Rivals of Aether

Rivals of Aether

Fujiwara no Mokou
Showing 1-7 of 7 entries
Update: 16 Dec, 2024 @ 9:04pm

v2.0

-REWORKED NSPECIAL! Nspecial now throws out an unlit bomb, which has weak knockback and bounces on the ground once before despawning. When hit by any attack with knockback scaling, the bomb will light, making it explosive once again and acting like it used to.
-Nspecial's bomb can now be juggled by jab hits with no knockback scaling.
-Nspecial's bomb now has an indicator when it goes offscreen.

-NEW FSTRONG! Fstrong's animation has been redone entirely. The new move functions similarly, but is slower, stronger, and moves Mokou forwards more during the attack.

-Fspecial's third hit now sends Mokou into pratfall if she hasn't hit anything with the move.
-Fspecial's third hit can be walljumped out of.

-Fspecial hit 1/2 Hitstun Multiplier reduced: 1.1 -> 0.75
-Fspecial hit 1/2 Base Knockback increased: 5/5.5 -> 6/6.5
-Fspecial hit 1 endlag reduced: 16f -> 14f
-Fspecial hit 2 endlag reduced: 17f -> 15f
These changes are meant to fundamentally alter how Mokou uses the initial swipes of Fspecial, allowing the opponent to act before they reach the ground so they can avoid tech chase situations, while giving Mokou the opportunity to catch them with an attack while they're still in the air if she reads them properly. This should hopefully make it less clunky and frustrating to fight against, while still giving Mokou interesting combo utility.

-Uspecial kick Hitpause Scaling increased: 0.5 -> 0.7

Update: 30 Oct, 2024 @ 3:34pm

v1.5

-Dspecial's hurtbox has been made more consistent during the multihit part of the attack. As a result, she is no longer invincible until she fully disappears.

-When getting hit out of Dspecial at any point after the multihit starts, including when reappearing afterwards, Mokou will be completely unable to tech. This is signified by a smoke effect and sound when she collides with a wall during this state.

Update: 8 Feb, 2024 @ 8:13pm

v1.4

-"Hopes and Dreams" alt added to celebrate Mokou's inclusion in the tournament TAS5.

-NSPECIAL bomb has a higher max fall speed: 8 -> 10
Somewhat of a weird change, but is supposed to be a nerf. Using the pressure of the bomb to approach was always supposed to be a big part of Mokou's gameplan, but I found that it was stronger than I would have liked. A higher cap on its fall speed should mean it falls a bit faster, meaning it threatens space for a shorter amount of time.

-FSPECIAL third hit endlag now has whifflag: 15f -> 15f (23f on whiff)
Sorry about this one, I've wanted this move to be more punishable on whiff, but I didn't animate enough endlag frames originally for it to work without looking bad. I finally got around to it though.

Update: 24 Oct, 2023 @ 10:56am

v1.3

-Finally fixed the lag issue with the meter, which was particularly present in the ditto and/or when the game was fullscreen. It should be fine now.

-Self-damage from Mokou's blue flame state no longer ticks in the middle of DSPECIAL, which caused her to sometimes take 1% more than she would heal back from it.

-Fixed the issue where the NSPECIAL bomb wouldn't reflect properly on parry if Mokou uses a different attack beforehand.

-NSPECIAL bomb's detection hitbox is no longer transcendent. This should mean that in cases where it would hit an opponent's hitbox and hurtbox on the same frame, the hitbox is prioritized, making it easier for the opponent to safely hit it back.

-NSPECIAL kick can now be B-reversed.

-FSPECIAL's second and third hit now allow you to hold backwards to make Mokou slide forwards less.
DI can lead to this move feeling pretty inconsistent and spacing-dependent, but this should let Mokou try to adjust herself a bit, so the attack can still connect if she realizes the opponent is holding in. I considered also letting her hold forwards to slide further, but most players would likely do this by mistake considering the input.

-FSPECIAL's first and second hit no longer gain increased hitpause from Mokou's blue flame state. This should make the attack's timing feel more consistent to input.

-Fspecial hit 1 angle changed: 65 -> 60

-DATTACK hit SFX adjusted.

-DAIR's final aerial hit is now untechable, like the multihits. It can still be teched on walls, so it should function the same offstage but be more consistent onstage, as there would be cases where the opponent got hit by the last hit right before Mokou landed, and could tech out to avoid the landing hit.

Update: 4 May, 2023 @ 1:14pm

v1.2

-Slightly decreased initial dash and dash speed, both normally and in blue flame install.

-Jab 1 hitstun multiplier decreased: 1.0 -> 0.95
-Jab 2 angle lowered: 70 -> 65
-Jab 2 base knockback decreased: 4.5 -> 4.25
-Jab 3 startup increased: 4f -> 5f (hitbox active frame 6)
These changes should make certain jab follow-ups not true anymore.

-Fair knockback scaling reduced: 1.0 -> 0.9
-Fair startup increased: 12f -> 13f (hitbox active frame 14)
-Fair landing lag increased: 8f -> 10f (12 -> 15 on whiff)

-Utilt startup increased: 9f -> 10f (hitbox active frame 11)

-Nspecial bomb now speeds up when reflected with a parry.
-Nspecial kick now has proper parrystun.

-Uspecial kick should be able to be input with the right stick, as well.

-Dspecial final hit knockback scaling decreased: 1.2 -> 1.1
yea.

Update: 29 Apr, 2023 @ 6:38pm

v1.1

-Mokou's HUD meter should no longer lag the game. Credits to Lukaru for finding the solution to this one.

-Adjusted Nspecial bomb initial hit so that two bombs will simply knock each other away if colliding.
-Fixed Nspecial bomb behavior when being hit by certain angle flippers.
-Nspecial bomb will now also despawn when flying past the side blast zones, instead of just when going past the bottom one.
-Nspecial now has an overhead cooldown indicator, to help make it clearer whether you have the kick or bomb available.

-Nspecial bomb knockback scaling decreased: 0.8 -> 0.7
-Nspecial hitstun multiplier decreased: 0.8 -> 0.75
-Decreased Nspecial cooldown after despawning reduced: 30f -> 20f
I can revert this cooldown change if it is too low, but I think lower CD makes more sense for how the kick is available.

-Fspecial now has proper parrystun and doesn't allow the next part of the attack to be input.

-Uspecial follow-up kick damage increased: 7 -> 9
-Mokou now takes her hands out of her pockets during Uspecial follow-up kick to slightly differentiate it and nair.

Update: 28 Apr, 2023 @ 1:56pm

v1.0