Rivals of Aether

Rivals of Aether

Azelf
Showing 1-9 of 9 entries
Update: 3 Aug, 2023 @ 5:19pm

v1.9

Summary:
Balance changes and bug fixes.

Slightly changed some alts.
Updated victory background to match the slight Fogbound Lake changes.
Added the following compatibility:
Kirby Fighters icon.
Mamizou transformation.
Amber plush.
Po Gumbo dish.
Pokemon Stadium sprites.
Green Flower Zone sign.

* Fixed tilts giving parry stun if the previous jab attack was parried even if the tilt wasn't jab canceled.
* Future Sight mark no longer restarts disappearing animation if Psybeam projectile gets destroyed while the mark is disappearing.
* Psybeam parry/reflect/bash code rewritten.
* Now disappears if hitting the ground after being reflected.
* Sprite angle/direction matches the direction it's reflected/bashed in.
* Empowered Psybeam sound now comes from Azelf instead of the Future Sight mark.
* Future Sight startup sound now comes from the Future Sight mark instead of Azelf.
* Sound is no longer inturupted when attacked.
= Sound plays slightly later.
* Fixed dash stop colormap error.
* Vertical momentum cleaned up for forward special, down special, and placing future sight mark.
= Jump height should now be the same height as normal when using these moves while rising, instead of "close enough."
* Fixed waveland animation frames being out of order.
= This has been messed up since the jam version, why can't I notice this stuff.
= Added very basic recovery ai, the computer will wall jump as soon as they can during up special instead of waiting for it to finish.

- Pratland time increased. (3 -> 10)
- Pratfall air acceleration multiplier decreased. (0.85 -> 0.6)

Forward Tilt:
- Lifetime decreased. (6 -> 4)

Up Tilt:
- Lifetime decreased. (6 -> 5)

Down Tilt:
- Lifetime decreased. (6 -> 4)
- Reduced width by 20 and moved forward by 10.
= Removes back hit while still reaching the same distance forward.

Dash Attack:
- Endlag increased. (12 -> 13)

Neutral Air:
= Lifetime of first 3 hits decreased by one frame. (3 -> 2)
= This is to make it easier to tell how many hits the move uses in training mode.

Forward Air:
- Lifetime decreased. (7 -> 3)
- Endlag increased. (15 -> 16)
- Landlag increased. (9 -> 10)

Back Air:
- Hitbox lifetime decreased. (Sweet: 4 -> 3 | Sour: 7 -> 6)
- Sourspot knockback scaling lowered. (0.5 -> 0.4)
= Sourspot hitpause scaling lowered. (0.6 -> 0.5)
- Endlag increased. (8 -> 12)

Up Air:
- Startup increased. (9 -> 11)

Down Air:
= Lifetime of first 2 hits decreased by one frame. (4 -> 3)
= Same as reason as Neutral Air.

Forward Strong:
- Post-charge startup increased. (7 -> 9)
- Endlag increased. (15 -> 17)
= Angle flipper changed so both hits always launch forward. (6 -> 0)

Up Strong:
+ Added an extra linking hitbox after initial linking hit.
= Original linking hit doesn't reach as high. Second linking hit reaches higher than the original.
= Both linking hits are in the same group, so the move still only hits twice.

Down Strong:
- Lifetime decreased. (5 -> 3)
= Shape changed to match trail better.
- Technically slightly smaller.

Neutral Special (Confusion):
+ Grab size is larger.
+ When throwing, opponents are now moved slightly in the direction they're going to be thrown.
- Base knockback decreased. (6 -> 5)
= Base hitpause decreased. (6 -> 5)
- Endlag increased. (8 -> 15)
= Hit effects for the throw hit and hit effect offsets for all hits changed.

Up Special (U-Turn):
- Horizontal speed is now halved when hitting the ground.
- Hitstun multiplier for aerial opponents lowered. (1 -> 0.8)

Down Special (Future Sight):
= Added 5 frames of hit lockout.
= This is to prevent knockback from getting interrupted by a weaker hit.

Update: 30 Nov, 2022 @ 2:27pm

v1.8

Fixed error where getting hit by certain moves (like Wastor's Down Special) wouldn't properly play tumble animation.
Added author name to config.ini

Update: 22 Nov, 2022 @ 4:49pm

v1.7

Fixed issue where jab could "tilt cancel" into itself, making it far too spammable.

That's all, just a quick hotfix.

Update: 19 Nov, 2022 @ 4:47pm

v1.6

Summary:
Balance changes, bugfixes, and minor code cleanup.

General:
Tweaked up hurt.
Merged hurt sprites and made extended parry stun animate without looping using Tester's code.

Jab:
- Damage decreased. (7 -> 5)
+ Can now tilt cancel starting at frame 16.

Forward Tilt:
+ Startup reduced by 2 frames.
= Sourspot base hitpause lowered. (7 -> 6)

Forward Air:
- Increased endlag. (12 -> 15)

Forward Strong:
+ Sweetspot angle changed. (60 -> 45)

Down Strong:
+ Damage increased. (7 -> 11)
+ Decreased precharge startup. (8->6)

Neutral Special (Confusion):
= Is now properly canceled if attacked before the throw comes out.
= Movement slows to a stop instead of stopping on the spot.
= Air movement now resumes during the throw animation.
= Fixed error where grabbed players were not lifted high enough.

Forward Special (Psybeam):
= Now requires you to be 50 units away from Future Sight mark to use the empowered version. (As opposed to 20 units.)
= Which version to use is now determined shortly before firing instead of at the beginning of the move.
= Powered up sound now gets cut short if move is interrupted before the Psybeam fires.
= Fixed glitch where Psybeam would be destroyed if fired right at ground level.
= Vertical movement is smoother. Air friction is lowered.
- Now has a 20 frame cooldown.

Up Special (U-Turn):
+ Damage increased. (5 -> 7)
= Added separate hitboxes for grounded and aerial opponents.
= Aerial is the same as before, while grounded launches up with slightly higher base knockback.
= Now bounces off hitable articles.

Down Special (Future Sight):
+ Damage increased. (7 -> 15)
- Base knockback decreased. (12 -> 10)
+ Knockback scaling increased. (0.9 -> 1.1)
= Base hitpause increased. (8 -> 11)
= Hitpause scaling increased. (1 -> 1.2)
- Now has extended parry stun.
= Horizontal movement slowed and vertical movement made smoother.
= Changes mostly match the last patch's changes to placing the mark.

Future Sight Mark:
+ Reduced cooldown when used up. (75 -> 60)
+ Reduced cooldown when used up by Down Special. (120 -> 110)
= Now plays sound when destroyed by Clairen's Plasma Field.
= Now actually gets destroyed when powered up Psybeam gets destroyed by a hitbox.

Update: 16 Nov, 2022 @ 2:15pm

v1.5

Summary:
Polish, bugfixes, a little workshop support, and some slight balance changes.

General:
Darkrai alt name fixed.
CSS select sound added.
CSS alt name no longer blocked by online profile icon or playtest button when on teams. (Haven't tested online teams yet.)
Portrait and related files edited. (Slightly moved eye.)
Fixed Neutral Special and Down Special cooldown not getting reset when losing a stock.
Minor code cleanup.
Sped up crouch animation.

Added workshop support for the following:
Hikaru fakie title
Link spear drop
Steve death message
Mt. Dedede & Boxing Ring title
Soulbound Conflict message

Jab:
+ Reaches slightly farther backwards.

Dash Attack:
+ Sweetspot damage increased. (9 -> 11)
+ Sweetspot knockback scaling increased. (0.5 -> 0.7)
= Sweetspot hitpause scaling increased. (0.5 -> 0.8)
+ Sourspot damage increased. (4 -> 7)
+ Sourspot knockback scaling increased. (0.3 -> 0.5)
= Sourspot hitpause scaling increased. (0.2 -> 0.6)
= Sourspot hit effect changed.
= Changed hit sounds.
= Added extra sounds to move.

Forward Air:
= Angle changed. (55 -> 40)

Back Air:
= Angle changed. (55 -> 30)
= Note that angle flipper is 5, meaning it sends backwards.
+ Sweetspot is bigger and moved outward.
- Sweetspot knockback scaling decreased. (0.85 -> 0.75)
+ Sourspot slightly taller.
+ Sourspot knockback scaling increased. (0.4 -> 0.5)
= Sourspot hitpause scaling increased. (0.45 -> 0.6)
= Sourspot hit sound changed.

Up Air:
+ Sourspot base knockback increased. (4 -> 6)
= Sourspot base hitpause increased. (5 -> 7)
= Sourspot hit sound changed.

Down Air:
= Added extra sound to attack.

Neutral Special (Confusion):
= Now takes 5 less frames to throw someone after grabbing them.
= Grab hitbox base hitpause reduced. (6 -> 1)
= Grab hitbox hitpause scaling reduced. (0.7 -> 0)

Forward Special (Psybeam):
= Spawns slightly higher.
- Decreased hitstun multiplier. (1 -> 0.5)
= Both regular and Future Sight mark versions.
- Lifetime reset and speed increased by 50% if parried.
= If Future Sight mark Psybeam is parried or otherwise destroyed, the Future Sight mark will also be destroyed.

Up Special (U-Turn):
+ Hitbox comes out 2 frames quicker and lasts 2 frames longer.
= Will now slam on the ground if landed during the first 5 frames of descent.
= Hitbox now disappears when hitting someone.

Neutral/Down Special (Future Sight Mark):
= Friction of 0.15 added to window 2.
= Vertical movement no longer set to 0 when mark is created.
= Vertical movement is now clamped between 2 and -4 during window 2.
= Gravity during window 2 increased. (0.2 -> 0.5)
- Fixed glitch where you could use this move before the cooldown from Down Special (Future Sight) took effect.

Future Sight Mark:
+ Future Sight mark no longer gets destroyed by Clairen's Plasma Field if she's on the same team.
= Arrow above mark now matches player's alt color if on teams. (This was broken earlier.)
= Now has an offscreen indicator.

Update: 27 Nov, 2021 @ 11:00pm

v1.4

Alt update:

General:
Tweaked Up hurt animation.

More alts:
Mew
Celebi
Jirachi
Gold Rank
Deoxys
Victini
Diancie
Marshadow
(Thanks to Zerks for Mew, Celebi, Jirachi, and Deoxys alts.)
Minor tweaks to some prexisting alts.

Up Special:
= Tweaked angle. (330 -> 310)
- Lowered base knockback. (5 -> 4)
= Lowered base hitpause.

Back Air:
= Lowered sweetspot base hitpause.

Update: 26 Nov, 2021 @ 9:55pm

v1.3

Day 1 update, the sequel:

General:
Tweaked the following animations: (Some have minor hurtbox adjustments)
Up Tilt
Neutral Air
Back Air
Down Air
Forward Strong
Up Strong
Parry
Dodge Roll

Update: 26 Nov, 2021 @ 8:11pm

v1.2

Day 1 update:

General:
= Max fall speed decreased. (9 -> 8.25)
= Gravity decreased. (0.35 -> 0.325)

Up Special:
Somewhat experimantal.
= Changed hit effect.
+ Angle now points down. (65 -> 330)
- Base knockback decreased. (6 -> 5)
= Hitpause scaling decreased.

Forward Tilt:
= Changed hit sounds.
= Sourspot base hitpause increased.
= Hitpause scaling increased.

Down Tilt:
= Base hitpause increased.

Down Tilt:
= Hitpause scaling increased.

Forward Air:
Should make the move less chain-heavy.
- Base knockback increased. (5 -> 7)
= Base hitpause increased.
+ Knockback scaling increased. (0.5 -> 0.55)
= Hitpause scaling increased.
+ Damage increased. (5 -> 7)

Back Air:
= Base hitpause increased.
= Sourspot hitpause scaling increased.

Up Air:
= Base hitpause increased.
= Sourspot hitpause scaling increased.

Forward Strong:
= Changed sourspot hit sound.

Down Strong:
= Changed hit sound.
+ Knockback scaling increased. (0.6 -> 0.7)
= Hitpause scaling increased.
= Base hitpause increased.

Update: 26 Nov, 2021 @ 4:49pm

v1.1