Rivals of Aether

Rivals of Aether

Electrode
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Update: 17 Aug, 2024 @ 12:36am

Electrode patch 1.5 - Let's get this shit rolling!

General Changes:
-Whifflag adjusted on any move that didn't have the correct amount of whifflag last patch (It's noted on every move that has adjustments)
~Added a secret reward for Jv3-your opponent :3

Jab:
-Jab 1 endlag increased from 6 frames to 12 frames
+Jab 1 now force flinches

Dattack:
-Whifflag increased from 21 frames to 23 frames

Ftilt:
+Startup decreased from 10 frames to 8 frames

Fstrong:
-Base Fstrong's Endlag increased from 19(25) frames to 20(30) frames.
-Enhanced Fstrong's whifflag has been increased from 34 frames to 38 frames
-Physical hit active time decreased from 5 frames to 3 frames
-Base Fstrong projectile duration decreased from 24 frames to 18 frames.
+Base Fstrong projectile final base knockback increased from 2 to 4
+Base Fstrong projectile knockback angle changed from 50 to 45
-Fstrong projectiles now have a 0.8x hitstun multiplier

Ustrong:
-Base Ustrong's Endlag increased from 18(27) frames to 20(30) frames
-Sourspot hitbox width decreased
+Sourspot knockback angle changed from 80 to 90
+Sourspot damage increased from 10% to 11%
-Sourspot base knockback decreased from 8 to 7
+Sweetspot knockback iuncreased from 7 base, 1.05 scaling to 8 base, 1.1 scaling

Dstrong:
-Endlag increased from 18(27) frames to 20(30) frames
-Falling spin hitbox decreased and changed into a circle shape
+Falling spin and initial landing damage increased from 2 to 3
+Explosion hitbox width increased
-Explosion height decreased
+Explosion hitbox position raised slightly
-Explosion knockback angle changed from 90 to 60
+Base Explosion knockback scaling increased from 1.2 to 1.25
+(Enhanced Explosion base knockback increased from 7 to 8)

Bair:
~Added a slight VSP boost to Bair by default, but the on hit VSP boost was removed

Uair:
-Whifflag increased from 17 frames to 18 frames
-On hit VSP boost was removed

Dair:
-Increased the endlag when landing from 15(21) frames to 16(24) frames

Nspecial 2 - Eerie Impulse:
-Nspecial 2 can no longer be performed when a Voltorb has been hit by another one of Electrode's attacks

Uspecial - Volt Switch:
+Spike hit base knockback increased from 6 to 7
-Spike hit now has a 0.8x hitstun multiplier
~Uspecial no longer always goes left if you aim the stick any higher than 180 degrees, though its angles are more restrictive overall (only hard left, right, or up)

Dspecial - Magnetic Flux:
+Dspecial no longer has ground friction during the initial pull and lowered ground friction during the endlag

Update: 4 Jan, 2022 @ 10:04pm

v1.3 - Yeah fuck this one change in particular.

~The change that made utilt2 bound to a special has been reverted due to terrible gamefeel -- it is now bound to up+attack again.
(no one liked this change :3)

Update: 1 Jan, 2022 @ 4:33pm

v1.2 - The one that fixes all of the egregious BS

General Polish:
+ Added new electric vfx on certain moves, made by Delta
(Thanks Delta :3)

Jab:
+Jab 1 now sends the Voltorb straight forward on hit
(Just a minor adjustment to give Electrode another option to send a voltorb forward a short distance with minimal commitment.)

Utilt:
+Utilt 1 base knockback increased from 5 to 7
+Utilt 1 knockback scaling decreased from 0.4 to 0.2
+Utilt 1 now sends the Voltorb further on hit
+Utilt 2 multi hit base knockback increased from 6 to 7
+Utilt 2 multi hit angle flipper changed from 10 to 9
~Utilt 1 to 2 cancel input changed from up+attack to up+special
~Utilt whifflag has been more properly distributed
(Adjustments were made to make Utilt 1 much more worth while to use on it's own while making it more consistent to link into Utilt 2. We also made the input for Utilt 2 into Up+special to make it less likely to get it on accident in the middle of a match)

Fstrong:
-Physical hitbox size decreased vertically
-Fstrong now sends the Voltorb less distance on hit
(The old physical hitbox on Fstrong was egregiously tall, being signifigantly taller than a visual (A by product of us not fixing it's height from it's initial hitbox in development), and was reduced to match the visual much better. It was also very good at sending electrified Voltorbs flying at the opponent whilst putting yourself at minimal risk, so we made it send them a bit less distance overall)


Ustrong:
-Knockback scaling decreased from 1.2 to 1.05 for both versions
(Ustrong was massively overtuned kill power wise for how massive it was, especially the enhanced version. As such, we nerfed the scaling on it to make it not as stupid good at sniping people out of the heavens (though it's still pretty damn good at that)

Dstrong:
+Hitbox size on the drop and landing hitboxes increased
~Sfx adjusted on the explosion portion of the attack
(Dstrong's initial drop hitbox and landing hitbox were increased in size to help improve the move's consistency by a bit... not much else to say really)

Fair:
-Sweetspot hitbox size decreased slightly
(Not much to say here... Fair's sweetspots were a tad too easy to get, so we made it a bit harder to get)

Bair:
+Hitbox size increased outwards slightly
-Bair now sends the Voltorb less distance on hit
(Bair was easily Electrode's best normal for hitting Voltorbs due to it's quick startup and low commitment for how effective it was at sending Electrified Voltorbs flying. We thought it was a little too good at this in comparison to riskier normals, so we made it less effective at it)

Nspecial - Gyro Ball:
-Voltorb now dies and goes on cooldown if it gets hit rather than getting disabled
-Voltorb's initial throw hitbox now has extended parry stun
-Voltorb's initial throw hitbox angle changed from 90 to 50
-Voltorb's initial throw hitbox now has a hitstun multiplier of 0.8
+Voltorb's initial throw hitbox initial base knockback increased from 7 to 9
-Voltorb Electrified hitbox extra hitpause decreased from 10 frames to 8
(Nspecial was adjusted to have more direct counter play than it had at launch. We also adjusted the general effectiveness of the initial throw to make it not consistently link into Nspecial 2 on hit and in general be less rewarding to use. In exchange, the electrified voltorb was made more effective for starting combos off of)

Nspecial 2 - Eerie Impulse:
~Functionality Reworked: Pressing Nspecial while the Voltorb's active now causes him to detonate, functioning similar to Absa's cloud pop. Knocks opponents up for combo extensions on hit
(This is the big one. Nspecial 2 was by far Electrode's best move at launch, being an extremely non committal projectile tool that covered the entire stage and led to extremely easy kill confirms on hit. It basically invalidated the rest of his kit and allowed people to play in an extremely lame manor, which we very much did not intend for. As such, the move was reworked to make it far more reasonable and to incentivize people to use the rest of his tools to go in rather than playing lame)

Fspecial - Spark/Wild Charge:
~Fspecial hitboxes have been Homogonized: both versions of Fspecial now have the same hitbox size
-Fspecial has increased endlag increased from 8 frames to 22 frames
(After removing the pratfall on grounded Fspecial, we realized this attack had next to no endlag when used on the ground, making it extremely low risk to miss. As such, we added an additional endlag window to increase the risk of missing substantially higher)

Uspecial - Volt Switch:
~Fixed a bug where you could cancel the homing variant right after it spawned the crosshairs
+Rising hitbox base knockback increased from 8 to 8.5
-Spike hitbox knockback scaling decreased from 0.7 to 0.55
(Uspecial was adjusted both for the sake of making the lock on cancel more consistent whilst also making the spike less extreme overall)

Dspecial - Magnetic Flux:
-Distance to speed scaling decreased, resulting in him and the voltorb traveling slower when they are further apart
~Electrode now gets pulled at a minimum speed when he does it close to the Voltorb
(Mostly just minor adjustments to how the Dspecial pull works, mostly just making the extreme variations between when you're close to or far away from Voltorb a little less extreme

Down Taunt:
+Now has a small hitbox when used. When you're overcharged, it turns into a Kamakaze styled explosion, dealing massive damage and kill power at the cost of killing yourself
(People were disappointed that Electrode didn't have a kamakaze of some kind in his kit... so we gave him one)

Update: 30 Nov, 2021 @ 8:39pm

v1.15

I LIED AGAIN!!!

Fspecial
- Fixed an issue where Fspecial would not go into parrystun if parried
- Fixed an issue where Fspecial would not stop when parried

Update: 30 Nov, 2021 @ 8:27pm

v1.14

I LIED!

Inactive Nspecial2 also broke with the last update, so that got patched back in.

Update: 30 Nov, 2021 @ 8:23pm

v1.13

LAST HOTFIX PATCH I SWEAR.

V1.1's change accidentally got patched out. It has now been reimplemented.
+Fspecial now no longer goes into pratfall if you start from the ground.

Update: 30 Nov, 2021 @ 5:54pm

v1.12

Dstrong:
~Fixed an issue where hitting the opponent on a certain frame would cause the sfx to play every frame, resulting in jarring sounds.

Update: 30 Nov, 2021 @ 5:33pm

v1.11

Ustrong:
~Enhcnaced Ustrong hit fx changed to properly align with where the opponent got hit

Update: 30 Nov, 2021 @ 2:50pm

v1.1

Dstrong - Self Destruct/Explosion:
~Dstrong explosion sfx changed to sound more impactful

Nspecial - Gyro Ball:
-Voltorb now has counterplay: inactivity! If an opponent hits the Voltorb, the Voltorb will go into 5 seconds of inactivity where electrode cannot spawn nspecial2 projectiles or electrify the Voltorb in any way. He can still use fspecial and uspecial on them, but they will go away on hit.
(One of the big issues Electrode had at launch was that Voltorb was a very strong stage control option that had little in the way of counter play. This change should hopefully help to remedy that)

Fspecial - Spark/Wild Charge
+Fspecial now has pullback drift; press the opposite direction to go back a bit during the endlag.
+Fspecial now has a cooldown on hit instead of being limited to one use per air time.
+Fspecial now no longer goes into pratfall if you start from the ground.
(One of the biggest complaints we got were that Fspecial was a bit too punishing to use due to the risks on whiff and the inability to use more than one Fspecial even on hit. These changes were made to make Fspecial more flexible to use overall)

Update: 29 Nov, 2021 @ 4:17pm

v1.0
HE IS LIVE!!!