Rivals of Aether

Rivals of Aether

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Rokesha PTB
   
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2.310 MB
16 Nov, 2021 @ 12:44pm
21 Nov, 2021 @ 7:04pm
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Rokesha PTB

Description
This is the Rokesha public test build. You most likely want her live build, found here:
https://gtm.steamproxy.vip/workshop/filedetails/?id=2561479115

This build will be unlisted whenever I don't have something to test, but it's here to test things that might be far more impactful.

Changes from live: (I think this is everything but hoo boy am i tired so i could have missed something) Bug Fixes: Fixed parry stun on jab 1 when holding back and pressing attack (buffering reverse ftilt) Gamefeel/Visuals: Updated beacon laser FX to use her energy color instead of red. Laser FX now also has a black bg to prevent it from blending in with stage backgrounds. Adjusted beacon FSpecial interaction to look more pleasant. Beacon charged FSpecial now has a particle to signify the power change. Beacon now puts out a shorter version of the beacon laser's tracer while charging the drone. Beacon charged FSpecial now uses the unused charged FSpecial sprites! haha yeah uh. those sprites were in the whole time but there was a typo then i forgot lol! this all should make the interaction clearer. USpecial now gives you a sound and spawns an effect when passing anything that would charge it. Beacon now sits on platforms correctly. More alts (they are based) Balance: General: -Bullet variants of moves given whifflag -Bullet hitboxes given 6 or more frames of hit lockout to prevent weird/unwanted interactions DStrong: *Always fires bullet +Endlag reduced (34/52 > 28/42) (to account for whifflag + forced bullet. Still laggier than before on whiff.) +Time between hit 2 and hit 3 sped up (7f > 5f) *Reduced hitpause on hits 1 and 2 ( (This move was too... cutscene-y.) -Bullet knockback scaling reduced (1 > .95) FStrong: +Forward momentum boost sped up *Backwards momentum boost decreased -Changed animation window timings, now has more whifflag (same FAF on hit) -Early hit lifetime 5 > 3 +Early hit angle 45 > 361 +Late hit added! Weaker than early hit in every way, but lasts 7 frames after intial hitbox. UStrong: +Early first hit hitbox height increased (75 > 84) +Early first hit hitbox vertical position raised (-32 > -40) +Late first hit added! Hits much higher than early hit to cover blindspot above Rokesha. *Animation window timings adjusted for late hit (This feels more accurate to the visual) *2nd hit angle raised 75 > 90 -2nd hit knockback adjusted 8 + 1.05 > 7 + 1.1 Angle change makes it easier to DI/more in-line with other UStrongs, less BKB means this move won't kill as early to compensate for the first hit hitting more frequently. NSpecial: -Hitpause Scaling removed. This was actually an oversight. It was only supposed to scale with charge, not damage. -Minimum hitpause reduced (20f > 10f) +Time to max charge decreased (60f > 45f) FSpecial: +Hitbox effect changed from 0 to 9 (polite) +Uncharged hitbox given knockback stats Angle: 90 BKB: 6 KBS: 0.1 Hitstun Scaling: 0.6 (hitbox is polite, so these only apply on enemies in hitstun.) DSpecial: *Makes a sound when attempting to use it on cooldown. +Beacon can be rethrown even while active. Rethrowing the beacon causes the currently alive beacon to be destroyed. *Beacon cooldown reworked to account for rethrowing Beacon cannot be rethrown during its attacks or while the previous beacon is dying. ???hold taunt whiel it die for a sruprise!!! USpecial: *Beacon jump cancel changed to be a regular jump cancel. It used to launch you if you weren't near the opponent but jump normally otherwise. That was dumb. +Can now be attack or special cancelled on beacons ...the old jump cancel might have been dumb but I want to keep it somehow. so attack and special cancelling preserves the old launching behavior. It's not like you couldn't attack out of it before, anyways. +Can be airdodge cancelled on beacons just in case you don't have jump lol +Drones now trigger beacon cancels. It consumes drones when the fake Rokesha passes them. If the fake Rokesha misses the drone radius, she can still cancel by hitting a player that has drones on them. This also consumes the drones. -Speed now ramps up, starts slower. (13 > 7..14) +Can now start travel early and can be delayed longer. The longer you hold the special button, the longer the trail becomes. The minimum amount of frames you can hold for is 16. Max is 44. -Travel is now delayed by an additional 6 frames after mapping the route. It also creates a visual effect when this happens (though the effect may change if I find a more fitting one lol) This should make the move a little easier to understand for both sides. -Mid-travel airdodge leads directly into pratfall (unless the beacon interaction is triggered) -Hitbox adjusted to be more accurate to Rokesha, size reduced Makes this move easier to intercept without disjoint. FAir: -KBS decreased (.8 > .7) BAir: +Bullet BKB increased (7 + .8 > 8 + .95) bullet bair is harder to hit than regular fair so it should kill :) -Bullet angle changed (40 > 361) +Bullet endlag increased (14/21 > 16/24) +Bullet landing lag increased (7/10 > 8/12) +Bullet hitpause scaling increased (.5 > 1) *First hit angle flipper changed (0 > 6) -First hit damage (6 > 5) UAir: *Angle flipper changed (0 > 6) *Hitpause increased (6/5 + .25 > 8 + .8) This move should be much easier to DI now. DAir: *Multihit knockback scaling reduced +Multihit now forces flinch +Multihit hitstun multiplier increased (1 > 1.5) Now the multihit can't be teched out of when hitting grounded opponents, and can combo into grounded moves on landing. FTilt: -Damage decreased (7+10 > 5+6) (17 damage is admittedly extremely high for an ftilt) *First hit angle lowered (60 > 361) Matches the animation better, also combos better into the bullet hitbox but only against grounded opponents. *First hit base hitpause decreased (9 > 6) *Bullet hitpause scaling increased (.7 > 1) +Bullet endlag decreased (24/36 > 20/30) UTilt: -First hit endlag increased (8/12 > 10/15) +Bullet endlag decreased (20/30 > 18/27) DTilt: -Endlag increased (10/15 > 12/18) DAttack: -Air cancellable endlag increased (6/9 > 12/18, total endlag increased 12/18 > 18/27) Makes this move less effective when comboing on the ground, but still combos very well off ledges, more in-line with Wrastor. Jab: +Endlag after jab 2 cancellable on hit into tilts, specials, or strongs.
1 Comments
Nahueformaline 19 Nov, 2021 @ 3:24pm 
Epic, but more Photos!