Rivals of Aether

Rivals of Aether

Vaughn
Showing 1-10 of 10 entries
Update: 24 Dec, 2024 @ 2:40am

v2.3

Update: 7 Nov, 2023 @ 8:27am

v2.2

Update: 23 Aug, 2023 @ 9:26am

v2.1

Update: 3 Aug, 2023 @ 1:58pm

v2.0

Update: 30 Apr, 2023 @ 9:53am

V2.0 - The FSpecial Rework Update

FStrong
-Added a new hitbox for the Big Bullet version. This effectively increases its range

UStrong
-Added a new hitbox for the Big Bullet version. This effectively increases its range

FSpecial
-Reworked the entire move
//Notes: We felt that the old FSpecial didn’t fit well into Vaughn’s kit. With the new one, it fulfills a better role, is more reliable, and opens up new potential to optimize the character. However, it will probably still need a lot of balancing to be in a good spot.

DSpecial
-Reduced the amount of bullets stored in a crate from 10 to 5
-Added a small meter under the crate to show how many bullets are still left
//Notes: We felt that the crate gave too much reward for not enough risk, so now it gives less reward with the same, if not increased risk due to having to use DSpec more often

Other
- Slightly edited portrait, CSS, etc

Update: 28 Feb, 2023 @ 12:09pm

v1.3: The First Major Balance Patch!

Jab
-Added extra hitstun to the first hit (0 > 3)
//Notes: This change was made so that all tilts can combo from Jab 1
-Increased BKB on the Jab 2 Launcher (6 > 7.5)
-Increased BHP on the Jab 2 Multihits (2 > 3)
-Removed the ability to hold the rapid jab
//Notes: The Multihit Jab was not really useful for anything, but now it can be used to get the opponent of stage and also get full ammo with just two button presses
-Fixed an issue where not all hitboxes would appear in the menu of the Woodcock buddy

FTilt
-Increased startup (8 > 10)
-Changed the angle (75 > 50)
//Notes: FTilt is now a good tool to get the opponent offstage, instead of doing pretty much nothing

UTilt
-Changed the angle of the early hit (100 > 90)
-Increased KBG on the early hit (0.85 > 0.9)
-Added a new hitbox behind Vaughn to cover a blindspot

Dash Attack
-Increased initial speed and lowered friction to increase the distance travelled

FStrong
-Increased KBG on the Small Bullet Hit (0.9 > 0.95)
-Increased KBG on the Big Bullet Hit (1.1 > 1.3)

UStrong
-Increased KBG on the Small Bullet Hit (0.9 > 0.95)
-Increased KBG on the Big Bullet Hit (1.1 > 1.3)

DStrong
-Fixed an issue where the hitboxes would appear in the wrong order in the menu of the Woodcock buddy

NAir
-Reduced landing lag (9 > 5)

FAir
-Changed the angle flipper on the first and second hit (9 > 10)
-Increased BHP on the first and second hit (2 > 4)
//Notes: These changes were done to improve the consistency of the entire attack connecting

UAir
-Added new hitboxes to better match the visuals
//Notes: Before, it was pretty hard to hit smaller opponents that were standing on the ground, but that should not be a big problem anymore

DAir
-Moved the early spike hitbox slightly upwards
-Made the late sourspot bigger
//Notes: These changes were made to make hitting DAir harder while keeping the reward the same
-Fixed an issue where the hitboxes would appear in a weird order in the menu of the Woodcock buddy

NSpecial
-Decreased damage of the Small Bullet (10 > 9)
-Decreased damage of the Big Bullet (20 > 18)
-Increased BKB of the Big Bullet (7.5 > 8)
-Increased KBG of the Big Bullet (0.8 > 0.9)
-Holding special during the startup now allows you to aim for double the time (short is 20 frames, long is 40)
//Notes: For people who have trouble aiming the bullet right now, we have added a way to aim for longer. However, you are then forced to commit to it to balance it out. If we think this change does not have the intended effect, we will remove it again.
-Fixed an issue where you could fast fall during NSpecial while aiming down

FSpecial
-Added (extended) parry stun to the mine explosion
-Reduced the duration between sticking the mine to a player to it exploding from 480 frames to 300 frames
-Fixed an issue where parrying the initial hit when sticking the mine would still apply the mine to the enemy
-Decreased the time to manually detonate the mine (7 frames > 5 frames)
//Notes: The mine felt too oppressive for the opponents to deal with, but also clunky for the Vaughn player. We hope that by reducing the timer until it explodes and the extended parry stun (which was missing until now) that it will feel better for both sides

DSpecial
-Replacing an ammo crate now only gives 1 bullet instead of 2
-Reduced total frame count from 50 to 46

Other
-Adjusted multiple sprites
-Added a new portrait, CSS, etc
-You can now press the Robe/Bandana button on a CPU Vaughn
-Added a new skin: EX - Blueberry

Update: 13 Feb, 2023 @ 8:40am

Here is Vaughn's first patch - V1.2 (we skipped 1.1 due to an emergency patch, woops). This update includes some quality of life changes and some small tweaks to the balance.
Thanks for all the feedback so far, and we hope there's more to come after this patch!

UTilt
-Reduced BKB on early hit (9 > 8)
DTilt
-Adjusted the early hit to be more consistent at hitting enemies and other objects right in front of Vaughn (still reaches to the same distance outwards)
FStrong
-Increased KBG on the Small Bullet Hit (0.7 > 0.9)
-Increased KBG on the Big Bullet Hit (1 > 1.1)
UStrong
-Increased KBG on the Small Bullet Hit (0.7 > 0.9)
-Increased KBG on the Big Bullet Hit (1 > 1.1)
FAir
-Adjusted the 1st hit to be more consistent at hitting enemies and other objects right in front of Vaughn (still reaches to the same distance outwards)
-Increased the range of the 3rd hit slightly
-Changed the angle of the 3rd hit (55 > 50)
DAir
-Increased startup (9 > 11)
-Increased landing lag (6/9 > 7/11)
-Reduced BKB on sweetspot (7 > 5.5)
UAir
-Increased startup (11 > 13)
-Reduced endlag (18 > 16)
NSpecial
-Increased Damage (Small Bullet 8 > 10; Big Bullet 16 > 20)
-Increased self damage when using Big Bullet variant (1 > 2)
-Increased start up (17 > 20)
-Increased the size of the hitbox (both Small and Big Bullet)
-Increased priority (3 > 4)
-Bullets can now travel through both sides of platforms
-Fixed an issue where bullets could hit the crate
FSpecial
-If Vaughn dies while the mine is attached to a player, and the countdown has not started yet, it will now drop onto the floor
-Fixed an issue where the mine would not hit if the player it was stuck to was moving to fast
USpecial
-Increased height gained when using the non-bullet version
-Added a stalling penalty that applies with how many times you use USpecial in a row (Big Bullet is not affecting by scaling)
-However, delaying the shots a bit does not apply the stalling penalty
DSpecial
-Enemy hit lockout from the crate up from 0 frames to 5 frames
-If crate gets replaced with ammo left you get 2 bullets
-Reduced total frame count from 60 to 50

Update: 13 Feb, 2023 @ 8:40am

v1.1

Update: 9 Feb, 2023 @ 12:50pm

v1.1

Emergency Patch!

-removed debug numbers under Vaughn

Update: 9 Feb, 2023 @ 9:19am

v1.0