Rivals of Aether

Rivals of Aether

Sash Lilac (FP2)
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Update: 21 Jul, 2023 @ 10:45am

v2.13
POLISH:
-Add white shimmer to boost bar to help indicate that it is full.

-Movement struggle while bricked will now shake the camera.

-Vanishing block has faded sprites for entering and exiting to make it slightly less sudden.

-Gems will now move if they spawn inside of a solid map block.

BUFFS:
Dair
-Fastfall speed increased 12.8 -> 16.4

Update: 10 Jul, 2023 @ 7:32pm

v2.12
MISC CHANGES:
-Doublejump gravity now reduced from .65 to a .65 -> .55 shift after 16 frames.
I wanted to make it feel floatier but didn't want a drastic change all at once.
This makes quick doublejumps land 3 frames later, and apex doublejumps land only 1 frame later.

Dstrong
[BUFF/NERF] Hitboxing is improved.
-Number of hitboxes 2 -> 3
-Hitbox 2 is now Hitbox 3. New Hitbox 2 has power between old sweetspot and sourspot.
-Lifetime of Sweetspot reduced 10 -> 5
-Time to hit of Sourspot increased by 2 frames.
-Shape of Sourspot hitbox changed 2 -> 0
-Width of Sourspot hitbox increased 24 -> 34
-New hitbox increases upwards threat coverage slightly.

POLISH:
-Lilac now has hair tendrils in hitstun. (First pass, could be buggy).

-Lilac now has a voiceline for pushing.

-Additional Cyclone voiceline.

-Improved VFX for collecting a gem.

-Enemies now flash white when hit.
-Lilac also flashes white when hit.
(If this is too distracting we can bring it to hitpause only or remove it altogether).

-Walkturn now transitions better into Lilac's current idle state.

-Pratfall will no longer loop the animation.
-Pratfall animation speed increased 0.24 -> 0.32
-Pratfall hurtbox now matches regular fall.

-Hitstun sprite (+100%) was moved 5 pixels inward.

Nspecial
-Improved Hit FX

Kikosho
-Improved Hit FX

Fair
-Improved Hit FX

Fspecial (Boost Breaker)
-Additional camera-shake on initial boost breaker hit.
-Improved Hit FX
-[BUGFIX]Can no longer angle down while on the ground anymore.

BUFFS:
Kikosho (multi-hit)
-Extra hitpause increased 0 -> 3
Will greatly reduce the ability to tech out at low percent and reduce the drift at high percents.
Partial revert may be in order if this makes the move TOO consistent.

Ftilt
(Sourspot)
-Base hitpause reduced 7 -> 4
-Height increased 24 -> 32
(Sweetspot)
-Damage increased 7 -> 8
-Base hitpause reduced 7 -> 6
-Scaled knockback increased 0.6 -> 0.75
-Different Hit SFX
-Increased priority 1 -> 2
-Time to hit reduced 11 -> 7

Dair
-[KNOWN ISSUE] Pressing a special on cooldown during Dair will just end dair and put Lilac into a
neutral actionable state, (seems to be a feature).

Ustrong (Lilac's hand)
-Base hitpause 2 -> 1
-Drift DI multiplier 0.6 -> 0.4

NERFS:
Ftilt
-Cooldown regardless of hit 0 -> 5
(Sweetspot)
-Threat coverage reduced, leaves a gap near Lilac.

Dev thoughts:
Dair changed to have a continual first hitbox and she only starts flurry on hit? More akin to
source material? Unsure if that is a worthwhile change.

Update: 8 Jul, 2023 @ 8:22pm

v2.11
Have you ever played Contra before?
-Easter Egg added.

MISC CHANGES:
Nair (Hitbox 1)
-Base knockback reduced 10 -> 7
-Knockback scaling increased 0 -> 0.22
This should make the move behave more like the expected low commitment combo option.
Less stage control, better juggling to build damage.

Fspecial
-Angling the move down now passes through soft platforms.

Standard hurtbox changed, this applies to many attacks and non-committal states.

POLISH:
Lilac now has a mute button on character select. A sad day.

Uair
-Double jump effect now plays when used to help indicate the consuming of your double jump.

Got Hit voicelines
-No longer can play several times in a true combo.

Jab
-Improved hurtbox + visualizer.

Fair
-Improved hurtbox.
-Realigned.

Bair
-Improved hurtbox.
-Realigned.

Uspecial
-Improved hurtbox.

Fstrong
-Improved hurtbox.

Milla Assist Buddy (Aperson)
-Lilac and Milla now properly call for each other!
Yay! I've poked around this idea for awhile and am happy to see it happen.

-Lilac's hitstun sprite was moved more into the center of her hurtbox.
-Lilac's hurtbox is lowered when first jumping, falling, or walljumping.

-[BUGFIX] Lilac can no longer sit while moving.

-Removed unused files.

BUFFS:
Nspecial
-You can now walljump out of aerial Cyclone, instead of just doublejump.
-[POLISH]Slight movement of the hitboxes to fit the animation.
-Hitbox moved back 2 pixels.
-Hitbox height increased 3 pixels.
Eat that Orcane... Tiny little GOOBER.

Dtilt (Tipper)
-Hitbox height increased 30 -> 42

NERFS:
Nspecial
-Several hits have had their hitstun reduced.
This is done to reduce cases of opponents falling out of the move offstage with super high stun and just dying from being unable to act.
(This move might need slight adjustments further to help with consistency or a damage buff to warrant its use while expecting drops and tech-rolls out.)

Ustrong (Lilac's hand)
-Hitbox lifetime reduced 18 -> 15
--Startup time until hit and ability to multi-hit are unchanged.

Fair
-Forward hitbox lifetime reduced 3 -> 2
-[COMPENSATION BUFF]Threat area adjusted with an additional 3rd hitbox to fill in the new alignment.
-Spike hitbox reduced in size.

Utilt / Uair

Originally posted by scorchers29:
-Utilt recovery time nerfed. No longer able to fastfall out of the move.
This was originally a lie told in an old patch. Now it isn't.

Update: 7 Jul, 2023 @ 2:11am

v2.10
Buddy Compat
-[NEW]Prowler Parry

POLISH:
-Added a white flash visual to Lilac when her meter becomes full. This is in addition to the sound and spark.

-Adjusted layering of Sparkles to appear in front of Lilac during Nspecial and Fspecial.
--Nspecial sparkles have adjusted spawn locations.

-Voicelines now play on the victory screen.

-There is now a generic voiceline for fighting someone without a specific line.

-Additional standard character select voiceline.

-[BUGFIX] Integer flooring on Lilac's super-mode damage resistance to solve error output.

-AI use of Fspecial to recover should now always be in the correct direction.

Final Smash
-Added sparkles to the move.

-Her, "Not a Chance" parry line fixed itself? idk.

NERFS:
Dattack
-[BUGFIX] Dash attack cooldown will now always incur, instead of only when not canceled.
-Cooldown increased 16 -> 20

Fstrong
-Cooldown increased 0 -> 5

Update: 5 Jul, 2023 @ 6:31pm

v2.9
POLISH:
-Improved Lilac's AI!
This is a first pass, (so pretty rough,) but she should stop using Sandbert's logic.
--Lilac can now do different techniques at different AI levels including:

  • Kikosho
  • Blink Dash
  • Recover with Fspecial
  • Cyclone Glide

Kikosho
-Beam now shades properly to the ALT chosen and uses ADD blending.

Nspecial
-New walk dust FX play if performed on the ground.

-[BUGFIX] I FINALLY STOPPED THE ERROR MESSAGE. ARGUMENT 2 WAS ACTUALLY 3 BECAUSE IT STARTS AT 0.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Fspecial vulnerability already damage tracked properly :), now damage will round down properly before being applied to Lilac.

-Adjusted backward roll animation to match forward roll.

This makes me happy for the special number update.
BUFFS:
Kikosho
-Roll out of the move automatically on recovery frame 14 when parried if used at full meter.

NERFS:
Kikosho
-Drains entire meter when parried.
-End attack and enter stun when parried from below full meter.

Dstrong
-Cooldown increased 0 -> 14 regardless of hit.

Update: 4 Jul, 2023 @ 10:50pm

v2.8
Buddy Support:
-[NEW]Tutorial Missions - Tips coming soon!
--Able to be completed without an AI dummy on any stage.
---If they bug out from cancelling, reload with F5.

POLISH:
-Added an additional input method to perform Kikosho that can be consistently done by keyboard players! (My bad!)
Crouch (does not need to be a full crouch.) -> return to Idle (no input direction) -> Strong (Inputting a directionless strong counts as Fstrong.)

Uspecial
-Hit FX realigned

Kikosho
-Additional dust FX to make it look cool.

Dash
-Additional dust FX to indicate when Lilac reaches max dash-speed.

Dance
-Lowered 1 pixel to match her standing logic everywhere else.

-[BUGFIX]Fspecial vulnerability should not produce an error message and now stat track properly.
The damage vulnerability logic was functional and is unchanged.

BUFFS:
Dair
-Further retimed dair. Might be finally happy with this version!
-Hitbox width on all kicks increased 18 -> 21

Kikosho
-Hitboxes per cycle increased 3 -> 4

NERFS:
Nspecial
-Dust FX now play to help indicate when the whiffed move is no longer active.

Update: 3 Jul, 2023 @ 11:59pm

v2.7
POLISH:
Dust FX now spawn during Lilac's attacks!
Dust FX now spawn during Lilac's moonwalk!

Fair (spike)
-Hit FX realigned.

Jab
-Hit FX realigned.

Bair
-Hit FX realigned.

Ftilt
-Hit FX realigned.

Dtilt
-Hit FX realigned.

Fspecial & Nspecial
-Increased number of sparkles that spawn!

BUFFS:
[NEW MOVE!]
Kikosho - Input: Directional down & forward simultaneously + Fstrong.
Kikosho can be extended by holding down special after activation.
Kikosho requires meter to use!
Have fun!
Credit; https://www.deviantart.com/doa687/art/Freedom-Planet-2-Custom-Redux-Kikosho-Part-1-805884147

Ftilt(tipper)
-Damage 5 -> 7

DAttack can now cancel into crouch!

NERFS:
Dtilt
-Startup time increased 6 -> 8
-Whifflag increased 10 -> 15
-Cooldown on whiff increased 0 -> 12
This move was the problem of the character, overshadowed by other mechanics.
No longer a spammable poking tool by itself.

Ftilt
-Whifflag increased 9 -> 13

Dstrong (sweet)
-Base knockback increased 5 -> 5.2
-Knockback scaling decreased 1.2 -> 1.06
-Lifetime decreased 9 -> 8

DAttack
-Base knockback decreased 12-9.5 -> 10.5-8.5
-Hitstun multiplier decreased 0.95 -> 0.90
-Damage reduced 6 -> 5
Too much reward for landing the move with the new speed changes. (Multihits are still
prevalent so this is still more damage than pre-release Lilac).

Nair (hitbox 2)
-Base knockback decreased 7 -> 4
-Knockback scaling increased 0 -> 0.1

MISC CHANGES:
[NEW TAUNT!] [UNFINISHED]
Dance - Input: Up input before taunting and hold up to continue the taunt.

Update: 2 Jul, 2023 @ 6:30pm

v2.6

Combat feel + Balance pass!

BUFFS:
Dstrong
-base knockback 3 -> 5
This should increase the reward of hitting the move at all damages.

Dair
-Window 2 reduced 60 -> 55
-Hitboxes retimed to be more accurate.
-Hitboxes > 1 now have an angle of 270. Hitbox 1 has an angle of 260.
-vsp now halves after each hit.
-hsp now somewhat carries into the opponent.
-[POLISH]New sound when landing the final hitbox!
These changes should make the move connect multiple hits more often and feel better to use.
This might make one of her previously worst "combo only" moves overpowered and need a damage nerf!

DAttack -> Utilt now will always cancel on the first frame of the input!
Dattack -> Jump will now occur exactly when inputted.

Nair
-Increased threat coverage of hitbox 1.
-Increased hitbox 2's lifetime 2 -> 3

Ustrong (Lilac's hand)
-Drift DI multiplier reduced 1 -> 0.6
This should reduce the instances where good DI can cause Carol to whiff.
Ustrong (Caorl's melee)
-Time to hit reduced 19 -> 18
-Lifetime increased 2 -> 3
This matches the visual better and makes the move easier to land near the top.

Fair
-[POLISH]New sound when landing the spike hitbox!
-[POLISH]Adjusted hitFX position.

NERFS:
Jab(forward)
-scaling knockback 0 -> 0.04
Less damage buildup and more reliable setups on higher damage opponents.
Getting jabbed over and over never feels good...

Nair
-Decreased hitbox 1's lifetime 5 -> 4
-Decreased threat coverage of hitbox 2.

Fair (forward)
-scaling knockback 0.87 -> 0.49
-base knockback 4.1 -> 7.5-5.8
-hitstun multiplier 1 -> 0.91
-base recovery time 7 -> 8
Fair was overall your best move for everything: Edgeguards, kills onstage, spacing, landing, combos...
This should keep it as a kill option but reduce the ability to combo at early percents.

Fair (spike)
-base hitpause 5 -> 8
-hitpause scaling 0.25 -> 0.35

-[POLISH]Walkturn time 1 -> 9

MISC CHANGES:
[BUGFIX]Lilac's momentum when jumping from the ground should feel better and now act
the same in both directions.
[BUGFIX]The previous fix plus an additional fix now should fix Dair unintentionally turning around.

Fair
-vspeed bonus -1 -> 0
You used to jump higher by full-hop fairing. Why? Idk. I fixed it.

Nair
-Sprite lowered by 3 pixels.

Update: 1 Jul, 2023 @ 8:04pm

v2.5
POLISH:
-Added unique dialogue when loading on sync_var == 0 on certain stages.

-There's now a walking sprite of Lilac on the CSS that appears after her title.
--It will reappear when swapping Alts.

-Normally don't add voiceline compat for characters here, as the list is pretty long... but
mentioning that Lilac got one added for Neera Li!

-[BUGFIX]Stat tracking for bonus vulnerable damage dealt to Lilac during Fspecial should now work properly.

-Added Dracula fight compatibility.

-Updated moves/general features description.

Current dev thoughts:
-Need more playtime from others around the character!
Cyclone may receive a logic change where each landed hitbox improves the knockback of the final hit,
starting small if you were to only land the final hitbox of Cyclone.
Cyclone may recieve a patch to the glide behavior of the move.
Still looking to adjust auto-facing left when acting out of neutral crouch.
Happy with wallrun mechanic!
Possible reduction in active time (while retaining total move length) to Fair.
Possible change of Milla's shield acting as a deflector instead of a destructor.
Possible reduction to Nair hitbox 2 force&stun.
Possible further reduction to DAttack stun.
Possible kb adjustments to things like low% Dstrong.
Making DAttack->Utilt more responsive to input.
Possible adjustment to Gem spawn logic to not spawn in players or hitboxes.
Squashing bugs.
Fixing Milla's shield mixel.
Fixing pratfall looping on extended falls.
Being sick sucks, help.
Making a 90sec cover teaser including WS compat.
Cleaning up unused files to reduce filesize.
Making it easier to get alternate victory screen?

Update: 30 Jun, 2023 @ 6:46pm

v2.4

POLISH:
-Character select easter-egg added.

-FP2 Transition sound now plays during initial spawn in.

-[BUGFIX] (small nerf) Carol now has better behavior when summoned during Lilac's taunt.
--Ustrong CD after Taunt+Ustrong input 40 -> 60 frames.
(This was mostly to adhere to being able to now hold Lilac's taunt).
[KNOWN ISSUE]
Carol will summon for every subsequent taunt without inputting her if you do not input
a different attack to clear her input. This will also fail to clear her input if you taunt
before cooldown is up EVEN AFTER attacking.

-Updated compatibility list in description.