Rivals of Aether

Rivals of Aether

Yanchang
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Update: 19 Jul, 2023 @ 11:26am

v1.666666 (idk the number keeps changing randomly lol)

Passive:
Ki Swords drop changed to only cosmetic, collecting Ki Swords seem to be too distracting of a counter play.
the damage boost from Ki Halo had been reduced as well, by half.
the extra hitpause when damage is boosted is also reduced


Uspec:
height reduced
hitbox size while going up reduced
the final hit is performed at the peak of the rise, instead of drag down -> sweep
final hit kb 9 -> 7
final hit kbs 0.8 -> 0.75
final hit bhp 10 -> 6
final hit hps 0.5 -> 0.65


Dspec:
startup 12 -> 16
endlag 18(27w) -> 20(30w)
remove the hit grab followup on hit, now come out slower and function more like a focus attack that stun
damage 15 (total of 2 hits) -> 8 (one hit)

Fspec:
final hit kb 9 -> 7
final hit kbs 0.6 -> 0.5
final hit bhp 8 -> 6
final hit hps 0.8 -> 0.45
final hit damage 8 -> 6
endlag 16(22w) -> 12(18w), hopefully function more like a combo tool.

Fstrong:
final hit damage 7 -> 6
final hit kbs 1.2 -> 1

Update: 28 Jun, 2022 @ 7:55am

v1.2

Update: 3 Jan, 2022 @ 10:03am

v1.5

Up B startup cancel now can't use airdodge to avoid pratfall

Down B have less momentum, more endlag, and ending hit does not spike, but doesn't put you to pratfall

Update: 16 Nov, 2021 @ 3:29pm

v1.4

Bug Fixes

Update: 14 Nov, 2021 @ 10:20am

v1.3
Overhauled by Sai

--- Global damage reduced by 27% collectively.
(this make sense later but still big nerfing accessible damage in general)

NSPECIAL:
-- Cant use without any halo point
-- Consume 1 halo point
--- Deal **MINIMAL** hitstun
--- Ex version stun frames (effective) 120f -> 45f, decutscened
--- Ex version send upward
*Lodge the energy spear into opponent and make next hit deal extra 4% to rip the spear out.
*Melee hit and Ex hit also apply that ^
+ Endlag 16 -> 14 (have whiff lag)
+ Melee hit range is extended by 10% horizontally

FSPECIAL:
-- Hitbox is now very thin, width wise
--- Active frame 30f -> 20f (mutilhit)
-- hit 3 times max instead of carry the enemy thru the entire moves
++ Horizontal speed on the jump is 9 hsp instead of 7.
*- ^ only if use from ground tho
-- Momentum halt in endlag instead of carry on.

USPECIAL:
**Swap place with Dspec, with the following change
+ Can still cancel out of rising without having an airdodge to consume. this put Yanchang into pratfall (20)
* If currently grabbing a player, rush downward more quickly instead of falling slowly like normal.

DSPECIAL:
**Swap place with Uspec but it's cooler now.
+ 6f first frame (out of 16f) is armored
* Command grab, imagine Otto Ustrong but eh, pratfall on whiff (14)

Normals, small changes, mostly some tiny hitbox and active time shaving (some 4f -> 3f)

Normals with significant changes:

Ustrong:
kb scaling to .6
How thing strong work is not quite fitting kill move, making for dealing dmg only with mutilple passive procs on stacked halo.

Misc:
Respawn anim, a bunch more vfx to accompany new changes, rip falling spear doe.

Update: 12 Nov, 2021 @ 10:36pm

v1.2
Adjustments by Sai

Air speed:
--max_jump_hsp = 7 -> 5 (This cap dash -> jump speed)
--air_max_speed = 5 -> 3.5

-air_accel = .3 -> .25
-max_fall = 9 -> 8
-fast_fall = 16 -> 14

-Fair landing lag 8 -> 10

---Uair hitbox size shaved by 25% (width)
+Uair landing lag 12 -> 10

-Dair sweet spot spike
8 - .8 -> 5 - .9

Update: 17 Sep, 2021 @ 6:37pm

v1.1
Just a few nerfs to Neutral B, and the blade pick-up healing for opponents

+Blades will heal 2% instead of 3% to compensate
Neutral Special nerfs/adjustments:
-Nspecial normal projectile speed slightly decreased (12 -> 10)
+Nspecial normal projectile lasts longer (60 -> 80)

Update: 9 Jul, 2021 @ 12:26am

v1.1

=Sprites have been updated, some sprites given touch-ups, and all have recieved shading that was absent during release/beta

No character adjustments yet for now, but thinking of something as such, to make up for the removal of the self-damage

Update: 26 Jun, 2021 @ 1:48pm

v1.1

Self-Damage removed

Update: 25 Jun, 2021 @ 9:05am

v1.1