Rivals of Aether

Rivals of Aether

Travis Touchdown
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Update: 9 Jan, 2020 @ 6:17pm

Minor Bug Fix / QoL Update

Fixed a Bug where the Transition indicator appeared when it shoudnt allowing travis to "store" a Suplex Cancel.
While this was not the intended behavior, i will take this possibility into consideration for future updates.
Nair first and second hitboxes now have 2 frames of extra hitpause. This will help the move connect better.
Now theres more Time to B Reverse NSpecial: 1 more frame.
Portrait and Character select icon slightly updated.

Update: 6 Jan, 2020 @ 3:06pm

QuickAdd Update:

First of all i added a new skin loosely based on FU from the recent No More Heroes 3 trailer. TCO support for this skin also added.
A new quote from said trailer has been added to the No More Catchphrases taunt, it replaces "Happy Holidays".
Taunt and Taunt_2 have been swaped. This actually does not affect anything for the Travis player, but if you are playing against Hikaru, she will now steal the correct taunt.
Many really small tweeks to hitboxes, we are talking like 2 pixels at most. It mainly ensures that a move connects if the trails are litterally bordering of the oponent.

Update: 5 Jan, 2020 @ 2:47pm

Quick Bug fix - Missing feature update

A couple of changes that were meant to go live with todays update manage to slip through me.
So i decided to quickly add them in:

Character select slight lighting improvement.
NSpecial can now be B-reversed!!! This is something i thought was already in game but turned out to have been bugged.

Fixed a Bug where Jab wasn't comboing into Ftilt .
Fixed a mistake in the description of the Rune Support Buddy Compatibility.

Update: 5 Jan, 2020 @ 12:39pm

The Support Update:

TCO Support for all color costumes!
Slight tweeks to Kirby copy ability!
Rune Buddy Support added! Rune abilites include movement buffs, frame data buffs, a bunch of fun little quirks and even
I N F I N I T E B A T T E R Y.

Ftilt and Jab have slightly shorter horizontal range
Ftilt now gives a slightly greater horizontal boost
Utilt now has slightly longer horizontal range.
USpecial gives a slightly greater vertical boost when used on the air
Dtilt knockback grow increased

Update: 28 Dec, 2019 @ 10:48pm

Changelog: VERSION 1.5 IS FINALLY HERE!
Travis Touchdown version 1.5 is here! And boy is it a big one. Polish, Animation and Balance were the focus of this update.
The midway Legality Report from the RoA Extended Workshop discord server was my starting point for this big Patch.
Special Thanks to discord users Friso Laxod and Nackles42 for giving me useful feedback.

GENERAL CHANGES:
-Name and Icon have been updated.
-Victory Theme has been extended, combines two different tunes from No more Heroes 2.
-Battery now only updates if theres no hitbox active. This will prevent most moves from depowering mid-attack.
The exception to this are the multihit moves: Nair, Dattack, USpecial, NSpecial and DStrong.
-Travis now has a new Portrait, Character Select icon and Result Screen Icon. Kinda made by myself.
While the art quality may not be the best... It now gives a proper preview for each of the recolors.
New Portrait its based on the drawings by HylianDragonCatty and Frario.
-More sound effects! The battery charging sound effects have been updated to the Travis Strikes again version. Theres also a new "Empty" sound effect.
-Battery Bar now turns off when Travis runs out of Lives.
-ALL Hitboxes now cover much more of the Beam Katana Trails. This should make hitting the oponent feel more consistent.
-No Battery hitboxes are now almost the same size of the Full Battery ones. The previous size was an interesting idea in concept, but in execution it just felt janky.

MASSIVE SPRITE AND ANIMATION ADJUSTEMENTS:
-EVERY attack (Specials, Strongs, Aerials and Normals) now have upgraded, more fluid animations. No more 3 sprites moves!
-Some movement animations have also been updated: Walljump, landinglag, jumpstart, land, spinHurt,
-Every custom color Skin now also changes the color of the globes.
-The sprite-art now has slightly darker outlines, they are not quite pure black but it should be enough for Travis to feel more in line with the main Rivals cast.
-The size of the beam katana smears for some moves (Nair, FStrong, UStrong) has been reduced.

UPDATED BATTERY MECHANIC:
Version 1.5 introduces 2 new states to the Battery Bar:
When Travis gets parried by the enemy he enters...
DISCHARGED STATE: (Yellow Battery Bar)
-Travis cannot manually charge.
-All hitboxes behave as if there was No Battery.
-Temporary battery bar starts at 0 and slowly fills up. When it reaches the amount of battery Travis had before getting parried, discharge ends.
-Jab and Nspecial (Beam Katana throw) do not initiate discharge state, they are safe moves.
-Getting a succesful parry on the enemy ends Discharge state early.
When Travis parries any of his oponents hitboxes he enters:
OVERCHARGED STATE: (Light blue battery bar)
-Theres really no need to manually charge.
-All hitboxes behave as if there was Full Battery.
-Temporary battery bar starts at 25 and slowly depletes. When it reaches the amount of battery Travis had before getting the parry, overcharge ends.
-Parrying an enemy projectile does not initiate overcharge state, it can't be that easy.
-Getting parried by the enemy ends Overcharge state early.
With this, the battery mechanic now interacts directly with the oponent and it also rewards good parries.

UPDATED MOVES:
-DSpecial(Beam Katana Charge): Charging now gets laggier the less battery you currently have. This punishes the player with a longer charge time if he lets his
meter run out, but rewards the player with a way shorter charge if he keeps his battery level in check and recharges accordingly.
-NSpecial(Beam Katana Throw): The move now uses Extra_Hitpause to get the intended stun effect instead of Hitstun_multiplier. Enemys hit at long distance can still parry
the suplex combo but players at close range are now hit more consistently.
-FSpecial(Tiger Suplex): Cancelling Nspecial into this move now results in half the startup. This is to ensure that the combo feels consistent and quick. Travis can also
move slightly less during the freefall part of the move.
-USpecial(Tiger High Slam): The move now gains a little of extra height when used in the air to aid Travis recover.
-Nair: It now uses a custom gravity value of 0.85 to ensure all of it's hitboxes hit before touching the ground.
-Jab: No longer puts Travis into parry stun. Just like the rest of the RoA cast.

BALANCE CHANGES:
Travis has always been a little too strong... Im not really sure if this new batch of balance changes will be enough to put him in line but it's worth a try.
In any case, expect another minor patch next week with some further adjustements. As always, any kind of feedback is apretiated.
-Damage and Frame Data Changes:

V1.4 Frame Data [Damage]-----> V1.5 Frame Data [Damage]
(Startup-Active-Endlag) (Startup-Active-Endlag)
Bair (14 - 4 - 15) [11] -------> (15 - 4 - 16) [11]
Dair (15 - 4 - 14) [11] -------> (15 - 4 - 20) [11]
Fair (16 - 4 - 12) [10] -------> (16 - 4 - 16) [10]
Uair (8 - 3 - 10) [6] -------> (9 - 3 - 12) [6]
Nair (8 - 15 - 10) [2+3+4] -------> (9 - 16 - 12) [2+3+4]

Jab (6 - 3 - 6) [5] -------> (6 - 3 - 9) [4]
Dtilt (8 - 3 - 11) [7] -------> (10 - 3 - 16) [7]
Ftilt ( 6+6 - 4 - 12) [10] -------> (12 - 4 - 15) [10]
Utilt (8 - 3- 10) [7] -------> (8 - 3- 12) [6]
Dattack (8 - 17 - 11) [3+3+3] -------> (14 - 17 - 16) [3+3+3]
UStrong (10+7 - 5 - 17) [13] -------> (12+5 - 5 - 18) [13]
DStrong (10+8 - 15 - 16) [7+7] -------> (12+6 - 15 - 20) [7+7]
FStrong (10+8 - 5 - 20) [14] -------> (12+6 - 5 - 20) [13]
NSpecial (15- 48 - 8) [ 5+5] -------> (16- 48 - 15) [4+4]
FSpecial Ground (22 - 24 - 22) [10] -------> (24 - 24 - 24) [10]
FSpecial Air (16 - 18 - 16) [10] -------> (18 - 16 - 18) [10]
USpecial (10 - 20 - 15) [6+6] -------> (15 - 20 - 20) [6+6]

All aerial moves used to have 8 frames of landing lag, now the all have 10 frames of landing lag.

Update: 28 Dec, 2019 @ 8:07pm

This update was used to revert Travis to a previous version to save as a backup.

Update: 16 Dec, 2019 @ 11:08am

A minor update before the big one:

TCO support added! Featuring a drawing based on the Ranking-up 8 bit animation from NMH2.
UStrong second hitbox can now hit both aerial and grounded oponents.
UStrong hitbox priority inverted between its two hitboxes.
Ai behavior slightly updated. It shouldn't attemp short range moves while far from oponent now.
Ai recovery has been overhauled: Ai will now actually walljump to recover!
Travis is once again be able to move while his Fspecial (Tiger suplex) is in progress!
It's now on line with the current Kirby version.

I have started work on the 1.5 update. It's going to be big... :
Animations, Polish and Design are going to be the focus.
I'll try my best to get it done quickly but you should expect it for after the Holidays.
On the meantime, i think Travis right now is in a very good and fun state with these last changes.

Update: 13 Dec, 2019 @ 5:18pm

Quick Sprite update:

Trummel codec added! It was really fun to make!
Battery Bar sprite now has thicker borders. To better fit with the rest of the HUD.
Halloween costume has been replaced with a new Christmass costume! It even comes with a rainbow beam katana!

Forcing Taunt messages:
Pressing down while the "No More Catchphrases" taunt starts will now always result in a "MOE~".
Pressing up while the "No More Catchphrases" taunt stats will now always result in a darkside attack name.

Update: 11 Dec, 2019 @ 3:11pm

The Milestone Update!
Travis made it to 10000 subs! I want to dedicate this update to all of you! Thank you so much for supporting this character! You have no idea how happy this has made me.
I never thought i would make it this far and i am truly grateful. I will continue to update Travis in the near future to make him better and better!

Changelog:
THE FSPECIAL REWORK IS HERE (Finally)
FSpecial (Tiger Suplex) is now an actual reliable grab. No more weird wiffs. No more of the enemy randomly dropping out of the move!
This of course means some changes to its behavior:
-Enemy is put into freefall during the drag down part of the move. This means that he can possibly escape a Suplexicide if he is able to walljump. This however is now the only way of escaping.
-Travis still dies first on a Suplexcide.
-The move still does 10 damage total. It's launch angle is also virtually unchanged.
-The move can still be parried, so that counterplay is still there.
-Enemy cannot drop out of the move by himself. Travis must get hit in order for the grab to be interrupted.
-Enemy is now invincible during the duration of the Grab.
-Travel speed and total distance remains the same
With this, i believe the most "jank" part of the entire moveset is fixed.
Special thanks to "Ninjack_C " The Tails developer. His code helped me understand how to improve this move. Check out his character! It's really well done

Balance Changes:
Jab and Dattack(Hit2) Hitboxes size increased. I felt like both attacks were wiffing in some instances when they should have hit. This change will hopefully prevent that from happening.
The startup and endlag of DSpecial (Charge) have been increased by 1 frame each.
DSpecial (Charge) can now only transition into Taunt 1 (Malfunction) during the first half of the move. This is to prevent unintended battery drains.
Nair can no longer be hitfalled. I noticed that some players were hitfalling during the first two hits of Nair. This almost always put them in a disadvante possition due to landing lag.
Taunt 1 (Malfunction) now depletes all battery in a slightly slower rate. Taunt attack is overall slower.
Bug Fixes:
Fixed a Bug where the bike in the intro animation was always dropping right regardless of the player position.
Finally fixed the bug where an incorrect hurtbox was used when cancelling Nspecial into Fspecial
Finally fixed the bug where, the cpu A.I would sometimes get stuck in an infinite dodge animation.

Kirby's Tiger Suplex has received a slight sprite and a total behavior update, it is now on par with the newest Travis version!
5 new messages for "No More CatchPhrases" Taunt. Including one dedicated to all of you!
Steam page Description Updated. Includes expanded information from the character design document.

Update: 6 Dec, 2019 @ 9:38pm

The "Fair Trade off" update

Uair angle slightly adjusted, should now be easier to follow up.
Bair second hitbox now has priority over the other weaker hitbox. This same hitbox also now has slightly less knockback grow. A fair trade off.
Dattack first hitbox angle flipper removed, should now connect more consistently against aerial oponnents.
Fixed a bug where Fstrong lifted Travis up a little bit in the middle of the animation.

Fspecial Startup and endlag tweek, now both values work as follow:
Air version has 18 frames of both endlag and startup
Ground version has 22 frames of both endlag and startup
Combo version (from NSpecial) has 20 frames of both endlag and startup
Fspecial now only transitions into the suplex if the oponent is on hitstun, this should eliminate those weird instances where the enemy doesnt get properly grabbed.

Strong Attack tweeks:
New mechanic: Moving while charging Strongs!
The last big patch introduced battery consumption to the charge windows of Strong moves.
So now, to compensate this net nerf, Travis can now slowly repostion himself while charging any strong (Starting from frame 5)
This is a direct reference to the Powered up moves in the No More Heroes games.
Travis moves quite slowly, so he won't cover that much distance. I consider this just a fun little quirk.
All Strong attack hitboxes have been slightly reduced and made a little less disjointed.
All Strong attacks now have slightly less knockback grow.
The extra battery spent while charging a strong attack now occur slightly earlier than before. (Frames 15,35 and 55)
These are fair Trade offs for the ability to move while charging.

Intro animation has been improved. Flame sprites straight from NMH 2
2 new messages for No More Catchphrases taunt.