Rivals of Aether

Rivals of Aether

Zanaiel, the Slicing Whisper
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Update: 18 Apr, 2024 @ 8:20am

v3.0

I just wanted to change the version number back to the one it should've been.

Update: 16 Apr, 2024 @ 5:57pm

A failed update from the workshop

Update: 15 Apr, 2024 @ 11:51am

A failed update from the workshop

Update: 15 Apr, 2024 @ 11:46am

The previous changes from the 3.0 were failed uploads from the ingame upload system.

The patch notes:

v3.1/3.2:



Counter Damage: 23>18
Nair endlag: 10>12
dStrong sweetspot hitpause 9>13 //Some people told me it was a bit hard knowing where it would launch
fSpecial down air hitbox:
Width 142>100
Height 112> 100
Hitbox_x 6>-15
Hitbox_y -58>-48
//This hitbox was way too big for most characters to contest while on the air, which made the move a bit too strong against air opponents.
Slight change to the sprites that show the cooldown for downSpecial so they’re easier to tell apart.
Bugfix : downSpecial hurtbox (it had disjointed hurtboxes that I didn’t clean up properly)

Update: 15 Apr, 2024 @ 11:42am

v3.1

Update: 15 Apr, 2024 @ 11:40am

v3.0

Update: 15 Apr, 2024 @ 11:40am

v3.0

Update: 28 Mar, 2024 @ 5:42pm

v3.0

Nair endlag: 7>10

Bair endlag: 10>13

Knockback Adj: 1.25>1.15

fSpecial: hSpeed during the first 6 frames 5>0

fSpecial Up damage: 22 > 14

fSpecial Down endlag: 12>18. Added Whifflag
fSpecial Down recovery: No longer moves backwards during its recovery
fSpecial Down final hitbox: active frames 6>3

fSpecial Shield (Counter): Added HFX and SFX to help the opponent understand that they’ve hit the counter.
fSpecial Shield (Counter): Now Zanaiel doesn’t take damage from the attack that activated the counter

uSpecial hit: It now starts falling faster and increases the falling speed over time after hitting the attack

dStrong sweetspot: Heavily decreased the hitpause of the first hits during the whirling throw to make it faster.

uStrong sweetspot Hitpause : 8>2 (Only for the grab hitbox itself to make it more dynamic)

dAttack:
-dAttack endlag: 7 > 13
-dAttack startup: 8>14
-dAttack sweetspot: base knockback 9>6; knockback scaling 0.5>0.3
-dAttack sourspot: base knockback 5>6; knockback scaling 0.5> 0.3
-Altered the movement a lot. In general, it has way less horizontal reach.
-Changed overall behaviour: the first hitbox has been removed, if you hit the move at the start of it, you’ll be hitting the sweetspot instead of having to find a really specific spacing to hit it.
-Changed the move to stop Zanaiel from cancelling from its sweetspot, as the increased consistency in the sweetspot hit made him be able to get some really strong mixups from it.


fStrong startup: 10> 17

DownAir sweestpot:
-Knockback Scaling : 1>0.8
-Angle 280 > 270 (I don’t know why this was 280)

DownSpecial:
-Now the opponent enters a forced hitstun for the duration of the move, so Zanaiel and the opponent recover in the same frame.
-Recovery : 4>9
-Cooldown: 40>300
-Added HUD icon to show the attack’s cooldown
//So, long story short. This move was at the same time really strong and really weak, and on top of that it was just annoying. Against characters with gimmicks based around being hit or setting destroyable stuff it was too strong as you could just spam it to kill their gimmick which wasn’t all that interesting. If the character didn’t have one of those, this move was… annoying, but not really interesting to use for either character.
//The changed hitstun let’s Zanaiel close the gap in a huge area and force an interaction. This also helps in combos as the opponent won’t get a “out of jail free card” by instantly air dodging if you try to use it to reset a combo when the opponent is too far from you to chase them down. As both characters recover at the same time, the opponent can still go for a move that armors fast, a parry if they’re in the ground or a dodge to dodge your attempt, they can even attack with their fastest attack in an attempt to interrupt Zanaiel’s slower buttons or if they keep still to try to techchase. I think this interaction mixed with the way longer cooldown will make it more interesting in game and more healthy overall

Changed the grab animation for uSpecial, it finally seems like the Izuna drop it’s supposed to be.
Fixed a hurtbox bug related to pratfall and walljumps.
Fixed a bug related to the horizontal speed of fSpecial, this should make move easier to control after some specific cancels.
Fixed a bug that let you move faster in the air during fThrow than what you were supposed to move
Fixed a bug that made bThrow untechable.
Fixed a bug that made dashAttack go through whifflag even when it hit.
Fixed a bug that made eyes red during jab with every color palette
Fixed a bug related to the results_small image with different colors

Update: 7 Mar, 2024 @ 11:38am

v2.5

Fixed a problem related to Zanaiel's hurtboxes

Update: 5 Feb, 2024 @ 11:54pm

v2.4

Hotfix patch for multiple player

- Fixed a hurtbox problem after Zanaiel stocks ran out.