Rivals of Aether

Rivals of Aether

Tails
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Update: 3 Mar, 2024 @ 6:57pm

v1.17

Patch Notes:

Forward Strong
- Endlag: 16 (26) -> 18 (27)

Down Strong
+ Active Frames: 2 -> 3 (this was actually an oversight)
- Endlag: 16 -> 17 (corrected)

Update: 9 Jan, 2024 @ 7:13pm

v1.16

Patch Notes:

Compatibilities
~ Added various compatibilities. (Miiverse, Po & Gumbo, Dedede Arena, etc.)

Forward Strong
+ Damage: 8 -> 9
~ Angle: 45 -> 361
+ Knockback Scaling: 1 -> 1.05
~ Base Hitpause: 9 -> 10
~ Hitpause Scaling: 0.85 -> 0.95
- Endlag: 15 (23) -> 16 (24)

Up Strong
~ Adjusted sweetspot hit fx placement.

Down Air
~ Fixed stray pixels from appearing during the startup of this move.

Down Special (Remote Robot)
~ Fixed Tails being able to grab Remote Robot when it bounces back after being parried.
(Bug fix.)

Update: 14 Dec, 2023 @ 8:36pm

v1.15

Update: 10 Oct, 2023 @ 4:11pm

v1.14

Patch Notes:

Runes
~ I forgot to mention this two patches ago but I removed Rune M, which spawned two Remote Robots with Down Special as a part of the re-code of Down Special. Maybe one day I’ll go back and re-add this, I dunno.

General
~ Fixed the portrait having missing pixels.
~ Fixed the very tip of Tails’ tails having a missing outline in his jump animation.

Forward Special (Air Lift)
~ Added 26 frames of hit lockout to the initial grab hitbox, preventing any of Tails’ projectile options from knocking the opponent out of his grab, preventing the follow up attack.
+ The maximum landing lag Tails can have from landing during the active / endlag of this move has been lowered from 35 to 25 - the maximum was originally supposed to be 25, but due to a coding error it was 35.
~ Fixed the landing lag for this move having an incorrect hurtbox.

Down Special (Remote Robot)
~ Adjusted the initial throw hitbox to better match the visual.
~ Remote Robot now goes away if Tails gets parried.

Update: 4 Oct, 2023 @ 7:05pm

v1.13

Patch Notes:

General
~ Portrait and victory theme have been tweaked to be better (thanks bob).

Down Special (Remote Robot)
- Explosion Hitbox Hitstun Multiplier: 1x -> 0.8x

Update: 3 Oct, 2023 @ 6:48pm

v1.12

Patch Notes:

General
~ Added 4 new alternate colors.
~ Tails now has a new portrait and victory theme, courtesy of BobTheGUYYYYY!
~ Re-exported the Steam preview image to both take account of the new portrait and be less blurry.
~ Re-coded the intro animation to be more smooth.
~ ~ Additionally, the intro animation will now play slightly later depending on your player port, preventing multiple Tails players from playing the same animation and sound effects all at the same time.
~ Elaborated more in the info box on the CSS.
~ Added a CSS select sound.
~ The positioning of the alternate color name on the CSS is now slightly moved to not be hidden by the icon thing on the CSS if playing online.
~ Adjusted CSS icon image location and optimization.
~ Tails now blinks when idling.

Jab
~ Touched up the animation significantly, adding actual smear frames and generally making the animation look more cleaner.
~ Adjusted Jab 3 hit sfx to sound better.
+ Jab 2 and Jab 3 now move Tails slightly more forward, making the move connect slightly better.
- Jab 2 Endlag: 9 -> 12
(This animation should look a little better and also function better.)

Forward Tilt
~ Completely reanimated this move from the ground up.
~ Adjusted hitbox size and placement to reflect the new animation.
~ Adjusted sfx.
+ Active Frames: 2 -> 3
- Endlag: 11 -> 12
(Why did this move have so little endlag for a largely disjointed attack? Oh, and I also completely reanimated this move because I wasn’t satisfied with it.)

Up Air
~ 2nd Hit Clean Hitbox hit sfx adjusted.
~ 2nd Hit Clean Hitbox Base Hitpause: 9 -> 10
~ 2nd Hit Clean Hitbox Hitpause Scaling: .4 -> .5

Down Air
~ Slightly edited the startup and smear of this move to look slightly better.
+ Slightly increased the size of the spike hitbox of this move to make it easier to land.
- Slightly decreased the size of the normal hitbox of this move.

Up Strong (Magic Upper)
+ Added a small hitbox near the base of this move that makes landing the sour hit of this move slightly easier against grounded opponents.
~ Adjusted dust effects.
~ During the endlag of this move, the boxing glove will now disappear quicker instead of having its animation where it retreats back into the ground at the same frame rate as Tails’ endlag.
~ Added a little vfx and sfx indicator for this move, specifically during the startup to give a better indicator for where the boxing glove is.
(General quality of life changes on this move to both improve consistency as well as some visual stuff.)

Neutral Special (Energy Shot)
~ Adjusted hit fx offset.
- If this projectile is parried, the projectile will now speed up, allowing for it to hit Tails faster.
- Projectile Hitstun Multiplier: 1x -> 0.8x

Forward Special (Air Lift)
- Reworked how landing lag is on this move.
- + Initially, Tails now only has 15 frames of landing lag.
- - However, the further Tails travels, the more landing lag that this move will have, going up to a maximum of 25 frames.
- Slightly shrunk the hitbox size of this move, making this move beat out other moves entirely less frequent.
(Should make punishing Tails for using this move more easier.)
+ Holding up or down after grabbing Remote Robot now allows you to very slightly angle the trajectory when it is thrown again.

Down Special (Remote Robot)
~ Re-coded the ENTIRE move (and its interactions with Tails’ other Specials), fixing not only some of the bugs with it but also optimizing the code further to be more simple and less messy.
+ If Tails dies, the Remote Robot will not go into its death animation if it has already jumped up into the air.
+ Cooldown (specifically if Tails dies when Remote Robot is active): 150 frames -> 30 frames
(This move was really jank. Now it isn’t! If this move still ends up having some bugs, then please let me know!)

Update: 12 Feb, 2023 @ 12:35pm

v1.11

Patch Notes:

General
~ Did a second pass on Tails’ base sprite and animations, cleaning up parts of his body but also mainly his face, removing the black line inbetween Tails’ eye and muzzle. Also some cleanup on some other animations and whatnot.
~ Slightly adjusted some animations.
~ Adjusted some smears.
~ Adjusted shading on some alternate colors.
~ Adjusted naming of colors on the CSS.
~ Removed some sprites from Tails’ files that didn’t serve any purposes, improving load times slightly.
~ Redid the Steam Screenshots on Tails’ steam page to account for the sprite changes.

Runes
~ Added Rune B: Rolls go twice as far and can be jump-canceled while doing them.
~ Added Rune E: FSTRONG now creates a comically sized windbox.
~ Added Rune G: NSPECIAL’s projectile now moves faster and deals stunning multihit damage.
~ Added Rune I: Tails now has 10 jumps. ALL of these are restored on hit.
~ Added Rune M: DSPECIAL spawn two Remote Robots.

Forward Strong
~ Changed hit fx from 303 to 304, making it the big hit effect.

Up Strong (Magic Upper)
+ Very slightly increased the size of this move’s sweetspot hitbox, making it easier to land against people. I personally thought this hitbox was too tiny.

Neutral Special (Energy Shot)
~ Adjusted projectile hitbox. The hitbox of the projectile now also shows up when turning hitboxes on in Training Mode.
~ Adjusted sfx during startup.
~ Now plays a vfx and sfx when the projectile reaches the end of its lifespan or hits the blastzone.

Forward Special (Air Lift)
~ Adjusted the sfx that plays when grabbing and throwing Remote Robot.

Down Special (Remote Robot)
~ Redid some coding behind the scenes for some more optimization and also some minor bug fixes.

Update: 27 Dec, 2022 @ 10:34am

v1.10

Patch Notes:

General
~ Adjusted Steam preview image.
~ Added Rune C: Rhythm Badge: FTILT can now be held indefinitely and you can also move during it.
~ Added Rune D: Jet Anklet: USPECIAL moves much faster and attacking out of it has no pratfall.
~ Added Rune G: Remote Robot now stuns opponents and also instantly detonates if hit by enemy attacks.

Neutral Air
~ Adjusted hitboxes to better match the animation.

Up Air
~ Adjusted hitboxes to better match the animation.

Down Air
~ Adjusted hitboxes to better match the animation.

Up Strong (Magic Upper)
~ Adjusted placement of sweetspot hit vfx.

Down Special (Remote Robot)
~ Fixed a bug where if Remote Robot was parried when Tails dies, Tails would turn invisible for some reason. I think.

Update: 3 Aug, 2022 @ 1:57pm

v1.9

Patch Notes:

General
+ Removed MunoPhone.
~ Updated Steam Description to include information about Tails’ moveset.
~ Removed inappropriate placements of dust effects.
~ Adjusted order of alternate colors.
+ Knockback Adjustment (Weight): 1.15 -> 1.1

Jab
~ Fixed not clearing the attack buffer during Jab’s startup. This means you can now actually do Jab 1 without being forced to do Jab 2 as well on whiff.
~ Jabs 1 and 2 now force flinch.
- Jabs 1 and 2 are now techable.
+ Jab 3 Base Knockback: 4 -> 6 (Should actually send opponents somewhere since sometimes when at the ledge, the move would just send nowhere. Hopefully this won’t make the move kill at outrageous percents.)

Up Air
+ 2nd Hitbox Sweetspot Base Knockback: 7 -> 8
+ 2nd Hitbox Sweetspot Knockback Scaling: 0.6 -> 0.8
~ Adjusted 2nd Hitbox hit FX.

Back Air
~ Base Hitpause: 4 -> 6
~ Hitpause Scaling: .25 -> .4
~ Angle: 135 -> 130
+ Active Frames: 2 -> 3

Up Strong
~ Adjusted sweetspot hit fx.

Forward Special (Air Lift)
+ Can now be canceled with a walljump during the dive portion of the move.

Update: 1 Jun, 2022 @ 8:34am

v1.8

Patch Notes:

Jab
~ All 3 hitboxes of this move should now better match the animation.

Dash Attack
~ Adjusted hitbox size to better match the animation.
~ Knockback Scaling: .6 -> .4
~ Hitpause: 6 -> 7
~ Hitpause Scaling: None -> 0.3
~ Adjusted hit sfx.
~ Adjusted hit fx horizontal offset.

Up Tilt
~ Adjusted hitbox sizes to better match the animation.
~ Adjusted animation timing of endlag.

Down Tilt
~ Adjusted hitbox size to better match the animation.
~ Adjusted animation timing of active frames and endlag.
~ Adjusted hit sfx.