Rivals of Aether

Rivals of Aether

J.D.
Showing 1-10 of 18 entries
< 1  2 >
Update: 10 Jan @ 8:12am

Playtest crash fixed

Update: 3 Jan @ 11:56pm

JD Dev Derby Patch to iron out things

Fspecial:
Platform Projectile no longer pushed around by Neutral Special shots

Dspecial:
Cooldown after succesfu deploy 200 -> 180

Ustrong BKB 10 -> 9.5

Nspecial:
Bullet Type 1 KBS .6 -> .7

Small Hitpause, SFX and VFX tweaks all around the moveset
Made All Indicators correctly reflect the players HUD colors
Fixed a bug in which Fspecial Platform Projectile would constantly interact with Dspecial Pillars

Update: 21 Jan, 2024 @ 9:34pm

BugFixes

Update: 19 Jan, 2024 @ 4:38am

-Added Offscreen indicators for Nspecial Projectiles (1, 2 and Teleport Shots)
-Bair BKB 6.5 -> 7
-Bair KBS .6 ->.5
Fspecial:
-Made parrying the Propeller Platform more consistent by adding a constant parry check hitbox.
-Now puts JD into parry stun when parried
-Its now trancendent (Its still a polite hitbox)
-Decreased the Jump height of the Jump out the Propeller Platform : 9.25 -> 8

-Increased the VSP boost of Uspecial 6 -> 6.5
-Increased the range of a couple of normals (Dtilt, Bair, Utilt)
-Adjusted some sfx

Update: 29 May, 2023 @ 4:52pm

"Updated" Preview :]
Shrinked Portrait a little bit
Uair bkb 8.75->8.5
Jab hit 1 angle 45 -> 55
Dstrong activator hit is now trancendent
Nspecial bullet type 2 Hitstun Multiplier .7 ->.6
Projectiles now speed up when parried
Nair latest hit angle 135 -> 120
Fixed the "X" bug from DD4 stream
Made Dattack and Dair multihits untechable
Dtilt hitbox height 26 -> 30

Update: 29 Apr, 2023 @ 8:46pm

Dev Derby
----------------------------
JD Patch
Fixed a bug where Fspecial explosion was affected by pillars twice

Update: 17 Apr, 2023 @ 8:27pm

He came, he went, he got snapped, he returned, he got snapped again … and now ….
Well now he is back again with his biggest patch ever. Wooooo!
A new JD patch, ~~that I started over a year ago Lol!~~ is live featuring a lot of changes. I want this update to feel like a relaunch of the character as I had always been proud of JD but I knew he was really akward to play. With this massive patch I intent to reintroduce him hopefully with a better light:

-New Portrait/ Charselect art!
-And Updated HUD!
-A bunch of tweaks and updates to a lot of animations.
-Hitbox tweaks all around the moveset (KB, hitpause, damage, size, position).
-Hit_fx and sfx tweaks all around the moveset.
-New aim indications for Fspecial, Nspecial and Dstrong.
-Fixed a lot of visual bugs regarding projectile direction.
-Fixed some bugs regarding unintended parry safe moves.
-Runes updated accordingly.
-3 new alts. Still got some more slots left.

Fspecial Rework: (Propeller Platform)
-Propeller projectile lifetime 120 ->150
-Propeller hitboxes are now polite but they are harder to escape from.
-Propeller projectile now interacts with both Nspecial Bullet Types! Getting hit by one of them forces an early detonation.
-You can now teleport back to Fspecial Projectile using Uspecial Teleport Shot, doing so refreshes its lifetime.
-Fspecial explosion Damage: 5 ->8
-Fspecial cooldowns have been increased for all the following cases: Jump Cancel, Getting Hit, Getting parried, Being destroyed.
The objective of these changes is to make the Fspecial projectile a central stage control element.

Nspecial Updates:
-Charge speed increased by 25%
-Nspecial cooldowns have increased for all the following cases: On Hit, On whiff.
-Nspecial 1 KBS .6 ->.65
-Nspecial 2 Hitstun Multiplier .6 -> .7

Dspecial Updates:
-Dspecial Pillar detection logic has been redone to make projectile interactions more consistent
-Dspecial horizontal detection range increased
-Dspecial Cooldown after usage: 250 -> 200
-Power Pillar: BKB multiplier x1.5 -> x1.3
-Reverse Angle Pillar: Hitstun Multiplier .8 ->.9
-Mirror Pillar: Now works properly on repeated reflects.

Other Changes:
air_accel 0.2 -> 0.25
djump speed 9.5 ->9.25
Dattack active time decreased by 2 frames
Ftilt KBS .725 -> 0.75
Fair BKB 7.25->7.5
Bair active time 4->3
Dtilt active time 4->3
Dtilt angle: 50 -> 70
Utilt endlag 11 -> 10
Dstrong KBS .9 -> .95
Dstrong Final Hit Angle 45-> 70
Fstrong KBS .85 -> .9
Ustrong Lifetime 6->5
Ustrong KBS .8 -> .85
Ustrong startup 18 -> 16
Ustrong on hit endlag 21 -> 18
Ustrong whiff Endlag 27 -> 32

Update: 13 Nov, 2021 @ 6:43pm

The Big JD Patch I did when i should have beeen doing Jam stuff:
-Intro animation added!
-JD will now go back to the previously selected Bullet Type after using the Teleport Shot , before it always went back to Type 1.
-Teleport Shot damage 2 -> 4
-Dspecial Pillar 4 (Drag Down) Has been DISABLED for the time being.
(Many factors let to this: it being extremely situational, it causing weird interactions with enemy projectiles, it contributing to visual clutter on the HUD).
-All HUD sprites have been adjusted to the new 3 pillar system.
-Reworked the way Fspecial multihit projectile refreshes its hitboxes, this results in more consistent follow ups while the oponent is trapped in it.
-Fspecial propeller hitboxes BKB 4 -> 3.5 (Being Trapped in said projectile now doesnt feel as erratic).
-Max air speed 4 ->5 (The previous speed was probably too much of a hindrance with JDs stubby aerials).
-Leave ground max 6 -> 5.
-Walljump Hsp 6->5.
-Fspecial now has a Max Hsp of 7 when active (This is to mitigate the air speed buff a little).
-Small increases to Fspecial cooldowns.
-Fstrong projectile lifetime increased by 1 frame each.
-Made Fstrong and Dstrong multihits more consistent.
-Dstrong whifflag decreased by 4 frames when missing the activator shot.
-UStrong Projectiles can now change direction to follow the enemy better if they are close enough.
-Fixed some visual bugs with the Dstrong projectile barrage.
-Further tweaks to how charging a Nspecial projectile affects its BKB and KBG.
-Fair BKB 7 -> 7.25
-Ftilt KBG .7 ->.725
-Other minor knockback tweaks all across the moveset.
-RUNES ADDED!
-Last Resort Compatibility added.
-Fixed a very specific bug where double jump input could get 'eated' by the Teleport.
-Fixed some minor sfx related bugs.
-Animation tweaks to Double Jump and Dtilt.
-Other minor presentation improvements.
-1 new recolor.

Update: 3 Nov, 2021 @ 4:48pm

JD Gamefeel / Balance patch:

Wave Friction 0.15 -> 0.12
Dair Startup 12 -> 11
Last hit of Dair can now be Hit Falled again.
Dattack Startup 13 -> 12
Bair angle 45 -> 55
Bair hitbox now reaches slightly farther out.
Dtilt angle 361 -> 65
Dtilt BKB 6.5 -> 7
Dtilt KBS .5 -> .4
Jab Final Hit Endlag 12 -> 11
Fixed a bug that made some multihit attacks end earlier than they should
Fixed a bug which prevented some sounds from playing in the Ditto
Reworked the way Nspecial projectiles gain BKB and KBA with Charge, this results in stronger fully charged projectiles
Nspecial Bullet 2 Hitstun multiplier 0.55 -> 0.5
Fixed 361 angle projectiles not working properly with Reverse Angle Pillar
Tweaked how the Reverse Angle Pillar affects Hitstun Multiplier

Update: 25 Oct, 2021 @ 4:27pm

Made Dair And Dattack multihits way more consistent.
Dair is no longer Hit-Fallable
The final Hits of Dair and Dattack have been made bigger
Landing during the endlag of USpecial will now put JD in normal landing lag.
Various Hitbox adjustments all across the moveset!
Fstrong and Ustrong projectile hitboxes now visible
Animation tweaks to Ftilt
Dstrong now also works correctly on Walls
Shortened the duration of Fstrong by 6 frames.
Added frame cooldown to Fstrong
Dtilt BKB 6-> 6.5
Uair Sourspot KBG .6 -> .65
Made all of JDs projectiles compatible with Adventure Mode. Yay!
(Just watch out of Teleport SDs Lol!)