Rivals of Aether

Rivals of Aether

Omega
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Update: 28 Mar, 2023 @ 2:58pm

Ftilt 2 Z sfx ya goof

Update: 25 Mar, 2023 @ 12:08pm

I missed some pixels of a shade of hair in a few sprites. Also adjusted afterimages finally

Update: 22 Mar, 2023 @ 1:35pm

v1.36 Final Smash Update

+ Compatibility for the Final Smash Buddy, has one grounded and one aerial FS
+ AI tweaks
+ Ftilt reworked: press attack after the first slash for a follow-up
+ Dair reworked: bounces on hit, slightly faster, less active frames, sour sends more upwards
+ Color tweaks
+ Nair hurtbox fix

Update: 18 Feb, 2023 @ 2:28pm

v1.35 Chips Update

+ Redo of base sprites to have pink saber. Purple saber is still accessible if the default color is used with Z sfx
+ Chips (Runes) fully implemented and cleaned up. Use with Abyss Rune Buddy for shenanigans. The HUD is a lil nutty
+ Some AI updates
+ Bugfixes for speedup
+ Fixed Zero victory not playing when it should

Update: 5 Feb, 2023 @ 2:34pm

Wallslide is now more forgiving while covering about the same distance

Update: 3 Feb, 2023 @ 8:42pm

hotfix for the death circles and a lil readme

Update: 26 Jan, 2023 @ 2:01pm

v1.34

Way too much has changed, if I ever make another character I will be sure to take better notes between patches. Munophone Touch has been added so just look at that I guess. Also Abyss Rune Buddy is fully functional again.

Update: 4 Nov, 2022 @ 6:26pm

v1.33 - Rekkoha Update

I don't really have time for patch notes right now so I'll have to come back to fill this in. Just know that Rekkoha is in and Dstrong has been buffed. Tried to get Abyss Rune Buddy back up and running but it flipped me off so that will have to wait.

Update: 13 Oct, 2022 @ 5:02pm

v1.32 - Meanwhile

Still need to finish rekkoha it's real I swear--

+ BAIR/FAIR: Smaller weak hitbox that stays out a few frames
+ DSTRONG: Separated into normal and EX attacks. Punch hitbox is more centered
+ FSTRONG: Added saber splash hitboxes. The attack as a whole is now stronger up close and weaker at the edge
+ ARC BLADE: Removed top half of crescent waves, added hit lockout to the saber
+ NSPECIAL/AIR: Second shot while grounded finally has particle trails. Blank shots have a weak hitbox at the muzzle
+ RANBU: Nerfed and patched and all that. More or less
+ TAUNT: More consistently able to parry cancel Taunt
+ USPECIAL: Slight nerfs, still the beeg kill move
+ RYUENJIN: Bigger nerfs, still kills at much higher percents, doesn't fling you if you fall out

+ Overall better animations on the endlag and flourishes. Cleaned up VFX for charge strongs and special attacks

+ THE SPECIALS NERF(?) THING: Projectiles now cost one (1) bar across the board. This includes Nspecial/Air, Fspecial/Air, Dspecial/Air, and the blade beam for Dtilt. Dstrong had its rocks taken and put into EX Dstrong. EX Skill costs were unaffected.

+ FSPECIAL/AIR: Using the move without meter still swings the saber. Attack is otherwise the same
+ DSPECIAL/AIR: Requires meter for armor and projectiles. Attack is otherwise the same
+ DTILT: Same deal. Don't spam Dtilt if you like having meter

AI us under maintenance. Still fights but is relatively more conservative for now

Update: 7 Sep, 2022 @ 10:58am

v1.31 Interim patch

Would've liked to have more for an update but since it's been a while since the last I can at least put out what's been done for now.

+ Ranbu (EX Nspecial) 7 hit combo that is difficult but not impossible to DI/SDI out of. Has soft armor
+ Cleaned up runes since Overdrive makes the EX runes redundant
+ Strong charge vfx (needs adjusting)
+ Hurtboxes normalized across the board for less disjoint
+ Dstrong punch hitstun reduced, rock knockback reduced
+ Fspecial endlag increased to match aerial
+ Sprite cleanup

+ You can now activate Overdrive by holding attack and pressing special or vice versa. Should make buffering skills easier and more consistent


Level 9 AI is becoming too powerful.