Rivals of Aether

Rivals of Aether

Kim Kaphwan
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Update: 4 Jun @ 1:31am

v1.2

The main feedback I got regarding Kim was that his moves generally felt too short and stubby, so I have finally fixed it. If I find a way, I might make dash attacks more interesting and consistent, but I am currently unsure how to do it correctly.

Specials:
Increased up special hitbox size on main hit and follow up attack
Increased the height up special sends Kim at
Increased knockback scaling on grounded neutral special

Aerials:
Neutral air hitbox size increased and placement adjusted
Neutral air active frames increased from 3-4
Down air hitbox size increased and placement adjusted
Up air hitbox size adjusted
Back air hitbox size adjusted
Forward air hitbox size increased and moved forwards

Grounded Normals:
Jab hitbox size on every hit is increased
Jab endlag decreased
Forward tilt hitbox size increased
Down tilt hitbox size increased
Forward strong hitbox size increased
Down strong hitbox size increased


Other:
Fixed this https://youtu.be/tDdeFN31xKk

Update: 7 Mar @ 4:31am

v1.0

FGC Jam Release Version
Unless I decide to pursue this specific workshop character further, or an unlikely bug occurs, I will probably not update this character.

- Slightly adjusted air momentum (Kim felt a little stiff with air movement at times, but this is a very very minor change)

- Adjusted down strong visual
- Adjusted down strong hitbox length
- Adjusted Kim's forwards momentum during up strong
- Adjusted up strong's angle on the first hit

- Adjusted jab to connect more consistently and not break constantly
- Adjusted down tilt damage
- Adjusted up tilt hitbox (Kim struggled a little has he had no move that hit inside himself very well)
- Slightly decreased dash attack's recovery (so the user doesn't die offstage quite so easily)

- Decreased back air's endlag by 2 (two) frames
- Decreased back air's damage by 1 (one)

- Adjusted grounded neutral special's knockback growth
- Adjusted both neutral specials' base knockback (if it traded with an attack, the opponent would be locked into a large amount of stun with very little knockback, sometimes being vacuumed into Kim and offstage and dying, or just side swapping. This affect's neutral special's consistency in no way as far as I can tell).
- Increased aerial down special's landing lag
- Slightly adjusted up special's movement

Grounded down special was a bit of an odd move as its purpose was a little unclear and didn't have a lot of personality, that has hopefully changed a little bit now:
- Adjusted grounded down special's hurtbox to avoid attacks coming from below easier
- Adjusted grounded down special's friction, making it able to slide from a wave dash or regular dash. This change will help Kim punish and tech chase the opponent.
- Increased grounded down special's damage by 1 (one)

Update: 1 Mar @ 8:37pm

v0.8

- added new preview image

Update: 1 Mar @ 8:32pm

v0.7

- adjusted ftilt animation and smears
- adjusted uair animation and smears
- adjusted fair animation and smears
- adjusted aerial down special animation
- adjusted dash attack animation

- added more hurt state sprites

- added complete portrait of Kim Kaphwan to the results screen and character select
- added more alternate colours

Update: 21 Feb @ 5:14pm

v0.5

- adjusted the sounds on dair
- adjusted how both fspecials work to become more consistent
- as a result, they are both two frames slower with adjusted hitboxes
- adjusted the hurtbox of both fspecials to be slightly disjointed
- nerfed aerial fspecial damage
- nerfed the base knockback of fstrong, making it KO much later
- adjusted ustrong to work more consistently (previously it was incredibly easy to fall out of)
- very slightly nerfed ustrong's knockback scaling
- buffed fair to have slightly more knockback scaling on the strong hit to increase its KO potential

Update: 20 Feb @ 6:29pm

v0.3

Update: 19 Feb @ 7:20pm

v0.2