Rivals of Aether

Rivals of Aether

Plusle & Minun
Showing 11-20 of 22 entries
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Update: 18 Jun, 2021 @ 5:45pm

v1.29

please work

Update: 18 Jun, 2021 @ 5:40pm

1.28

Last update had a hiccup. No changes. Just making sure 1.27 goes through.

Update: 18 Jun, 2021 @ 12:36pm

v1.27

Fixed a bug where you couldn't gain static charges during helping hand

Update: 18 Jun, 2021 @ 11:40am

v1.26

Bugfixes that should've been in the last patch. Thanks @Punking on ExW.

Plusle and Minun FSpecial projectiles now have their duration reset when they are reflected by a parry.
A reflected Minun Fspecial now properly reverses direction when parried again by Plusle or Minun.
Fixed Minun FSpecial multi-hit failing to trigger after a double reflect.
Getting hit by a reflected FSpecial no longer increases the partner's Helping Hand charge.

Update: 16 Jun, 2021 @ 4:22pm

v1.25

Maw : Post-Jam quality of life patch. Thanks for your patience.

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Partner Changes

Updated the partner AI to better follow the leader when jumping and while airborne. The Partner also tries to stick to the leader during aerial attacks now, instead of following the player's inputs exactly.

Greatly improved the AI's mimicing of the leader's attacks. It should now always perform the attack you inputted, except for dash attacks (when the partner is trying to catch up to the leader) and other rare scenarios.

The partner will no longer jump when grounded if the leader is below their position, and will always roll in the direction of the leader if shield is pressed. This should allow it to run across the stage faster when the pokemon are split up and your leader's trying to recover.

Offstage, the partner will ignore attack inputs while they are falling. (The player still has to take care not to lock them in an attack during the middle of a jump.)

The partner will now try not to fastfall at the ledge. Failing that, the partner will double-jump by itself if it's nearly touching the blastzone while the leader is nowhere nearby. It's still best to input a jump for your partner to recover as cleanly as it can.

Increased the "hold special to sync" buffer. It's now a lot easier to hold special and perform the intended attack with the partner, in the intended direction. The sync is maintained even if you quickly release and press the special button, meaning you can now use special moves without having the partner return to you.

If the leader or partner successfully parries, the other Pokemon now receives invincibility frames if they are grounded and nearby.

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Cosmetic
It is now very, very unmistakably clear what DSpecial does.
Helping Hand Strong Attacks now have extra particle effects while charging them.

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Balance

Stats
Increased height of dash hurtbox.
Lowered height of crouch hurtbox.
Shifted aerial hurtbox down a few pixels to line up with the sprite.

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Jab2
Startup 10 -> 5. Can now actually combo from Jab1.
Jab2 repeats can now be buffered much more easily. Jab desyncs are now feasible. Army fans rejoice.

NAir
Maximum damage 3% -> 5%

UAir
Knockback growth 0.55 -> 0.6
Removed the vertical boost in the middle of UAir.
Adjusted UAir windows so that the whifflag is accurate. (endlag on hit is the same, endlag on whiff increased by 1.)

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Helping Hand FStrong
Endlag increased while airborne. No longer goes into pratfall on whiff.

Helping Hand DStrong
Lightning hit extra hitpause 0 -> -4. Makes confirming into the main hit a little more reliable.

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FSpecial
Startup can now be walljump-cancelled.
Minun FSpecial no longer goes through walls.
Minun FSpecial can now be b-reversed.

USpecial
USpecial 'team-up' can now happen at any point during the USpecial before the recovery - you're no longer required to start the USpecial close to the partner, you can just USpecial into them instead.
Minun USpecial can now be b-reversed.

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Bug Fixes

Fixed a bug where Minun's Jab1 would never flinch, even as the leader. Corrected so that the leader's jab always flinches while the partner's jab does not.

Fixed a bug where Minun's Strong attacks could not be charged by holding the right analog stick with 'smash stick' or default controls enabled.

Minun's FSpecial projectile can no longer pass through walls.

The partner can no longer charge strong attacks by holding the Attack button.

The partner's damage percent is now capped between 0 and 999.

Attempted to fix some rare cases where the leader and partner's damage would not update correctly.

Fixed many more cases where the partner would occasionally use the wrong attack while airborne.

The partner's fastfall buffer and shield buffer now syncs much more accurately with the leader's. Wavedashing should function better than it did before. (This introduces a new bug where there is a frame-perfect chance to fastfall through a platform the leader landed on. It happens rarely and only when trying to do it intentionally so it should be okay. Rivals seems to handle player landings and CPU landings differently, so fixing this flawlessly is not the easiest thing to do.)

Update: 31 May, 2021 @ 5:25pm

v1.24

Day 1 patch. They can deal damage now. That's about it.

(Steam first impressions are that they're overpowered, while discord first impressions are that they're underpowered right now. For the most part we're going to let things settle out.)

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Misc
Various AI improvements and input buffer fixes. There should be fewer cases where the partner character uses the wrong move or does the incorrect action.
Failsafe'd a bug where sometimes the partner character would turn invisible upon respawn.
Fixed a bug where the HUD would not display the partner's damage % on 'low' effect quality settings.

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Jab
Jab1 damage 2% -> 3%, endlag 9 -> 8, cancel window moved 2 frames earlier
Increased Jab1 travel distance
Jab2 damage 1%, 1% -> 2%, 1%
Jab2 base knockback 2 -> 3
Jab2 can no longer make opponents flinch

FTilt
Hitbox size slightly increased

UTilt
Sourspot damage 3% -> 4%
Sweetspot damage 6% -> 7%

DTilt
Hitbox width slightly increased

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NAir
Outer hitbox angle flipper 4 -> 9 (now pulls to the center of the hitbox, instead of only flipping the horizontal knockback)

UAir
damage 3% -> 4%

FAir
Active time 3 -> 4, now matches animation
Hitbox width slightly increased

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FStrong
Sourspot knockback scaling 1 -> 1.05, damage 5% -> 6%
Sweetspot knockback scaling 1.05 -> 1.1

UStrong
Sweetspot base knockback 8 -> 7.5, knockback scaling 1.05 -> 1.1
Sourspot base knockback 8 -> 7.5, knockback scaling 0.9 -> 0.95, damage 4% -> 5%

DStrong
Sweetspot base knockback 7 -> 6.5, knockback scaling 1 -> 1.05, damage 7% -> 8%
Sourspot base knockback 7 -> 6.5, knockback scaling 0.9 -> 1, damage 6% -> 7%

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NSpecial (Baton Pass)
Startup time 6 -> 3
The baton will no longer be interrupted if the leader is attacked after throwing it.


Update: 30 May, 2021 @ 3:54pm

v1.22
Removed a debug asset

Update: 30 May, 2021 @ 3:38pm

v1.20

Fixed the stage discoloring glitch + framerate issues associated with it
Fixed Helping Hand (DSpecial) discharge aura disappearing permanently after being parried

Update: 30 May, 2021 @ 2:40pm

v1.19
Fixed the partner's attack and jump buffer
Fixed HUD hurt sprite
UStrong sourspot knockback scaling increased (0.8 -> 0.9)

Update: 30 May, 2021 @ 11:38am

v1.18

Shield inputs are no longer buffered
The partner now works with tap jump enabled
Attempted a framerate fix for low-end pcs (If you are having framerate issues, set your in-game 'effect quality' settings to 'low' or 'ultra low')
Fixed charge strongs in duo bug