Rivals of Aether

Rivals of Aether

Jaunted REDUX
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Update: 26 Sep, 2021 @ 12:06am

v1.43

Update: 19 Sep, 2021 @ 11:42pm

v1.42

Update: 18 Sep, 2021 @ 9:54pm

v1.41

Update: 14 Sep, 2021 @ 12:56am

v1.40

Update: 17 Aug, 2021 @ 5:58pm

v1.39

Update: 15 Aug, 2021 @ 10:18pm

v1.38

Update: 14 Aug, 2021 @ 12:16am

Day 107 Patch:

Notes:
Sorry, there's no detailed patch notes this time, I was constantly changing values and at certain point my laptop crashed entirely and all programs shut down with the previous list I was making not being saved, I sincerely apologize...

Forward Tilt:
-decreased start up time
-Increased knockback
-Increased knockback scaling
-Increased hitbox size (because it wasnt matching the animation properly)

SMALL CHANGES:
-slightly improved load time (because there were some unused files that were slightly big)
-replaced "Serah" alt for "Yuri" (from FFCC:RoF)
-Alts that are referencing characters from other games now display an abreviation of the origin game
-"Caleb from Blood" and "Machina Kunagiri" alts now use the victory theme from the voide modes without having to activate it


IMPORTANT:

Dash attack:
*due to the constant misspressing of the alt version and readibility issues, the move went through a small rework
*the alt version only can trigger at the start up of the attack (before the sweetspot comes out), this means that after the sourspot/sweetspot are active, you wont be able to use the alt version
(this was because a lot of people were accidentally triggering the alt version at the exact time of hitting the sweetspot, resulting on just increasing the endlag even more)
-afterimages duration has been shortened
-duration of the sourspot has been increased
-duration of the sweetspot has been increased 1 more frame
-endlag has been greatly reduced
-alt version multihit knockback increased on each hit (its easier for the oponent to DI out of the attack)




Update: 12 Aug, 2021 @ 6:31pm

Day 105 Pantch:

Forward Special:
-Final hit angle adjusted: 100 -> 90
-Can now be cancelled into any aerial shortly after using the 2nd version

Up Special:
-Plasma: Increased vsp: -2 -> -2.5

Down Air:
-Can now be Jump/AirDodge Cancelled on hit

Changes:
-Changed hit sfx in down tilt
-Added a screen shake when landing down air in the ground
-Alt. Jab can be cancelled into up strong more easily
*previously had to execute a quick wavedash in place and then up strong -> now just press up strong

IMPORTANT:
Reworks:
-Forward tilt has been reworked:
*previously a grounded 3 hit combo with low damage and knockback per hit -> now a 1 long range hit with medium damage and knockback

Notes:
-The old Ftilt its still in the files but its not being used at the moment, just in case I decide to reimplement it back at some point as an extra attack

Update: 10 Aug, 2021 @ 1:58am

Day 103 Patch:

Jab:
-Added hsp type 1, so you dont get slide far away when wavedashing into jab1 and 2

Up air:
-Removed Whifflag in window 2

Neutral Air:
-Increased range in the first 3 hits
-Last hit angle changed: 60 -> 40
-Last hit knockback scaling increased: 0.2 -> 0.3

Forward Special:
-Final hit angle adjusted: 110 -> 100
-Can now be jump cancelled

Forward strong:
-Ice: knockback scaling increased: 0.6 -> 0.8 (both)
-Plasma:-knockback scaling increased: 0.5 -> 0.7 / 0.8 -> 0.9 (tipper)
-Damage increased: 5% -> 7% / 7% -> 9% (tipper)
-Fire: -knockback scaling increased: 0.8 -> 0.9 / 0.9 -> 1.0 (tipper)
-consume knockback scaling increased: 1.0 -> 1.1

Up Special:
-Rock: Increased vsp: -1.5 -> 2


BugFixes:
-Adjusted all hit detection boxes from all attacks that involve dynamite bounce

IMPORTANT:
Reworks:
-Forward special now can send you towards the oponent if you hold down the special button in the full scarf extend
Forward special (alt) can be jump, airdodge and up special cancelled right after being launched forward
-Grounded Up Special gives you a backwards boost if you explode a dynamite with it

Update: 23 Jun, 2021 @ 12:57am

Day 54 Pantch:

General:
-Down Air fall now can be jump/airdodge cancelled
-Throw vfx replaced for a smaller one in Alt Down Air
-Dynamite cant be destroyed by other attacks
-Dynamite explosion cant be destroyed by other attacks

Hitboxes:
-Increased size of Dynamite
-Adjusted launch angle in Down Strong so the hitboxes can connect properly
-Adjusted launch angle in Forward Tilt hitboxes (same reason as Dstrong)

Balance:
-Decreased endlag in Down Tilt
-Decreased endlag in Up Tilt
-Decreased endlag in Forward Strong
-Decreased startup in Up Air
-Decreased Cooldown of the pitchfork throw
-Decreased Dynamite cooldown
-Increased startup in Rock Forward Strong