Rivals of Aether

Rivals of Aether

Vanda
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Update: 25 Apr @ 12:48am

v1.30 - ...Probably Never :)

General
+Fixed an issue with FAir having duplicate sprites. The latest patch handles duplicate sprites in a correct manner, causing this issue to manifest.
=Commented out a useless debug tool.

Update: 4 Nov, 2023 @ 8:51pm

v1.29 - Nerfs Continue... When are the buffs?

General
+Switched to small sprites to reduce load times
I can't believe I'd never thought of it before. It was quite annoying to make the change, but MAN it was so worth it! Let me know if you spot anything wrong, I may have missed something!

FStrong
-Startup increased 11f > 14f

NSpecial
+"Explosion (Large)" hitbox diameter increased 128px > 144px
+"Explosion (Large)" damage increased 11 > 13
After such a rough nerf last patch, the mine isn't seeing nearly as much usage as I'd like. This should help incentivize its use as an edgeguarding tool.

gFSpecial
-Top Swipe hitbox height decreased 96px > 80px
-Front Swipe hitbox height decreased 130px > 122px
-Top Swipe hitbox width decreased 144px > 124px
+Swipe hitbox slightly repositioned to compensate
I've acquiesced just a little on the hitbox size. It shouldn't be that impactful - this attack is specifically designed to be good at catching recoveries and making opponents think about recovering high.

Update: 17 Oct, 2023 @ 1:39am

v1.28 - NSpecial Overhaul

General
=Rune F now enables old NSpecial features (likely to be changed later)

NSpecial
-Mine no longer auto-detonates on nearby opponents. Vanda must now manually detonate by tapping NSpecial
+Mine detonation can be done whenever Vanda is actionable, as well as during attacks if Vanda has hit an object or player.
-Charge angles and launch velocities tuned:
No Charge: 20°, 6px/f (previously 60°, 9px/f)
Level 1: 45°, 7.5px/f (previously 45°, 9px/f)
Level 2: 65°, 9px/f (previously 30°, 9px/f)
Full Charge: 0°, 11px/f, no gravity (unchanged)
-Vanda can no longer interact with mine during its "priming" stage (the short time after it lands on the ground but before it can detonate)
-When stuck to an opponent: Detonation countdown increased 40f > 60f
-Explosion active frames reduced 9f > 8f
-Startup increased by 3f (minimum startup 13f > 16f)
NSpecial does a LOT. Its 3 biggest pain points were how much space it controlled, how that area denial made counterplay difficult on platforms, and the ease of putting it in annoying spots. These changes should let enemies move into counterplay positions, reduce degenerate scenarios, and still retain its intended strengths.

aFSpecial
-Max horizontal speed decreased 11 > 9.5
-Max overall speed decreased 15 > 13.5
=Physics adjusted to compensate for the changes in speed (yay aerodynamics formulas...)
FSpecial should be a little easier to intercept, though most of the power still lies in how many ways it can be cancelled.

gFSpecial
+Rising hitbox startup decreased by 2f (minimum startup 12f > 10f)
+Rising hitbox active frames 3f > 4f
Makes the linker more consistent against grounded opponents.

DSpecial
-Typical startup increased by 24f
-Stricter height limit rules
Discourages jumping to an unreachable location and sacrificing for free.

Update: 29 Sep, 2023 @ 12:44pm

v1.27 - Fed Up with FStrong

General
+"Resentment" alt colors adjusted to increase contrast with sacrificed body parts
+Base character weight adjusted 0.96 > 0.95 (Now heavier overall)

FStrong
-Early Kick BKB decreased 9 > 6
+Early Kick KBS increased 0.9 > 1.1
-Late Kick BKB decreased 8 > 6
+Late Kick BKB increased 0.9 > 1.0
Should be more forgiving at low percents if the opponent does not DI correctly, while remaining just as potent of a kill option at higher percents.

DStrong
+Hits 2, 3, and the Strong Hit are spaced out by an additional frame each (3f gap > 4f gap)
DStrong should be better at catching rolls, so I am increasing the number of active frames. This may affect the consistency of the multihit, so I'll be keeping an eye on this.

NSpecial
-Explosion active frames reduced 10f > 9f

gFSpecial
-Front Swipe Angle adjusted 35 > 361
+Front Swipe BKB increased 8 > 9
+Front Swipe KBS increased 0.75 > 0.85
+Front Swipe comes out 3 frames faster to better match visuals
+Top Swipe width increased 120px > 144px
Trying to make DI easier while keeping the kill power close to the same. Also trying to reduce confusion on when the move spikes by increasing the gap between hitboxes.

aFSpecial
=Rejection sound will now play if trying to use NSpecial during aFSpecial but cannot because NSpecial has been sacrificed

DSpecial
+Background noise stops playing when NSpecial is parried and Vanda goes into parrystun
+Sacrifice character weight modification adjusted
-NSpecial: +0.02 > +0.03 (Becomes more light compared to before)
+FSpecial: +0.05 > +0.04 (Becomes less light compared to before)
=USpecial: +0.03 > +0.03 (No change)
Further refinements based on recent tournament data; the NSpecial speed boost appears to be highly valuable in certain MUs to become much harder to hit.

Update: 9 Sep, 2023 @ 12:44pm

v1.26 - Minor Tweaks

Small changes; I want to redistribute a little bit of power between the sacrifices by adjusting how much lighter Vanda gets after each sacrifice. While changes in character weight are hard to notice mid-match, the idea is to make less enticing sacrifices safer and more beneficial sacrifices more risky.

General
-Base character weight adjusted 0.94 > 0.96 (Now lighter overall)

Dash Attack
-Startup increased 6f > 8f

FStrong
-Base hitpause increased 9 > 10
-Early Kick hitpause scaling increased 1.0 > 1.05
-Late Kick hitpause scaling increased 0.9 > 0.95
This should give just a little bit more time to react when getting hit.

UStrong
+Grab hitstun multiplier decreased 1.0x > 0.1x
This stops an infinite on stages where there is a wall next to a standable surface. Vanda could force opponents into the wall, and the game would pop opponents out above Vanda instead of on the slam hitbox. This placed them perfectly for a re-grab with another UStrong. Normal gameplay is unaffected by this change.

gFSpecial
-Whifflag flag added to landing window
+Endlag decreased 15f > 13f (20f on whiff)
gFSpecial should be easier for opponents to punish on whiff, while being slightly easier for Vanda to follow up on certain hits.

DSpecial
-Sacrifice character weight modification adjusted
+NSpecial: +0.03 > +0.02 (Becomes less light compared to before)
-FSpecial: +0.03 > +0.05 (Becomes more light compared to before)
=USpecial: +0.03 > +0.03 (No change)

Update: 2 Aug, 2023 @ 7:46pm

v1.25 - Combo Game

Vanda gets stuffed out by large hitboxes, which is surprisingly prevalent in Workshop. This is a good weakness, but Vanda often doesn't get enough of a reward for successfully getting in. These changes should help Vanda get in and stay in.

General
Double jump decay ratio increased 0.85x > 0.87x

Dash Attack
+Added hitboxes when lunging
+Lunging hitbox properties change if NSpecial is sacrificed (for consistency)
-Endlag increased 12f > 15f
Suggested by Delta Parallax!

FTilt
+Hitbox width increased 68px > 74px
+Pushed hitbox forward by 3px
+Hitbox height increased 36px > 42px
+Pushed hitbox down by 3px
+Angle changed 361 > 50

DTilt
+Hitbox width increased 64px > 70px
+Pushed hitbox forward by 3px
+Hitbox height increased 32px > 36px
+Pushed hitbox up by 2px

UTilt
+Can now fastfall on hit
+Bugfix: Can now fastfall aerials buffered out of UTilt

UStrong
+Sourspot angle adjusted 80 > 70
+Sourspot hitstun multiplier increased 0.3x > 0.6x
Because of angle flipper 4, this makes it harder to escape the throw with DI

NAir
+Hit 2 angle changed 75 > 80
+Hit 2 KBS increased 0.1 > 0.2

UAir
-Can no longer hitfall Hit 1 against players
=Hitfall input is buffered and applied in case Hit 2 connects
=Hit 1 BHP increased 5 > 6
=Hit 1 HPS decreased 0.2 > 0
=Hit 1 hitstun multiplier decreased 0.8x > 0.5x
=Hit 1 angle flipper changed 0 > 3
=Hit 1 no longer forces flinch
=Hit 1 extra hitpause increased 0 > 4
+Hit 2 height increased 80px > 90px
+Hit 2 vertical position matches Hit 1
+Hit 3 position shifted to add slight disjoint
Since the devs don't want Ranno relying on UAir1 chains, Vanda follows suit. I've tightened up the move for intended uses and opened the gap for other situations.

FAir
+Can now kick NSpecial mine

DSpecial
+Levitation height decreased when used on ground

Update: 8 Jul, 2023 @ 1:13pm

v1.24 - Abyss Rune Support

What would such a fearsome creature from the Abyss be if it didn't have abyss rune support?

General
A - The 1st successful sacrifice does not remove the special.
B - USpecial hurts and homes in on enemies
C - Holding special during gFSpecial makes Vanda flip out
D - Sacrifice perks are doubled
E - DTilt places a NSpecial bomb
F - NSpecial now only detonates when NSpecial is tapped
G - The 2nd successful sacrifice does not remove the special.
H - Max # of NSpecial projectiles +4
I - NSpecial sacrifice buff: USpecial travels further; gFSpecial's landing hitbox is wider
J - USpecial sacrifice buff: aFSpecial gains more vertical height; NSpecial explosions have more hitpause
K - FSpecial sacrifice buff: USpecial gets unrestricted movement; NSpecial bounces once before sticking to the ground
L - The 3rd successful sacrifice does not remove the special.
M - Release an extra NSpecial for each charge level
N - DSpecial triggers lightning with any selection, and the lightning bolt has a hitbox
O - Hitting with DSpecial marks opponent which blocks their use of that special until death





Update: 15 Apr, 2023 @ 3:21pm

1.23 - Post Launch Update #1

As pointed out by Delta Parallax, several attacks didn't match the base cast rule where they have 1.5x the endlag on whiff compared to on hit. This is because the windows lasted longer than the hitbox's lifetime, so the whifflag multiplier could not apply for all of endlag. Attacks which have received this correction are surrounded by [brackets]. Their animation timings have also changed slightly as a result.

Dashing Shorthop
+Bugfix: Performing reverse DSH with FSpecial sac (no NSpecial sac) has the same input as reverse DSH in other sacrifice states.
FSpecial's max air speed buff was allowing a range of speeds when trying reverse DSH, and the DSH check demanded an exact speed. Now it is tolerant of these ranges.

Jab
-Hit 1 is now techable
+Hit 1 leads into Hit 2 (or tilt cancelled) 4 frames earlier
+Hit 1 BHP increased 2 > 4
+Hit 2 BHP increased 4 >5
+Hit 2 HPS increased 0.15 > 0.4
+Bugfix: SFX timings adjusted
+Animation timings shifted
Suggestion by Delta Parallax! These changes improve consistency with base cast and also give the player more feedback on hit.

Dash Attack
=Changed SFX

[FTilt]
+Hitbox width increased 56px > 68px
+Hitbox position shifted inwards 8px
=Bugfix: Whiff lag was applied to wrong window
+Endlag changed from 15 (19 on whiff) > 13 (20 on whiff)
+BHP increased 8 > 10
+HPS increased 0.3 > 0.5
=Changed SFX

[DTilt]
+Endlag changed from 13 (18 on whiff) > 10 (15 on whiff)
=Can no longer be tilt boosted
=Changed SFX
DTilt had been sitting on the high end relative to other simple DTilts (Orcane, Maypul, Kragg, Olympia, Hodan, Zetterburn, etc.) Additionally, Jab 1 > DTilt was missing more than intended because of tilt boosting.

[UTilt]
+Endlag decreased from 11 (15 on whiff) > 10 (15 on whiff)
=Adjusted SFX
Note: This attack's physics may feel slightly different due to being tied to the framedata.

[Nair]
+Bugfix: Whiff lag removed from window containing hitboxes
-Increased endlag from 11 (23 on whiff) > 15 (23 on whiff)
The increased endlag on hit isn't as bad as it may seem - most of the time Vanda will be landing to cancel the endlag regardless of the situation. For full-aerial situations, there's still plenty of time to follow up on DI in, and follow ups on full DI out were just as difficult before due to the angle.

[BAir]
-Endlag increased from 17 (24 on whiff) > 17 (26 on whiff)

[DAir]
=Grab BHP reduced 12 > 9
=Time between grab and throw reduced by 2f
=Throw BHP decreased 7 > 6
=Throw HPS decreased 0.9 > 0.5
-Throw hitstun multiplier reduced 1.1x > 1x
-Throw drift multiplier increased 0.9x > 0.95x
=Grab now lerps opponent to initial position
=Adjusted SFX
DAir chains now require a bit more precise timing and gives opponents slightly more leeway with escaping.

UAir
+Hit 1 height increased 60px > 90px
+Hit 1 position shifted downwards 15px
=Hit 1 now forces flinch on grounded opponents
+Hit 1 BKB increased 2 > 4
-Hit 1 Hitstun multiplier decreased 1.3x > 1x
Suggestion by Delta Parallax! Partial reversion of Patch 1.20 in order to make UAir's hitboxes visually match the animation while also addressing the reasons why the changes were made in the first place.

DSpecial
+When used on the ground, vertical velocity increased 8 > 8.6
The attack was ending early when used underneath the plats on Spirit Tree because Vanda stopped on top of them.

Update: 28 Mar, 2023 @ 11:48pm

1.22 - Hotfix

Whoops I left some code in that I was using for the video

Update: 28 Mar, 2023 @ 11:31pm

1.21 - Release Version

General
+Updated Steam page to include up-to-date pictures and text
+Bugfix: Vanda's special animation when using extra double jumps now plays
+Bugfix: Jump particles once again distinguish between the normal double jump and extra double jumps