Rivals of Aether

Rivals of Aether

Sleep Kirby
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Update: 13 Jul, 2024 @ 9:22am

v1.19

Patch Notes:

Alternate Colors
~ Adjusted alternate color order slightly.
~ Adjusted shading values on the following colors: Yellow, Valk, and Hope.
~ Added 4 new alternate colors: Lavender, Chocolate, Citrus, and Android Dreams (a tournament palette for NuzzlyLeaf!)

Visuals
~ Redid a majority of the hurt animations.
~ Adjusted sizes of custom hit fx.

Sleep Status
- Max Percent Sleep Time Cap: 70% -> 50%. (This looks like a buff, but it’s actually a nerf - the maximum amount of time the sleep status lasts for is percent dependent, and it caps at a certain point. This change makes the sleep duration cap (no pun intended) 20 frames lower overall.)
- Duration of Sleep Status adjusted: Every third frame an opponent sleeps for, it increments the counter for sleeping by an additional frame.
(This change should make it where any opponent put to sleep has less of a window for a super huge fully charged strong punish. Previously, it was so long you could accidentally whiff a strong and still have enough time to punish the sleeping opponent. This new change should make it where you can still get a reward off of putting an opponent to sleep, but it should be a lot more strict and less forgiving if you whiff.)
I might experiment more with how this works, lemme know how it feels to fight against for now.

Jab 3 (Pillow Takedown) / Neutral Air Landing (Spinning Pillow Dive)
~ Base Hitpause: 8 -> 9
~ Hitpause Scaling: none -> .65

Forward Air
- Endlag: 13 (20) -> 15 (23)
- Base Knockback: 7 -> 6
+ Knockback Scaling: .8 -> 85
~ Base Hitpause: 7 -> 8
(Should retain the same level of strength as before, but should make easy Forward Air chains into the blastzone at low percents a little harder to do without completely gutting the move.)

Back Air
- Endlag: 10 (15) -> 11 (17)
- Slightly reduced hitbox size to not be as disjointed.
(You can still do wall of pain stuff with this move, but it should be a little less mashable. Lemme know how this feels because I really didn’t know what to do with this move.)

Down Air
~ Heavily adjusted animation.

Forward Strong
- Endlag: 16 (24) - > 18 (27)
Up Strong
~ Heavily altered animation to look a lot better.
- Endlag: 10 (15) -> 12 (18)
(Despite what this looks like, this has way more endlag than what the frame data woodcock lists it as.)

Down Strong
- Endlag: 15 (23) -> 17 (26)
- Back Hitbox Damage: 11 -> 10 (Now matches the front hitbox damage value.)

Forward Special (Nightly Nightcap)
- Damage: 9 -> 7
- Now has a small cooldown on whiff.

Down Special (Sleep Copy Essence)
~ Fixed a bug where if an opponent parried the projectile, the hud-colored arrow above the projectile didn’t change colors to match the hud color of the player who hit it.

Update: 24 Jun, 2024 @ 4:02pm

v1.18

Patch Notes:

Jab
- Jab 3 Hitbox size reduced to better match the animation (62 x 74 -> 58 x 78, rounded rectangle shape -> circle)

Forward Air
~ Adjusted animation.
- Slightly reduced hitbox size near Sleep Kirby’s body, preventing it from allowing him to hit behind him.

Neutral Special (Burst Bubble)
- Changed hitbox to no longer use the projectile animation as its mask - it now uses a rounded hitbox.
- Sleep Kirby can no longer bounce off of the bubble to negate pratfall if he entered pratfall from being parried.

Down Special (Sleep Copy Essence)
- The Sleep Copy Essence now properly reflects and transfers ownership to the player who parried it. If Sleep Kirby parries it, he will not get invincibility frames.
- Fixed trading with the Sleep Copy Essence star if your attack had its hurtbox clip into the star’s hitbox.
+ To compensate, the hitbox size for this move is now slightly larger, reverting a nerf from a previous patch which tried to fix this issue.

Update: 22 May, 2024 @ 6:26pm

v1.17

Patch Notes:

Compatibilities
~ Added Dream Nail Dialogue for The Knight (Reiga).

Sleep Status
~ Fixed Sleep Kirby sometimes keeping the sleep status on himself if he is hit. This might have some odd interactions with moves that deal no knockback or windboxes, but I really don’t care.

Jab
~ Jab 3 Base Hitpause: 6 -> 8

Down Tilt (Slide)
~ Readjusted how the bounce works codewise: Sleep Kirby will only now bounce upwards after hitpause has ended. This could potentially fix bugs where hitting someone with this move could potentially cancel galaxies?
~ Adjusted dust effects.

Down Special (Sleep Copy Essence)
~ The hud icon for it now flashes right before this move can be used again.
+ Widened the hitbox for when an opponent gets launched directly into the Sleep Copy Essence while in hitstun, making it actually hit the opponent much more reliably.

Update: 11 Feb, 2024 @ 9:38pm

v1.16

Patch Notes:

Sleep Status
~ Fixed issues where Sleep Kirby would sometimes turn invisible if K.O.d while sleeping.
~ Sleep Status is now force removed if the hit player is galaxied as a fail-safe.

Jab
+ Jab 1 Knockback Scaling: 0.05 -> none
~ Jab 1 is no longer untechable.
~ Jab 1 now inflicts force flinch.
- Jab 1 Endlag: 12 -> 15
~ Jab 2 Overhead Hitbox Angle: 55 -> 45
- Jab 2 Endlag: 12 -> 17
~ Jab 2 is no longer untechable.
(Improves the consistency of this move. I’m also not sure why Jab 1 had knockback scaling, or why Jab 1 and Jab 2 were untechable. The endlag changes are to prevent you from infiniting people with this move with the new changes to the move without making followups from Jab 1 or Jab 2 completely untrue.)

Down Special (Sleep Copy Essence)
~ Fixed an issue where if a player hit the Copy Essence Ability Star on a specific frame when they also hit it, the player would be forced into Sleep state and the Ability Star would not be destroyed.
~ Ability Star Projectile Hitbox Size: 30 x 30 -> 24 x 24
(Should make hitting it easier without being forced to trade with it with non-disjointed attacks.)

Update: 4 Feb, 2024 @ 7:53pm

v1.15

Patch Notes:

General
~ Removed “Emerald” color.
~ Added a new color scheme called “Hope”, meant to reflect Sleep Kirby’s inclusion in TAS 5 - Hopes and Dreams.
~ Fixed an… issue with Sleep Kirby’s waveland animation in Certain Situations.

Sleep Status
~ Fixed the game crashing when Sleep Kirby is chosen in Abyss Mode and the playtest menu… again.

Update: 30 Nov, 2023 @ 7:26pm

v1.14

Patch Notes:

General
~ Adjusted Sleep status code to place the victim in their idle state when the status wears off, rather than let their hitstun finish, preventing scenarios where you would get launched offstage while asleep and suffer enormous amounts of hitstun.
(Bug fix.)
~ When a sleeping opponent wakes up, a visual effect will now play over their head to signify the hat coming off.

Compatibility
~ Added Po & Gumbo food.

Forward Tilt
~ Adjusted dust effects.
~ Base Hitpause: 4 -> 6
~ Hitpause Scaling: .4 -> .45
(Hitpause on this move felt exceedingly low.)

Down Special (Sleep Copy Essence)
- If placed and not interacted with, it will now disappear after 10 seconds (600 frames). A visual indicator and sound effect will play to signify it is getting close to dying.
(Prevents scenarios where if placed somewhere offstage near the blastzone, for instance, it would have just sat there and would have been nearly out of reach and basically unusable for until someone eventually hit it, which could potentially be never!)

Update: 29 Nov, 2023 @ 8:05pm

v1.13

Patch Notes:

Neutral Special (Burst Bubble)
- Increased Parry Stun time (40 frames -> 80 frames)
(Extended Parry Stun would just not work, so I had to just brute-force it. This should give a little bit more time for a punish, since this move didn’t really have a whole lot of parry stun.)
- Projectile Knockback Scaling: .5 -> .35
(Having a super strong projectile with its full strength the whole way and also not giving extended parry stun for how strong it is was kinda wack. This should tone it down a little bit.)

Update: 26 Nov, 2023 @ 6:02pm

v1.12

Patch Notes:

General
~ Redid a majority of Sleep Kirby’s screenshots on his steam page.
~ Added Miiverse posts.
~ The Early Access alt now has Sleep Kirby’s blush marks be visible instead of bleeding into his body color.
~ Re-exported the preview image to be less blurry.
~ Added a character select sound.
~ The positioning of the alternate color name on the CSS is now slightly moved to not be hidden by the player icon on the CSS if playing online.
~ COMPLETELY recoded how the Sleep status works on enemies, optimizing the code to be less jank overall.
~ Sleep Kirby can now put opponents to sleep in playtest mode without crashing the game anymore.
~ Sleep Kirby no longer crashes the game when played in Abyss mode.

Animations
~ Reanimated the following moves:
~ ~ Jumpstart (or jumpsquat or whatever else you call this)
~ ~ Forward Tilt
~ ~ Up Tilt

Runes
~ Removed Rune O (this was the one that allowed you to spawn multiple Copy Essences).

Forward Tilt
~ Adjusted the move’s hitbox to better match the new animation.
- Endlag: 9 (14) -> 10 (15)
(To compensate for the new hitbox placement.)

Up Tilt
~ The move now spans across 3 hitboxes instead of 1.

Down Air
~ Multihit Hitbox Angle Flipper: 10 -> 9 (Sends towards the center of the hitbox)
(Should make the move connect better.)

Forward Special (Nightly Nightcap)
~ The hitboxes of this move now instantly go away when hitting an opponent.
(The active frames of this move would slightly persist on hit previously.)
~ When using this move on an airborne opponent or an already sleeping opponent, a visual effect will play where the hat bounces off of the enemy then disappears.
(Small little visual thing. Doesn’t affect gameplay. It also applies to when you hit your own Burst Bubble with this move as well.)

Down Special (Sleep Copy Essence)
~ Knockback Scaling: 0.1 -> None
~ When hitting the Copy Essence for the first time, the Copy Essence will be visually thrown away.
~ Recoded from the ground up to iron out all the bugs this move had as well as optimizing it more.
(This move was just really buggy. Now it shouldn’t be as jank as it was before!)

Update: 16 Aug, 2022 @ 8:45am

v1.11

Patch Notes:

General
~ Removed MunoPhone.
~ Adjusted Steam preview image.
~ Added additional information to Sleep Kirby’s Steam Description.
~ Removed some unnecessary dust effects from some moves.
~ Sleep Kirby now uses Wrastor’s double jump vfx.
- Opponents with either super armor or soft armor cannot be put to sleep with FSpecial or DSpecial anymore, preventing buggy interactions with them.
~ Some moves now move the HUD arrow above Sleep Kirby now.

Jab
~ Trimmed Jab 3 Hitbox size.

Dash Attack
~ Adjusted SFX.

Neutral Air (Spinning Pillow Dive)
- Landing Hitbox Damage: 10 -> 6
~ Trimmed Landing Hitbox size.

Forward Air
- Endlag: 12 (18) -> 13 (20)

Up Air
- Landing Lag: 5 -> 6
- Base Knockback: 5 -> 6
- Knockback Scaling: 0.5 -> 0.6

Forward Strong
- Endlag: 14 (21) -> 16 (24).
- Base Hitpause: 9 -> 12
- Hitpause Scaling: 0.6 -> 0.8
- Slightly reduced hitbox height.

Up Strong
- Base Hitpause: 10 -> 12
- Hitpause Scaling: 0.6 -> 0.8

Down Strong
~ Adjusted SFX.
- Endlag: 12 (18) -> 15 (23)
- Front Hitbox Angle: 40 -> 45
- Back Hitbox Angle: 140 -> 135
- Both Hits Base Hitpause: 5 -> 9
- Both Hits Hitpause Scaling: 0.6 -> 0.7

Update: 14 Jun, 2022 @ 10:54am

v1.10

Patch Notes:

General
~ Adjusted Muno Steve interaction to be runes only.

Neutral Special (Burst Bubble)
- Projectile Hitstun Multiplier: 1 -> 0.8
- Sleep Kirby now loses his Burst Bubble charge when he is parried.

Down Special (Sleep Copy Essence)
~ Adjusted how hitpause is calculated on it.