Rivals of Aether

Rivals of Aether

Hugh
Showing 41-50 of 62 entries
< 1  2  3  4  5  6  7 >
Update: 5 May, 2021 @ 1:22pm

v1.19
USpecial is now walljump cancellable. You can actually use it to scale the wall now with USpecial -> walljump -> Uspecial -> Walljump -> Uspecial

Update: 5 May, 2021 @ 11:25am

v1.16
Cleaned up some animations (adding black outlines), specifically utilt, fair, idle, and dash.
Other than that there were a couple extremely small tweaks to traits and moves

Update: 5 May, 2021 @ 8:53am

v1.15
Some new functionality coming this patch:
+ NSpecial cooldown now resets on landing, so you can place/move the Box more often
+ DSpecial now has a charged variant like FSpecial which behaves the same. Summons Box and has more damage and speed.

And some small nerfs since I think I overtuned Hugh a bit last patch:
- Nerfed uncharged FSpecial speed. It was originally the same as the charged version, and was way too quick for how little startup it had and how far it travelled.
- Greatly nerfed BAir startup to 20 frames. After playing some matches I found you could use its ridiculously large hitbox as a crutch. Now it's still big, but it's a commitment to use.

Update: 4 May, 2021 @ 3:31pm

v1.14
Bunch of changes, mostly buffs.
Fixed hurtboxes on a couple moves. Namely ftilt, dattack, upspecial, utilt.

USpecial now gives a small vertical boost, so it might actually be useful in recovery sometimes. Still not good to rely on it, use walljumps and Box instead.

DTilt now hits enemies at the same level as you, so you won't just completely whiff and enemy standing inside of you.

Big Change: Nspecial now spawns the box if t isn't out. This lets you do some wacky instant walljump shenanigans that will probably need to be nerfed, but I think it's better to be overpowered than uninteresting, and it was pretty difficult to make use of the walljump when the Box had to be spawned with FSpecial.

UAir now connects far more reliably due to an angle flipper change.

Thanks to TKS | BernardO on the workshop discord for playtesting and suggesting these changes.
PS: Ignore the last three empty patch notes. I accidentally uploaded multiple times

Update: 4 May, 2021 @ 3:31pm

v1.14

Update: 4 May, 2021 @ 3:31pm

v1.14

Update: 4 May, 2021 @ 3:31pm

v1.14

Update: 4 May, 2021 @ 2:28pm

v1.13
Adjusted UTilt hitbox timings to better match animation and increased active frames of first and second hit from 1 to 2.

Update: 4 May, 2021 @ 2:15pm

v1.12
Added a body hitbox to NAir 1. Should be less likely to totally miss when it looked like a hit.
Also edited the Merkava Alt. Merkava is a lot grayer and less purple than I thought. I kept the old purple one too though.

Update: 4 May, 2021 @ 1:11pm

v1.11
FTilt is no longer as ugly or useless. It might be too good now, since it sends at -70 to -60 degree angle and has more range. Will nerf if hit cancelled NAir1 -> turnaround FTilt offstage becomes a problem for example