Rivals of Aether

Rivals of Aether

REWORKED MX
REWORKED MX Concept Patch Notes
These concept changes to MX are to make him more fun for everyone involved. With this concept, MX will be lighter and easier to kill, but will also have more damage and knockback to compensate, leaving him to be the proper threat he was meant to be.

I don't expect this to actually be implemented. I just made this for fun with what I believe could make him better alongside the rest of the workshop. :sans:

MX

+ = Buff
- = Nerf
~ = Changes
* = Bug fixes

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General:
- Increase Knockback Adj from .5 to .8
(Notes: I have survived countless times to 250-300%. This will make him easier to kill.)
~ Remove the last chance life
(Notes: The second chance is in no way fit for a competitive environment.)
~ If an opponent is currently stunned, any move that would normally stun will now knock back the opponent instead (specifics will be with the stun-related moves (Down Strong and Down Special))
(Notes: There is currently a loop with Down Strong and Down Special. Making it so you can't stack stun effects and rather knock away the opponent will prevent this from happening.)

Jab 2:
+ Increase knockback
+ Increase damage from 5% to 7%
- Increase endlag on hit by 6 frames (Frame Data Unknown)
(Notes: These changes are to prevent MX dealing an easy 30-40% to characters by just spamming jab when the opponent is at 0%.)

Up Tilt:
+ Increase knockback
+ Increase damage from 5% to 7%
~ Change knockback angle to be more vertical
~ Add sweetspot tipper to his hand that will deal 14% and more knockback
(Notes: Up Tilt is currently a quite pathetic move, quite possibly his worst move at the moment, so these changes would help bring it up to actually be semi-useful.)

Side Tilt:
~ Change knockback angle to be straight down
(Notes: With the current knockback angle, it's possible to spike someone at 0% and their DI not matter. This change was to make sure that doesn't happen.)

Down Tilt:
+ Increase knockback
- Increase endlag on whiff by 12 frames (24 to 36)
~ Make it cancellable on hit for better follow ups (cannot be cancelled into another down tilt)
(Notes: These changes are to reward players for following up with another attack instead of spamming down tilt to drag an opponent across the stage.)

Neutral Air:
+ Increase knockback on both sweetspot and sourspot hitboxes
+ Increase sweetspot damage from 5% to 12%
+ Increase sourspot damage from 5% to 6%
~ Change sourspot hitbox to cover his entire leg rather than just his torso
~ Change knockback angle of sourspot to send horizontally away from MX (in front of him)
(Notes: Hitting the sourspot makes MX get in disadvantage. Buffing his sourspot so he wouldn't be at a disadvantage for hitting the move (while compensating and buffing the sweetspot so you don't just spam sourspot nair) is what I think is to be the right call.)

Foward Air:
~ Remove the first spike hitbox entirely
+ Increase the size of the second spike hitbox
- Slightly decrease knockback of the spike hitbox
+ Increase knockback on second normal hitbox
+ Increase first hitbox damage from 5% to 9%
+ Increase second hitbox damage from 5% to 9%
+ Increase spike hitbox damage from 7% to 12%
- Increase endlag by 7 frames (endlag on hit = 26, endlag on whiff = 37)
(Notes: Forward Air was a pretty weird move. The first spike hitbox was impossible to hit, the second spike hitbox is extremely small, and the second main hitbox didn't send the opponent anywhere, to which I've gone and called this weird phenomenon "The Deadbox". These changes were to make ALL of forward air useful and to actually be able to spike the opponent, as well as getting rid of the unneccessary first spike hitbox.)

Down Air:
~ Change original hitbox shape from rectangle into rounded rectangle
~ Change original hitbox to be a new sourspot that sends forward
~ Added a sweetspot hitbox over his feet that does 15% and has the same knockback properties as the old hitbox
+ Increase original hitbox (sourspot) damage from 5% to 7%
~ Make feet slightly disjointed (around 6 pixels tall of disjoint)
* Fix a bug where MX won't go into pratfall when Down Air is parried
(Notes: These changes were made to reward the player to properly space the move rather than have a big rectangle that sends down. The slight disjoint makes this move a better option to have a slightly easier time to escaping juggle combos so there's less trading.)

Up Strong:
+ Increase damage of second hitbox from 5% to 10% (16% if fully charged)
+ Increase knockback
(Notes: Slight buffs to actually make you feel like you grabbed and crushed your opponent.)

Side Strong:
+ Increase damage of launching hitbox from 5% to 12% (18% if fully charged)
- Decrease damage of grabbing hitbox from 5% to 3% (7% if fully charged)
+ Increase knockback
- Increase endlag on whiff by 15 frames (15 to 30)
(Notes: Slight buffs to actually make this move feel impactful while making it so you can't spam the move all willy-nilly.)

Down Strong:
+ Increase damage from 1% to 8% (12% if fully charged)
~ Change stun to be percentage-based (100% would be how it is now without fully charging, 100% would be the max it goes up to)
~ Added knockback when the opponent is already stunned beforehand
(Notes: The main stun change for this move was to prevent an infinite between this and Down Special, as well as give it some proper damage, albeit not that much damage since you can easily follow up at higher percents.)

Side Special:
- Decrease damage from 7% to 4% per hit
~ Add super armor while hitbox is active
(Notes: This simple change will help MX against projectile spammers while nerfing the damage that it used to be.)

Down Special:
+ Increase damage of the crushing hitbox from 5% to 17%
~ Lower the volume of the crushing sound played when hitting an opponent
~ Change stun to be percentage-based (100% would be how it is now without fully charging, 100% would be the max it goes up to)
- Removed the stun hitboxes' ability to destroy projectiles.
~ Added very slight knockback when the opponent is already stunned beforehand
(Notes: The main stun change for this move was to prevent an infinite between this and Down Strong, as well as making the crushing hitbox feel as if you're crushing the opponent underneath your feet.)
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Showing 1-1 of 1 comments
2011x 25 Feb @ 5:34pm 
I just realized I forgot dash attack. Here it is...

Dash Attack:
+ Increase knockback
(Notes: Currently, Down Tilt is just a better Dash Attack, so increasing the knockback of dash attack to be more than down tilt is what I think to be a good call.)
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