Rivals of Aether

Rivals of Aether

Rokesha
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Update: 5 Aug, 2021 @ 1:03pm

v1.6

oops, missing ftilt sprite

Update: 4 Aug, 2021 @ 9:39pm

v1.5
the patch where i make down strong not as good but consistent

--FIXES--

* Tags will no longer be consumed when the tagged player is dodging.
This might make tagging more powerful.

--CHANGES--

+ BAir Gunfire shape changed from Circle to Rounded Rectangle
This makes the gunfire slightly easier to hit.

- UTilt Gunfire endlag increased [16f > 20f]
UTilt Gunfire ended a little bit faster than intended after cooldown was removed.

- FTilt Normal hit damage decreased [8 > 7]
- FTilt Normal hit KBG decreased [.6 > .5]
+ FTilt Gunfire shape changed from Circle to Rounded Rectangle
+ FTilt Gunfire now comes out faster [5f > 3f]
- FTilt Gunfire Endlag increased [18f > 24f]
This should hopefully make FTilt overall better feeling and create more of a
reason to use both the Gunfire and Normal hits.

+ (experimental) Dash Attack now continues off ledge.
Notes:
The endlag ends slightly earlier when going into the air.
It cannot be fast falled.

- DStrong startup increased [8f > 10f]
- DStrong multihit extra hitpause removed.
- DStrong hitbox lifetimes reduced [5f > 3f, 6f > 4f on gunfire].

- (experimental) DStrong Normal hit angle raised [40 > 45]
- (experimental) DStrong Normal hit damage decreased [8 > 6]
- (experimental) DStrong Normal hit BKB decreased [8 > 7]
+ (experimental) DStrong Normal hit KBS increased [1 > 1.05]
+ (experimental) DStrong Normal hit endlag decreased [18 > 14]
I'd like for there to be a use for normal hit DStrong, so I'm experimenting a bit
with it. Let me know how it feels!

- DStrong Gunfire hit damage decreased [10 > 8]
- DStrong Gunfire hit BKB decreased [10 > 7]
- DStrong Gunfire hit KBS decreased [1.05 > 1]
- DStrong Gunfire endlag increased [29f > 36f]
- DStrong Gunfire endlag ground friction increased [.2 > .3]
DStrong Gunfire was admittedly VERY strong. Better than Kragg FStrong, in fact.
Making it link consistently without nerfing the move would make the move a bit
TOO strong, so this should make it a bit more controlled. Sorry for anyone
who got cheated out in the first 3 days by this move LOL

+ DStrong now functions similarly to Zetterburn DStrong.
aaand now it shall never miss.

+ UStrong now has drift multipliers
This should make UStrong just a touch more consistent. It may still miss if you hit
the first hit, then drift in the opposite direction.

--MISC--

* Infoboxes are now filled.
(oops lol)

I'll be doing the slight polish changes at a later date, I felt that spending my energy on balancing is probably
better for now, since clearly there are some loose ends I need to tidy up there.

Update: 30 Jul, 2021 @ 4:26pm

v1.4

added finished tag lol

Update: 30 Jul, 2021 @ 4:23pm

v1.3

==============================
Day 1 Patch #2
==============================
the frame data sucked so now i'm making it not suck hopefully
im taking a little break after this patch but ill still be listening,
healing from dental work

i may have missed some stuff in the notes that i changed, sorry if i did,
i'll get better at it as i go though.

-----GIMMICK-----

Gunfire (FAir, BAir, DStrong, FTilt, and UTilt w/ attack held)
- Cooldown removed.
- (experimental) Endlag on gunfire shots no longer has whifflag.
Generally, this is still higher than the normal endlag of the move, but less
drastic than before.

-----TILTS-----

FTilt
- Startup decreased [12f > 10f]
- Normal hit KBG increased [.45 > .6]
- Normal hit angle changed [361 > 60] (tell me if this one ruins something, genuinely curious)

UTilt
- Startup decreased [12f > 9f]

Tilts had extremely low utility outside of their bullet variants because they were
high on startup and endlag, making their usability in combos little.
This should hopefully remedy that.


-----AERIALS-----

FAir
- Startup decreased [15f > 14f]
- Active/Bullet Input window decreased [6f > 4f] (Hitbox is active for 3f)
- Base endlag decreased [18f > 11f]
- Normal hit BKB increased [5 > 6]
- Normal hit KBG increased [.7 > .8]

FAir is supposed to kill people, not be fast. It was maybe not good enough at that.
It was also a bit TOO laggy so I shaved some frames off.

DAir
- Startup decreased [11f > 9f]
- Endlag decreased [12f > 10f]

BAir
- Base Endlag decreased [13f > 9f]
- Bullet Endlag increased [10 > 14]
- Bullet hit KBG increased [.6 > .8]

BAir was only changed to balance out the experimental change above and make the rule of
equal or longer endlag on bullet moves more defined. Bair should still have the same
amount of utility. In fact, this is one frame less endlag than the bullet variation had
on whiff before.

-----SPECIALS------

NSpecial
- Endlag decreased [21f > 18f]
- Added 30f cooldown (stun spam sucks but being actionable is cool)

FSpecial
- Startup increased [7f > 9f]

-----STRONGS-----

FStrong
- Window 3 length decreased [23f to 18f]

DStrong
- Sped up active windows to decrease overall attack time
(windows 2 and 3 decreased [13f per > 9f per])
- Removed drift multipliers (These weren't supposed to be there.)

Update: 30 Jul, 2021 @ 1:39pm

v1.1

Day 1 Hotfix! oh boy.

- fixed sfx timing on DStrong
- fixed sfx on UAir
- lowered the FSpecial Mark limit to 3 (was 8 for development reasons)
- removed sweetspot visual on FAir

Update: 30 Jul, 2021 @ 12:33pm

v1.0

Victory Theme fix

Update: 30 Jul, 2021 @ 12:24pm

v1.0