Rivals of Aether

Rivals of Aether

Vanda
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Update: 9 Aug, 2022 @ 9:39pm

v1.10 - Big changes, but not to the moveset



DSpecial
-DSpecial startup increased 45f -> 65f when not every special has been sacrificed, otherwise still 45f.
-Using DSpecial while above the top blastzone forces Vanda to descend immediately once the menu is active.
-Post-USpecial sacrifice gravity reduced 0.55 -> 0.53
-Now has double jump decay. The multiplier is 0.93 (vsp is multiplied by 0.93 for the 2nd djump, and (0.93 * 0.93) for the 3rd djump)
-max_jump_hsp moved from USpecial sac to FSpecial sac


NSpecial*
-New animation by ArtistOfSeer
-Timings very slightly adjusted to accommodate new animation
-Contact hitbox KBG 0.3 -> 0
-Contact hitbox HPG 0.2 -> 0
-Contact hitbox hitstun multiplier 1x -> 0.25x
-Explosion hitboxes hitstun multiplier 1x -> 0.8x
-NSpecial can no longer be manually detonated
-Can now store full charge (0-degree angle variant)


FSpecial
-Grounded FSpecial slides along the ground during startup. Some momentum can be carried into the attack.
-Aerial FSpecial can be angled by holding either up or down to alter the angle of descent.
-Grounded FSpecial can transition into aerial FSpecial by holding down the up button just before the attack starts.
-Press special again during aerial FSpecial flight to spawn a NSpecial projectile, if NSpecial has not been sacrificed.

-Top Swipe KBG 0.5 -> 0.7

-Front Swipe angle 361 -> 35
-Front Swipe KBG 0.7 -> 0.75



DStrong
-Hit 1 lifetime increased 4f -> 5f
-Hit 1 hitbox width 40px -> 50px
-Final hit hitbox height 40px -> 60px
-Final hit hitbox width 80px -> 60px

-Reworked to be a multi-hit (thanks Ydrick!)

For hits 1-3
-Damage changed to 2
-Angle changed to 175

-BKB decreased to between 6 - 7
-KBG decreased to 0
-BHP decreased to between 2 - 4
-HPG decreased to 0
-SDI multiplier set to 0
-No longer techable

For the final hit
-BKB decreased from 10 -> 8
-KBG increased from 0.9 -> 1.0
-BHP decreased from 12 -> 8
-HPG decreased from 0.75 -> 0.9


FStrong
-Removed late NSpecial-only hitbox



DAir*
-New animation by ArtistOfSeer
-Throw BKB 8 -> 4
-Throw angle flipper 3 -> 0
-Throw hitstun modifier 0.75x -> 1x
-Angle 72 -> 82
-Catch hitbox lifetime 1f -> 3f
-Whiff endlag increased 11f -> 16f
-Startup 14f -> 12f
-Landing lag 8f -> 4f
-Can now hitfall the throw
-Double jump restore limited to 2x per airtime


NAir*
-New animation by ArtistOfSeer

Hit 1
-Damage 6 -> 2
-Hitstun multiplier 0.75x -> 0.5x
-Angle flipper 10 -> 6
-Angle 65 -> 75

Hit 2
-Creation frame increased 10f -> 13f
-Damage 4 -> 6
-Hitstun multiplier 1x -> 0.9x
-Angle flipper 0 -> 6

-Landing lag 4f -> 6f


BAir
-Shifted animation 10 pixels to the right, adjusted hitboxes to match
-New animation which includes more wing, and more hurtbox to reduce disjoint
-Sweetspot hitbox height 40px -> 30px
-Sourspot angle 115 -> 135
-Sourspot KBG decreased 0.9 -> 0.85


FAir*
-New animation by ArtistOfSeer
-Completely new framedata; the attack has been overhauled
-Landing lag 9f -> 4f


UAir
-Landing lag 5f -> 4f
-Endlag reduced by 2f (FAF on hit 27 -> 25)
-Swapped the order of Hits 1 and 2 in documentation

Hit 1 (Front)
-Vertical position lowered -52px -> -42px
-Height increased 60px -> 80px
-Creation frame 9f -> 6f
-Priority now lower than Hit 2 (2 -> 1)
-Angle flipper 3 -> 0
-KBG increased 0.75 -> 0.8
-BHP decreased 10 -> 6
-HPG decreased 0.6 -> 0.5

Hit 2 (Above)
-Vertical position lowered -75px -> -65px
-Height increased 40px -> 60px
-Creation frame 9f -> 7f
-Angle 45 -> 85
-Priority now higher than Hit 1 (1 -> 2)
-KBG increased 0.5 -> 0.7



DTilt*
-New animation by ArtistOfSeer
-Hitbox size increased to match animation
-Hitbox active frames 4f -> 3f
-Damage reduced 7 -> 4
-????!

FTilt
-Damage reduced 9 -> 6


Jab
-Hit 1 variants now force flinch
-Hit 1 variants extra hitpause decreased 4f -> 0f

Taunt
-Reduced volume of taunt



Bugfixes
-Adjusted sprite offsets for nair and jump
-Trying to use aerial FSpecial after already using it no longer summons metric tons of pentagrams
-NSpecial should now properly work with Ori bash
-In the off-chance that zero-angle NSpecial collides with the ground / platform, it will now properly fall due to gravity
-Fixed a bug where NSpecial projectile was improperly being deleted when colliding with an enemy hitbox

Update: 30 Jul, 2022 @ 4:38pm

v1.9 - Hotfix for FStrong

-Whoops, didn't exclude the old FStrong code which let certain control schemes cancel FStrong into itself. Good catch, ArtistOfSeer.

Update: 30 Jul, 2022 @ 1:47pm

v1.8 - Second Move Overhaul


After a long break, I am proud to release v1.8. Yes, I said I'd like to keep future updates smaller, and it's still true, but this update is essentially the second half of v1.6. I'm confident that the new moveset is flexible enough to not warrant any major redesigns, so now I can focus on tweaking numbers instead.

Additionally, I have hired the very talented ArtistOfSeer for giving Vanda a much needed final polish! We're really just getting started with this, so for a while you will see a mixture of his polished animations and my basic, early version animations. Attacks with a '*' have new animations made by ArtistOfSeer.

Note that for DStrong and UStrong, the meat variations of the sprite are not complete so it will not display when using those moves.

New Attacks

NSpecial

Vanda now lobs a brand new projectile from its mouth with NSpecial. Vanda no longer thinks with portals; instead, this projectile flies in an arc. Charge up the angle of the arc by holding NSpecial; press dodge to store your charge. While charging, let go of special to release the projectile. A fully charged projectile flies straight.

While in the air, the projectile will stick to the first enemy it comes into contact with. Once stuck, it will countdown and explode after a short delay. Opponents can hit the projectile back at Vanda before getting stuck. Vanda can also hit the projectile in mid-air. If the projectile has been hit, it will instead detonate instantly on the first thing it touches.

If the projectile touches the ground without sticking or being hit, it will turn into a proximity mine after a brief startup. Once active, it will explode when an opponent walks into its radius. Vanda can uproot the proximity mine with DAir or FStrong.


FSpecial*

There are two variants - grounded and aerial. For the grounded variant, Vanda will launch itself from the ground in a somersault, flailing its arms in a wide arc as it spins around. It then falls quickly to the ground, spiking opponents along the way. Vanda can only cancel the fall by walljumping. Vanda can also mix up the timing on the startup by holding special, or even feint the attack by waiting long enough or pressing dodge or down.

For the aerial variant, Vanda rebounds off a summoned pentagram and soars through the air. This is a great horizontal recovery tool that can also be cancelled by jumping, airdodging, or using an aerial attack (specials not allowed)


FStrong*

Vanda now performs a powerful kick, which sends opponents out. It can also uproot NSpecial. Depending on spacing, it can send it low and out, high and out, or straight up and behind.


DStrong*

Vanda now spews shadowflame along the floor. The attack is stronger in the back, making it ideal for catching rolls.


UStrong*

Vanda thrusts an arm straight up, skewering opponents above. If it catches, Vanda slams the opponent into the ground in front. It is a slow but powerful attack that scales just as well as the most devastating base cast strong attacks.



Changes

DSpecial

-DSpecial now provides different perks:
---USpecial: Increased vertical aerial mobility. This includes increased double jump height, 3 double jumps instead of 1, lower gravity, faster fast fall speed, and better wall jumps.
---FSpecial: Increased horizontal aerial mobility. This includes a larger maximum air speed, improved air acceleration, and lower air friction.
---NSpecial: Increased grounded movement. This includes faster dash speed, faster rolls, a stronger dashing shorthop, and better wavedashes.

-DSpecial can only be used once per airtime. It is still possible to stall in the air for around 10 seconds at a time with USpecial sacrificed, so I will be looking into ways to prevent this degenerate behavior.
-Input method changed. Hold up to select USpecial or down to select NSpecial. Hold nothing to select FSpecial. Press attack to confirm choice.
-Lightning can no longer be summoned by pressing special.
-When at maximum sacrifice level, instead of entering the sacrifice menu, lightning will be summoned and DSpecial will end.

DAir

-Grab time reduced 24f -> 12f
-Grab hitpause 0f -> 12f
-DAir restores up to one double jump on successful throw


NAir

-Hit 1 angle flipper 3 -> 10 (now sends in the direction Vanda is moving)
-Hit 1 knockback growth 0.4 -> 0
-Hit 1 hitstun multiplier 1 -> 0.75


DTilt

-Now has an IASA 6 frames before the end of the move


UTilt

-Now never executes windows 1 and 2, and always skips to window 3. These windows used to be used if UTilt was used out of a dash or wavedash, but increased startup for no reason. Basically, the move's startup is always consistent.


BAir*

-New animation from ArtistOfSeer


Known Bugs

-DStrong and UStrong do not display meat variations. They still need to be drawn.
-Munophone framedata for grounded FSpecial is not showing up. Cause unknown.

Update: 3 Jan, 2022 @ 9:49pm

v1.7 - "1.6 Bugfixes"

Bugfixes
-Updated 'Envy' color to provide better contrast between the skin and flesh tones.
-Updated 'Salacity' color to have appropriate shadowflame colors.
-Hitting an opponent with DSpecial lightning does not continuously apply damage to Vanda due to hitpause.
-Added Patch 1.6 and 1.7 (how meta) to Munophone

Update: 1 Jan, 2022 @ 7:01pm

v1.6 - The "Unfinished Character" update

(What happened to 1.5? Let's just say I finally have versions under control now)

I'm releasing this update here because I no longer feel comfortable making design decisions without fear of developing something that will need to be reverted or changed. My perception is that Vanda is in a more balanced state at base level but is overtuned at the final stage... Even though sacrificing NSpecial does not currently provide any benefits (other than being required to receive the buffs from sacrificing all specials).

Because of the large changes this patch, I will not be including every tweak made to attacks - this version is just not comparable to the old ones. In general, the new base level Vanda has framedata roughly equivalent to the old Level 3 (with some exceptions). I hope that from this point on I will not be making such big adjustments to the character and can provide smaller, more focused patch notes.

Character Mechanics
-Vanda's Sacrifice Levels now go from 0-3 (instead of 0-5).

-The "Restore Points" mechanic has been removed - once a special is sacrificed, there is no longer a way to restore it.

-Buffs are no longer tied to the Sacrifice Level, but instead are tied to the special being sacrificed:
---Sacrificing USpecial grants 3 double jumps, higher double jumps, and better air mobility, to compensate for a lost recovery tool.
---Sacrificing FSpecial grants faster ground speed, better grounded control, and better grounded jumps, to compensate for a lost burst movement tool.
---Sacrificing NSpecial does not grant any benefits. The current idea was that it should grant larger hitboxes that are active longer and have more disjoint, to compensate for a lost poking tool. However, I want to judge the state of the character as it currently is before deciding that this is the right design choice.
---Sacrificing all 3 grants stronger attacks with more knockback and damage.

Character Traits
-Jump height, jump speed, dashing shorthop speed, double jump height, gravity, walk speed, dash speed, roll speed, tech speed, and many other traits have been adjusted for the new sacrifice system.

Bugfixes
-Vanda now properly goes into parrystun when parried using UTilt and FSpecial in every case.
-NSpecial portals are broken on the training stage in the character select menu; they have been disabled in this mode.
-MunoPhone framedata now works. Apparently it requires that the hitbox type is specified. Unique hitbox names included.

Dash Attack
-Removed "untechable" flag from Lunge hitbox since it was causing opponents on the edge of platforms to not receive proper knockback.

DTilt
-Being hit by DTilt while crouching no longer forces flinch.

DStrong
-This attack will be overhauled in the near future, since it does not behave in a unique enough way compared to other strong attacks.

UAir
-Animation updated to match hitboxes better.
-Hitbox sizes adjusted to reduce overlap and increase disjoint.

NSpecial
-Reduced cooldown from 10 seconds to 6 seconds.
-Cooldown resets on death.
-If the projectile strikes a wall, a weaker portal will spawn. The entrance is beneath Vanda. the exit appears on the top of the wall, or a certain distance above where it struck if the top is too far away.
-Move is now B-reversible.
-Manual detonation can be input sooner.
-Cannot spawn portals beyond the blastzone.
-Projectile speed increased.

FSpecial
-Pressing the attack button will perform the forwards lunge.
-Detection for pinning against a surface is slightly more lenient.
-Angle of the skewer has been raised: Vanda extends the arm at a 2:1 ratio instead of a 3:2 ratio.
-The skewer has additional range: it extends further forwards and downwards.
-Still no upwards lunge! I am on the fence about this.

DSpecial
-Updated visuals on sacrifice menu in an attempt to help readability.
-Vanda takes more damage (6%) when summoning the lightning bolt, but does not receive knockback anymore (this could have been exploited to stall offstage forever).
-Vanda can now also use DSpecial in the air -- there is different physics involved when doing so.
-Vanda now slowly falls to the ground when taking too long to select a sacrifice.
-Radius of lightning bolt increased to match sacrifice outer ring.
-Reduced knockback.

Update: 18 Dec, 2021 @ 1:37pm

v1.4 - Big Balance Patch

Character Stats
-Made knockback adjustment rampdown consistent: now 0.94 + 0.03/lvl [max 1.09] (Vanda becomes easier to KO)
-Made gravity rampup consistent: 0.51 + 0.02/lvl [max 0.61]
-Made airdodge speed rampup consistent: 7.3 + 0.2/lvl [max 8.3]
-Made air friction rampdown consistent: 0.037 - 0.2/lvl [min 0.027]


BAir
-Increased hitpause across the board

-Increased {Knockback : Knockback Scaling}
---Sweetspot: 0|{7.5 : 0.9} → 2|{8.5 : 1.1} → 4|{9 : 1.2} → 5|{10 : 1.25}
---Sourspot: 0|{6 : 0.8} → 2|{6.5 : 0.9} → 4|{7 : 1.0} → 5|{7.5 : 1.1}

-Adjusted Angles
---Sweetspot: 0|361 → 3|45
---Sourspot: 0|115 → 3|130


Weak FAir (Levels 0-1)
-Startup decreased: 6 for all levels

-Increase hitpause

-Increased {Knockback : Knockback Scaling}
---Slice: 0|{7 : 0.7}


Strong FAir (Levels 2-5)
-Startup decreased: 8 for all levels

-Increased {Knockback : Knockback Scaling}
---Sweetspot 2: 2|{8 : 0.95} → 4|{8.5 : 1.0} → 5|{9 : 1.1}
---Sourspot 2: 2|{7 : 0.8} → 4|{8 : 0.85} → 5|{8.5 : 0.9}

-Early hitboxes have been adjusted to try and connect more reliably

-Increased hitpause of later hits

-Lifetime of Sweetspot 2 increased: 2|3 → 3|5 (matches Sourspot 2)

-Lifetime of early hits decreased: 4 for Levels 2-5 (avoids confliction with later hits)


UAir
-Increased hitpause

-Prioritized Front Hit over Top Hit

-Increased {Knockback : Knockback Scaling}
---Front Hit: 0|{7 : 0.8} → 2|{7 : 0.85} → 4|{7.5 : 0.9} → 5|{7.5 : 1.0}
---Top Hit: 0|{7 : 0.6} → 2|{7 : 0.55} → 4|{7 : 0.5} → 5|{7 : 0.5}
---Spike Hit: 3|{6 : 0.7} → 4|{6.5 : 0.8} → 5|{7 : 0.9}


FSpecial
-Startup decreased: 0|11 → 2|10 → 4|9

-Pinning whifflag decreased: 0|16 → 2|12 → 4|10

-Pinning Sweetspot hitbox size increased

-Adjusted {Knockback : Knockback Scaling}
---Pinning Sweetspot: 0|{10 : 1.0} → 2|{10 : 1.05} → 4|{10 : 1.1}
---Pinning Body Hitbox: 0|{8 : 0.6} → 2|{8.5 : 0.9} → 4|{9 : 1.0}
---Forward Lunge (Strong): 0|{8 : 0.9} → 2|{9 : 1.05} → 4|{10 : 1.15}
---Backward Lunge (Strong): 0|{8 : 0.9} → 2|{9 : 1.05} → 4|{10 : 1.15}
---Forward Lunge (Weak): 0|{7 : 0.6} → 2|{8 : 0.7} → 4|{9 : 0.8}
---Backward Lunge (Weak): 0|{7 : 0.6} → 2|{8 : 0.7} → 4|{9 : 0.8}

-For the first two times, jumping out of a wall or ground pin no longer consumes double jump. Resets on touching the ground.
---This means you can jump out of a wall or ground pin up to three times.


DSpecial
-Startup set to 45 frames for all levels.

-Summons lightning when successfully sacrificing, or when special is pressed.
---This attack covers a large circle around Vanda, and has a consistent kill power at all levels.
---Vanda takes 2% damage and is knocked out of the ritual when struck by lightning. This is comparable to regular endlag.

-Endlag set to 16 frames when cancelling the ritual at all levels.


NSpecial
-Special cooldown is now 600 frames (10 seconds).

-While the projectile has not yet hit an enemy, Vanda can press Neutral Special to manually summon a portal.
---A manually summoned portal is smaller than a portal created by hitting an enemy, and lasts for half the time (4 seconds).
---Summoning a portal manually halts Vanda's velocity.


UStrong
-Increased {Knockback : Knockback Scaling}
---Sweetspot: 0|{8 : 0.9} → 2|{9 : 1.0} → 4|{9.5 : 1.1} → 5|{10 : 1.15}
---Side Hits: 0|{7.5 : 0.75} → 2|{8.5 : 0.85} → 4|{9 : 1.0} → 5|{9.5 : 1.1}


FStrong
-Adjusted {Knockback : Knockback Scaling}
---First Hit: 0|{11 : 0} → 2|{11 : 0} → 4|{10.5 : 0} → 5|{10 : 0} (Unadjusted)
---Second Hit Sweetspot: 0|{9 : 0.9} → 2|{10 : 1.0} → 4|{10.5 : 1.05} → 5|{11 : 1.1}
---Second Hit Sourspot: 0|{8 : 0.65} → 2|{8.5 : 0.75} → 4|{9 : 0.8} → 5|{9.5 : 0.9}


DStrong
-Adjusted {Knockback : Knockback Scaling}
---Sweetspot: 0|{10 : 0.95} → 2|{10 : 1.05} → 4|{10.5 : 1.1} → 5|{11 : 1.15}
---Side Hits: 0|{9 : 0.85} → 2|{9.5 : 0.95} → 4|{10 : 1.0} → 5|{10.5 : 1.05}


Dash Attack
-Increased hitpause

-Reduced horizontal speed
---Window 1 (Lunge): 0|6 → 2|6.5 → 4|7
---Window 2 (Airborne): 0|0 → 2|2 → 4|4

-Increased friction multiplier
---Window 2 (Airborne): 2|0.9 → 3|0.85 → 4|0.8 → 5|0.7

-Reduced width on Body hitbox (Level 3 and above)

-Adjusted angle on Body hitbox: 3|20

-Adjusted {Knockback : Knockback Scaling}
---Swipe: 0|{9 : 0.6} → 2|{9 : 0.7} → 4|{9.5 : 0.75} → 5|{10 : 0.8}
---Body: 3|{10 : 0} → 4|{12 : 0} → 5|{14 : 0}

-Added knockback scaling to Body hitbox: 3|6 → 4|6.5 → 5|7

-Body hitbox cannot cause galaxy death effect

Update: 12 Dec, 2021 @ 2:07am

v1.3
Actually caught a bug -- The spinhurt animation was not properly displaying the state of the character.

Update: 12 Dec, 2021 @ 1:09am

v1.2
This one is a small pre-release patch. Adjusted some attacks. :^)

Update: 11 Dec, 2021 @ 11:40pm

v1.1 -- Still getting used to Workshop, please don't look at this >:(

Update: 11 Dec, 2021 @ 8:03pm

v1.0 -- Getting used to Workshop, please don't look at this >:(