Rivals of Aether

Rivals of Aether

Cocua
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Update: 9 Jul @ 11:15am

v3.6

Update: 19 Jun @ 11:06am

v3.5
~Jab2 and DSpecial2 repeating SFX bugs are (for real) fixed this time
~Taunting in Training Mode now provides you with 3 Charges
~Lowered Wavedash SFX Volume
+Increased jump heights (jump 10.8 -> 11, djump 9.5 -> 10, walljump_vsp 9 -> 10). This was done to round out her weird decimal's on her jump values relative to other characters and make her jumps more forgiving to use relative to her high gravity, especially when recovering off-stage where she is very reliant on walljumping and airdodge without Charges.

~Jab2 removed unnecessary overlapping hitboxes
~UTilt hurtbox fixed to use the hurtbox sprite instead of UTilt's default sprites
+FStrong (Charge version) increased hitbox size behind Cocua to make the move way less likely to graze past people if used directly up close/while dashing
+BAir, DTilt increased hitbox size to better match visual smears
+DSpecial now has a buffer window after teleporting where you can input a Stance move to cancel out the endlag of Cocua reappearing

Update: 26 May @ 1:34pm

v 3.4
~Fixed a shader_start() bug that caused Cocua's colors, colors of anyone she hits and stage colors/articles/properties to utterly freak out
~Added compatibility for mallow's RoR UES Contact Light stage
~Jab2 fixed repeating SFX bug

+UStrong increased kill power (BKB 7 -> 8, KBS 1 -> 1.1) to match Basecast UStrong's like Zetterburn
+UStrong adjusted angle flippers on two main hitbox groups (0/2 -> 4) to better keep foes in the rising multi-hits, especially if an enemy is clipped on the outer edges of either hitbox group
~UStrong: During freefall, if used off-ledge, you can now jump or airdodge out of the freefall if you're still in freefall near the ledge to prevent accidental SD'ing
-UStrong increased whifflag upon landing (10 -> 14)

+DAir reworked how code works, moving from hit_player to attack_update. Move now has much more hitpause (5 -> 10), making it more reactable for both players. During hitpause, Cocua also maintains her dair hit pose before transitioning into her double jump, making it much more visually clear what's going on during the move. These changes should hopefully make the move more appealing to use and feel less volatile during scrambles.

Update: 13 May @ 11:10am

v3.3
~Added a meter above Cocua that displays your Charge progress while charging a Strong, removing the guesswork involved in keeping track of how long you need to hold before releasing/parrying/etc.
-UTilt no longer ignores Parry Stun
-DSpecial jump cancelling when you have at least two Charges now requires a Charge to be used, keeping the tech in-tact but no longer making Cocua able to aircamp/circlecamp.
-Removed a tech where DSpecial could either cancel into jump or USpecial to gain a stupid amount of momentum

Update: 5 May @ 9:17am

v3.2
~Fixed a bug where dying at the horizontal blastzones while grabbing someone with NSpecial would cause Cocua to SD, but the other player would be sentenced to being trapped in an infinite limbo. NSpecial now has a horizontal blastzone check to stop Cocua right at either side, similar to how she stops at the bottom blastzone
~NSpecial's mid-hit grabs will no longer galaxy if used near the bottom blastzone
~Removed unused taunt hurtboxes
~DStrong Charge visual is now tied to the sprite instead of being its own separate VFX, removing its awkward visual overlap with regular DStrong and syncing the effect to hitpause when hitting an opponent

Update: 20 Apr @ 10:48am

v3.1
~Properly implemented the new UTilt's hurtbox.

Update: 19 Apr @ 2:36pm

v3.1
~Removed a beta testing HUD number

Update: 19 Apr @ 1:23pm

v3.1
~Fixed a bug where Charge Cancel relevant actions would play the same VFX multiple times
~Utilt adjusted gravity while airborne (1 -> 0.8 while rising)
+UAir increased second hit vertical height to make hit linking more consistent
+FAir hit 1 removed knockback scaling (0.15 -> 0) to make hit linking more consistent

Update: 19 Apr @ 1:03pm

Update: 19 Apr @ 12:49pm