Rivals of Aether

Rivals of Aether

Broom Hatter
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Update: 22 Jun @ 7:52am

v1.10

Patch Notes:

Down Special (Friend Super-Vac)
~ Fixed the freeze glitch… again. This time, for good.
(Hopefully for the last time. Hopefully. Hopefully. Please. If this SOMEHOW still is happening lmk)

Update: 24 May @ 1:18pm

v1.9

Patch Notes:

General:
~ Adjusted placement of the special CSS icons.
~ Included a version of her character select image in her files without the special background image.
~ Added an idle fidget, based on one of her idle fidgets in Star Allies.
~ Added Frame Data Woodcock compatibility.

Down Strong
- Startup: 10 -> 11
+ Active Frames: 2 -> 3
+ Knockback Scaling: .8 -> .85 (Still weaker than Zetter DStrong, though. BKB on this move is 8 for reference.)
~ Adjusted animation, mainly the startup to make its posing more distinct from Neutral Special.
~ Adjusted water visual effects on whiff.

Forward Air
+ Active Frames: 2 -> 3

Forward Special (Cleaning Nago)
+ The endlag of this move can now be canceled with a wall-jump 10 frames into the endlag animation, mainly to prevent scenarios where you used this move too far away enough from the wall to where you didn’t get the wall bounce, but touch the wall anyway and just fall to the bottom blastzone hugging the wall.
(This doesn’t entirely make the “bounce off of a wall” part of this move irrelevant anymore, since the time it takes for endlag to be wall-jump cancelable a little shorter than the duration of the wall bounce animation.)

Down Special (Friend Super-Vac)
~ “Fixed” a bug where sometimes, if an opponent hit Broom Hatter while she was being fired out of the Super-Vac, the opponent would just permanently remain stuck? I think I ironed this issue out. Please let me know if this is still an issue.

Update: 31 Oct, 2023 @ 7:17pm

v1.8

Patch Notes:

General
~ Added a CSS Select sound.
~ Lowered volume of the Dash Start sound effect.

Stat Changes
- Knockback Adj: 1 -> 1.05
(being a small character who has a lot of disjointed attacks and pretty ok mobility and only being midweight miiiiight be a little concerning?)

Dash Attack
- Multihit Hitboxes now no longer use command grab code.
~ Multihit Hitbox Base Knockback: 4 -> 6
(Hitting any of the non-finishing hitboxes basically allowed you to just grab people and use this move over and over. The stats on this move have been adjusted to be more consistent without needing to rely on directly manipulating the opponent’s position anymore.)

Up Strong
+ No longer goes into landing lag after the move completes, which was an oversight from one of Broom Hatter’s Runes.
(Minor bug fix.)
- Endlag: 14(21) -> 17 (26)

Neutral Air (Quick Spin)
~ 1st and 3rd Hitbox Angle Flipper: 10 -> 9

Neutral Air
~ If Broom Hatter is hit out of this move, the spin sound effect now properly stops.

Forward Air
~ Clean Hitbox Hitpause Scaling: .4 -> .6

Back Air
~ Clean Hitbox Hitpause Scaling: .4 -> .6
~ Adjusted horizontal placement of the clean hit.

Neutral Special (Cleaning Pitch)
~ Adjusted hit sfx for the uncharged version of this move to sound more natural.
- Hitbox Size: 42 x 42 -> 38 x 38.
~ Adjusted the maximum rotation distance when traveling (This is just a visual change to make the projectile trails feel more natural.)
- No longer travels through platforms anymore.
- Adjusted projectile spawn position to be closer to Broom Hatter, preventing you from jumpscaring people with this move at close range as much.
- Broom Hatter no longer gains parry invincibility when she parries her own parried projectile.
(General adjustments to make this move jumpscare people less. And also some balance tweaking.)

Forward Special (Cleaning Nago)
- Hitbox Size: 60 x 42 -> 56 x 40.
- Knockback Scaling: none -> 0.15
(Should prevent guaranteed follow-ups at any percents, now requiring you to follow the opponent more at higher percents.)

Up Special (Cleaning ChuChu)
+ Vertical Speed: -9.5 -> -10.5
~ Adjusted vertical speed loss during startup.
(Recovery on this move was especially lacking.)
+ Base Knockback: 7 -> 8
+ Knockback Scaling: .4 -> .55
~ Base Hitpause: 7 -> 8
(General changes to the hitbox of this move since it felt too weak.)

Down Special (Friend Super-Vac)
~ Fixed this move printing unnecessary variables to the debug log.
- The initial throw of the Super-Vac’s hitbox is now no longer transcendent.
+ The initial throw hitbox of the Super-Vac now better follows it, as it previously lagged behind it slightly.
- Initial Throw Hitbox Size: 50 x 45 -> 40 x 40.
- Parrying the Super-Vac when it is being thrown now gets rid of it. (I am somehow shocked that I didn’t implement this earlier.)
- When Broom Hatter is being grabbed by her own vacuum, she is no longer invincible.
- Broom Hatter no longer gains parry invincibility when she parries her own vacuum.
- Parrying any melee attack will now remove the Super-Vac from the playing field if present.
- Super-Vac Landing Lag after being thrown: 4 frames -> 8 frames
(Additional counterplay because there was originally so little counterplay to vacuum, you couldn’t really do much about it.)
~ Fixed an issue where sometimes when triggering the Super-Vac to vacuum, it wouldn’t spawn the vacuum hitbox?
~ Fixed an issue where if Broom Hatter used NSpecial’s projectile on the Super-Vac as it was vacuuming, the grab hitbox would still linger.
~ ~ Additionally, you can also no longer activate the water projectiles on this move when the Super-Vac is vacuuming.

Update: 23 Dec, 2022 @ 5:48pm

v1.7

Patch Notes:

Jab
~ Fixed a bug where once this move was parried, you wouldn’t be able to hold the move for the rest of the match.

Update: 27 Oct, 2022 @ 4:37pm

v1.6

Patch Notes:

General
~ Added the following Runes:
~ ~ Rune B: Jab is much faster and moves much quicker.
~ ~ Rune F: Up Special now travels further and can be canceled with an attack on hit.
~ ~ Rune G: Up Strong now rises upward when used and has increased active frames.
~ Adjusted placements and kinds of dust effects on some moves.

Down Special (Friend Super-Vac)
- Cooldown in between uses: 0 frames -> 45 frames.
- Cooldown after the Super-Vac despawns: 60 frames -> 90 frames.
~ Added some dust effects that play when the Super-Vac lands and vacuums.

Update: 12 Aug, 2022 @ 6:07am

v1.5

Patch Notes:

General
~ The number of the alternate color is now displayed on the CSS.
~ The default color’s name is now changed to “Broom Hatter”.

Neutral Special (Cleaning Pitch)
- Small Water Projectile (Spawned from hitting the Super-Vac with NSpec) Hitstun Multiplier: 0.8 -> 0.5
(Oops.)

Down Special (Friend Super-Vac)
~ Reverted the Parry Stun changes from the previous patch. That patch created unintentional bugs for some reason. Those changes involving how parrying the Super-Vac worked are now reverted.

Update: 9 Aug, 2022 @ 12:30pm

v1.4

Patch Notes:

Neutral Special (Cleaning Pitch)
- Startup: 12 -> 15
(Startup should be more in line with Base Cast startup values.)
- Projectile Hitstun Multiplier: 0.9 -> 0.6
(oops)
- When any of the projectiles get parried (either normal NSpecial projectile or from DSpecial), the projectiles will now reflect, giving the move proper counterplay.

Down Special (Friend Super-Vac)
~ Bug Fix: The Super-Vac will no longer fire water projectiles if struck by an opposing Broom Hatter’s NSpecial projectile in a ditto.
- Parrying any of the Super-Vac’s hitboxes will speed up the process of it decaying as well as putting Broom Hatter into parry stun.

Update: 30 Jul, 2022 @ 10:35am

v1.3

Patch Notes:

Dash Attack
~ 2nd and 4th Multihit Hitbox Angle Flipper: 10 -> 9
(Should connect better.)

Neutral Air (Quick Spin)
~ 2nd and 4th Multihit Hitbox Angle Flipper: 10 -> 9
(Should connect better.)

Down Air (Sharp Stab)
- Spike Hitbox Base Knockback: 7 -> 4
+ Spike Hitbox Knockback Scaling: .6 -> .7
(The knockback on this move was hella silly in hindsight. Should now be more inline with base cast frame data for spike knockback.)

Down Special (Friend Super-Vac)
~ Fixed a bug where if this move was used with no opposing players, the Super-Vac would turn invisible.
~ Fixed a bug where any opponent would be stuck if Broom Hatter died while they were being aimed. Now, the Super-Vac will finish firing the opponent, then proceed to disappear.
(Bug fixes.)

Update: 26 Jul, 2022 @ 4:43pm

v1.2

Patch Notes:

General
~ Fixed some alts being incorrectly named.
~ The shading of the broom on the Drawcia alt should now be gone. I originally intended for this, but i never put it ingame. Oops.
~ Pitch, Nago and ChuChu now all have different colors if used on the Early Access or Pure Gold alt.

Down Strong
~ Very slightly adjusted hitbox sizes to better match the animation.

Neutral Special (Cleaning Pitch)
+ Increased the detection radius for hitting the Super-Vac, easing access to the interaction between the two specials.

Down Special (Friend Super-Vac)
~ Smoothed out grab code for firing opponents forward.

Update: 26 Jul, 2022 @ 12:43pm

v1.1

Patch Notes:

Down Tilt (Slide)
~ Removed the thing about not bouncing up on hit by holding the attack button. I'll add it back when I figure out a better way of inputting it.

Forward Special (Cleaning Nago)
+ Endlag when bouncing off of a wall: 16 -> 12

Down Special (Friend Super-Vac)
~ Now has a hud indicator for which player the Super-Vac belongs to, which helps in dittos.
~ Vacuumed players will no longer turn invisible.
+ Firing yourself out of this move gives you back your doublejump, airdodge and FSpecial.