Rivals of Aether

Rivals of Aether

Plusle & Minun
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Update: 13 Aug, 2024 @ 6:53pm

v1.40

Fixed a number of bugs with the Co-Op mode not working as intended. Sorry to any silent players who were waiting a while.

(* A rare bug used to happen where selecting Co-Op Plusle and Co-Op Minun (in that order) in a team mode would crash the game. Official RoA game updates seem to have fixed this. Otherwise, try selecting Co-Op Minun in the first player slot, or simply load a game with the Duo character first.)

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Holding the Special button now reduces the Partner's input delay to 1 frame, making it much easier to control.

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Fixed a bug where Partner Minun and Partner Plusle had differing frame delays. It's now a consistent 7 frame delay for both.

Plusle and Minun in Co-Op Mode no longer have 'team attack' forced off.

Fixed a bug where Plusle would be locked into using DSpecial in the Character Select Preview window.

Update: 13 Aug, 2024 @ 6:52pm

Update: 13 Aug, 2024 @ 6:51pm

v1.34

Update: 21 Oct, 2022 @ 2:06pm

v1.37

Update: 19 Oct, 2022 @ 6:43pm

v1.34

The 2022 plusle minun patch is real
Long overdue bugfixes and quality-of-life improvements. This may be the last one for a while, so I've tried to tighten up everything I could find.

Tl;dr: Wavedashing now works, AI is better, Jab is improved, Helping Hand has more utility against zoners, and partner parries have been reeled in.

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Partner AI
-Partner AI improved again in a number of aspects. It now mimics the Leader's attacks better than before.
-When fightng CPU opponents, the CPUs will now be able to target the Partner as well as the Leader.
-Added a visual indicator for when the Partner is being synced by holding the Special button.

General Balance
-Some neutral hurtboxes slightly reduced in size and shifted to better match the sprites.
-The Partner will now skip its active Parry frames if the Leader is hit first during them. (The opponent will still get parried if they hit the Leader and Partner on the same frame.)
-The Leader no longer gains invulnerability frames when the Partner Parries an attack. (The Partner still shares the Leader's invulnerability frames if the Leader lands the parry.)

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Jab1
-Hitbox size increased. Now covers much more area inwards.

Jab2
-Hitbox size increased. Now covers much more area inwards.
-Active frames per hit 2 -> 3
-Hitstun multiplier 1x -> 1.5x (To offset its very low base knockback)
-Repeated uses by tapping the attack button is now much more lenient, making it easier to use for desyncs. Army fans rejoice.

UTilt
-Early hitbox slightly reduced in size.
-Sweetspot base hitpause 7 -> 8
-Buffed sweetspot SFX.

BAir
-Sweetspot hitbox size slightly increased.

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FStrong
-Hitbox extended vertically and inward.

Empowered FStrong
-Base Knockback 8 (start) 5 (final) -> 8 (start) 4.5 (final)
-Shifted the hitbox slightly inwards to better match the visual.
-On-hit recovery time can now be canceled 8 frames early, reduced from 16.
-Greatly reduced air friction during startup.

UStrong
-Fixed animation offset, adjusted animation frames to make the recovery time clearer.
-Early (grounded) hitbox size slightly increased.
-Late hitbox made taller and thinner to match the animation.

DStrong
-Early hitbox damage 7% -> 8%
-Late hitbox Hitpause Scaling 0.9 -> 0.5

Empowered DStrong
-Sweetspot hitbox made a few pixels shorter and wider to match the animation.
-The lightning bolt can now instakill if it snipes someone who is already above the top blastzone.

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NSpecial
-You can no longer activate DSpecial by simply pressing down during NSpecial. I think this shortcut hindered more than it helped.
-The Baton is now capped to travel for 10 frames minimum before the Partner can catch it. Makes various things more consistent.

Plusle FSpecial
-Base Knockback 6 -> 7
-Knockback Scaling 0.9 -> 1
-Hitstun Multiplier 1x -> 0.75x

Minun USpecial
-Sweetspot Knockback Growth 0.6 -> 0.65

DSpecial
-Changed Helping Hand's 'crouch armor' to actual crouch-armor values - namely, a flat -2 knockback reduction. It used to be a -33% knockback reduction, which I've now learned is a common myth. With this change, the Partner can no longer survive almost any attack by using Helping Hand at the last instant.
-The Partner now takes halved damage (rounded up) from attacks that it successfully 'crouch cancels'. This should give Helping Hand extra utility against zoning opponents. (If an attack is strong enough to 'break' the crouch armor, the Partner will take full damage from that attack.)
-For better visual feedback, the Partner now takes a tiny amount of knockback when 'crouch cancelling' attacks with DSpecial.

Plusle Discharge
-Hitbox radius increased a few pixels to match the animation.
-Base knockback 8/9/10 -> 8.5/9.25/10

Minun Discharge
-Hitbox radius increased a few pixels to match the animation.
-Minun Discharge now vacuums opponents in further than before. Should fix issues where an opponent would fall out of the final hit by getting caught on a platform.
-Buffed Minun Discharge SFX on hit.
-Damage 12%/20%/28% -> 13%/21%/29%

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Bugfixes

Fixed all cases where the Partner's air-dodge would interrupt the Leader's ability to use dodge/parry actions, and vice versa. This means no more broken wavedashes, no randomly missing air-dodge when offstage, and many more consistent desync options to explore.
Potentially fixed an issue where Minun's FSpecial projectile would break Abyss Mode and some interactive workshop stages.
Fixed a bug where Non-Empowered Strong Attacks could be used just before the Helping Hand buff activated, making them far stronger KO moves than intended. It was kinda cool to pull off, but confusing for opponents.
Fixed a bug where Jab was unaffected by Helping Hand's damage buff.
NSpecial now reliably transfers Helping Hand charges. Previously, the charges could be dropped if the Partner was in jumpsquat, turning around, or simply standing too close to the Leader.
Fixed Minun's landing lag animation.
Attempted more fixes to correct FStrong sometimes aiming in the wrong direction.
The Partner no longer gets sucked into a black hole when hit by Synne's FAir or BAir.

Update: 17 Nov, 2021 @ 1:49pm

v1.35

New - Solo Plusle, Solo Minun and Co-Op Mode

You can now play a lone Plusle or Minun by choosing palettes 31 and 32. They have no extra buffs to compensate, so they're about as strong as half a character each.
If Solo Plusle and Solo Minun share a team in Teams Mode, their special attacks will interact with each other, even when controlled by two separate players.
-Either player can use Helping Hand (DSpecial) at any time to buff their teammate's attacks.
-Baton Pass will transfer static charges from one player to the other. Both players share a single Baton.
-Double-tapping USpecial will pair up with the teammate, though the teammate decides which direction to travel in.
Credit to Steam user +Plusle+ for the idea.

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Partner changes
-Lots of quality-of-life changes to make the Partner AI feel more consistent.
-Reverted and tightened some movement and attack behaviour, should be less buggy and more predictable overall.
-Partner now 'No-DI's all attacks, instead of DI'ing towards the partner.
-Partner now tries to drift towards the Leader when the leader is below them.
-If not holding the special button, the Partner now automatically ground-teches and rolls towards the Leader.
-Partner now doesn't perform attacks when far away from the Leader, except when the player is holding the Special button.

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General
-A number of base stat changes listed in the last couple patches don't seem to have gone live. They haven't been changed in this patch.

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Jab
-Jab1 angle 361 -> 40
-Repeating jab hitboxes active time 1 -> 2
Should allow for more consistent use.

FTilt
-Extended hitbox a few pixels outwards and inwards.

DTilt
-Angle 70 -> 75

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NSpecial
-The new leader that catches the baton now cancels any downward momentum, unless they are in hitstun.
-If the new leader was using Helping Hand upon catching the baton, the new partner uses Helping Hand automatically.
Makes it easier to save the Partner + potentially extend combos by cancelling a fall.

Plusle FSpecial
-Damage 9% -> 10%
-Projectile lifetime 28 -> 30; hitbox height slightly incrased, width slightly decreased to match the animation
-Hitpause scaling 1.5 -> 1.0
-base knockback 4.6 -> 6, knockback scaling 1.0 -> 0.9
Range slightly increased, advantage on hit increased, and no longer kills earlier than Sylvanos BAir offstage.


USpecial
-It is now required to press Special a second time to use the second part of the attack.
-The partner can now act 6 frames earlier than before if the second part of the attack is not used.
-(Leader) recovery time 21 -> 16
These changes make it more viable to use a single USpecial followed by a desynced partner attack.

DSpecial
-Now has soft-armor equal to crouch-cancelling. Also can't be interrupted by any projectile dealing 8% damage or less.
-Buff now activates with a 34 frame delay, up from 22.
DSpecial was just too easy to interrupt before, which prevented players from using it as intended. Now the partner can hold its ground a little better, making Helping Hand less risky to use overall. The increased delay should discourage the previous strategy of using Helping Hand to empower a single Strong Attack, then deactivating it right away again.

DSpecial Discharge
-Startup is now fully super-armored, instead of only having a small window of super-armor.
-Minun lvl 2 damage 10% -> 8%
-Minun final hit knockback growth 0.8 -> 0.85
Another change designed to make Helping Hand a threat that must be respected. Minun Discharge has its power shifted a little, and should now be preferable for vertical KOs.

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DAir:
-No longer changes the character's momentum during startup.
-Sweetspot base knockback 5.5 -> 6
-Sweetspot knockback scaling 0.8 -> 0.6
People had such a hard time aiming this move that nobody realized it KO'd at 50. Fixed and fixed.

FAir:
-Damage 4% -> 5%
-Base knockback 5 -> 5.5
Seemingly this attack's BKB was never actually increased in the last two patches. This damage buff combined with DAir's ease of use should allow P&M to deal much better damage.

BAir:
-Sweetspot base knockback 5 -> 5.5

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FStrong
-Travels slightly further.
-Grounded hit base knockback 6.2 -> 7
-Airborne hit base knockback 6.5 -> 8
Still not the strongest move, but it should be capable of scoring a KO now.

Empowered FStrong
-Base travel speed slightly increased.
-Base knockback 7.5 (start) 5 (final) -> 8 (start) 5 (final)
-Knockback scaling 1.1 -> 1.15
Added more versatility, so that the other two empowered strongs don't completely outclass it.

DStrong
-Late hit base knockback 6.5 -> 7.5
Better reward when used as an antiair, or when both Plusle and Minun land the attack together.

Empowered DStrong
-First hit damage 7% -> 8%
-Second hit damage 9% -> 8%
-Thunderbolt damage 8% -> 10%, knockback scaling 0.8 -> 0.75
-Thunderbolt hitbox width increased by a couple pixels
Should consistently deal good damage now, particularly when catching people at the top of the screen.

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Bugfixes
Fixed a bug where the airdodge icon would not display accurately.
CPUs should be able to use up-special properly now.
Fixed a bug where when the Leader was parried, the Partner's parry stun would end much earlier than it should.
Fixed a bug where sometimes the Leader would receive a small amount of parry stun when the Partner is parried.
Tried to fix a bug where sometimes the partner would consume the leader's airdodge.
Tried to fix a bug where occasionally Plusle or Minun would be unable to use FStrong in both directions.

Update: 16 Jul, 2021 @ 8:20am

v1.34

Gameplay Changes

-Air friction slightly raised

-Max fall raised

-Initial dash speed + Dash speed up by .4

Partner

Follow Distance halved(when nearby partner should stay nearby more often)

Sync distance halved


FAir
BKB 7.25 -> 7.33

DSpec Discharge
-End lag reduced 4 frames

-Start up reduced 1 frame

DSpec Helping Hand
- Time till buff + 2 frames

Utilt
- Angle 110 -> Angle 95

Update: 24 Jun, 2021 @ 9:16am

v1.33 (1.32)

Dspecial Helping Hand
- Helping Hand delay after activation until buffed 30 > 20
- Charge Level 3 Damage Requirement 30% > 25% (1, 15, 30) > (1, 15, 25)

Dspecial Discharge
- Startup Armor Window Frames 6 > 5
- Start up 2 Frames 6 > 5

FSpecial Plusle
- Damage 8 > 9
- Angle 46 > 45
- Base KB 4.5 > 4.6
- KB Scaling .9 > 1
- Hitpause 5 > 6

FStrong
- Damage 6 > 7
- Base KB 6 > 6.2

UStrong
- Moved Hitboxes to more reliably land the more desirable hitbox
- Sweet Spot Damage 6 > 7
- Sour Spot Damage 4 > 5

FStrong_HH Wild Charge
- Looping Travel Speed 8.5 > 9
- Max Speed multiplier for charging FStrong_HH x4 > x5

DStrong_HH Thunder
- Start up 15 > 13
- Sweet Spot Base KB 9 > 9.2

FAir
- Base KB 7 > 7.25

Nair
- Base KB 7 > 6
- KB Scaling .5 > .66
- First hit Damage 3 > 4

Bair
Sour spot KB Scaling .55 > .66

Utilt, Ftilt, Uair, Fair
- Hitpause Adjustment

Update: 24 Jun, 2021 @ 9:11am

v1.32

(Connection issue during publishing, refer to 1.33 for the patchnotes)

Update: 19 Jun, 2021 @ 11:33am

v1.30

DAir
Lowered start up 1 frame
Lowered start up -vspeed by 2
Lowered dash window length by 2
Lowered Vspeed during dash by 1
Raised the HSpeed clamp by 1.5 (halting your horizontal momentum less)

Fixed a bug where pressing taunt would unsync the partner's inputs until Baton Pass is used.

Fixed a bug where the jab2 repeat buffer could sometimes trigger two repeats with one input.