Rivals of Aether

Rivals of Aether

Ace, the Arid Avenger
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Update: 30 Jan, 2024 @ 6:27pm

=== Kill Power Adjustments ===
A common piece of feedback that we've recieved is that his kill power feels too good with his two stack specials, fine with his two stack strongs, but way too weak with his unempowered strongs. We agree that we've missed the mark on this, and have done some adjustments to make his kill power more reasonable across the board.

Forward Strong:
+ KBG 0.6 -> 0.7
+ Angle 45 -> 35

Empowered Forward Strong:
- BKB 9 -> 8
- KBG 1.1 -> 1.0
+ Angle 45 -> 35

Up Strong:
+ BKB 7 -> 7.5
+ KBG 0.55 -> 0.75

Empowered Up Strong
+ BKB 7 -> 7.5

Down Strong:
+ BKB 6 -> 7
+ KBG 0.7 -> 0.75
+ Angle 70 -> 361

Empowered Down Strong:
+ Angle 70 -> 361

Two Stack Neutral Special:
- BKB 9 -> 8.5
- KBG 1.2 -> 1.0

Two Stack Up Special:
- BKB 9 -> 8
- KBG 1.1 -> 0.9

=== Miscellaneous Adjustments ===

Recovery Adjustments:
+ Both Forward Special and Down Special now refresh after you wall jump.

Dash Attack:
- BKB 11 -> 10
- Hitstun Multiplier 1.0 -> 0.6
+ Angle 45 -> 60
Dash Attack felt both a little clunky to both the player who hit it, and the player who was hit. Lowering the hitstun multiplier and the base knockback makes the move feel better to be hit by, and moving the angle makes it easier to land followups.

Nair:
- Angle 40 -> 361
= Angle Flipper N/A -> 6
Nair was a bit too good so we're looking to make it a little more in line with base cast by copying Ranno.

Jab 1:
+ Endlag 16 -> 12
+ Endlag (Whiff) 24 -> 12
Due to an oversight, the lag on this move made it near impossible to jab check people.

Bair:
+ Startup 15 -> 11
+ Sweetspot Radius 15 -> 20
- Sweetspot Damage 12 -> 10
- Sourspot Damage 5 -> 4
We're looking to make the move a little less clunky by making it a little faster and making the sweetspot easier to land. In return, the move loses a bit of it's damage.

Neutral Special:
- Now has a 30 frame cooldown, beginning after he finishes the move.
- If Ace's puddle is parried, neutral special goes on a 180 frame cooldown.
- If Ace is parried, his puddle is destroyed.

Update: 28 Jan, 2024 @ 9:49am

Fixed a major issue where Ace's puddles would not play nicely with some other workshop characters.
This problem might still exist in some capacity, but the main issue has been solved, and none of the characters I tested it with break.

Update: 27 Jan, 2024 @ 5:02pm

Visual Updates:
Slightly recolored Ace's sandstone, to make it look a little less shitty.
Added a new visual indicator for how many stacks of sandstone Ace has.
Fixed a graphical issue where Ace's puddles weren't properly aligned to the ground when they activated.
Added an animation for the forming of the sand puddles to make it look better and make it easier to know when they're active.
Added some more alt colors, including a Genesis Alt (which does not have a special effect yet but will later).

Balance Updates:
- Modified Ace's standing and crouching hitboxes, as the default Sandbert ones didn't quite fit.
+ Added the ability for up special and forward special to snap to ledge, up to 16 pixels.
+ Removed a vestigial hit lockout on Ace's Forward Strongs.
- Fixed an issue where sawblade did too much damage (17 -> 9)

Update: 22 Jan, 2024 @ 7:38pm

Balance Changes:
  • Jump Speed: 10 -> 10.5
  • Double Jump Speed: 9 -> 9.25
We received some feedback that for a character focused on comboing, Ace not being able to easily reach upper platforms feels really bad, especially when rabbits should be good at jumping. We agree, but nerfed his jumps a while back because Up Air was too good. After adding the weak spot to make the move less spammable, we feel he's able to get his hops back, so his jumps have been buffed appropriately.

  • Fair: Startup 4 frames -> 6 frames
How did I miss this, why was this so fast before?

  • Weak Hit Uair: Y Coord -65 -> -67, Height 46 -> 44
Making the weak hit of Uair a little harder to land to accomodate for the fact that he's jumping a little higher now.

  • Jab 2: Lifetime 3 -> 4
  • Weak Hit Bair: Startup 16 -> 15, Lifetime 3 -> 4
Hitboxes did not align with the visuals, now they do.

  • Dash Attack: Hitpause 2 base + 6 extra -> 4 base + 4 extra
Recieved some feedback that hit confirming dash attack into wavedash feels a little inconsistent, so this should make it slightly easier.

  • Jab 2: Width 60 -> 62, Height 29 -> 32, X Coord 24 -> 26
  • DTilt: Width 60 -> 64, Height 28 -> 34, X Coord 29 -> 31, Y Coord -18 -> -16
  • FTilt: Width 60 -> 65, Height 30 -> 34, X Coord 28 -> 30, Y Coord -26 -> -25
  • Weak Hit Bair: Y Coord -31 -> -32
  • Strong Hit Bair: Width 10 -> 15, Height 10 -> 15
  • Nair: Width 70 -> 72, X Coord -3 -> -1, Y Coord -38 -> -37
  • Tipper Hit Uair: Height 74 -> 75
  • Late Hit Uair: Width 29 -> 33, Height 51 -> 55
  • Fair 2: Width 46 -> 62, Height 57 -> 65, X Coord 26 -> 25, Y Coord -34 -> -32
  • DStrong: Width 120 -> 134, Height 47 -> 50
  • DStrong_2: Width 120 -> 134, Height 47 -> 50
  • UStrong_2: Width 83 -> 96
A recurring piece of feedback is that his hitboxes feel a little too honest, and I'm inclined to agree. There are a few moves where his hitboxes don't even extend out of his hurtbox. To remedy this, all of the offenders have had their hitboxes increased by a few pixels, and their centers moved to make sure everything still lines up. None of these moves recieved particularly major buffs, except for Down Strong, which may have it's hitbox and visuals reduced at some point in the future.


Bug Fixes:
  • Fixed a bug where Down Special would not come off of cooldown when landing under certain circumstances.
  • Fixed an oversight where I forgot to make aerial Neutral Special walljump-cancellable, like the rest of his specials are.
  • Fixed an oversight where Forward Special could be used repeatedly in the air, allowing Ace to stall offstage and just
  • playing really weird overall. This move will now be usable once per airtime, similarly to Down Special.
  • Fixed an issue where an incorrect frame would play during the first window of Nair, making the move look like the hitbox came out two frames sooner than it actually did.
  • Fixed a bug where Clairen's Plasma Field would not destroy Ace's puddles.

Update: 18 Jan, 2024 @ 5:44pm

PATCH NOTES:
- Fixed the tech roll sprites being reversed.
- Fixed an error where the smear frame on down tilt would show for too many frames.
- Fixed an error where the hurtbox for empowered up strong was the same as normal up strong.
- Changed a frame on down air, so the final hitbox of the move is shown better.
- Fixed an error where the sandstone indicator would not appear for the first frame the character was loaded.
- Slightly increased his wavedash distance, to make some of his strings more consistent, particularly ones involving a wavedash cancelled dash attack.
- Removed a vestigial hitbox in up tilt.

Update: 13 Jan, 2024 @ 4:01pm

He's Done!!!

Update: 11 Jan, 2024 @ 3:11pm

PATCH NOTES:

General:
Changed how the number of sandstone stacks are displayed to the user.

Moves:
Added sprites for FSpecial, USpecial, DSpecial, Jab, and DTilt.
Changed the angle and knockback for down tilt.
Added weak hitboxes to UAir and Bair.
Changed neutral special detection so it's easier to send opponents into landmines without them being able to tech out.

Bug Fixes:
A landmine created aerially right next to the ledge will no longer be formed inside of the stage itself.

Update: 7 Jan, 2024 @ 7:22pm

PATCH NOTES:

General:
Did some tweaking to the AI. It's still not very good, but it uses the specials correctly sometimes, and is able to actually recover (also only sometimes). I will work on this more!

Moves:
Added sprites for grounded NSpecial, UStrong (+ Empowered), DStrong (+ Empowered), and DAttack
Modified hitboxes for Fair, Bair, Dair, Nair, FStrong, DStrong, UStrong, FTilt, and Uair to better match their new sprites.
Changed priority for all Strong attacks, and their empowered versions.

Bug Fixes:

UPCOMING:
More finished sprites.

KNOWN BUGS:
Landmine, when placed aerially right next to the ledge, will sometimes be created inside of the stage itself.

Update: 7 Jan, 2024 @ 7:22pm

v0.16

Update: 4 Jan, 2024 @ 4:24pm

PATCH NOTES:

General:
Made a slight change to the color palette for alts, and changed a few pixels in a few sprites to accomodate.

Moves:
Added finalized sprites for FSmash, empowered FSmash, and FTilt

Bug Fixes:
Fixed a bug where invincible characters wouldn't activate landmine.
Fixed a bug where mashing attacks could prevent you from losing your stacks.