Rivals of Aether

Rivals of Aether

Wally, The Narwhal
Showing 11-20 of 40 entries
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Update: 26 Feb, 2023 @ 11:58am

v1.31

Update: 25 Feb, 2023 @ 6:42pm

v1.30

Update: 24 Feb, 2023 @ 7:12pm

v1.29

///Gabiru patch

Dstrong
- Ball no longer passively roams when someone is static

Fstrong
- Ball lifetime decreased

Grounded Fspecial
+ Hopefully fixed fspecial slipping offedge when triggering the grab portion, again

Update: 4 Feb, 2023 @ 2:06pm

v1.28

///Time of healing, many expectations patch

Dtilt
- Hitbox isn't as tall

Dstrong
- Backhit decreased knockback
- Backhit not as tall when lingering

Dspecial
+ properly applies bubble if the slam hitbox was the one that hit, instead of the waves

Grounded Fspecial
- Leap now properly scales with speed, run for longer, greater distance you go (the max distance is still the previous one)
- Dialed back on fspecial static gain (should've tackled this one sooner after making it run a greater distance)
- Fixed armor in fspecial cancel endlag
+ Hopefully fixed fspecial slipping offedge when triggering the grab portion

Aerial Uspecial
- You can't cancel it after pinning someone for a short period of time

Misc
+ New alt(s)! I delayed this for so long cus I wanted to do one alt with many colors, now you can rock colors such as trans, bi, lesbian and a few more. Thanks Seer and CAMaera for providing the majority of them
+ Made AI more random

Update: 4 Feb, 2023 @ 2:01pm

v1.27

Update: 4 Feb, 2023 @ 1:11pm

v1.26

/// The while-I-work-on-important-changes-I-wanted-to-have-this-out-asap patch
///There are a few things I still want to make better, so look forward to that

Misc
_ Upscaled jump sprites to better match wally's size in others sprites
_ Upgraded the AI immensily, following progress on Knucles AI, I found that my AI's were trying to attack at the last active frames of attacks, this affects wally AI aerials to a great extent. AI can use ball now.
_ Static range increased, affects max range falloff
+ Waveland is slightly faster in speed

Nspecial
- Works like Grounded Uspecial, meaning on tap it has a hitbox and on release it has a hitbox
+ Increased max hold frames

Dspecial
- Bubble pop hitstun decreased, a lil
+ Now accelerates until fastfall speed
+ You can airdodge cancel your fall after a really long time
+ Active frames increased

Grounded Fspecial
- Run startup 8 > 10
+ Can now be edge cancelled, forces you into an locked aerial state for a few frames

Aerial Fspecial
+ KB 5 + 0.6 > 5 + 0.7

Grounded Uspecial
+ Removed gap in active frames

Aerial Uspecial
+ grab hitbox no can no longer be destroyed

Bair
_ Fixed mismatched visual

Fstrong
_ Fixed strong charging state having projectile invul

Update: 5 Jan, 2023 @ 12:42pm

v1.23

Genesis alt added

Update: 26 Dec, 2022 @ 12:25pm

v1.23

/// Later Christmas Patch, the ho-ho-ho I-lied-about-dstrong-ball-going-away-this-patch-and-I-feel-sorry-for-it-but-I-actually-think-wally-needs-it patch, with support from delta and his sick visuals.
/// Comments: Dspecial untechable state was always a big talking point, in development it first was a standard stun, the opponent was stuck in place while wally was recovering, that proved to be not the way to go.

Then, we have what's been up until now, it pops up, and it wasn't evident that you didn't have the option to tech. Following this patch the original idea of a stun remains, but now the opponent can choose to tech after a stun time, which still lets drifting. Try out for yourself, timings and options all changed.

/// Static is once more what it was in strength, but with the benefits of the new math underneath, making max speed consistent. And now grabs don't consume but rather refund, it could be too much static but we'll see, we can always change numbers.

/// One thing that was always problematic was the ability to convert stray hits into combos or kills at mid to high percents, wally didn't have many options after his most important buttons, I tweaked a few of them to let wally take advantage of those.
/// Fspecial aerial is not as much of a monster before.
Jab
+ Jab 1 / 2 have return-to-idle frames
+ Fixed the hit sfx playing before whiff
+ Adjusted hit sfx for hit 3
? Jab 2 Smear adjusted slightly

Ftilt
+ SFX timings adjusted slightly
? Move stats should now show up on Woodcock

Dtilt
+ angle 80 > 90
- kbs 0.65 > 0.7

Utilt
- active frames 5 > 3
- angle 90 > 80
+ bkb 6 > 7
+ kbs .8 > .6
# Better use mid percents

Dattack
+ startup 11 > 10

Bair
- endlag 13 > 16

Dair
+ startup 10 > 7
- endlag 13 > 15
+ Added new hit VFX for sweetspot hit 3
+ Fixed the hit sfx playing before whiff for hit 1.
? links hitpause 5 > 4
? hit 3 hitpause sourspot 5 + 0 > 6 + 0.4
? hit 3 hitpause sweetspot 15 + 1 > 10 + 1.1

Nair
+ Startup 6 > 5
- hands angle 45 > 50
+ hands kbs .7 > .65
+ feet kb 7 + .55 > 6 + .4

Uair
- hitbox moved down a bit
? backhit hitpause 9 + 1 > 6 + 0.5

Fstrong
++ new animation, firstly provided by Delta!! It gives more horizontal range while looking better
+ Added layered hit SFX
? hitpause 14 + 1 > 12 + 1
- increased endlag on whiff
- projectile counter startup 1 > 4
- ball spawn has less speed
- projectile immunity while charging removed
- new animation to counter, giving it delayed ball spawn

Dstrong
+ back hitbox added later in frames that overlaps a previous spot, increasing that area active frames
+ front hitbox increased range
- front hitbox angle 85 > 70
- pseudo hitbox that spawns with ball removed, now there is a gap to nerf wally from destroying projectiles from overly active frames
? ball physics changed
- Ball doesn't spawn when dstrong is parried
- Ball now follows wally like if it's static if parried, has an outline to show its current owner
- Parried wave is now much more effective if wally gets hit by it

Nspecial
+ Alter the throw jump arc to be able to drift back more
+ Static strength and max speed increased slightly

Uspecial Grounded
- Fixed a bug that applied its pull twice in one frame
+ Double its pull strength :)
# yes I did make it nearly the same, but now pull behaves normally to affect the speed
+ startup 15 > 11
+ There is now a hitbox that appears regardless of hold input once, after startup
+ Static strength and max speed increased slightly

Fspecial Grounded
+ run goes farther

Fspecial Aerial
- No longer disjointed at the bottom
- bkb 6 > 5
+ kbs .5 > .6

Dspecial
? Rework: Added visual for the stun time, the time after stun is techable (it counts as hitstun state for its purpose). This extra time effectively increases stun time, meaning greater reward for hitting the wave. Something that was always in effect before but now it is more important, this extra time can be avoided if the enemy drifts off the stage.
- endlag 22 > 27

Wallgrab
+ hurtbox on fingers holding ledge removed to not lose to active hitboxes as often

Grabs
+ Now refund static instead of consuming it, but needs to hit the enemy again to apply it

Misc
? Css now is the same as portrait
? Static can be disabled per oPlayer object by doing wally_static_enabled = false if your oPlayer object shouldn't be be interacting with static
? BLM alt water color is now black

Update: 20 Sep, 2022 @ 10:33am

v1.22


///Comments: A small sneak peek at the changes to come
Static overall will travel slower than ever, before diagonals were much faster because of the way math worked, it will work as originally intended, hopefully. Power was distributed a little to other parts of the kit, should feel like Wally can kill with new moves now.
Dspecial change is both a nerf and a buff, it will be incredibly useful to get on stage using a doublejump to perform an Orcahop, Wally's does not refund DJ so be careful.

Grounded Fspecial
- Super Armor startup frame 5 > 8
- Advantage on hit on average +3 > -1
+ Endlag on hit decreased

Aerial Fspecial
+ Increased max horizontal speed gain
+ Increased min horizontal speed gain when b reversing
- Speed decreased when hitting an opponent
- Startup 18 > 19
- Active frames 6 > 5
+ Base KB 5 > 6
+ KB scaling .5 > .55

Dspecial
+- Increased vertical speed on aerial startup
- Waves speed 21 > 20

Grounded Uspecial
+ Static startup happens frame 11 into the grab
-- Hitbox appears only on special release
+ Maximum pull duration increased +3
+- Angle 55 > 50

Aerial Uspecial
- Hitbox outwards reach decreased, no longer disjointed

Wallgrab
- Max Time on the wall decreased to 3 seconds
+ Wally performs the ledge reaching version +10px down

Bair
- Angle 45 > 40
- Knockback scaling .75 > .70

Fair
- Sweetspot size decreased

Uair
- Startup 9 > 13
+ Base KB 6 > 7
- Horizontal reach decreased

Nair
- Hands hitbox size decreased

Fstrong
- Base KB 9 > 8
+ KB scaling .95 > 1.05
+ Damage 12 > 15

Ftilt
+ Active frames 2 > 3
+ Base KB 6 > 7
- FAF +1
- Arm hitbox angle 40 > 45, now acts as a sourspot
- Arm hurtbox is reintroduced as soon as the active frames end

Utilt
- Sourspot moved closer to the arms

Static
?? Static speed reworked to be more predictable for both players
- Max pull speed decreased
- Variable pull strength per special
+ Speed direction changes even if max speed was reached

Stats
- Pratland time 15 > 17
+ Idle hurtbox decreased

Update: 23 Aug, 2022 @ 3:03pm

v1.21