Rivals of Aether

Rivals of Aether

Hol Horse
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Update: 14 Aug, 2024 @ 11:56pm

Hol Horse patch 1.3: About time for some more tweaks, over a year after release

General Changes:
-Fspecial and Dspecial can no longer spawn puddles if another puddle is already active
-Hanged Man puddle goes on cooldown for 3 seconds after the puddle disappears
-Hanged Man can no longer attack while Hol Horse is in hitstun
~Ustrong and Dstrong now have 10 frames of hit lockout
(One major aim of this patch was to make Hol Horse less spammy overall and to prevent him from repeatedly spawning his Hanged Man puddles over and over again without consequence, which the first two changes aimed to fix. Hanged Man being unable to grab the opponent while Hol Horse is in hitstun should also help prevent him from getting saved from combos and reversing the situation entirely.)

Fair:
+Fair 1 and Fair 2's range has been increased slightly, now more closely matching the range of Forsburn Fair (done by moving the sprites forward during the active time)
(Fair was comically stubby previously due to a mistake in how Seer initially set up the sprites. Adjusting him forward slightly makes the move have range more in line with Forsburn Fair, which should make it more viable in general.)

Bair:
+Sourspot angle changed from 115 to 135
~Sourspot base hitpause increased from 5 to 7
~Sourspot sfx changed from sfx_blow_medium2 to sfx_blow_medium3
(Bair's sourspot felt way too weak and punishing to land since launch while also having an angle that made DI-ing the sweetspot more polarizing. The change to the angle and hitpause should make DI-ing the move more universal while also making Bair's Sourspot not feel as limp to land overall.)

Nspecial - Emperor:
-Bullet damage decreased from 5% to 4%
+Redirected bullet damage increased from 3% to 4%
-Nspecial cooldown after performing the redirect increased from 15 frames to 30 frames
(Nspecial was another area where he was definitely seen as too spammy, especially since triggering the redirect would let him almost immediately shoot again. That has been adjusted along side tweaks to make the damage of the bullet more universal across the board.)

Fspecial - Bottle Toss:
-Startup increased from 13 frames to 15 frames
+Fspecial's Bottle Toss and Followup shot now stall your vertical momentum when done in the air
(Fspecial was definitely a bit too fast for the amount of utility it had, so the startup was increased to tone it back a bit. In exchange, both versions of Fspecial now stall your aerial momentum, which makes them less of a death sentence to use off stage.)

Update: 30 Jun, 2023 @ 6:07pm

Patch 1.23: Some optimizations

Nspecial and Nspecial 2 - Emperor and Override
~Fixed an issue where the bullet trail had no max number of points.
~Because of the above change, tweaked bullet visual stats slightly.
-Added a 15f cooldown to nspecial2
~Optimized bullet logic.

Update: 28 Jun, 2023 @ 10:10pm

Patch 1.22: Some quick bugfixes
- Hanged Man grab no longer reflects on parry
- Fixed a bug where you could prolong the cooldown of Dspecial by trying to trigger it while in cooldown

Update: 28 Jun, 2023 @ 8:59pm

Hol Horse patch 1.2: Fixing some lapses in Judgement

Hanged Man Puddles:
~Being in cooldown from Hanged Man's puddle will still allow Hol to use Fspecial and Dspecial, but they will not spawn puddles.
-The cooldown on the puddle when it's parried has been increased from 60 frames to 180 frames (1 second to 3 seconds)
-Hanged Man now triggers based on the player's bounding box coliding with it rather their hurtbox (Meaning it will no longer grab you if you're extending your hurtbox into it from below and it will trigger if you are invincible)
(Got feedback almost immediately after the last patch that the change to parrying puddles was way too generous, and it resulted in us squashing a bunch of issues with how Hanged Man was coded in terms of collissions and getting the parry cooldown to work as intended)

Fspecial and Fspecial 2 - Bottle Toss and Glass Shower:
-Fspecial now has a 60 frame cooldown when the move is completed
-Fspecial 2's cooldown has been increased from 30 frames to 40 frames
-Fspecial 2's cooldown now starts at the end of the animation rather than in the middle of it
(Increased the cooldown on Fspecial to make Fspec less spammable overall)

Dspecial - Leaping Lob:
-The move cooldown on Dspecial now starts running once Hol Horse touches the ground
-Dspecial cooldown has been increased from 45 frames to 60 frames
(Increased the cooldown on Dspecial to make the move less spammable overall along side making sure it started draining once he landed, which it wasn't doing prior)

Update: 28 Jun, 2023 @ 6:22pm

Was trying to update the Jam build, but Rivals decided to be weird about it... so here's the change list again :3

Hol Horse Patch 1.15: Some day one buffs :3
General Changes:
~New hud indicator added to indicate whether you're able to create puddles or not

Hanged Man Puddle:
+Parrying the Hanged Man attack no longer puts Hol Horse into parry stun. It instead prevents Hol Horse from using Fspecial or Dspecial for 60 frames
~Hol Horse dying now clears out any active Hanged Man puddles
(Made tweaks to make Hanged Man significantly less punishing for the Hol Horse player, as we felt like it was too easy for the opponent to run in and parry the puddle for a massive punish.)

Fstrong:
+Descreased startup pre strong charge from 7 frames to 6 frames (meaning it's actual startup was decreased from 13 frames to 12 frames)
(Startup change made to make Fstrong in line with Ori Fstrong, the move that pretty much all of its stats were based off of... I'm not sure how it ended up being a frame slower than it should've been)

Bair:
+Sweetspot Base knockback increased from 7 to 9
+Bair damage increased from 9%/5% to 10%/6% for the sweetspot and sourspot respectively
~Sweetspot base hitpause increased from 8 to 9
(Stats changed to match Elliana Bair knockback wise on the sweetspot)

Bug Fixes:
+Fixed a bug where parrying a puddle droplet causes it to spawn a phantom hitbox that lasts forever and damages Hol Horse if he walks over it
~Fixed issues with the sfx playing incorrectly due to the opponent hitting Hol Horse with low hitstun moves or stunning attacks

Update: 28 Jun, 2023 @ 6:21pm

v1.14

Update: 28 Jun, 2023 @ 6:18pm

Patch 1.15: Read above for details

Update: 27 Jun, 2023 @ 9:25am

Added the Finished tag

Update: 27 Jun, 2023 @ 9:21am

v1.0

Update: 27 Jun, 2023 @ 9:03am

v1.0