Rivals of Aether

Rivals of Aether

Gooey
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Update: 27 Jul, 2023 @ 9:35pm

Gooey V1.5

General
~ Fixed Gooey printing a variable to the debug log every frame.

Jab
~ Adjusted animation startup frames for the finishing hitbox, making the startup more clear.
~ Jab 1 Hitbox now has force flinch.
~ Now very slightly moves you forward when using the move, technically granting this move more range.
(Minor adjustments.)

Dash Attack
~ Added a visual to make it more clear when the hitboxes for this move are active.
~ Adjusted Clean Hit Hitbox size.
+ Clean Hit Angle: 60 -> 50
+ Clean Hit Base Knockback: 7 -> 8
+ Clean Hit Knockback Scaling: .4 -> .55
~ Clean Hit Base Hitpause: 6 -> 8
+ Late Hit Angle: 60 -> 50
(Slight adjustments to increase this move’s killpower to make up for the large amount of endlag this move has, and also to make it more clear when the endlag for this move starts.)

Forward Tilt
~ Adjusted volume level of the swipe sound effect to be somewhat more noticeable.
~ Adjusted ground friction during startup.
+ Horizontal Speed: 1 -> 4.5
(Gives the move more utility.)

Up Tilt
~ Adjusted initial scoop hitboxes to be more consistent.
~ Added a third scoop hitbox above Gooey that catches aerial opponents and draws them in, further preventing the scoop hitbox from potentially throwing them far away from Gooey unintentionally.
~ Initial Front Scoop Hitbox Hitpause Scaling: .25 -> 0 (This is to remain consistent with the other scoop hitbox.)
~ Multihit Base Knockback: 1 -> 4
~ Multihit Angle Flipper: 0 (none) -> 9 (sends towards the center of the hitbox)
(These changes should make the move slightly more consistent with hitting people, as well as preventing situations where people could fall out of this move by being launched elsewhere by the scoop hitbox, and now properly draws them into the rest of the move.)

Forward Air
~ Now moves the hud arrow above you upwards during startup, making it more clear what Gooey is doing.
~ Added a smear to this move to make it more clear where the hitboxes are.
~ ~ Adjusted hitboxes to match the new visual.
(I didn’t think it was clear enough where the hitboxes on this move actually were. The new smear should make it more clear.)

Back Air
~ Adjusted hit effect.

Up Strong
~ Adjusted initial launcher hitbox to be more consistent with leading into the rest of the move.
~ Multihit Base Hitpause: 2 -> 5
~ Multihit Angle Flipper: 0 (none) -> 9 (sends towards the center of the hitbox)
~ Multihit Extra Hitpause: none -> 1
~ Multihit Hitboxes cannot be teched out of anymore.
(These changes should make the move slightly more consistent and also prevents opponents from being able to escape them.)

Down Strong
~ Very slightly adjusted visual effects when falling.

Forward Special
~ Adjusted dust effects when crashing into a wall.

Update: 1 Aug, 2022 @ 2:19pm

v1.4

Update: 25 Jul, 2022 @ 1:17pm

v1.2

Update: 25 Jul, 2022 @ 12:29pm

v1.1

Update: 25 Jul, 2022 @ 7:02am

v1.0