Rivals of Aether

Rivals of Aether

Acid Rainbows
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Update: 30 Aug, 2021 @ 8:25pm

v4.1
additions
- i think i added dialogue buddy support (only my chars for now im busy)

changes
- raincloud parry gives the parrier invincibility now (the same duration as normal parry, 60 frames)
- munophone should be fixed? hopefully???

notes
closed for inputs until Riptide ends! thank you all!

Update: 26 Jun, 2021 @ 8:53am

v4.0
changes
- munophone's firmware version has been updated. it was important that you guys were able to read munophone. something important might be going on in there. (no additional entries or anything though.) you still can only open it in training town though.

fixes
- fixed the issue where bair sound was too loud (it was playing twice in the same frame)

notes
version 4.0.......... doesnt add anything significant tho. sorry!

Update: 28 Apr, 2021 @ 11:08pm

v3.9
fixes
- fixed the issue where you can still hit and activate dspecial with raincloud when it's still in cooldown. this was a big oversight on my part, sorry! this should fix cloud permanently being in cooldown... hopefully!

notes
open for inputs!

Update: 24 Apr, 2021 @ 10:22pm

v3.8
changes
- forgot to write the last time but fspecial cooldown is longer by 20 frames (80 -> 100)
- raincloud parry cooldown is shorter by 20 frames (250 -> 230)

fixes
- fixed the issue where if the raincloud disappears while it's still parried, it keeps the cooldown forever. it won't now! thanks HaalfNHaalf!! (to be exact, to avoid being able to avoid cooldown by having cloud parried when it's almost despawning, i've made it so that it will wait until cooldown is over before it despawns.)

Update: 24 Apr, 2021 @ 12:46pm

v3.7
additions
- added various alts,

changes
- reverted the thing that let opponent destroy the raincloud. instead you can now parry the cloud's rain to disable it for a few seconds (250 frames to be exact). you won't be able to "re-place it" when a raincloud that's already out is still in cooldown - but you can still nspecial, just that it won't summon the raincloud.
- walk speed decreased because it moved too fast for how it "looked" i guess?
- dair windows/animation speed has been tweaked so that you can hopefully see better what she's actually doing. frame data is completely unaffected by this change!
- removed dair "recover spin" sound. this change will be made for Ao as well in the future.

fixes
- her css_draw was broken and might have overriden others' hyu-style css_draw. fixed that now, my bad

balances
-- -- idk
- fixed nspecial brush hitpause after all these years
- nspecial brush angles are a bit higher now (20, 40 -> 40, 60)

-- -- counterplay
- increased nair landing lag by 2 points (4 -> 6)
- increased nair endlag by 1 point (6 -> 7, excluding whifflag)
- increased fstrong startup by 2 frames (12 -> 14 + charge)
- increased ftilt startup by 1 frame (5 -> 6)
- max speed you can have when jumping from ground decreased by 0.2 (7 -> 6.8)
- max speed you can have when falling off from ledge decreased by 0.2 (7 -> 6.8)
- usual nspecial cooldown at end has been increased by 10 frames (10 -> 20)

Update: 11 Jan, 2021 @ 8:42am

v3.6
balances
-- -- counterplay
- max speed you can have when jumping from ground decreased by 0.5 (7.5 -> 7)
- max speed you can have when falling off from ledge decreased by 0.2 (7.2 -> 7)
- hitstun gravity reduced by 0.05 (0.5 -> 0.45)
- opponents can now destroy cloud by hitting the cloud with melee hitbox! however, if the cloud is "charged" it will resist it and reduce the charge by 1. i think it's fair since AR can replace the cloud really quick anyway

notes
urgent pre-tourney patch or someth i guess
big thanks for Seggo for these exact change suggestions, and open for inputs!

Update: 2 Jan, 2021 @ 1:43am

v3.5
additions
- victory theme. Twilight v2 by Zuhzau. this is to accomedate the release of her home stage, Starry Hilltop.
- corresponding victory background, also of Starry Hilltop.
- new "TWILIGHT" alt palette.
- removed the "vivian" alt and added a new alt "repentance"
- 1514+ words munophone lore.
- steve message

changes
- changed the "SHIfT-JIS" alt again, to be brighter
- "passion" "verdant" "usher" "false mado" "lime" "faux-flowlight" "autumn" "feribows" alt colors have been adjusted.
- changed around the hit sound effects and visual effects. hopefully for more impact!
- removed the "rare" dracula convos.
- cleaned up unused code
- switched around the bair windows and added an IASA just for animation purposes. hopefully it doesn't affect anything, but either case it should look better now
- fspecial afterimage is finally recolored by alt colors now
- fspecial cooldown recover visual effect is recolored now as well
- kick attacks have a little sprite update............

fixes
- fixed rune A not resetting upon deselect
- fixed fair's non-sweetspot hit hitpause, was intended for late hit

balances
-- -- idk
- bair main hit's hitpause scaling increased by 0.1 (0.5 -> 0.6)
- uair weird sweetspot's base hitpause increased by 2 (10 -> 12)

-- -- beneficial
- fries taunt (down + taunt) starts significantly faster. you can finally eat fries safely after you took a stock. (hopefully)

-- -- counterplay
- fast-fall speed reduced by 3 (16 -> 13)
- run speed decreased by 0.5 (8.5 -> 8)
- max speed you can have when jumping from ground decreased by 0.5 (8 -> 7.5)
- fair sweetspot is thinner vertically. yes. (20px -> 4px)

notes
open for inputs!

Update: 21 Jul, 2020 @ 9:36am

v3.4
additions
- ported over abyss rune buddy code to official abyss rune, with all thanks to muno's conversion code. thank you muno!

changes
- changed rune A according to the recent changes.
- changed rune D due to a crashing glitch. on the other hand this is probably a cooler rune now
- tweaked the new SHIfT-JIS alt to look more lighter. my graphics card settings seem to be messed up and it looks lighter than it is on the phone. hopefully it's more legible now

fixes
- uair hitbox 4's angle flipper wasn't working correctly. fixed that now
- fixed the issue where SHIfT-JIS alt's cloud has a bigger collision than otherwise.

Update: 25 Jun, 2020 @ 11:30am

v3.3
additions
- additional detail for SHIfT-JIS alt and Early Access alt (now called tower of heaven)
- those are some of the most unnecessary details but ehhhh it's cool stuff imo

balances
-- -- idk
- some of jab 1 and 2 hitboxes have been combined and given a more "rivals" look, following sir trail mix's suggestion. thank you!

-- -- beneficial
- jab 1 and 2 whifflag removed, and jab 1 endlag is 2 frames shorter. non-final jab does not have a whifflag for rivals' base cast, as sir trail mix have found out awhile ago while helping me with lumina. thank you for reminding me of this issue!

-- -- counterplay
- hitstun hurtbox changed to ex_guy_hurt_box for easier time hitting acid. it was using her idle hurtbox before and it was quite tiny for a hitstun hurtbox, and also wasn't quite matching the hurt anim frames

notes
idk why im up at 3am for this
open for inputs!

Update: 23 Jun, 2020 @ 12:27am

v3.2
additions
- hyuponia's special css_draw script that i've been experimenting with
- 3 dracula convos. one is most common, two are rarer. one of them were mostly made by my friend PisfoolStuffs. shoutouts to them!
- 1 (one) miiverse pic

changes
- tweaked a lot of the alts. notably...
- red ("passion") now has a red hoody, looking a bit more closer to green ("verdant")
- "false mado" alt is now more resembles her non-sprite renditions, with darker hair etc
- "lime" deviates away from the weird tree color pair
- "lumina" alt is a bit more unique now
- "vivian" alt's color is a bit more contained
- "feribows" alt (previously codenamed "plant") is overhauled to look a lot better in general as a normal alt
- more tweaks were done to other alts to hopefully look more appealing

balances
- dspecial-induced fully-charged lightning now goes through platforms.
- jab1 tweaked, now has a bit of new startup frame (3 frames for now, it was 1 frame before) and flinches like base cast jab1s
- jab1 endlag is also a bit longer

- implemented all the changes sir Sparx21 have made! there's a TON of changes he made that would fill this entire changelog page, but since v1.1 exists which is pretty big, i'm gonna copypaste his entire changelog:

Jab Combo
Hitpause increased on all hits
Jab3 Tipper angle flipper 6 > 5
Jab 3 Tipper angle 64 > 70

FTilt
Window 5 cancelling removed
Window 5 given whifflag
Window frames adjusted
Moving hitboxes hitstun multiplier decreased to .3
Moving hitboxes made untechable
HItbox 6 removed
Final hitbox knockback adjusted 5 + .9 > 8 + .4
Final hitbox hitpause adjusted 3 + 1.2 > 6 + .35
Final hitbox extra hitpause increased 0 > 4
Final hitbox width increased inwards

DTilt
Tipper hitbox removed
Lifetime decreased 6 > 3
Angle lowered 78 > 40
Knockback increased 4 + .35 > 6 + .25
Hitpause increased 2 + .6 > 4 + .4
Hitstun multiplier decreased 1.1 > 1
Startup increased 3 > 5
Windows 2 length decreased 5 > 3
Windows 3 & 4 given whifflag

UTilt
Window 1 length decreased 8 > 3
Window 3 length decreased 5 > 3
Window 4 length decreased 10 > 7
Removed jump cancelling on window 5
Window 5 given whifflag
Window 5 length decreased 17 > 9
Low hitbox moved to window 3, same as arm hitbox
Star hitbox moved to window 4
Low hitbox width reduced & moved forward
Low hitbox priority 1 > 8
Low hitbox group 2 > 1
Low hitbox angle raised 60 > 100
Low hitbox knockback increased 4.5 + 0 > 7 + .1
Low hitbox damage increased 1 > 4
Low hitbox hitpause increased 1.8 + 0 > 4 + 0
Arm hitbox width & length increased
Arm hitbox angle raised 40 > 70
Arm hitbox knockback increased 4 + .5 > 7 + .1
Arm hitbox damage increased 3 > 4
Star hitbox lifetime decreased 8 > 4
Star hitbox knockback adjusted 6 + .8 > 8 + .4
Star hitbox hitpause increased 3 + .6 > 6 + .35
Star hitbox damage increased 5 > 6
Star hitbox hitstun multiplier 1.2 > 1

Dash Attack
Back hitbox removed
Window 3 length shortened 12 > 8
Knockback increased 5.5 + .8 > 7 + .6
Hitpause 3 + 1.7 > 8 + .6
Hitbox lifetime shortened 4 > 3

BAir
Forward momentum removed
Window frames adjusted
Whifflag added
Sourspot removed
Back Hit hitbox increased
Back hit angle 30 > 40
Back hit knockback increased 5 + .85 > 7 + .8
Back hit hitpause adjusted 4 + 2 > 8 + .5
Back hit damage increased 8 > 9
Front hit delayed by 4 frames
Front hit hitbox decreased
Front hit hitpause adjusted 2 + 1.2 > 6 + .35

NAir
Hitpause increased
All angles changed to 361
All hitboxes given angle flipper 6
Strong hit knockback increased 6.8 + .21 > 7 + .5

FAir
Grounded hitbox and body hit removed
All groundedness removed
Landing lag increased 5 > 8
Sweetspot hitbox changed
Sweetspot angle raised 20 > 361
Sweetspot knockback increased 6 + .8 > 8 + 1
Sweetspot base hitpause 7 + 1.3 > 12 + 1
Sweetspot lifetime shortened 3 > 2
Sweetspot damage increased 8 > 11
Sourspot angle raised 38 > 361
Sourspot knockback increased 4 + .65 > 7 + .55
Sourspot hitpause increased 2 + 1.2 > 8 + .5
Sourspot damage decreased 11 > 7
Sourspot lifetime decreased 3 > 2
Sourspot hitbox increased inwards
Late hit lifetime decreased 10 > 6
Late hit creation frame 3 > 2
Late hit knockback increased 3 + .1 > 5 + .35
Late hit hitpause increased 1.2 + .35 > 6 + .35

UAir
Startup increased 5 > 8
Animation frames adjusted
Window 3 length decreased 12 > 7
Retimed hitboxes & added 4th hitbox in front
Spike hitbox adjusted
Spike priority 1 > 8
Spike damage increased 5 > 10
Spike angle lowered 330 > 315
Spike knockback adjusted 5 + .8 > 6 + .6
Spike hitpause increased 2 + 1 > 10 + 1
All other hitboxes normalized into 1 upwards hit
Given angle flipper 6
Angle normalized to 75
Knockback normalized to 7 + .8
Hitpause normalized to 8 + .5

DAir
Grounded hitbox and sourspot removed
All groundedness removed
Spike damage increased 7 > 10
Spike knockback decreased 7 + 1 > 5 + .55
Spike hitpause increased 7 + 1.4 > 12 + 1
Spike hitstun multiplier reduced 1.5 > 1
Arm hitbox damage increased 5 > 7
Arm hitbox knockback decreased 7 + 1 > 5 + .4
Arm hitbox hitpause increased 7 + 1.2 > 8 + .7

FStrong
Window 2 length increased 3 > 4
Window 3 length decreased 12 > 6
Window 4 length decreased 25 > 20
Window 4 given whifflag
Damage increased 8 > 11
Knockback increased 7.5 + .95 > 7 + 1.05
Hitpause increased 5.5 + 1.75 > 10 + 1
Hitstun multiplier increased .77 > 1
Late hit damage increased 6 > 8
Late hit angle lowered 55 > 361
Late hit knockback increased 5 + .7 > 7 + .7
Late hit hitpause increased 5 + 1.6 > 8 + .7
Late hit hitstun multiplier increased .65 > 1

DStrong
Window 5 length decreased 11 > 4
Window 6 length decreased 16 > 11
Both hits normalized
Damage set to 10
Angle set to 40
Knockback set to 7 + 1.05
Hitpause set to 10 + 1
Hitstun multiplier increased .75 > 1

UStrong
Body hit removed
Strong hit angle raised 75 > 80
Strong hit knockback increased 10 + 1.05 > 9 + 1.15
Strong hit hitpause increased 6 + 1.4 > 10 + 1
Weak hit knockback adjusted 4 + .65 > 6 + .35
Weak hit hitpause increased 1 + 0 > 6 + .35

FSpecial
Added a 4th window, adding 9 frames of extra endlag
This 4th window can be cancelled into anything if AR is hit
You have more control over where you move in the 4th window
You have gravity in the 4th window

USpecial
Projectile hitbox group set to -1 (they now work as a multihit)
Projectile angle raised 361 > 70
Projectile knockback increased 3 + .1 > 9 + .1
Projectile base hitpause .5 > 4
Final hit weak hit removed
Final hit hitbox group 5 > 6
Final hit knockback increased 7.5 + .88 > 8 + .9
Final hit lifetime 6 > 3


notes
since last patch, many things have happened, like Lumina. pretty crazy
once again, ultra-special thanks to sir sparx21, who, like, did a TON of balance stuff
open for inputs!