Rivals of Aether

Rivals of Aether

No. 17
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Update: 10 Feb, 2024 @ 11:02pm

Update: 10 Feb, 2024 @ 11:02pm

v2.1

I accidentally hit Enter LOL

Update: 10 Feb, 2024 @ 11:01pm

v2.1

Walk Speed increased
Max Air Speed increased
Initial Dash Time and Dash Turn Time decreased.
Rainbow Alt Added.

Update: 31 Jan, 2024 @ 10:04pm

v2.0

General:
Reworks for several of his moves, giving them brand new animations and timings, or even entirely new functions, to give him a better flow in combat.
General damage buffs and a few knockback nerfs.

Moves with Visual/Mechanical Changes:
+Jab: Jab is now a 3 part attack, where attacks 1 and 2 can be canceled into tilts. It also advances a little with each attack.

+Neutral Air: Neutral Air's animation now extends the move further, and the move's damage is increased from 2%/3% to 3%/4%.

+Down Tilt: Down Tilt is a sliding kick that advances forwards, that can be jump-canceled on hit.

+Up Tilt: Up Tilt is an uppercut punch that can be canceled into strongs and specials, and is much faster than the old upper kick.

+Down Strong: Down Strong is now a Power Blitz Charge that hits on both sides of 17. If it lands, it also fully charges his Neutral Special and stores the charge immediately.

+Up Strong: Up Strong has a brand new animation since the old one was not up to par. As a bonus, it also remains one of his better kill moves, and has a much expanded range to allow him to narrowly shark platforms with it.

+Neutral Special: Neutral Special's charge can now be stored by pressing Parry when the charge is filled. Also, an indicator is shown on the HUD when the Charge is at full.

+Side Special: Side Special's Infinity version is now Barrier Punch instead of Barrier Tackle. The Infinity version's dash portion goes further than the regular version and gains Projectile Invincibility, and if the button is held, instead of the kick, you get a Barrier Punch which charges forward to inflict a devastating attack. It can be turned around if you hold the other direction before the attack goes through.


Moves with Solely Numerical Changes:
-Dash Attack: Reduced killpower
>>Base Knockback reduced from 9 to 7
>>Knockback Scaling reduced from 1.0 to 0.9
>>Hitpause Scaling increased from 1.0 to 1.2

-Back Air: Slightly reduced killpower
>>Knockback Scaling reduced from 0.9 to 0.8

+Down Air: Increased damage output
>>Sweetspot damage increased from 6 to 7
>>Sourspot damage increased from 4 to 5

+Up Air: Increased damage output and killpower, increased ease of jump cancels
>>Startup increased from 7 to 15
>>Damage increased from 5% to 8%
>>Base Knockback increased from 6 to 8
>>Knockback Scaling increased from 0.6 to 0.7
>>Base Hitpause increased from 6 to 8
>>Hitpause Scaling increased from 0.2 to 0.8

-Forward Tilt: Slightly reduced killpower
>>Base Knockback reduced from 8 to 7

-Forward Strong: Reduced killpower
>>Final Hit Base Knockback increased from 8 to 8.5
>>Final Hit Knockback Scaling reduced from 1.1 to 0.9

-Infinity Down Special: Reduced killpower
>>Base Knockback increased from 7 to 8
>>Knockback Scaling reduced from 1.0 to 0.85
>>Base Hitpause increased from 8 to 9
>>Hitpause Scaling increased from 0.7 to 0.9.

Update: 11 Aug, 2023 @ 9:53pm

17 Patch (1.2, 2023-11-08)

Dash Attack:
+Start-up reduced from 18 to 15
-Knockback scaling has been reduced from 1.1 to 1.0

Downward Tilt:
+Start-up reduced from 7 to 5 (attack is now frame 6)
+The jump cancel frame during window 2 is now from frame 4 onward, so you can jump cancel the move faster
~The speed of attack animation is reduced from 18 to 15 frames, making it faster to jump out of

Forward Tilt:
+Start-up reduced from 11 to 9 (attack is now frame 10)

Upward Tilt:
+Start-up reduced from 9 to 7 (attack is now frame 8)
+Hitbox sizes increased

Neutral Aerial:
+Hitbox 1 angle increased from 45 to 70
+Hitbox 1 knocback increased from 4 to 5
Hitbox 1 should now be easier to combo into hit 2, and also you should be able to hitfall and do an additional move afterwards easier
+Hitbox 2 size increased
+Endlag reduced from 5 to 4 (7 to 6 whifflag)

Forward Aerial:
+Start-up reduced from 16 to 11 (attack is now frame 12)
+Endlag reduced from 12 to 8 (18 to 12 whifflag)

Backward Aerial:
+Start-up reduced from 14 to 12 (attack is now frame 13)
+Endlag reduced from 10 to 8 (15 to 12 whifflag)
+Landing lag reduced from 12 to 8 (18 to 12 whifflag)
+Hitbox size increased

Upward Aerial:
+Start-up reduced from 14 to 7 (attack is now frame 8)

Downward Aerial:
+Endlag reduced from 10 to 8 (15 to 12 whifflag)
+Landing lag reduced from 9 to 8
+Hitbox sizes increased

Update: 10 Aug, 2023 @ 10:44pm

v1.1

Due to several performance lackings, he's getting stronger.

Dash Attack:
+Endlag reduced from 20 to 15 (23 with whiff lag)
+Damage of the blast has been increased to 6 from 4
+Knockback scaling has been increased from 0.8 to 1.1

Forward Strong:
+Endlag reduced from 24 to 18 (36 to 27 with whifflag)
+Knockback scaling has been increased from 0.9 to 1.1

Downward Strong:
+Base Knockback has increased from 7 to 8
+Knockback scaling has increased from 0.8 to 1.0

Upward Strong:
+Knockback scaling has increased from 0.9 to 1.0

Forward Aerial:
+Knockback scaling has increased from 0.8 to 0.9

Forward Special:
+Base Knockback has increased from 6.5 to 8
+Knockback scaling has increased from 0.6 to 0.8

Jab:
+Start-up time reduced from 6 to 3 (attack is frame 4 now)

Neutral Special:
+Knockback scaling has increased from 0.8 to 1.0

Update: 10 Aug, 2023 @ 7:59pm

v1.0