Rivals of Aether

Rivals of Aether

Tenshi Hinanawi
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Update: 24 Sep, 2021 @ 3:55am

v1.14

+ Install now gives level 2 strongs again.

Update: 24 Sep, 2021 @ 3:42am

v1.13


+Fair: Recovery: 20(29) > 17(25)
+Fair: Changed momentum behavior.

Update: 17 Sep, 2021 @ 5:28pm

v1.12

Tenshi Patch Notes:

Added custom hit particles.
Hitfx colors now match the sword.
Added HUD offsets.

Added new alts replacing some existing ones.
Bad Apple is back replacing Shiki Eiki.
Miracle Child replaces Ibaraki Kasen.
Cirno Now Plays Cirno Math Class.
Sacramentum replaces Hata no Kokoro

Sans and Sacramentum have extra special features if you hold down while activating install :^]

Patch Intentions:
I wanted to improve the gamefeel of the character while reducing her overall power level. She does too much knockback. Her recovery should feel much better to use but her ability to mash out of disadvantage should be worse.
Fighting install has proven to be very campy, these changes should encourage interaction inside install. I've also aimed to make install a bit weaker to make it easier to fight.

Bugfixes:
Fspecial charging visual no longer persists if Tenshi is put in pratfall while charging the move.
Uspecial colors fixed.
Waveland and Landing Lag peach leaves no longer change color with the rainbow effects.
Uair no longer has kragg hit fx.
Fixed a bug where fspecial air throw launcher hitbox would not connect to opponents under certain conditions.
Tilt canceling jab now puts tenshi in parry stun.

Specials:

+ Uspecial: Decreased animation time significantly.
Uspecial: Feinting uspecial will always break the rock sending people standing on it into pratfall.
(Uspecial was both significantly slower than Kragg's and didn't have a hitbox and didn't have the ability to send people into pratfall at any time like Kragg. This should make the move feel much better to use while still keeping its main weaknesses as a platform recovery with no hitbox.)

Nspecial: Rock Projectile Angle Flipper Removed.
- Nspecial: Angle: 45 > 90
- Nspecial: Explosion Knockback: 10(1) > 9(1)
- Nspecial: Rock: 8(.8) > 7(.8)
- Nspecial: Damage: 15 > 9
(You can now DI the rock.)

- Fspecial: Startup: 9 > 12
- Fspecial: Air Throw Knockback Scaling: 1 > .9
- Fspecial: Throw Knockback: 10(.8) > 6(.7)
- Fspecial: Throw Angle: 135 > 125
(Making fspecial less free)

Grounded Normals:

+ Jab 2: Consistency to link into jab 3 increased.
+ Jab 3: Damage: 4 > 5
- Jab 4: Damage: 6 > 5 (Total jab combo damage unchanged. 14)
Jab 4: Knockback: 8(.6) > 6(.7)
+ Jab 4: Angle: 60 > 45 (Maybe this button might get pressed eventually somehow.)
(Aiming to make jab feel better while placing more emphasis on using more of the combo.)

New: Dtilt
- Sweetspot removed, damage normalized to 7.
+ Angle: 90 > 95
(This makes dtilt a much stronger combo starter. I'm a bit concerned this new move makes her a much better character all by itself.)

- Ftilt: Startup: 10 > 12
- Ftilt: Knockback: 8(.85) > 5(.9)
- Ftilt: Angle: 361 > 45
Ftilt: Base Hitpause: 7 > 11
Ftilt: Bonk Hitpause: 11 > 13
(This move is supposed to be more gimmicky than actually good.)

DAttack: Multihit hitpause scaling removed.
DAttack: Multihit base hitpause: 4 > 3
DAttack: Launcher base hitpause 6 > 7
- DAttack: Endlag: 11(16) > 12(17)
(Reducing how long this move traps people in place for so it's less annoying to get hit by without changing its function.)


Aerials:

Nair: Animation tweaked.
- Nair: Startup 5 > 8
+ Nair: Recovery: 15(24) > 12(19)
Nair: Hitpause: 5(.4) > 9(.4)
Nair: Base Knockback: 6 > 5
+ Nair: Angle: 55 > 50
+ Nair: Knockback Scaling: .53 > .65
Nair: Does not hit as low, has more horizontal reach. Short hop nair no longer hits short characters.
(Nair was a bit ugly and clunky, and way faster than it should have been, it should feel more in line with the rest of the kit now.)

- Fair: Startup: 11 > 13
- Fair: Recovery: 16(24) > 20(29)
- Fair: Landing Lag: 8(12) > 9(14)
Fair: Hitpause: 7(.5) > 10(.5)
- Fair: Knockback: 7(.7) > 6(.7)
Fair: Install Multihit Hitpause: 3(.5) > 5(.5)
+ Fair: Improved install consistency.
+ Fair: Now can be angled up and down in addition to forward and back.
- Fair: Now caps speed while in install to prevent possible stall strategies and make the move more manageable to use and fight.
- Fair: Fair haults momentum on startup, overall speed reduced.
(Fair had bad gamefeel despite being very strong. This should help make the move feel better to use while taking a lot of power out of it.)

Bair: Hitpause: 8(.9) > 13(.9)
- Bair: Endlag: 18(27) > 20(30)
Bair: Install hit 1 hitpause: 5(.1) > 7(.5)
Bair: Install hit 1 now drags through platforms.
Bair: Install multihits brought closer together.
(Install bair felt worse than normal bair, this should help make it feel cooler. Also increased the hitpause and gave it less saftey to throw out in neutral. You should be finding yourself in landing lag more often.)

- UAir: Startup: 6 > 7

- DAir: Spike Damage Reduced: 6 > 4
DAir: Multihit hitpause scaling removed.
DAir: Multihit base hitpause: 4 > 3
- DAir: Multihit hit rate reduced.
- DAir: Endlag on land: 10(16) > 13(21)
DAir: Multihit knockback scaling removed.
+ DAir: Multihit can no longer be ground teched.
(Should make dair less of a cutscene and a more reliable landing option, while also doing less total damage and being less safe on whiff. Should feel better to use and less annoying to fight.)

+ Install: Meter no longer drains over time, instead it functions as a health bar draining only when she takes damage. It takes roughly 50% with full meter.
- Install: Can no longer graze while in install.
- Install: No longer auto upgrades strongs.
- Install: Run Speed: 8.75 > 8.5
- Install: Fast Fall: 26 > 18
- Install: Max Jump Hsp: 9 > 7
- Install: Air Max Speed: 8 > 7
- Install: Stun time: 90f > 120f

Strongs:

- Dstrong: Angle changed to 70.
- Dstrong: Lv 1: Knockback: 9(1) > 7(1.2)
- Dstrong: Lv 2: Knockback: 9(1.1) > 7(1.23)
- Dstrong: Lv 3 Big Rock: 9(1.3) > 7(1.25)
- Dstrong: Startup: 11 > 15
- Dstrong: Lv1 Endlag: 20(28)
- Dstrong: Lv2 Endlag: 25(35)
- Dstrong: Lv3 Endlag: 30(43)
- Dstrong: Rocks now die if Tenshi is hit.
Dstrong: Hitpause normalized to 12(.9)

- Fstrong: Lv1 Endlag: 19(27) > 22(31)
- Fstrong: Lv2 Endlag: 19(27) > 24(34)
- Fstrong: Lv3 Endlag: 19(27) > 26(37)

- Ustrong: Lv1 Endlag: 20(26) > 20(26)
- Ustrong: Lv2 Endlag: 20(26) > 23(31)
- Ustrong: Lv3 Endlag: 20(26) > 26(35)


Update: 23 Jul, 2021 @ 9:54pm

v1.1.9

Fixed a bug where attempting to platform jump cancel fspecial without a double jump available would play the cancel audio repeatedly.

Update: 23 Jul, 2021 @ 9:40pm

v1.1.8

Made strong endlag more like basecast.

+ Dstrong: Endlag: 34(47) > 20(28)
+ Ustrong: Endlag: 26(34) < 20(26)
- Ustrong: Lifetime: 16-26 > 16-22
+ Fstrong: Endlag: 24(34) > 19(27)
(I'm just using basecast references here to be kind of like shovel knight but slightly worse overall?)

-Uair: Landing Lag: 5 > 6

| Fspecial Grab Throw: Base Hitpause: 5 > 8
| Fspecuak Grab Throw Air: Hitpause Scaling: .4 > .8

Update: 23 Jul, 2021 @ 9:39pm

Accidental Upload

Update: 16 Jul, 2021 @ 7:45pm

v1.1.7 Patchnotes:

Dair no longer breaks uspecial rock when landing on it.

Made it so weight correction during stun is applied through multihits. (Characters with multihit strongs would not recieve proper weight correction due to it expiring after the first hit when punishing install stun.)
Hitting Tenshi while stunned extends the weight correction by 15 frames.

Fixed muno phone attack names. (Hitboxes on strongs other than dstrong are still wrong.)

Fixed a bug where if the player used Ustrong while the rock was on cooldown they could not use nspecial to summon the rock until using an aerial attack. (Don't ask why.)

Update: 12 Jul, 2021 @ 1:04pm

v1.1.6

Install Themes now adjust with player's local volume settings for music.

Lightweight mode no longer mutes the install, only the visuals.

Update: 9 Jul, 2021 @ 12:02am

v1.1.5

Made various performance optimizations that shouldn't really have a noticeable impact at all.(Could cause new bugs though.)

Fixed a bug where Tenshi could summon rock twice in the same air time with usepcial if hit during the middle part of uspecial.

Fixed a bug where using the air fspecial throw in install would not put fspecial on cooldown.

Adjustments:

-Dstrong: Rock Hit Lockout: 2 > 8 (Rocks can no longer combo into themselves 50 times for 400% or do 50% if all 3 connect. Yes it was still happening ;~;)

+DAttack: Reverted multihit correction for first hit only of dash attack. (People were dropping out, especially with the increased speed in install.)
|DAttack: Multihit Base Hitpause: 4 > 3
|Dattack: Multihit Hitpause Scaling: .25 > .1
|Dattack: Initial Hit Hitpause Scaling: .4 > .1
(Its not strong anymore. Shouldn't feel like a cutscene getting hit by this anymore.)

Fstrong Lv 3: Hit 1: Width: 114 > 144
Fstrong Lv 3: Hit 2: Y offset: -62 > -52
(Lv 3 fstrong now better matches the visual)

Nerfs:

-Install: Fspecial Air Throw: Angle: -45 > -25
-Install: Fspecial Air Throw: Base Knockback: 8 > 5

-Install: Strongs now start at level 2 instead of level 3.

Update: 6 Jul, 2021 @ 1:50pm

v1.1.4

Bugfix:
Fixed a bug where Tenshi could uspecial twice if rock cooldown ended during the last window of uspecial.
Fixed a bug where Tenshi would stick to platforms if using uspecial from underneath them.