Rivals of Aether

Rivals of Aether

Wally, The Narwhal
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Update: 9 Jul, 2022 @ 12:32am

v1.10

///Comments: Nspecial was about the power level to be expected, buuut DI IN killing earlier than intended was an oversight, with the new numbers it should add +20% of survivability to lightweights on DI IN, this doesn't mean it will kill later than before, but killing at the top is less frequent. It has new ranges of DI, so experiment it a bit.
///Dspecial changes are experimental, definitely not the solution I was looking for, it will require more time for me to find one that fits.
Nspecial:
- Decreased max time held
? Changed angle, knockback and scaling
- Increased base hitpause
- Decreased air drift going forward even more
- Aerial endlag increased (it matches grounded)
- Aerial position lock happens sooner 6 > 3
- Decreased minimum active frames
- Hitbox is not disjointed at the bottom anymore
- Goes down further when not connecting on the ground
Aerial Fspecial:
- Knockback scaling .7 > .5
Dstrong:
- Projectile is now smaller
Dspecial:
- Made a lot of tweaks to the stun behavior, stun increases with distance, gave better control to the opponent when in stun
- Endlag 18 > 22
Aerial Uspecial:
- Cancel now has a minimum and maximum speed gain, it applies even when going up and down, tldr more consistent when it gains speed.
Nspecial and grounded uspecial:
+ Consume when last hit happens
Fstrong:
+ Slippers now disjointed
Ftilt:
+ Increased hitbox size
Jab 3:
+ Now properly disjointed

Update: 8 Jul, 2022 @ 3:25pm

v1.9

Update: 7 Jul, 2022 @ 7:32pm

v1.8

Update: 5 Jun, 2022 @ 3:36pm

v1.7

//Comments: So, with the static gain increase it should be noticeable that wally will get static back a little bit faster now on low levels of play, for those that are not accustomed to wavedashing and fspecial cancel spam. But for more advanced players, wavedash static gain is now halved between jumpsquat and the wavedash, it was for smooth gain, as you are in jumpsquat for 5 frames there were gaps, cosmetic as one would say, but it has a few implications, first is that wally gains less static from wavedash (1 frame worth of static), second is jumpsquat now universally gives static, jump with a little of speed and it works, third point is you can chase opponents while jumping and reset the static drain cooldown which happens on hitstun, meaning more static uptime.
//Made utilt and jab hit in the middle of wally because wally only had laggy options to throw if the opponent was running through wally, which happened frequently on ledge.
//Ball indicator will help tell if you can spawn another ball while also help track where it is in case you want to pull it back
//You get less forward drift when on nspecial on hit, meaning regrabs and wallycide will be much less common, I hope

+ Static gain increased on running by 17%
+ Static gain on wavedash given half of it to jumpsquat
+ Ball offstage indicator added and ball disappears when 1500 px away from wally
+ Utilt sourspot got bigger
+ Jab1 new hitbox hits in the middle of Wally now
- Nspecial Air Explosion you get less drift going forward
? Tried to fix wallgrab not hitting sometimes

Update: 27 May, 2022 @ 6:14pm

v1.6

//Comments: Fspecial and Dspecial changes are to address the combination of both in succession, many times where wally and the opponent should be put in a guessing game wally was in the advantage to most of the options when dspecial is chosen, while it will not prevent it from happening (instead it will be similar most of the time), it will create a situation of adjustment for subsequent occurrences, letting the time of parries be studied. Outside of this case, the change most noticeable is the dspecial stun time decreased in all neutral interactions.
//Nair received a bit more increase in startup to make it evident that it became worse at dealing with out of hitstun situations, but still it's just +1, it will still happen, and for that matter, hitpause was changed again to be prevalent in high damage reversals, angle for that matter made DI more forgiving, surely it should be in a good spot.. right?


- Added Gentle Giant as Wally's victory theme!
- Fixed issues with Tap jump when wallclimbing
- Dspecial Stun time slightly decreased, wave drift multiplier increased .33 > .66, the attack now has a landing hitbox that in turn can be parried and cause parrystun, it acts similarly to be hit by the wave. new jump sound
- Fspecial has increased grab startup 5 > 6.
- Nair startup increased 5 > 6, angle 45 > 50, base hitpause decreased 11 > 9, hitpause growth increased .6 > .7
- Nspecial endlag on hit increased 26 > 32
- Uspecial landing hitbox (no-skew) decreased in size
- Uspecial grounded hitbox height moved up by 5 px

Update: 25 May, 2022 @ 8:01pm

v1.5

While funny, the aerial regrab is harder to pull off now. With the addition of more gravity during descent, wally will be in a more disadvantageous state after an aerial explosion (It is still wally grand moment, but will be less so).

Aerial Nthrow descent gravity multiplier 1.1 > 2. Initial descent speed 0 > 4.
Aerial Pop upwards gain -6 > -3.5.


Nair is a great tool, but also too great at gaining the upper hand while in hitstun. Should be a little less, have the opportunity to not be as surprised by it once it happens.

Nair startup 5 > 6.
Nair hitpause 7 > 11.

Same thing, but for bair

Bair hitpause 6 > 9

Update: 25 May, 2022 @ 7:46pm

v1.4

Update: 22 May, 2022 @ 10:54pm

v1.2

Fixed uspecial enabling auto walljump when it shouldnt
Fspecial trades shouldn't make it plus to wally anymore, it was a bug

Update: 22 May, 2022 @ 9:15pm

v1.1

Update: 22 May, 2022 @ 10:33am

v1.1