Rivals of Aether

Rivals of Aether

Qoedil
Showing 1-5 of 5 entries
Update: 2 Sep, 2024 @ 10:30am

Patch 1.4 - Just before Riptide

General Changes:
~Riptide alt added, replaced the Ravenous alt for now
-Terror damage reduced from 4%(8%) to 3%(6%)

Nspecial:
-The Swarm projectile now dies if Qoedil dies

Dspecial:
-Dspecial Ground now plays a different sfx on startup
-Dspecial's Spider Lunge endlag increased from 21(24) frames to 25 frames

Update: 17 Aug, 2024 @ 12:41am

Patch 1.3 - Oh hey, some minor fixes I've been asked to do for months :3

Terror:
~VFX changed to appear entirely behind the opponent
(This was a change requested by McDucky, and should hopefully make it easier for both players to see what's going on when Terror is active)

Jab:
~Jab 2 projectile hitpause increased from 0 to 6

Bair:
~Base hitpause increased from 8 to 10

Uspecial:
~Uspecial no longer always goes left if you aim the stick any higher than 180 degrees, though its angles are more restrictive overall (only hard left, right, or up)
(This was a request from Jordan, and fixes a long standing bug that has made Uspecial more annoying to use than it should have been)

Dspecial Ground:
+Hitting the opponent with the projectile now grants Qoedil armor until he performs the spider attack

Update: 12 Nov, 2023 @ 8:38am

Patch 1.2: Some buffs, some reworks, and some horror

General Changes:
~Among Us alt replaced with a Luminance alt, complete with shifting eye and teeth colors (Thanks Bar for the coding help there)
+Knockback Adjust increased from 1.1 to 1.05
(Qoedil has always been designed around being an explosive glass cannon styled character, but in practice it wasn't so strong power wise that it warranted Qoedil's weight to be so low. The weight buff is minor, but should help its survivability quite a bit)

Dattack:
+Endlag decreased from 18(27) frames to 15(23) frames
(Minor endlag buff to make Dattack less risky to whiff and more rewarding to land, where before it was extremely dangerous to miss while not having great reward

Ftilt:
+Endlag decreased from 16(24) frames to 14(21) frames
+Knockback scaling increased from 0.3 to 0.5
(Minor endlag buff to make Ftilt more reliable to use as a neutral tool. The knockback scaling buff should also help it put opponents in more dangerous positions at higher percents)

Utilt:
+Endlag decreased from 16(24) frames to 14(21) frames
(Minor endlag buff to make Utilt less risky to whiff and more rewarding to land)

Dtilt:
-Final hit knockback angle changed from 90 to 85
-Final hit knockback scaling increased from 0.3 to 0.4
+Dtilt's multi hits can't cause force flinch anymore and are no longer techable
(Dtilt has been one of Qoedil's more blatantly degenerate moves, having comically massive range and being very easy to follow up afterwards. The knockback changes here should help to make it less oppressive to hit, though I may go back and revert the knockback angle later if it's found to be to drastic)

Fstrong:
+Final hit base knockback increased from 7 to 8
+Multi hits now have a -1x SDI multiplier. The late multi hits now have angle flipper 9. These should both help to prevent Fstrong from dropping randomly
(Fstrong last patch was both kinda weak kill power wise and extremely inconsistent, making the move kinda a liability half of the time. These changes should hopefully make the move more worth going for)

Ustrong:
-Front hit base knockback reduced from 9 to 8
(I have a seriously hard time balancing this move properly kill power wise, with the launch version being too weak while the last patch version being too strong. Hopefully this time it will hit the sweetspot... I hope)

Dstrong:
+Base knockback increased from 7 to 8
(Dstrong was said to be a bit too weak last patch, so I bumped up the base knockback to make it more rewarding)

Fair:
-Increased knockback scaling from 0.4 to 0.5
(This minor knockback scaling increase puts the move more in line with Forsburn Fair stats wise while also making Fair a bit weaker as a combo tool at higher percents, though it is still very solid)

Bair:
+Angle changed from 135 to 361 backwards
+Knockback scaling increased from 0.8 to 0.9
(Bair always felt a bit weaker than it should have been, so I bumped up the stats to match the stats of Forsburn's Bair, which Qoedil's Bair already matched in terms of startup speed anyways)

Uair:
+Sourspot hitbox lowered slightly
(This should hopefully make Uair sweetspots a tad easier to land in practice)

Nspecial - Swarm:
+Total duration decreased from 32 frames to 24 frames
+Nspecial maximum travel speed increased from 2 to 3
(Nspecial was previously just a bit too slow to use, both with the projectile traveling slowly and with the move's total duration being a bit too committal. These buffs should hopefully make the move more readily useable in a match while also making it a tad more threatening overall.)

Fspecial - Hunt:
+You can now wall jump out of Fspecial
(This was the biggest request I've gotten since release, and it should hopefully make Qoedil's ability to recover to the ledge noticably better (especially if you do Fspecial backwards to grab the wall with invul))

Dspecial - Hallucinate:
+Major Rework: make grounded Dspecial shoot off a projectile rather than have the character run at the opponent directly. This teleports Qoedil to the opponent on hit while keeping him out of harms way if it misses
-Total duration increased from 54 frames to 69 frames (nice)
+Dspecial active time increased from 15 frames to 31 frames. The attack range was
+Hitbox size increased
-Qoedil is now vulnerable for the move's whole duration rather than having a window of invulnerability if he missed
-Dspecial now has extended parry stun if it does get parried
(Grounded Dspecial in particular was a very bad move that didn't really have much of a point to it beyond niche combo extensions last patch, due almost entirely to Qoedil being vulnerable to direct attacks if he used it. This rework, partially inspired by how Arakune's 214x special move works in Blazblue, makes the move significantly more applicable in neutral and gives it usage as a deceptive anti projectile option and makes it better as a combo extender, though if the opponent does call it out, Qoedil is still vulnerable for punishment and can be blown up hard if they either jump past the decoy or parry it directly... so use it wisely)

Update: 5 Jun, 2023 @ 10:22pm

Patch 1.1: Some (not so) quick adjustments
General Changes:
~Fixed a few typos on the CSS alt color descriptions
+10 frames of hit lockout added to all of Qoedil's strong attacks
~Fixed the issue where the Terror status effect would spawn an X sprite when the opponent was in hitstun

Ustrong:
+Ustrong front hit base knockback increased from 8 to 9
+Ustrong front hit knockback scaling increased from 1.1 to 1.15
+Ustrong back hit knockback scaling increased from 1.15 to 1.2

Dstrong:
+Knockback Scaling increased from 0.9 to 1.0

Dspecial - Mirage
~Fixed an issue where the SFX on the spider attack startup would play every frame if the opponent hit the armor on the frame the sound plays

Update: 19 May, 2023 @ 9:04am

As it approaches, the moon slowly gets engulfed in its darkness...