Rivals of Aether

Rivals of Aether

Ruby Rose
themeganintenbro  [developer] 1 May, 2024 @ 7:05pm
Ruby Rose Patch V1.1 notes!
Here are Ruby's Patch Notes! Mostly Qol Fixes with some Buffs and Nerfs. Thanks so much to the folks in EXW for their feedback, this patch wouldn't be possible without them!


General:
+ Added new alt colors
+ Added Dialogue Buddy Compatibility (WIP)

Jab:
+ Increased Hitbox 2 size

Fstrong:
+ Lowered Startup frames from 17 to 14
- Lowered hitstun on sourspot

Utilt:
- Lowered Hitstun Multiplier on 3rd hit
- Final hit sends at angle 90 now

Dtilt:
+ Fire Muzzle Flash Hitbox is now stronger

Dair:
+ Added a hitbox to link into spike hit

Fair:
+ Decreased Landing Lag from 6 to 5

Nair: (Reworked slightly)
+ Added 2 additional hitboxes
- Lowered damage on Multihits
- Landing Lag increased from 5 to 6

Uair:
+ Added Tipper Hitbox

Fspecial & Fspecial Air:
- Decreased activation hitbox size
+ Can Wall Jump out of animation at any time (Except when Opponent is grabbed)

Uspecial:
+ Sweetspot sends at angle 90 now
+ Can Wall Jump out of animation at any time
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Showing 1-7 of 7 comments
neurosis51 4 May, 2024 @ 10:51pm 
Hmm none of these nerfs seem too bad, but I'd have to test it out first. I'm surprised no VFX was added to the apex of Uspecial to actually convey the extended invisible hitbox though.
neurosis51 4 May, 2024 @ 10:51pm 
The only one that might be really harmful is the decreased hitbox on the F-specials.
neurosis51 5 May, 2024 @ 7:00pm 
I've played with the new changes and nerfs. N-air hits more consistently and matches the visual more, among other things. My main critiques is the VFX for u-special I mentioned a few times, jab-1 should have a bit more hitstun so it naturally links into f-tilt and d-tilt. Finally, the Gravity bullet from b-air really needs to be changed to have more hitstun like mentioned in the regular comment section before. Opponents hit with it both the b-air and/or bullet are almost instantly active after the attack ends and are able to punish you with an attack while you are still in the recovery frames.

Thanks for listening, hope you consider the changes or at least inform me why the move is the way it is/ your intention for it's use.
neurosis51 6 May, 2024 @ 8:35pm 
Another consideration for B-air is to have it function like it does when the bullet is expended in gravity mode. I think that would add a bit more depth than having the current gravity bair. Plus you almost never get to use the hard hitting bair since the bullet cooldown is usually filled by the time you find an opportunity to use it.
themeganintenbro  [developer] 23 May, 2024 @ 7:44pm 
Originally posted by neurosis51:
I've played with the new changes and nerfs. N-air hits more consistently and matches the visual more, among other things. My main critiques is the VFX for u-special I mentioned a few times, jab-1 should have a bit more hitstun so it naturally links into f-tilt and d-tilt. Finally, the Gravity bullet from b-air really needs to be changed to have more hitstun like mentioned in the regular comment section before. Opponents hit with it both the b-air and/or bullet are almost instantly active after the attack ends and are able to punish you with an attack while you are still in the recovery frames.

Thanks for listening, hope you consider the changes or at least inform me why the move is the way it is/ your intention for it's use.

Hello, thanks for all of your feedback! Bair's gravity bullet was definitely something I was trying to make not as good as the fire version for balancing purposes. In my testing I was mostly able to get very basic stuff out of landing the gravity bair shot, mostly another bair or a dash attack if I was close to the ground. These are the main follow ups I intended from this move, as I really didn't want this to be able into a strong attack. Please let me know if you have any other questions :)
themeganintenbro  [developer] 23 May, 2024 @ 7:45pm 
Originally posted by neurosis51:
Another consideration for B-air is to have it function like it does when the bullet is expended in gravity mode. I think that would add a bit more depth than having the current gravity bair. Plus you almost never get to use the hard hitting bair since the bullet cooldown is usually filled by the time you find an opportunity to use it.

Yea the hard hitting bair is pretty niche, you usually don't have enough time to use it after firing a bair shot, so I was originally intending this move to be more useful for after you fire F Strong 2- that is when you have the most time to land a hard hitting bair.
neurosis51 3 Jun, 2024 @ 11:23pm 
Originally posted by themeganintenbro:
Originally posted by neurosis51:
Another consideration for B-air is to have it function like it does when the bullet is expended in gravity mode. I think that would add a bit more depth than having the current gravity bair. Plus you almost never get to use the hard hitting bair since the bullet cooldown is usually filled by the time you find an opportunity to use it.

Yea the hard hitting bair is pretty niche, you usually don't have enough time to use it after firing a bair shot, so I was originally intending this move to be more useful for after you fire F Strong 2- that is when you have the most time to land a hard hitting bair.

Thanks for responding. I'd still consider my suggestion above with hard hitting bair while in gravity mode. It's niche as the way it is now, but it doesn't have to be. I use F-strong 2 a lot and still don't find bair to ever be the optimal or preferred attack to use afterwards. Fire mode is already good with KB and dmg and if the the bullet from F-strong 2 hits, it's already likely to kill on it's own, if not they are setup for the perfect ledge guard to kill with F-special which almost always kills off stage at mid percents.
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