Rivals of Aether

Rivals of Aether

Sandbag
Showing 1-8 of 8 entries
Update: 4 Aug, 2024 @ 12:49pm

v1.18 — Sandbag learns how to play RoA!

A consistent piece of feedback has been "his damage output is way too overpowered!"
While him being great at racking up damage is one of the strengths I envision for him, looking at it again makes me think letting half of his moveset deal the same damage as the average character's strongs wasn't my best call. So I've nerfed his damage all across the board; a rough rule was "moves that dealt over 6% now deal ~5/7 their original damage". Let me know if it still feels overtuned!

This patch also standardizes some of his stats:
+Neutral land time 10 > 6
+Air dodge 7.5 > 8
-Some nerfs to wavedash
+Leave ground hsp 3 > 4.5
*He already gets infinite wall jumps, so I left the abnormally short wall jump intact for now.
-Fastest dash/walk speeds regularized (>9/3.5 > 8.5/5)
*You can now go from initial dash to idle as Sandbag just like with every other character.
He might be a bit of a joke character, but he's supposed to be a *fun* one goddang it!

There were other stats that, after playing a bit of both SSF2 and Rivals, I could tell weren't exactly accurate. This patch fixes those too.
=Gravity .5 > .45
-Max fall speed and fast fall both nerfed a smidge
=Ground friction .4 > .5

What else...
=All speeds tweaked to not be affected by the gravity/friction changes.
=Movement on left/right aerial Down-B goes a bit straighter than before (hsp 10.3 > 10; vsp set to 0 for two frames)
-First jump now goes the same height as double jump (10.4 > 10)
+It should be a litttle harder to reverse hit on F-Tilt.
-F-Tilt kb stats nerfed; it's not supposed to be a reliable kill option.
-You can no longer cancel Side-B into wall jump during Side-B's startup or while he's still rising.
*Fixed a bug where you couldn't use the Woodcock buddy to view his hitboxes' stats.

Update: 29 Jul, 2024 @ 12:29pm

v1.17 — Really small patch, and likely the last in a little while should no major problems pop up; he feels pretty competitive to me!

+Capsules can now hit starting on frame 7 to correct behavior against wide characters.
*D-Air hitbox split in two, one against grounded foes and another against airborne ones.
--Ground/air hitstun multiplier 1/1 > 0.78/0.4.
--Ground/air damage 19/19 > 20/19.
**Ground/air angle 270/270 > 280/270.
In my own playtesting, this move seemed seriously powerful; it could galaxy Etalus at 0%! That really didn't feel right, so I've added some hitstun multipliers to simulate meteor cancelling. This and the angle changes weakens D-Throw > D-Air as a strategy to easily rack up 40%+, but should also hopefully open up some more creative interactions!

For minor changes, Down-B now has a visual indicator if you land before dashing and both dash and walk have some audio to them! A few more animations now have Bag properly hold his capsule too, should you have it on you.

If you're on the competitive side of things and you've got thoughts concerning his balance, by all means, do share!

Update: 28 Jul, 2024 @ 9:42pm

v1.16 — HOTFIX! Why do I always catch these right after releasing a patch?

*U-Strong jump vfx no longer activates if you were already airborne.
-Sliding off-stage while charging U-Strong now caps your hsp to leave_ground_max.
+Sliding off-stage while using dash attack, on the other hand, no longer does.
**It's a super cool tech in SSF2; I'm hoping it can be cool here as well. Hmu with what you think!!

Next patch will include a few more sfx additions to his dash/run.

Update: 28 Jul, 2024 @ 8:57pm

v1.15

+Capsules now create a small hitbox when hitting the ground or being hit! (finally)
**Careful: if an exploding capsule does that, it'll hurt you too!
-Capsule light tosses won't be able to hit foes before frame 8 of them being out. This is to match SSF2 + it incentivizes strong tosses.
-F-Air's stats nerfed slightly (kB 6.5 + 0.8 > 6.3 + 0.7; hitstun 1 > 0.9). This should make it no longer galaxy in silly situations. Extra hitpause 8 > 7.
*SFX improved and finished across (hopefully) all moves that were lacking in that department: U-Strong, Down-B (both versions), Side-B and capsule tosses.
+U-Strong kB angle now takes your horizontal speed into account. I've also given it one more hitbox, increased the first hit's extra hitpause and there's some logic for you to control Bag midair during the move. Ideally, it should be connecting provided you didn't misread their DI.

Minor changes:
-As a trade-off for the U-Strong buffs, the second hit no longer has a special hitstun multiplier (1.1 > 1). The first hit has one more frame of startup, too.
-Dash attack's hitstun multiplier reduced. With RoA's higher hitstun overall, I didn't think this translated all too well between engines.
*Aerial Down-B animation retimed.
*Grab no longer utilizes custom sprites for the after-grab animation.
+Decreased Side-B hit 2 hsp a smidge so it'd be a teensy bit easier for you to not SD when using it close to the blast lines.
*Added multiple dust VFXs to all strongs, Side-B, Down-B and dash attack.
*U-Tilt and dash attack's SFXs changed and retimed. U-Tilt should be feeling a little bit faster.
*U-Throw hitpause tweaked.

Update: 25 Jul, 2024 @ 9:50pm

v1.11 — Potentially the last hotfix in a little while before I start work on TODO.gml

- Made absolutely sure U-Tilt's char_height change can't stick around when you're not U-Tilting.
- Gave jab an angle flipper (3) and widened its bottom hitbox a little.

Update: 25 Jul, 2024 @ 9:08pm

v1.1

Had to push this quickly after I noticed some issues! The TL;DR is I fixed a bunch of edge cases with capsule and bob-omb, but here's an exhaustive changelog:

- Redrew F-Tilt's hitboxes and retimed its animation; I'd done a fairly bad job with my changes but it should be fixed now.
- Bob-ombs now properly explode if they trade with another projectile. Similarly, capsules now break upon collision with any hitboxes, including its owner's.
- Applied a band-aid fix to a problem where capsules would hit the ground and not the opponent if it hit both at the same time. I plan to fix this completely by adding a hitbox to its destroy animation; bob-omb has this, capsule doesn't, it'll be here next non-hotfix patch (the one after 1.11).
- Fixed roll and tech roll distances! They had no right to be going faster than the entire base cast's. Their animation has been tweaked too so they feature more sprites.
- U-Tilt now pushes the char_height arrow upwards temporarily for the funnies.
- Massively buffed F-Throw. Its stats were a bit undercooked; it now feels busted (without actually being so) as it should.
- Hitpause on F-Air, B-Air and U-Air tweaked slightly. Also fixed a problem where Side-B hit #2 would still move slightly even during hitpause, making it look as though it didn't have any. This fix makes it slightly harder for you to SD after hitting it near the blast line.
- Up-B bomb is launched a bit higher and dropped faster. I also noticed and corrected a problem with one of Bag's hurtboxes during the move. This makes it more likely that, should you hit an opponent with the bomb, the explosion will actually *miss you* due to the bomb being too far upward. This is intentional and can be a good thing!
- Added angle flippers (3) to F-Strong, U-Strong and F-Tilt to match their intended behavior.
- Aerials and Side-B (after 2nd hit) can no longer autocancel if you parry them.

...I actually forgot to make a couple more tweaks, so 1.11 will be coming in a few minutes. After it, I'll get to work on the items in TODO.gml!

Update: 25 Jul, 2024 @ 3:53pm

v1.01

Made some minor visual bugfixes, mainly a fix to how the Silhouette palette is displayed in the victory screen.

Update: 24 Jul, 2024 @ 7:48pm

v1.0

Release!

Compared to Xhevo's version, the major changes (besides the new Neutral and Down-Bs) are:
*Redrew hitboxes in every single move to be closer to SSF2's. They're still mostly not-squares, but the precise area they cover has been tweaked.
*Frame data in animations retimed similarly; it's mostly based on post-resprite SSF2 Sandbag, but dash attack's frame data is a middleground between pre-resprite and post-resprite.
*Increased his gravity (0.4 > 0.5), air friction (to 0.06) and his dash/walk/run is even more clunky for that extra Sandbag-y feel!
*You can no longer cancel aerial Down-B into a dodge, but you can dash backwards now.
*Up-B drops the bomb if you get hit during the startup.
*Wavedash distances greatly buffed.
*You can cancel dashes/runs into U-Tilt and D-Tilt, just like in SSF2!
*Brand new alts! ...I did keep my favorite one unchanged though.

There are many, many other smaller changes, too, such as U-Smash lifting him off the ground and Side-B getting the Guadua code!