Rivals of Aether

Rivals of Aether

Daora
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Update: 19 Mar, 2022 @ 5:52pm

v3.10

Removed the Genesis glitch effect and Amateratsu Afdter Image Trails on the specific color slots at the request of Genesis Tornament Organizer InnerOtaku. No other changes made to the character.

Update: 6 Feb, 2022 @ 12:12pm

v3.9- Added New Portrait / CSS by Regina Reforged!

Dspecial
- Moved sweet spot hitbox closer to her body by 10 units to make it negative disjointed. Should not feel as jank to get grabbed by. Hitbox x 50 -> 40
- Changed the logic of the movement during grab to make it look and feel better. Now she moves forward a bit before jumping on the opponent.
- SFX that was intended to play was not playing, fixed.

Update: 23 Jan, 2022 @ 5:09pm

v3.8

Colors
- Added color to color selector by Unbackedcon! Button combo is Strong + Special + Attack
- Removed special shader from OG Colors.
- Color Selector locks in earlier so you can reposition you hand to get ready for the fight. Locks in at 80 frames (near the end of "2!" in the count down). Thanks to Underachiver Mako for the suggestion.

Compats
- Bailey Compat Added.

Jab
- Fixed an oversight where jab 2 was untechable. Jab 2 can now be teched out of, confirmed with AI / CPU. Thanks to Anebriate for pointing this out.

Dspecial
- Nerfed start up by two frames, now it has the same start up as Fspecial. 15 -> 17 frames.
- Nerfed endlag of grounded version, has one more frame of endlag 17 -> 18
- Polished up animation of the ground version a bit.
- Feedback from Masq and Jordan has a general feeling that this move was a bit too good.

Uspecial
- Added anti cheese code for killing off the top with boosed grab. Now at a certain height, it will transition to the dropping state early. Based on feedback from Masq.

Nspecial Ankle Lock
- Sped up the move so the grab doesn't take as long. Does not affect frame data or anything. Based on feedback from commentatiors during the Blueberrybout stream from last week. Zyonx vs Ragingbagon is a signature match in Daora history.

Gannoncide Prevention Platform
- Resprited and expanded the platform to be much larger based on feedback from Dragou / Masq. It was possible to miss it and still gannoncide previously.
- Took away the side boundry condition, now it only uses bottom boundry. Side boundry was causing logic issues.
- Changed Platform logic so it will keep spawning for every grab. The system before was shortsided that allowed gannoncide after the 1st platform spawned.

Fspecial
- Partially reverted change from last patch to the gannoncide logic, now she can double jump out of Fspecial when under the stage in addition to air dodging if she has a double jump available. Last patch made it so that she had to have air dodge otherwise she was stuck, but now is less restrictive. She cannot Uspecial or use other attacks like she originally could, so this is an in-between measure. Based on feedback from Causeimapilot.

Update: 8 Jan, 2022 @ 1:55pm

v3.7 1/8/22

// Genesis Prep Alt.
No major changes to balance or moves.

Presentation
- Lowered volume of bone crunch sound on Nspecial by 4dB based on request from Snappy.
- Added small electric vfx on successful boosted grab.

Colors
- Added Genesis 8 Alt to Main Alt Section. Has glitch effects on it / After image trail / Custom Intro.
- Slime alt moved to color picker #28, Buttom combo is SD16 + JP8 + STR4
- RagingBagon Alt moved from STR input to #19: SD16 + SP2 + ATK1

Gameplay
- Fixed issue with Nspecial Boosted on Plat versus N/A specifically where they would not be hit by the last hitbox due to grab location logic. Thanks to RagingBagon for finding it.

Update: 1 Jan, 2022 @ 7:27am

v3.6 // Daora Beta Patch Update 1/1/22

TL:DR of Patch:
- Tone down Fspecial / Fair / Uspecial / Uair / Unboosted Nspecial
- New Grab Animation for Nspecial boosted if used on ground.
- Changed Dspecial animation / functionality, is a better approach tool but frame data was slowed down. Grab is more useful.
- Visual / Sound / Gamefeel changes across the board.
- Extras like Color Selector (Extra alts) / Final Smash / RoF support added.

Full Patch
- Final Smash / Rivals of Fighter Compat Added!
- Changed CSS to take away some of the complexity from Hyu's template.
- Added Color Selector based on Lukaru's Color Selector on Hikaru. Functions mostly the same but the code under the hood is different. A lot of colors have been added but more a planned in the future. Special thanks to some of her current players who supplied additional colors.(Causeimapilot / Ragingbagon / Underachivever Mako)
- Added Gurren alt and moved U-sa alt to color picker
- Normal Moves should work with Woodcock buddy for frame data. Specials and grabs don't look to work very well on Woodcock.
- New Amaterasu Alt as requested by St. Dan also features trails using modified AfterImage code from Lukaru to mimic Okami's visual style.

//Presentation
- Corrected issue where mark would not set the blue hue correctly on characters with small sprites
- Added hitpause across the board.
- Changed VFX when the thunder strikes during boosted grabs
- Tuned up VFX across the moveset.
- Tuned up SFX across multiple moves.
- Added Water Dust VFX to some movement animations + attacks
- Added more animation to Intro.
- Refined Waveland animation cause it looked bad.
- Fixed small errors on Idle Sprite.
- Reworked a lot of smears based on Delta's advice. They should look way better. Jab / Ftilt / Dtilt / Utilt / Nair / Uair / Dair / Nspecial Ground / Air .

// Balance
General
- Nerfed Hurtbox and Crouch Hurtbox by making it bigger.

Nspecial
- Reanimated Boosted Nspecial Air for better game feel.
- Opponent cannot SDI during the shock window (Looked pretty goofy before)
- On Unboosted Nspecial Ground Slam, increased knockback scaling from .2 -> .4 to prevent auto combos (Sorry Ducky!)
- Completely new animation for the grounded version. Now it's an ankle lock. Submission Wrestling moves in my Rivals? Its more likely than you thing.

Fspecial
- Nerfed with cooldown on miss. Cooldown of 60 frames (1 sec). Changed cooldown of successful hit from 90 frames to 60 frames. Based on feedback from Landkon.
- Cooldown now has an indicator of an electric symbol above her head. It was an old asset done by Regina that I am using. Thanks Regina!.
- Nerfed Hitbox size on the move. Not disjointed anymore. Based on feedback from Landkon.
- Cleaned up animation of F-special execute.
- The offstage cancel (to prevent SD) now can only be done by airdodging. Raised the height offstage at which it can be canceled to compensate. Requested by FTL crew.
- Changed the indicator to literally say "Airdodge" when she can do this so people don't think the white flash is her becoming invincible.

Dspecial
- Movement reworked with new animation.
- On ground it is a slide kick with low profile.
- In the air, the inital kick and the grab portion are cleaned up.
- Changed Air Movement to be slower and at a lower angle. Idea is to grab in an area where Fspecial could not.
- Unboosted grab reanimated and is a reference to C. Viper's MVC3 Air Grab.
- Unboosted grab has a shock window like other unboosted grabs.
- Finishes in a foot stool that is a light spike.
- Added SFX and stuff cause this move was lacking.
- Frame data slightly nerfed as a trade off for better use due to being a low profile approach option on the ground.
- Nerfed start up by 2 frames, 13 -> 15 frames
- Air version has custom landing lag animation with a shockwave with weak hitboxes similar to Falcon (Thanks for the idea Regina). Landing lag is signifigant to compensate (20 frames)
- Tuned end lag on air version so that it is possible to double jump out of if she initiates it from the top of her double jump and is not locked into the aerial landing lag animation. This will also make it a bit safer to aid recovery with.

Uspecial
- Nerfed hitboxes by shrink wrapping them to be less disjointed.

Jab
- Changed Jab 1 to have force finch to bring it in line with base cast
- Changed move to have similar frame data and hitbox data to Zetterburn's jab combo. Does less damage than Zetter though since Daora's also applys mark.
- Fixed an animation issue where the animations was desynced from hitboxes by one frame
- Jab 1 smear readjusted and hitbox readjusted to hit closer to her to prevent whiffs if opponent is too close to her.

Ustrong
- Nerfed active frames from 9 -> 6
- Hitboxes adjusted to all have the same angle of 90 for consistency.
- Based on feedback from Slime

Dstrong
- Changed the hitbox to be angle 45 with angle flipper 6 based on feedback. Now the move should be more consistent based on where in relation the opponent is to Daora.
- Based on feedback from Menace.

Nair
- Buffed Start up by two frames Frame 10 -> Frame 8.
- Buffed Landlag by two frames 8 -> 6.
- Removed Angle Flipper 10 (Auto Link Angle) for Angle Flipper 6 to make it the same as Wraster Nair.
- Changed BKB / KB scaling on Nair 1 to more reliably link into nair 2 based on feedback from Delta.

Fair
- Nerfed active frames of sweetspot and strong box 4 -> 2
- Nerfed active frames of sourspoot linger hitbox 12 -> 8
- Added Whifflag tag.
- Based on feedback from Menace and Slime

Uair
- Angle changed from 90 to 75.
- Nerfed start up by 2 frames 10 -> 12 frames.
- Nerfed Active frames by 2 frames, 4 -> 2 frames
- Attempting to stop the auto link combos.

Utilt
- Changed start up by 1 frame 12-> 11
- Nerfed Active Frames by 2, 6 -> 4
- Animated a better transition to idle based on feedback from Slime

Ftilt
- Nerfed Active Frames by 1, 3 -> 2 frames
- Poilished animation + VFX + Smear.

Dtilt
- Reanimated attack slightly to fix leg anatomy + Smear + secondary motion based on feedback from Gnome.

Color Selector Alts Added:(This is available on her steam page as well)

Hold the button combination at the start of the match before "GO" on the color selector alt (alt 30) to pick these additional alts. This system works online. Inspired by Lukaru's Hikaru Color selector, but works a bit differently under the hood.

Layout is Number / Button Combination / Name
AT1 = Attack
SP2 = Special
STR4 = Strong
JP8 = Jump
SD16 = Shield
TNT = Taunt (Not used yet)

// OC Section
case 1: // AT // "Sailee"
case 2: // SP // "Roekoko"
case 3: // AT + SP / "Tzukiyo"

// Early Supporters Section
case 4: // STR / "Raging Bagon"
case 5: // STR + ATK / "Tak"
case 6: // STR + SP / "U-sa"

//Brackets + Events
case 8: // JP8 / "Forbidden Training Lounge"
case 9: // JP8 + ATK1 / "Blueberry Bout"
case 10:// JP8 + SP2 / "Workshop Elite"
case 11: // JP8 + SP2 + ATK1 / "Call of the Abyss"
case 12: // JP8 + STR4 / "Heatwave"

// Pokemon Section / WS Characters
case 16: // SD16 / "Drifblim"
case 17: // SD16 + ATK1 / "Delphox"
case 18: // SD16 + SP2 / "Zoroark"
case 19: // SD16 + SP2 + ATK1 / "Shiny Emboar"
case 24: // SD16 + JP8 / "Flake"
case 25: // SD16 + JP8 + ATK1 / "R-00"

Update: 16 Oct, 2021 @ 4:28pm

v3.5 Patch - 10/16/21

General
- Changed Timer on the Water Mark to be 20 Seconds. This will make camping Daora out of the mark more difficult but not impossible.
- Fixed an oversight where attacks that make the mark were not refreshing the mark.
- Changed The Fspecial recovery logic, now she will NOT auto correct herself, but instead will be able to act out of the move if she's far enough down from the ledge. Does not consume the platform cooldown.
- Tuned the logic on the grabs regarding opponent variables to prevent buggy interactions.
- Adjusted angle of the execute grabs on the platform from 90 -> 85

Alts
- Added Ouro Kronii alt at the request of Jmillions, the Dev Derby Rep for Team "I'm Blue Da be dee da ba da".
- Swapped Roo Alt for a Rykenburn Alt that was created by Causeimapilot. Rykenburn is one of my fav work shop characters and I barely play Roo. Roo was also similar to a couple other alts.
- Swapped Sailee Alt for Marlow Alt. Alt made by Prober, requested by Z0nyX.
- Fixed shading on the smash land alt cause it wasn't working
- Added Special shading on the OG Colors Alt

Parry
- Added feature where if Daora gets a successful parry, the timer on the mark is refreshed. (It was running out after 10 seconds and sometimes Daora could not get a powerful Parry Punish after.)
- Aerial Nspecial will now set into parry stun if parried. Ground Nspecial is still immune to parry stun.

Jab 3
- Endlag changed from 18 -> 14 frames. Move felt excessively laggy

Utilt
- Adjusted Utilt hitboxes to be more in the body do that she does not have a large blind spot inside of her.

Ftilt
- Fixed an issue with her animation during the move.

Dstrong
- Removed Water Sound at start up
- Changed SFX

Dair
- Buffed Start up to make the move worth doing over Bair 13 -> 10
- Removed Water VFX / SFX to use a normal effect to make it less elemental based.

Uair
- Removed Water VFX to use a normal effect to make it less elemental based.

Uspecial
- Adjusted Hitbox of the final execute hitbox to prevent larger characters from not getting hit by the final hitbox.
- Adjusted logic so the opponent can no longer tech off the wall during the move. This is like my second attempt trying to do this.

Nspecial
- Fixed using the wrong animation for this move. Thanks to GodSlayerFenrir for pointing this out.

Nspecial Execute
- Base Knockback buffed 5-> 7.

Fspecial
- Adjusted knockback when on the platform, now it should no longer be a neutral reset but instead a chance to hit again.

Fspecial Execute
- Sped up Animation up so it is quicker. Felt like it took too long.
- Fixed an issue where the angle was not resetting after used on the cloud platform. WHOOOPS

Dspecial
- Changed logic so that the move gives the double jump back once but does not prevent the move from being used again.

Update: 3 Oct, 2021 @ 5:16am

v3.4 10/3/21 Large Patch

Gimmick Rework
- Overall Rework to her gimmick. She functions like Rykenburn now.
- All Strongs, Jab 3, FAIR (strong and sweetspot only), and BAIR apply the water mark. The water mark applying moves now have a dramatic hitfx to indicate the effect.
- Hitting Daora with a physical hitbox (non projectile) will remove the mark. Same functionality as Rykenburn
- Water mark buffs grabs same as before before.
- Electric mark no longer exists.
- No more meters, they are gone now.
- Element chaining (empowered water builds elec and etc.) can no longer be done mostly for free.
- All empowered grabs have a dramatic hitpause and fx at the end of the move. 20 frames of fixed hitpause plus extra VFX and SFX.
- Mark removed on parry
- Mark removed on death

Grab Platform
- She will now spawn a platform on the edge of a stage if she attempts to gannoncide. This platform will allow her to use her attacks and benefit from them instead of just dropping them.
- Platform will despawn when she jumps or stands on it for too long.
- Platform launch attacks are fixed to send upwards.
- Small Hud Icon to know when the platform is able to be used.
- Fspecial non boosted does not have strong scaling to prevent cheese kills.

Hurtbox Rework
-Reworked hurtboxes for all smears to make them non disjointed.

Nspecial Rework
- Removed Bubbles entirely so the character can focus on grappling.
- A+B attack mapped to Nspecial instead, the A+B input no longer exists.
- Removed Cool down on move after execute version since there is no electricity anymore.
- Swapped animation and hitboxes from jab 1 and Nspecial ground.
- Nspecial Ground should now be easier to hit air opponents and has a similar area as the air version.
- Jab 1 hitbox is smaller, but more appropriate for the jab 3 pay off of a mark.
- No parry stun on this move any more to be similar to Clarien Nspecial

A+B Grab Empowered (Now N special)
- Reworked move slightly to leave Daora in more advantage by giving the opponent 6 extra hitstun. Justifies consuming the water mark to use this move as it leads to follow ups.
- Cooldown dramatically reduced after hitting the empowered one. Was supposed to stop element chaining but that no longer exists. 120 frames -> 20 frame cooldown
- Nspecial boosted now drags the opponent down if Daora is on the ground
- It will still move to where the opponent is in the air if used in the air.

Jab
- Reworked Jab 3 Smear to include Water Dragon for Gimmick
- Removed the ability to grab with A+B (Now Nspecial) out of Jab 3. Can still grab with Jab 1 or 2.
- Swapped animation and hitboxes from jab 1 and Nspecial ground.

Utilt
- Nerfed start up by 2 frames 10 -> 12.
- Nerfed endlag by 1 frame 15-> 16
- Changed base hitpause from 4 to 8 based on feedback.
- Changed hitboxes to be more precise to the animation.

Ustrong
- Changed sour spot hitboxes to be similar in power to the start up hitboxes.

Dash attack
- Nerfed hitboxes and visuals to cover less.
- Nerfed Start Up by 2 frames 10 -> 12 frames
- Nerfed Endlag by 4 frames 14 -> 18 frames
- Added 4 extra hitpause to compensate for nerfs and make the move still usable in combos

Fair
- Buffed smear to have water wolf, also caused the hitbox size to grow. This move is now slightly easier to hit.
- Nerfed start up by 1 frame to compensate. 15 -> 16
- New SFX on sweet spot should make it more obvious when you hit the sweet spot versus the normal box.

Bair
- Start up nerfed to account for applying mark. 12 -> 15 frames
- Endlag nerfed 12 -> 14 frames
- Changed smear to have water dragon. no changes to the hitboxes.
- Changed smear to have water dragon. no changes to the hitboxes.

Dair
- Removed sour spot hitbox on body and adjust the main hitbox for better coverage.

Uspecial
- Removing Hitstun Multiplier completely due to opponents not regaining control quickly enough after being hit by the move.

Dspecial
- Reworked hitboxes on the move to make the move more reliable. Got complaints that it was hard to use.
- Strong physical hitbox at start up similar to Gannondorf Wizard Foot with 8 bkb / 1.0 kb scaling
- Sour physical hitbox after the 1st two frames that will kick the opponent forward weakly without hitpause. This can lead into a sweet spot confirm.
- Sweetspot end hitbox that functions the same as it does now.
- Changed VFX and SFX on strong box.

Idle
- Fixed missing outlines. OOOPPPPS.

Update: 24 Sep, 2021 @ 4:05pm

v3.3 //9/24 Patch Notes
General
- Several Pallets redone by Shen! Thanks so much for the help!
- Added Pallets by Shen and Zerks.
- Pallets shuffled around.
- Changed landing sound
- Prat land nerfed 6 -> 10

UAIR
- Buffed bkb 6 to 8 to prevent easy auto combos.
- Nerfed scaling from .4 to .3 to compensate.

Ustrong
- Removed ability to cancel out of attack

Dattack
- Changed parry Logic, she was leaving parry too early on dash attack

Dtilt
- Changed angle from 110 to 90 degrees (No longer sends In)
- KB scaling increased from .2 -> .3

Fspecial
- Added falling acceleration to better for better gamefeel
- Execute version did not have initial hitbox landing, added it back for game feel. +1 Damage as a result

Dspecial
- Reduced Base Hitpause on the move 10 -> 6
- Changed angle thrown 145 -> 110

Dspecial Execute
- Nerfed BKB 10 -> 9
- Nerfed KB scaling 1.3 -> 1.2

Air A+B attack
- Buff up start up 8 -> 4 frames.
- Change knockback so it is consistent with the ground versions and sends slightly up
- Changed Interpolation logic of the grab so there is more of a linear motion.

Update: 19 Sep, 2021 @ 1:10pm

v3.2 Patch Notes 9/19 / More tuning and small fixes
General
- Added Hud functionality for free for alls. Hud will tell you the element build up of the player closest to you. May be a tad unstable when characters like Buffy create new player objects.

Nspecial
- Fixed an issue with Nspecial in the air where it would not cause landing lag.
- Changed properties of the bubbles to knock opponents at 45 degrees away and with less hitpause so the opponent's DI matters and it isn't a free subsequent attack for Daora

Dspec
- Change frame animation slightly to make the sweetspot start up to be more clear.
- Nerfed endlag 10 -> 15 frames.
- Changed friction on the move so she doesn't sail to the blast zone if she Dspecs of the platform.
- Fixed an issue with Nspecial in the air where it would not cause landing lag.

Update: 18 Sep, 2021 @ 6:48pm

v3.1
General
- Increase prat_land_time 3 -> 6
- TGP Logo: No rotation and remains static.

Dattack
- Change endlag from 9 to 14.

Nair
- Nerf Landing Lag 4 -> 8
- Nerf Start up by 1 frame 8 -> 9
- Nerf End Lag by 2 frames 12 -> 14

Fair
- Nerf Landing Lag 4 -> 8

Uair
- Nerf Landing Lag 4 -> 8
- Nerf Endlag 10 -> 14

Dair
- Nerf Landing Lag 6 -> 8

Bair
- Nerf Landing Lag 8 -> 10
- Add Whifflag. Currently does not have it, I missed this.

Neutral Special
- Remove Extra hitpause 4 -> 0
- Lower base hit pause 5 -> 4
- Lower hit pause scaling .4 -> .1

Ftilt
- Fixed issue with swish sound not playing

Dstrong
- Change base hitpause from 7 -> 10 (current 1 scaling)