Rivals of Aether

Rivals of Aether

Tweaked Tiff
Showing 1-8 of 8 entries
Update: 12 May, 2023 @ 10:30am

v1.29

Massive overhaul to ice mode and Dspecial, alongside slight buffs to Tiffs burst movement, Ustrong being more consistent, and Uair getting nerfed.

TIFF’S PROPERTIES
-Buffed double jump speed from 9 to 10
-Buffed Initial Dash speed to from 6.5 to 7
-Buffed Dash Speed from 6 to 6.5

U-AIR
-Altered knockback statistics even further; BKG 6>8 | KBG .9>.6
-Added a .9 hitstun multiplier to the final hit

U-STRONG
-Changed first hit’s flipper 2 to flipper 4
-Adjusted first hit’s BKG to 8 instead of 6
-COMPLETELY disabled SDI on the first hit (sdi mult -1X)
-Second hit’s hitbox has been made deeper inside Tiff to help hit smaller characters (tested on Maypul, Orcane…even on Tiff herself!)

D-SPECIAL (NEW!)
-If you hold down PARRY/SHIELD when you level up, you go down a level instead of up. Does nothing in Blast and Tiff mode; Tiff always goes to Fire, and Blast always goes back down to Tiff.

ICE MODE
-Tiff now has unique movement in ice mode; her dash turnaround is slower, her friction is lower, her jump goes much higher, but her double jump goes lower. Experiment!
-In ice mode, you can now perform U-STRONG and D-STRONG off of ledges! U-STRONG’s gravity has been normalised (only for Ice mode) for it to work more appropriately.
-You can also perform DASH ATTACK off of ledges now in ice mode; doing so will instantly cancel the move.
-In Ice mode, NSPECIAL lost its initial hitbox that pulls opponents up, letting you encase opponents near you in ice.
-NSPECIAL now has a much slower startup in ice mode, and the clouds come down to the ground faster.

ICE U-SPECIAL
-You can now hold down SPECIAL to keep Tiff in her armored stance, allowing you to delay the attack to soak up an opponent’s strike then retaliate.
-Holding down the new delayed U-special for too long will cause Tiff to start descending midair.
-Ice U-special sweetspot now has lower knockback (9>8) and lower knockback growth (1.3>1), as it’s a much stronger reversal tool now.

ICE F-SPECIAL
-Hitstun multiplier on the star projectile removed (1.2X >1X)
-Has flipper 7, so opponents hit by the standalone star get pulled towards you. Angle changed from 90 degrees to 65 so flipper 7 has an actual effect.

SPARK U-SPECIAL
-Spark U-special has buffed knockback on the sweetspot (8>9) and growth (1>1.1) so it now acts more as the old ice sweetspot, giving both U-specials their own separate identities. Note that Spark U-SPECIAL still has it's 80 degree angle!

Spark will get some love in a potential future update! For now, I hope you all enjoy what I did to Ice! I’m pretty proud of the changes myself.

Update: 11 May, 2023 @ 8:01am

v1.28

The changelist is actually too big to fit in the changenote description. Oops...

https://docs.google.com/document/d/1Aq51XoC0JnSQOzSOMg7bu2Q1wJRSf_M455g11KJHny4/edit?usp=sharing

Go to this document to view all of the changes, alongside my personal thoughts on them, but there's a tl;dr here anyway incase you don't wanna read all of that:

NAIR
Revised the spike hitbox to be a bit deeper inside the hammer, but now acts as a sweetspot that only hits airborne opponents. Its base knockback and growth have been slightly reduced (7>6 | 1>.9) because of its strong angle, its gimp potential was too great before.
The slam hit once landing on the ground had its angle changed from 80 to 65, and its knockback and growth slightly buffed. It’s still not super consistent to hit, but it’s now a bit more rewarding to land if you do.
Added YET ANOTHER hitbox that also has a funny angle but is much MUCH weaker than the spike, but comes out above the smear frames of the hammer swing; it’s meant to be a consolation prize, as the previous changes make the funny spike on Nair hold more difficult to land.
On NAIR hold, the hitboxes behind and below tiff now have flipper 10 meaning the opponent will be (semi) dragged along with your movement direction. The forward hitbox still has the same 80 degree angle from before. Not all hits will combo, but now the lower and behind hit have situational use as flashy ‘overshoot’ combo extenders.
The first hit now has its x.85 hitstun modifier removed to make it easier to combo with, due to the other hits gaining more combo ability thanks to flipper 10 (and them not having the hitstun modifier, for some reason)
The landing hit has its animation time increased by 5 frames meaning it takes longer to fully recover, not making it as quick to use repeatedly.
AESTHETIC: Added the “tony_halk” SFX if you happen to get a purple/galaxy screen with Nair.

FAIR
Increased damage from 5% to 6%.
Drastically reduced startup from 11F to 8F
Reduced base endlag from 16F to 14F
Reduced base landing lag from 6F to 5F
Changed shape of the hitbox from a rounded rectangle to a more standard oval
Added Flipper 6 to the move
Slightly increased the hitbox to be deeper inside Tiff by a few pixels to make better use of newly added flipper 6

UAIR
Increased knockback growth from .6 to .9.

BAIR
Further buffed its damage to 13% instead of the previously buffed 11%.
Buffed knockback growth from .9 to 1.
Altered angle on the strong hit to be a clean 40, no longer 361.
Completely overhauled the strong hitbox to be even smaller, roughly around Tiff’s elbow.
Weak hitbox is now active for an additional 6F (active on 1624 to 16>30), animation of Tiff holding her elbow out also lasts longer to compensate. Total move’s duration unchanged; endlag reduced to the amount of active frames added
Weak hitbox moved deeper inside of Tiff
Weak hitbox knockback lowered (6>5) and growth lowered (.5>.4)

DAIR
Dair now starts up 2 frames faster, but also takes 2 frames longer to recover in the air.
Can no longer force flinch on grounded opponents on the first two hits.
Initial 2 hitboxes have been made slimmer by 10 pixels, making them reside deeper inside Tiff’s body now
Final spike hit has been made MUCH smaller, only having a hitbox on her actual legs instead of her whole body now
Damage on the first hits has been buffed from 2% to 3%.
Damage on the final hit has been buffed from 5% to 6%.
Total damage of the move is 13% now, over the previous 9%.
Changed the final hit’s angle from 280 to 270, making it send straight down.
Added flipper 6 on the final hit of the move.

FSTRONG
Starts up faster uncharged, from 26 frames to 20. Recovery is the same.
Sweetspot hitbox at the tip can now consume burn, making FSTRONG synergize with Fire Nspecial. (BKG = 9 | KBG = 1.3). Has an angle of 361.
To compensate due to the added fire mechanic and faster startup, the original sweetspot has been made weaker. (BKG = 8 | KBG = 1)

NSPECIAL
Added whifflag mechanic if you hit the initial physical pull in hit or not. On whiff, the move has a total duration of 41F, and on physical hit, it gets reduced to 27F. (Whiff duration is worse than OG Nspecial, but hit duration is much shorter)
FIRE NSPECIAL: Reduced base knockback from 7 to 6, and reduced knockback growth from .6 to .5

USPECIALs
Can now walljump cancel while rising and while beginning to transition into pratfall.
There’s already code in place that prevents two Uspecial projectiles from being active at the same time (which was already there, I didn’t add that), so spamming stars as you recover is not possible.
AESTHETIC: Added the “tony halk” sfx if you kill with plazma/ice Uspecial (So most likely the sweetspots).

FIRE USPECIAL
Added flipper 10 to the second hit which makes the final hit more reliable to connect if you hit the move right in front of your opponent; SDI out is harder
Final, non burn consume hit now has flipper 3, meaning that it sends away from the hitbox center now; the side effect to this is that a full connect fire Uspecial now spikes. Have fun!
Burn consume hit is now much more consistent to land due to flipper 10; changed the angle from 70 to 90.

Update: 10 May, 2023 @ 2:39pm

v1.26

A lot of attack buffs/reliability fixes, making Tiff feel a lot more consistent on her multi-hit strongs, N-air, and U-air.


N-AIR
- Landing hitbox if held has it’s animation shortened by 5 frames, meaning it both starts up and recovers faster
- Hitbox has been raised and grown to hit opponents better at early percents
- Hitbox’s knockback and damage buffed (5%>8%), now is more impactful than the hits before it and starts a potential juggle/drift chase
- Added a NEW hitbox at the bottom of the hammer, which now has even higher damage and knockback growth than the previous hitbox, but can only connect on opponents that are beneath you. You can use it to spike, as it sends at a painful 320 angle which makes it really good to catch recoveries near the wall

N-AIRs landing hit never really came into play and when it did hit it was mostly an accident and never really led to anything aside confusion and spaghetti. This overhauled landing hitbox of held N-AIR should allow it to have more consistent combo-ability at lower percents, and the unique "funny" spike hitbox I've added should allow for some flashy plays to take place to yoink opponents into the bottom blastzone off of platforms or on the edge. I might revise the upper hitbox's angle to send more forward, like 40/60 degrees, but for now I want to keep it at 80 degrees to see what happens and if this is already good enough as is.


U-AIR
- Altered flipper properties on U-air so that it’s ever-so-slightly more consistent (flipper 10>flipper 9)

I chose to leave SDI multipliers untouched as I still want the opponent to have an opportunity to escape, as this move’s damage and potential reward is quite high, especially at lower percents.


D-STRONG
- First hit now has flipper 7 and a 0.5 SDI multiplier, making the opponent go towards you when you hit the weak hit
- Second hit no longer has 2 hitboxes and now only has one, slightly lower but overall more all-encompassing square hitbox; damage and knockback unchanged, still has flipper 6

New hitbox I’ve implemented is relatively jank but it prevents rare scenarios where opponents were able to DI out of D-STRONGs first weak hit and escape. I might revise this hitbox later but for now I’m satisfied with it, and I find it to be a lot more consistent than the previous hitboxes even though it’s a bit lower, thanks to the first hit having flipper 7.


U-STRONG
- First hit now has flipper 2, second hit has flipper 9. Opponent can no longer SDI left/right to freely escape U-STRONG, making the final hit guaranteed, at the cost of the opponent being slightly lower than before so it’s kill power has been ever-so-slightly nerfed
- Also made the first and second hit have a lower SDI multiplier and are no longer techable to avoid rare scenarios where the opponent techs U-STRONG's first hit(s)

I’ve decided to make U-strong a guaranteed attack to offset its really weak range. It should make it more useful as both a rare roll callout and a kill move, and nowhere near as inconsistent as a punish.

Update: 10 May, 2023 @ 9:56am

v1.25

Additional update to try and fix steam workshop syncing issues

Update: 10 May, 2023 @ 9:49am

Might have messed something up in regards to the version number, not allowing people subscribed to the item to play against each other online. Will see if reverting fixed the issue, if not i'll push out another update.

Update: 9 May, 2023 @ 1:23pm

v1.2.50

Update: 9 May, 2023 @ 1:15pm

v1.1.50
emergency update lol


You can now perform the "Evil" Akuma taunt with any skin by pressing down+taunt. I changed the sound effect so it's nowhere near as obnoxious.

The secret "super" taunt can be performed by pressing up+parry+taunt, and I added some SFX to it to not make it feel as empty.

Update: 9 May, 2023 @ 8:21am

v1.1

Exhaustive list of changes made from the ORIGINAL TIFF (So the 4th of July version, 1.4)

VISUAL/AESTHETIC

“Hurt” icon in the HUD changed to be the funny sprite

Version prefix is now “TWEAKED”, to make it obvious this isn’t the original Tiff.

Icon in character select has gotten a little gear icon on the top left to easily differentiate it from OG Tiff

Background of character portrait is now slightly pinkish, to additionally help differ it from OG Tiff


GAMEPLAY, MOSTLY BUFFS

Hurtbox while standing (and to extension, while airborne and being combo’d) has been made a little bit thinner and a few pixels shorter. Crouching hurtbox is the same. Hurtbox has also been raised by a few pixels making it 1:1 with the base cast, might come in clutch to barely recover on the stage!

Now has a janky jab combo that I added in with like 5 lines of code lol. To get the repeated strikes, hold attack (Tiff still gets tired if you do it for too long). If you want the big punch, tap special once Tiff goes into the ‘leaning back’ animation, which now also doubles as the move's endlag if you don’t input special. Now you can jab check with Tiff! (I’m unsure if this is well-balanced, will have to see after testing this tweaked Tiff against opponents. I didn’t change any other data aside from adding these features.)

Dash attack has an additional weaker hitbox inside of Tiff that has weaker knockback and less damage, but exists for consistency. To compensate, the original hitbox is now a bit smaller

Up air’s first few hits can no longer force flinch on grounded opponents, meaning that if you connect the move on an opponent on a platform they will no longer be able to SDI off the platform and be instantly actionable and escape. Last hit now has the flipper 10 property making it a little bit more consistent against SDI down, especially when you fullhop; final hit is active for 1 extra frame to also help with this, otherwise unchanged. Needs some playtime to see if it is as consistent as I hope now

Up tilt’s jumping rope is now disjointed. However, Tiff’s ponytail is still part of the hurtbox as to not make it too spammable

Forward tilt is now disjointed on Tiff’s ponytail to make it more useful for grounded footsies. Hitbox has been made 5 pixels larger and moved lower so it can hit crouching opponents a little bit better. Forward tilt’s SFX is no longer Maypul’s leaf slap and is now a more standard swipe SFX, as to not make it so loud

D-tilt’s final hit angle changed from 70 to 80, making DI out at higher percents no longer a free escape out of any potential followups. Am most unsure about this change, might have to revert it or get an in between like 75 degrees, or maybe look at BKB/KBG instead to make it more reasonable

All versions of Up special and Forward special can be B-reversed now, instead of just the default U/F specials; you can now sweetspot with Ice/Plazma U-special and B-reverse it to stay on stage akin to Wrastor!

B-air comes out one frame earlier, strong hitbox is active for one extra frame, and deals 11% damage instead of 10%. This makes it slightly more reliable to use off of platform drops, and a bit more rewarding as well.

Multiple aerials have their ponytail hurtbox reduced, usually up until the ‘beads’ or ‘tie’:
D-air | First few frames of startup, last active frame and recovery frames
F-air | Startup frames, last few recovery frames
B-air | The entire move