Rivals of Aether

Rivals of Aether

Uysal
Showing 1-4 of 4 entries
Update: 16 Aug, 2023 @ 9:10am

Uysal Patch 1.2: Some tweaks before the next major... here's hoping this isn't TOO much >.<

General Changes:
~Tasmanian Glow alt replaced with a Riptide alt (I'll try to find some way to bring it back in the future)
~Updated the roll to use hfx for the after image rather than it being baked into the sprite
+Increased Uysal's prat accel from 0.85 to 0.9
~Decreased Uysal's fall speed while he's in a prarfall state from 13 to 8
-Increased Uysal's pratland from 15 frames to 18 frames
(Changed a bunch of his values revolving around pratfall to make it much less punishing for him and his opponents to deal with)

Jab:
+Moved the cancel window on Jab to be 2 frames earlier
+Changed the knockback angle on the final hit from 60 to 70
+Decreased knockback scaling on the final hit from 0.3 to 0.1
(Changes made to make Jab be more consistent as a combo starter and extender in most scenarios, where right now there are many instances where you aren't able to get anything off of it)

Dtilt:
+Dtilt startup decreased from 7 frames to 6 frames
+Dtilt active time increased from 4 frames to 6 frames
(Dtilt buffs made to bring it in line with other base cast Dtilts speed wise and to make it a tad more consistent to hit overall)

Utilt:
+Made it so you can fast fall after the 2nd hit
(Should hopefully enable some more combos that were previously not possible by enabling you to get to the ground faster)

Ustrong:
+Sweetspot base knockback increased from 8 to 9
+Sourspot and mark detonate base knockback increased from 7 to 8
(I had nerfed the kill power on Ustrong during playtesting because I thought it would be too strong... turns out I went to far, so this is a partial revert of that)

Nair:
+Nair now has a lingering late hit from frames 9-20. It has lower damage and knockback than the early hit, but has a higher knockback angle
-Total duration increased from 20(26) frames to 28(32)frames
(Nair's duration has been increased to give him access to some form of a lingering aerial option, where previously his best option was his not amazingly active Bair)

Nspecial - Turbulent Point:
+Turbulent Point can no longer be destroyed by projectiles.
(This change was done to make Uysal's stage control less free to disrupt for characters who had access to projectiles. Now you actually have to get in there and hit it in order for it to go away)

Fspecial - Flowing Bead/Storm Front:
+REWORK: Fspecial 1 and 2 have now been merged together. Pressing Fspecial now always triggers Fspecial 1 (the projectile toss) regardless of how long you hold the button down for. However, now if you perform the move within a certain proximity of the opponent (Indicated by some new particles added to the move), then it will perform Fspecial 2 (The physical strike) instead.
+Fspecial 1 now has Fspecial 2's grab box on it from frames 8-9.
-You can no longer perform Fspecial 2 while its on cooldown.
(This rework was an idea I was considering after realizing I never really used Fspecial 2 intentionally, partially due to the move being a more niche move than base Fspecial and partially due to the input being annoyingly easy to accidentally get. So, this rework aims to merge the utility of the two moves together and make both moves better as a result... hopefully, fingers crossed!)

Dspecial - Resonant Mirage:
-Active time reduced from 16 frames to 9 frames
(This move lasted for way longer than the visual suggested it should have, which resulted in situations where Dspec would hit when it very much did not look like it should have. This change should hopefully address that)

Bugfixes:
~Fixed a bug where Fspecial's cooldown wouldn't trigger if the mark had been cleared from the opponent
(This was something I had discovered after starting work on the Fspecial rework... It was kinda dumb, so I fixed it)

Update: 21 Mar, 2023 @ 12:57am

Uysal Patch 1.1: an early reprive

Dattack:
-Endlag increased from 17(24) frames to 18(27) frames. Endlag windows adjusted so all of it was subject to whifflag
(The endlag was increased to help make Dattack a bit less easy to spam while still keeping it as a decently viable combo tool (making it any slower felt awkward to me, but I am willing to go lower in the future))

Fspecial:
+Projectile Active time increased from 20 frames to 22 frames
-Projectile travel speed reduced from 17 to 16
-Base knockback reduced from 5 to 4
-Parrying Fspecial now properly resets the projectile's duration
(The changes made to Fspecial's projectile were made to put it more directly in line with Ranno's Needles in terms of travel speed, duration, and hitstun)

Dspecial:
~Main hitbox has now been changed into a trancendant projectile that doesn't interact with other projectiles (meaning it will not clash with other stuff but also won't lose outright to other attacks)
+Main hitbox damage increased from 2% to 7%
-Turbulent Point detonate damage decreased from 12% to 9%
(Changes made to make Dspecial deal some proper damage rather than relying on his stage control or his status effect to have it actually deal proper damage)

Update: 12 Mar, 2023 @ 9:20am

Patch 1.05: Fixing a quick mistake
~Added the Finished Tag

Update: 12 Mar, 2023 @ 9:16am

v1.0