Rivals of Aether

Rivals of Aether

Nappa
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Update: 13 Mar, 2022 @ 10:41pm

v1.4

~D-Strong's explosions, N-Special's beam and Saibamen all now use exact collision masks, removing the janky element from these moves hitboxes
~Adjusted sounds on D-Strong and U-Tilt to feel a bit more powerful
~The Early Access skin now has an altered outline and adjusted shading to make it feel more like other Early Access skins
~Added a much more iconic victory theme for the Ghost Nappa skin (courtesy of TFS ofc)
~Bumped up the volume on the Wall-E support song to not be as quiet
~Added mod support for Agent N
~Added more dialogue support for newly released DB characters + more

+Tweaked angles on F-Strong to be more in line with other powerful F-Strong/original release F-Strong (60/65 -> 50/55 on sourspots, 50 -> 45 on fist sweetspot)
+Reduced D-Strong's endlag and whifflag (18/18 -> 14/8)
+D-Strong's body hitbox has been changed. It is now a flat but wide rectangular hitbox that covers the area around Nappa's feet in between the explosions. Nappa now can't catch people directly above/around him that aren't in range of the explosions, nor can he catch people below him. Conversely, this hitbox doesn't have hit lockout, meaning that it can combo into the explosions at low-mid percentages for more damage.
+Increased the knockback scaling on B-Air (0.6/0.5/0.4 -> -0.7/0.6/0.55)

-The Nappa Clappa no longer deletes characters at 80% (Knockback scaling on Up Strong heavily toned down, now at 1.15/1.1 for sweetspot and sourspot respectively)
-Up-Strong's sweetspot and sourspots were made smaller in order to be more in line with Nappa's arms/hands
-N-Special's weak shot no longer has extra priority over other projectiles
-Up-Special with the "G" Rune now has a brief cooldown in between uses so you can longer infinitely stall with it

Update: 10 Aug, 2021 @ 11:05am

v1.3
-Increased F-Tilt's damage (9/8/8 -> 11/10/9)
-Slightly increased F-Tilt's startup (8 -> 7)
-Increased F-Tilt's knockback scaling on sourspots (0.5/0.6 -> 0.6 -> 0.65)
-Decreased F-Tilt's whifflag (16 -> 14)
-Increased F-Tilt's damage (7/6/6 -> 8/7/7)
-Increased U-Tilt's damage (9/8/7/7 -> 11/9/8/8)
-Adjusted the sfx timing on U-Tilt, F-Tilt and U-Air to match up with the animation
-Increased N-Air's damage (5/4 -> 7/5)
-Increased F-Air's damage on the top sourspot (9 -> 10)
-Increased U-Air's damage (11/9 -> 12/10)
-Increased F-Strong's damage (14/13/13/12 -> 16/14/14/13)
-Adjusted F-Strong's hitstun scaling on the sweetspot hits (0.7/0.9 -> 0.6/0.8)
-Increased D-Strong's damage on the explosion attacks (8 -> 10)
-Increased U-Strong's clap damage (13/10 -> 16/12)
-Increased F-Special's throw damage (9 -> 12)
-Increased grounded F-Special's base knockback/knockback scaling on the throw (7/0.9 -> 8/1)
-Increased U-Special's damage (12/10 -> 13/11)

Update: 10 Aug, 2021 @ 11:04am

Update: 2 Aug, 2021 @ 11:55pm

v1.2
-Cleaned up hitboxes with U-Special, Dash Attack, Jab, F-Tilt and D-Tilt
-Slightly increased Nappa's normal landing time (4 -> 5 frames)
-Slightly increased Nappa's waveland time (7 -> 8 frames)
-Increased Nappa's pratfall recovery time (8 -> 12 frames)
-Parrying a fully charged N-Special now results in Nappa being stunned for an extra period of time.
-Uncharged N-Special can now be reflected via parrying.
-Uncharged N-Special no longer stuns Nappa when it is parried.
-Increased the lifetime of uncharged N-Special (30 -> 60)
-Reduced the hitstun of uncharged N-Special
-Fixed a bug where Nappa could parry/roll out of N-Special when his projectile was done charging/already firing; It can now only be cancelled during the charge animation.
-Saibamen now have drastically less base knockback (12 -> 8) to solidify them more as a combo tool rather than an incredibly strong early kill option
-Fixed a bug where Saibamen's initial hit would cause interactable articles/characters (deployables, the background character in Tower of Heaven, some bosses such as Dracula) to be stuck in hitstun for much longer than intended
-Increased D-Special's cooldown (75 frames -> 100 frames) to give Saibamen an increased opportunity cost
-Slightly increased D-Special's startup (12 -> 14 frames)
-Increased the startup of Dash Attack (8 -> 12 frames) to make it less spammy
-Slightly increased Dash Attack's damage (5/6% -> 6/7%)
-Slightly increased F-Special's startup (16 -> 17 frames)
-Reduced the distance traveled by F-Special (more so the grounded version than the aerial one). This was mainly done so as to not make this move, especially the grounded version a nearly guaranteed free back dash/roll chase option, instead requiring more of a read to properly connect the move in these scenarios.
-Noticeably reduced the base hitstun/hitstun scaling of grounded F-Special to prevent the opponent from DI'ing at very wonky/unfavorable angles, especially at low percentages
-Slightly increased N-Air's knockback scaling
-Increased F-Tilt's hitpause scaling on the non-sweetspot hitboxes to reduce the chance of opponent's being sent in very obtuse/45 degree angles
-Slightly increased the length of F-Strong's individual wind up frames before charging can begin (7 - > 8 frames each)
-Slightly increased F-Strong's base damage (13% on Sweetspot Fist, 12% on Arm, 11% on Body -> 14% on Sweetspot Fist, 13% on Arm, 12% on Body)
-Slightly increased F-Air and D-Air's landing lag (18 -> 20 frames and 24 -> 26 frames respectively)

Update: 2 Aug, 2021 @ 11:44pm

Update: 2 Aug, 2021 @ 11:43pm

Update: 2 Aug, 2021 @ 11:19pm

Update: 30 Jul, 2021 @ 10:09pm

v1.1 day once balance patch
-Cleaned up and normalized overly disjointed hitboxes on F-Strong, Dash Attack, F-Special, Nair and Uair.
-Fixed a bug with Nappa's uncharged N-Special having the wrong knockback values.
-Slightly increased startup on F-Strong.
-Slightly increased startup on D-Strong.
-Slightly increased damage on Dash Attack.
-Slightly decreased damage on Nair.
-Slightly decreased knockback scaling on Uair.

Update: 30 Jul, 2021 @ 3:30pm

v1.0