Rivals of Aether

Rivals of Aether

Cocua
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Update: 18 Apr @ 9:54am

v3.0
ADJUSTMENTS:
~Added Woodcock notes for moves that gain different properties with Charges (DStrong, NSpecial, etc.)
~New CSS Feature: You can input toggle to swap the inputs of NSpecial and DSpecial! If you find yourself doing a lot of Teleport stance inputs, but find the quick input from DSpecial tricky, this will make it easier to perform those inputs quickly.
~Replaced Torrential alt with Transcendent alt
~Adjusted smear frames and some offsets to be consistent across the board
~Added new VFX to small/large attacks and for Charge relevant actions! (Jump cancelling FSpecial/NSpecial, using Charge Grab)
~Added SFX for Charge relevant actions (Jump cancelling FSpecial/NSpecial, using Charge Grab)

BUFFS:
+Increased jump heights to be able to graze and land on the top platform of Battlefield set-ups, similar to Olympia (Jump 10.5 -> 10.8, DJump 8.7 -> 9.5)
+UTilt changed to a Flip Kick that leaves you airborne. Compared to her previous UTilt, this one provides much better anti-air functionality and ability to link into/off of stray hits. Her previous UTilt has been moved to Jab2.
+FStrong increased BKB (7 -> 8)
+FStrong adjusted angle (361 -> 45)
+Fair endlag decreased (14 -> 9)
+Bair endlag decreased (12 -> 10)
+Dair removed hitstun multiplier (0.7x -> 1x)
+Dair adjusted stats to be closer to Ranno Dair's last hit (BKB 8 -> 6, KB Scaling 0 -> 0.25), keeping bounced enemies closer to Cocua at lower to mid percentages, and popping them above Cocua at high percentages.
+NSpecial Charge Version is no longer forced to activate if you have at least 1 charge. It can instead be selected if you have at least 1 Charge by holding down Special.
+FSpecial startup decreased (10 -> 8)
+FSpecial charging window length decreased, subsequently decreasing the time needed to fully charge the move (12f cycle -> 10f cycle)
+FSpecial endlag decreased (19 -> 16)
+FSpecial no longer stops all of your momentum when you hit someone
+DSpecial can now gain Charges by grazing through attacks while teleporting. Attacks that are moved through will grant you 1 Charge and a further Teleport distance moved when they're grazed through.
+DSpecial can be cancelled into UStrong while teleporting by manually inputting UStrong/C-Stick Up, regardless of Charge count, acting like a pseudo-DACUS
+Increased hit priority across the board from 1 for Charge attacks

NERFS:
-Jab startup increased (4 -> 5)
-Jab1 damage decreased (4 -> 3)
-Jab2 (former UTilt) damage decreased (8 -> 5)
-FStrong endlag increased (20 -> 24)
-FStrong decreased disjointed range and range behind Cocua
-UStrong w/ Charges can no longer be jump cancelled on hit
-NSpecial final hitbox is no longer untechable
-DSpecial ability to jump out of teleports moved back up to having at least 2 Charges

Update: 18 Apr @ 9:53am

Update: 14 Mar @ 10:19pm

v2.1
~Added HUD compatibility for Outskirt Invasion, Golden House
+JAB range increased. Animation has been updated accordingly
+JAB increased window that you can cancel into Tilts (Window 3/Frame 3 after hitting -> Window 3/Frame 1 after hitting)
+UAIR increased vertical height gained before the second hitbox
+NSPECIAL (Charge Version) in the air now launches out at a 50 degree angle.
+DSPECIAL can now jump cancel out of teleports regardless of Charge count
~NSPECIAL can now properly grab stage articles (Outskirt Invasion, Hollowflame, etc.)
~USPECIAL fixed a bug where the cancel indicator SFX/VFX would play multiple times if Special was held down
~USPECIAL cancel indicator now works properly with C-Stick inputs
-NSPECIAL (Charge Version) decreased base knockback while in the air (8/.9 -> 7/.9)
-Final Strong no longer nukes the universe (Multihit % 15 -> 8, Final Hit BKB 20 -> 10)

Update: 14 Mar @ 9:55pm

Update: 14 Mar @ 9:11pm

Update: 6 Mar @ 2:21pm

v 2.0
+Decreased recoil taken from Charge Level 1 (1% every 120 frames -> 140)
+Increased jump heights (10/8.3 -> 10.5/8.7). Short hop height is unchanged
+Increased walljump height (8.5 -> 9)
+Removed long cooldowns on Specials. USPECIAL in particular now has zero cooldown to account for Cocua's long pratland time. When used with two or more charges, the move can only be used once while in the air, refreshing when you either wall jump or land back on the ground.
+Fixed Taunt/Taunt2 hurtboxes

+FAIR hit 1 angle changed to make it more in line with other similar nairs/fairs (35 -> 70)
+DAIR startup decreased (11 -> 8)
+DAIR active frames increased (6 -> 8)
+DAIR angle changed (95 -> 90)
+NAIR startup decreased (11 -> 8)
+UAIR increased base knockback/scaling (6/.8 -> 7/.9) on sweetspot to emphasize the moves role as a vertical killing option
+FSPECIAL reduced endlag (24 -> 20, 12 -> 10 on hit)
+FSPECIAL added ledge-snapping
+DSPECIAL can now be jumped out of while in neutral stance; at 3 Charges, you can jump directly out of teleports!
+USPECIAL2 (The Knee) slightly increased vertical height
+USPECIAL 2 increased active frames (3 -> 7) to better match animation

~UTILT adjusted whiff SFX
~USPECIAL added a visual indicator whenever you cancel into another move

-Added hsp clamps to Tilts to prevent insane speed tomfuckery out of DSPECIAL/with babydashing
-FAIR hit 2 angle changed (45 -> 55)
-UAIR startup increased (7 -> 9)
-UAIR adjusted sourspot angles (45/135 -> 55/125)
-DAIR base hitpause/hitpause scaling increased (5/.5 -> 6/.7)
-FSTRONG base hitpause/hitpause scaling adjusted to make it more reactable (10/.7 -> 9/1.1)
-USTRONG w/ Charges now has an extra 10 frames of lag in the air after being used before you go into freefall to make it more punishable.

Update: 6 Mar @ 11:46am

Update: 6 Mar @ 11:43am

Update: 1 Mar @ 12:52pm

v1.0