Rivals of Aether

Rivals of Aether

Ingrim
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Update: 30 Mar @ 9:24am

Patch 1.35 - This one stinking move has been annoying for LONG ENOUGH!

Fspecial:
+Now has 99 soft armor on a successful grab connect (It should no longer have issues of losing to projectiles at random)

Update: 1 Mar @ 6:37pm

Patch 1.3 - Some more (long overdue) adjustments post dev derby

Wrath:
+Wrath buildup on hit increased on all attacks (bumped up buildup by 2.5% on most attacks, 7.5% on strongs and Wrath Uspecial). Focused Fury buildup remains mostly the same
+Wrath buildup loss when Ingrim gets hit reduced from 75% of the damage you take to 50% of the damage you take. Focused Fury buildup loss remains the same
+There is now a buffer period of 30 frames where the Focused Fury timer won't drain once you enter Focused Fury or refill the meter back to 100%. Hitting full meter while in focused fury will give the same buffer period
+Focused Fury duration increased from 3 seconds to 4 seconds

Jab:
~Jab 2 Focused Fury buildup increased to go along with the duration increase

Fstrong:
+Base version Base knockback increased from 7 to 8
+Wrath version Base knockback increased from 8 to 9

Ustrong:
+Startup decreased from 16 frames to 13 frames

Dstrong:
-Base hitpause increased from 9/10 to 10/11

Nair:
+Early Hit Base knockback decreased from 7 to 6
+Late hit base knockback decreased from 6 to 5
+Late hit angle changed from 361 to 60

Fair:
+Full charged Wrath version no longer ends Focused Fury
+Multi hit base knockback increased from 7 to 8
+Full charged Base final hit and all Wrath version final hit knockback angle changed from 45 to 40

Bair:
+Wrath version no longer ends Focused Fury

Fspecial:
+Fixed an issue where the invulnerability on Fspecial on hit wasn't triggering properly

Uspecial:
-Base Uspecial sweetspot base knockback decreased from 6 to 5
-Wrath Uspecial knockback reduced from 7 base, 0.8 scaling to 6 base, 0.6 scaling

Update: 3 Jan @ 1:54pm

Patch 1.26 - One big change for ya

Fspecial:
+Wrath Fspecial now has projectile invulnerability during its startup and active time
+Fspecial now is full invul during the initial grab animation
-Wrath Fspecial's cost increased from 12.5% to 20%

Update: 28 Dec, 2024 @ 11:07pm

Patch 1.25 - Some more adjustments for the funnies

Jab:
+Jab 2 final hit hitbox size increased inwards

Ftilt:
-Knockback angle changed from 75 to 361

Utilt:
+Holding parry while in Focused Fury will now let Ingrim do the non grab version of Utilt

Uair:
+Holding parry while in Focused Fury will now let Ingrim do the non grab version of Uair

Update: 11 Dec, 2024 @ 10:24pm

Patch 1.2 - A massive upheaval

General Changes:
+ Knockback adjust changed from 1.15 to 1.1
~ Fixed a shading issue on the respawn plat

Wrath:
+ Massive rework: Ingrim's Wrath meter mechanic has been entirely reworked from the ground up to more encourage aggressive play and to enable him to get better use of his Wrath moves if you play with him properly:
*Ingrim now builds wrath meter whenever he lands attacks when out of full Wrath. Different attacks build different amounts of meter, but getting hit drains his meter.
*When he reaches half Wrath (As indicated by the icon in the center of his hud), Ingrim gains access to his Wrath specials along side the ability to perform normal to special cancels. Whiffing the physical hits on these moves will cause Ingrim to lose 12.5% of the meter
*Once he hits full wrath, he enters Focused Fury for a few seconds and can continuously rebuild it by hitting tilts/combo aerials/specials (getting hit still drains his meter). If he connects with a kill move (Strongs, Full charged Fair, Bair, Uair, and Nspecial's Bite), the Focused Fury buff ends immediately. Once the buff ends, he is left at half meter.
~ Wrath meter hud visual colors adjusted to make it easier to tell it apart from the meter itself

Jab:
- Wrath Jab 2 final hit knockback scaling reduced from 1.0 to 0.8

Ftilt:
+ Endlag decreased from 15 frames to 13 frames
+ Base Ftilt's knockback angle changed from angle 45 to angle 75
- Wrath Ftilt's hit properties changed from pulling in and leaving opponents grounded to launching up and towards Ingrim

Dstrong:
~ Base Dstrong base hitpause increased from 7 to 9

Bair:
+ 10 frames of hit lockout added to Wrath Bair

Fspecial:
+ Final hit base knockback increased from 4 to 5
+ Final hit knockback angle changed from 270 to 90

Uspecial:
+ Wrath Uspecial damage values changed from 10%/8% to 11% for both hitboxes
+ Wrath Uspecial knockback changed from 8 base, 0 scaling to 7 base, 0.8 scaling
- Wrath Uspecial is now techable

Update: 8 Nov, 2024 @ 10:57am

Patch 1.15 - Some early changes to spice things up:

General Changes:
+ Ingrim's Tbag taunt no longer can be triggered by holding crouch while at full wrath
(This was just an oversight due to me putting in a wrong value on the code that checked for where in the crouch animation he was in, so this fix addresses that)

Dtilt:
+ Dtilt now only performs the 2nd hit on hit
+ Dtilt 1st hit angle flipper changed from angle flipper 4 (horizontal knockback sends to the center of the hitbox) to angle flipper 9 (all knockback sends to the center of the hitbox)
(Dtilt always felt personally awkward to me as while its reward on hit was extremely good, its short range and poor total duration always led it to be an awkward tool to try to use in neutral. This experimental change to how many hits it does on whiff should make it more viable as an extra close quarters option that isn't so comically risky to whiff, while the flipper change makes it more consistent in edgeguarding scenarios)

Fair:
+ Fair can now be charged with the strong attack button
+ Startup decreased from minimum 12 frames to minimum 10 frames
+ Endlag decreased from 16(24) frames to 14(21) frames
+ Fair charge system has been reworked: uncharged Fair now has no horizontal movement, but half charging the move now gives a horizontal speed boost that is slightly higher than the previous uncharged version
(Fair was definitely a bit too slow and awkward previously for my own liking, so the frame data buffs here were done to make it more viable offensively while still keeping it moderately slow for its range to accomidate the ability to charge it. More importantly, the experimental change to the charge mechanics should make the uncharged version less awkward to use generally while keeping the utility having a quick bit of burst movement from the original version still in tact if you have the time to charge it a bit)

Uspecial:
+ Uspecial Vspeed increased from 11 to 13
(The single biggest contention point with Ingrim was his recovery being so terrible that he basically never wanted to go off stage for aggressive plays and was basically completely screwed if he was knocked off stage too low basically ever due to him being stuck with an Uspecial with Maypul distance with no extra options to mix it up or help him gain additional height. The bump in vspeed here should make it significantly better for him in recovery situations)

Dspecial:
+ Normal Dspecial no longer kills his horizontal and vertical momentum
(The change to Dspecial's momentum should help it be a more viable tool for him to sneak in offensively. The Wrath version still retains the stall if you wanted that for any reason)

Update: 31 Oct, 2024 @ 9:02am

Patch 1.1: Just a quick oopsie

General Changes:
~Dash turn sprite added
(Due to how Ingrim's dash... works, I didn't realize he would ever go into dash turn state... ever. Turns out you can go into it after doing a moon walk, so I added a sprite in to fix this mess)

Update: 31 Oct, 2024 @ 7:42am

v1.0