Rivals of Aether

Rivals of Aether

Void
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Update: 17 Aug, 2024 @ 11:39am

Void patch 1.45:

General Changes:
-Pratfall accel decreased from 0.85 to 0.35

Ustrong:
-Decreased the hitbox height on Ustrong downwards (it no longer hits below plats)
-Ustrong no longer flies upwards if Void gets parried

Update: 15 Aug, 2024 @ 10:27pm

Patch 1.4: only took us 2 years, but we're finally here again

General Changes:
~Hud height raised slightly
-Knockback adjust changed from 0.9 to 0.95
-Pratland time increased from 14 frames to 20 frames
~Shock HFX now causes the opponent to flash for a bit on hit
~Fixed a bug where the hud sprite wouldn't appear properly when you refresh the game in training mode
-Whifflag adjusted on any move that didn't have the correct amount of whifflag last patch (It's noted on every move that has adjustments)
(These are mostly balance changes along with some bugfixes and tweaks to make Void less jank and annoying to fight overall.)

Dattack:
-Endlag increased from 17(22) frames to 19(29) frames
-Sweetspot active time reduced from 3 frames to 2 frames
-Sweetspot knockback scaling reduced from 1.0 to 0.9
(This move was pretty strong to pressure opponents with and to set up into other conversions, especially while angling the move upwards. Making the sweetspot slightly less active and making its reward slightly less oppressive should help remedy this.)

Ftilt:
+Startup decreased from 12 frames to 10 frames
+Total duration during the active frames reduced by 3 frames
-Whifflag increased from 18 frames to 20 frames
This move was slightly sluggish to throw out, so we're giving it a cut on its startup and its general active duration.

Utilt:
+Knockback angles changed from 85 to 90
-Sweetspot Knockback scaling reduced from 1.05 to 0.9
-Sourspot Knockback changed from 9 base, 0.3 scaling to 7 base, 0.45 scaling
(Normalizing the angles on the hitboxes and normalizing the knockback on the sourspots should make opponents better able to escape with the reduced hitstun. In addition, the cut to the sweetspot's knockback scaling should make it less of a warcrime altogether.)

Dtilt:
-Endlag changed from 17(22) frames to 16(24) frames
-Sourspot angle changed from 50 to 361
-Sourspot knockback scaling reduced from 0.4 to 0.3
-Sourspot hitbox size decreased
(This move was reportedly a little bit too good at combos. The tweaks here should remedy the strings into itself and other moves.)

Fstrong:
-Knockback reduced from 9 base, 1.15 scaling to 8 base, 1.05 scaling
(Despite being angle 55, this move still turned out to be racist, homophobic, and commit crimes against humanity all in one go. We've cut the knockback scaling to make it a little bit less of... all of that.)

Ustrong:
-Whifflag increased from 26 frames to 30 frames
-Hitbox size decreased
+Base Knockback increased from 7 to 8
-Base Knockback now decreases over time (goes down to 5 base)
+New initial lower hitbox added to compensate for the nerfed vertical range on the base hitbox
(We've shrunken the hitbox on this move to make it a bit more contestable, as well as made it become weaker overtime. However, the hitbox was so big before because we wanted to make sure grounded opponents on the sides of Void got hit too. The new hitbox should help remedy that.)

Dstrong:
-Knockback scaling reduced from 1.15 to 1.1

Nair:
-Endlag increased from 8(12) frames to 10(15) frames
-Initial hitboxes (Sourspot hit 1 and Sweetspot) Hitbox size decreased
+First hit angle changed from 70 to 80
+First hit base knockback reduced from 6 to 5
+First hit now has 2 extra frames of hitpause
-Sweetspot damage reduced from 10 to 9
-Sweetspot knockback changed from 9 base, 0.7 scaling to 6 base, 0.85 scaling
~Base Hitpause increased from 7 to 8
(Combos for Nair's sourspots were a little bit inconsistent and the sweetspot fucked my wife and took the kids. Reining in the sweetspot's knockback stats and tweaking the stats on the sourspots should help players get the most out combo potential out of this move.)

Fair:
-Whifflag increased from 26 frames to 31 frames
-Hurtboxes extended forward right after the active time
-Sourspot angle changed from 50 to 45
+Sourspot knockback growth increased from 0.4 to 0.5
-Sweetspot knockback angle changed from 361 to 45
-Sweetspot knockback reduced from 8 base, 0.9 scaling to 6 base, 0.8 scaling
(The sweetspot was a little bit too strong. Normalizing the angle will also help normalize the DI behavior for it as well.)

Bair:
-Whifflag increased from 26 frames to 29 frames

Uair:
-Whifflag increased from 28 frames to 32 frames
-Sweetspot hitbox size decreased
+Sourspot hitboxes consolidated into one big hitbox

Dair:
-Startup increased from 22 frames to 24 frames (Invul now starts up on frame 14 instead of frame 11)
-Invul time reduced from 6 frames to 5 frames. Travel distance was also reduced as a consequence of that (*)
-Whifflag increased from 26 frames to 27 frames
-Hurtbox size increased on the last frame before Void becomes invulnerable
-Endlag increased from 14 frames to 18 frames (19 frames to 25 frames)
-Sourspot hitbox decreased to match the visual better

Nspecial - Light Array:
-Pre charge Startup increased from 4 frames to 9 frames
-Post charge startup increased from 2 frames to 4 frames

Fspecial - Summon Voidling:
-Voidling no longer homes in on opponents when close to the opponent
~Reduced the multi hit active time from 180 frames to 2 frames (specifically done to prevent the multi hit hitboxes from lingering on a partial connect)
(...what the fuck?)

Uspecial - Refraction Warp:
-Now goes into pratfall if you teleport to the Voidling
(We all know you're not getting back to stage that easily.)

Dspecial - Radiant Matter:
-Final hit damage decreased from 8% to 7%
(The damage reduction on the last hit makes it crouch-cancellable, creating additional grounded counterplay.

Update: 2 Mar, 2022 @ 12:56pm

v1.3:

A patch that didn't take 7 months to make (Still took me too long to get it out)

General Changes:
+New Hud indicator added for what state the Voidling is in
~New large hit fx added to Ustrong and Dspecial

Dattack:
-Momentum now gets canceled if the opponent parries dattack
(Dattack had the tendency to blow past opponents on a successful parry, which was incredibly obnoxious to deal with in general. This change should hopefully fix that issue)

Ustrong:
-Hurtbox added during the first 5 startup frames
(yeah... so it turns out Ustrong was invincible during the first 5 frames... I somehow only just noticed this)

Fair:
~Sweetspot hitbox size increased inwards
~Parent hitboxes adjusted so it more properly shows up on the Frame data Woodcock
(Minor hitbox adjustments to the sweetspot hitbox to make landing it a tiny bit more lenient)

Bair:
+Hitbox size increased inwards
(Minor adjustments made to help improve the consistency of the move by just a bit)

Nspecial - Light Array:
-30 frames of cooldown added between uses of Nspecial
-Void now loses Nspecial charge if he gets parried
+Nspecial air's projectile angle was made shallower
(Nspecial was obnoxiously good when spammed relentlessly last patch with no way to get rid of his charge once he had it. Now it's less able to be spammed relentlessly while also punishing him for getting parried while holding charge akin to how Ranno needles work.)

Update: 28 Dec, 2021 @ 2:22pm

v1.22
Another quick hotfix:

General Stats:

+Double jump speed (height) increased from 5 to 6
(Last patch I was contemplating giving Void a second midair jump while reducing the height of his jump to compensate. I ended up going back on that idea but forgot to reset the jump height back to what it was before the attempted change when I pushed out the patch... so that's been fixed)

Update: 27 Dec, 2021 @ 11:50pm

v1.21

Quick Hotfix patch

Bair:
~Effects animation updated to put it more in line with Ftilt... for real this time
(I had accidentally left the updated Bair sprite out of the patch... whoops)

Update: 27 Dec, 2021 @ 7:26pm

Patch 1.2: IT'S FINALLY HERE
General Changes:
~Alt 12 (Reflection)'s colors have been adjusted to more accurately match the character the alt is based off
~Intro Animation Implemented
~A bunch of new custom hit fx were added onto several attacks (Thanks Delta)
~Taunt Animation effects animation adjusted to match the new intro animations effects
+Hitstun Gravity increased from 0.45 to 0.51
-Pratland time increased from 3 frames to 14 frames
(Hitstun gravity increase was made to make it less easy to obliterate Void in disadvantage. The pratland was increased due to how easliy Void can stay in the air without entering pratfall.)

Jab:
~Sfx adjusted to give jab more impact on hit

Dash attack:
+New Functionality: Pressing up during startup gives you a rising variant that gives you better overall control over your trajectory.
-Air friction increased during the active frames
(The ability to do an Upwards Dash attack was a fun spur of the moment decision that both Delta and I really enjoyed. The Air friction increase was done to prevent Void from flying across the entire stage in one upwards dash attack)

Ftilt:
+Hitbox size increased inwards on the first and second hits
(Ftilt had some mild issues where the move wouldn't hit correctly if the opponent was too close, particularly during the multi hits. These hitbox adjustments were made to hopefully address this issue)

Dtilt:
-Hurtbox size increased Horizontally during the active frames
+Added 10 frames of hit lockout to the Sweetspot
(Hurtbox size increased to hopefully make Dtilt less oppressively disjointed. Additional hit lockout added to prevent awkward interactions with Void's multi hit projectiles interrupting potential kills)

Fstrong:
-Decreased laser active time from 15 frames to 9 frames
-Decreased final blast hitbox active time from 3 frames to 2
-Decreased final blast hitbox height
-Increased endlag from 24 frames to 28 frames (29 frames on whiff to 34 frames on whiff)
-Final hit angle increased from 45 to 55
+5 frames of extra hitpause added to the final multi hit to make it link more consistently on hit
~Whifflag frames adjusted to be more properly distributed
(I got a bunch of complaints in terms of Fstrong being incredibly strong due to it's high active frames, deceptively short endlag, and high kill power. All of these adjustments were done to make Fstrong less oppressive overall)

Ustrong:
+Added 10 frames of hit lockout to the move
(Additional hit lockout added to prevent awkward interactions with Void's multi hit projectiles interrupting potential kills)

Dstrong:
+Added 10 frames of hit lockout to the move
(Additional hit lockout added to prevent awkward interactions with Void's multi hit projectiles interrupting potential kills)

Nair:
+Decreased startup from 10 frames to 8
(Sped up the startup to help mitigate his poor disadvantage state. This gives him an aerial that's faster than frame 10, which is something which hurt him last patch badly)

Fair:
+Sourspot hitbox height increased slightly
+Added 10 frames of hit lockout to the Sweetspot
-Hurtbox size increased Horizontally during the active frames
(Hurtbox size increased for the same reasons as with Dtilt. Additional hit lockout added to prevent awkward interactions with Void's multi hit projectiles interrupting potential kills)
(Revert the startup decrease on Fair, Consider making the endlag worse overall)

Bair:
+Startup time decreased from 15 frames to 13 frames
-Final hit knockback angle changed from 85 to 100
+Angle flipper 10 added to the first multi hit to make it hit more consistently
+1 frame of extra hitpause added to both multi hit hits to make them more consistently link into the final hit
~Effects animation updated to put it more in line with Ftilt
(Startup changes made to make Bair more applicable in the middle of a match, though the knockback angle was adjusted to make it easier to DI out of)

Uair:
+Added 10 frames of hit lockout to the Sweetspot
(Additional hit lockout added to prevent awkward interactions with Void's multi hit projectiles interrupting potential kills)

Nspecial - Light Array:
+Charge time decreased from 78 frames to 52 frames
-Vertical stall when charging in the air has been halved
-Endlag increased by 6 frames (23 frames to 29 frames)
~Additional glow effect added when you have Nspecial fully charged.
(Nspecial had 2 issues last patch: The full barrage not being worth how long it took to charge and Nspecial charge allowing Void to stall in the air for prolongued periods of time. Both of these adjustments were made to address those issues)

Fspecial - Voidling:
~Movement behavior reworked: The Fspecial projectile now moves at a set speed. Pressing holding no direction or crouching causes the projectile to preserve its current momentum.
+Projectile max speed increased when holding forward
-Projectile can no longer change its direction when crouching or jumping. In order to turn it around in the air you have to B reverse a special move
-Cooldown between uses increased from 140 frames to 180 frames
(These changes were done to make Fspecial more applicable as a general projectile while making it more committal to stall it out than it was last patch. The cooldown between uses was increased to make it overall less spammable, since he could previously spawn another projectile right as the previous one died)

New Special Implemented: Fspecial 2 - Voidling Divide
~Void stalls in the air for a bit before letting out an ominous cackle, causing any voidlings on screen to split in half and charge at diagonal angles. This acts as an easier method to split the Voidlings than the previous two methods, a change brought about due to the change to Fspecial's projectile behavior
-Split Voidlings no longer erupt into a multi hit when they make contact with an opponent. They instead hit once, launching the opponent up and towards Void's current location

Uspecial - Refraction Warp:
+Uspecial can now teleport to the Fspecial Voidling when it's attacking
+Uspec-Fspec vertical boost distance calculation reworked to be more lenient. Boost distance threshold is now 70px
+Holding Parry now allows you to go into pratfall regardless of whether you havd an Fspecial Voidling out or not
+The first 2 hits of the teleport attack are now untechable
(All of these changes were made to make Uspecial more flexible and less precise overall. In particular, you are now able to confirm an Fspecial projectile hit into the teleport for a combo extension, where as before that was straight up impossible)

Dspecial - Radiant Matter:
-Initial startup increased from 10 frames to 15 frames
-Laser startup time increased
-Laser active time decreased
~Time between hitbox spawns decreased by 1 frame to maintain damage: 5->4
+Force flinch added to the linking hits
-Angle reduced from 361 to 40 on final hit
-Knockback of final hit reduced: 9 + 1.05 -> 8 + 0.9
-Laser now goes away when you hit Void during the move, giving a cooldown of 120 frames
-Normal cooldown increased from 60 frames to 90 frames
(Dspecial was a highly oppressive and hard to deal with tool in Void's kit last patch, with it being impossible to interrupt once the beam was set while also dealing high damage, killing well, and being highly spammable. These changes were made to tone it back a bit.)

Bugfixes:
+Fixed the issue that causes Fspecial projectile's sprite to bug out/go invisible
+Fixed the issue where Fspecial projectile's multi hits linger after the projectile has dissipated
(This addresses all of the major bugs that were plaguing Void at launch... Invisible Fspecial is no longer an issue... thank christ)

Update: 31 May, 2021 @ 7:15pm

v1.1

+Added Void's victory music
(I forgot to check if it was on his current build or not on the initial upload... whoops :3)

Update: 31 May, 2021 @ 7:12pm

v1.1