
//This move got adjusted in several ways to help the second hit connect easier. The first hit has extra hitpause so opponents can't fly away as easily, the first hit has adjusted launch angles, and the second hit is a little wider. This move should now be much more consistent (i hope)

--UTILT--
+ Sourspot Angle 80 -> 85
* Sourspot KB 7+.85 -> 7+.7
+ You can now change which direction you face on the first frame of the move. This isn't very useful normally, but when cancelling into this move from a jab, you can now turn around during the cancel.
+ Added an extra construct horizontally along the floor for increased horizontal range and to allow it to hit opponents behind you.
//Makes it a bit easier to use this move in combos.

Update: 18 May, 2021 @ 10:41am

v1.20

--AESTHETICS--
* Sweetspot hitboxes are now recolored pink in hitbox view.

Update: 16 May, 2021 @ 1:50pm

v1.19

--FSPECIAL--
- Fixed hitbox size for the explosion of Ice Shot.

--UTILT--
* Fixed construct animation.

Update: 13 May, 2021 @ 9:48pm

v1.18

--FSPECIAL--
+ By pressing special during the charge window, you can now fire Ice Shot at any time. This consumes your meter, and is just a weaker, lower-ranged version of Flash Freeze that does not stun.
+ Reduced the amount of meter pushback when cancelling out of the charge window.
- Increased vulnerabilty when cancelling out of the charge window.

--NSPECIAL--
* Adjusted the detection for when the crystal should despawn, so that the crystal operates normally on large stages like Hyrule Temple.

--USPECIAL--
* Can now use the platformless version of this move without first using a platform by holding parry during startup.
* Adjusted the detection for when the platform should despawn, so that the platform operates normally on large stages like Hyrule Temple.

Update: 22 Apr, 2021 @ 1:45pm

v1.16
--BAIR--
+ Landing lag 10 -> 8

--NAIR--
- Startup 10 -> 11
- Landing lag 4 -> 8
* Active time 15 -> 10
* Angle 75, 60 -> 70, 55
* Hitpause adjusted (less base, more scaling)

Update: 18 Apr, 2021 @ 7:52pm

v1.16
--DSTRONG--
* Added 8 frames of hit lockout.
//This means that while hitting NSpecial crystal and this move at the same time, it is much less likely to save an opponent from a galaxy. This is both a buff and a nerf because while it makes scoring KOs more consistent, it means you can no longer combo off of this setup at low percents for massive damage. This change is experimental and may be removed later.

--FSTRONG--
* Added 8 frames of hit lockout.
//See DStrong.

--NSPECIAL--
* When crystal is given a hitbox, the hitbox now lasts as long as it is in the air. When it hits the ground, it will lose its hitbox, unless that ground is the USpecial platform.
//This has a few implications, mostly that crystal can now hit people on the downswing but cannot be left as a lingering trap on the stage floor. Additionally, when an opponent hits the crystal the same rules apply, meaning Nate cannot detonate it with NSpecial until the crystal hits the floor or he hits it with an attack of his own.
* Crystal horizontal momentum loss reduced in the air, but increased on the ground.
//Should make the crystal feel like it follows less awkward trajectories.
- Crystal hitbox size reduced when launched by an attack.
//Since this move is now WAY more active, I felt it should be easier to contest with attacks and cover sliiiightly less space.

--USPECIAL--
* Platform no longer goes through walls.
* Platform now disappears when it comes in contact with the floor.

--USTRONG--
* Added 8 frames of hit lockout to the launcher hit, and 10 frames to the initial hit.
//See DStrong.