Rivals of Aether

Rivals of Aether

Iroh
Affichage des entrées 51-60 sur 70
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Mis à jour le : 8 juil. 2020 à 21h05

v2.2

Hotfix

SL Fpsecial no longer has deduced start up timer, but instead has bonus damage.

Dair, Spike threshold reduced from 70 to 40.
Dair, non spike hits are easier to follow up with combo attacks

Mis à jour le : 8 juil. 2020 à 20h12

v2.1

  • fixed Fspecial whiff momentum bug.

Mis à jour le : 8 juil. 2020 à 19h32

v2.0

The Fspecial rework Patch

Fspecial:
  • Start up window reduced
  • Iroh can no longer jump, strong or special cancel out of Fspecial
  • On hit, Iroh and the victim are launched vertically at the end of the attack. Opponents can use this opportunity to escape, but the Iroh player has slightly increase air mobility in this moment and if they guess the DI correctly, has advantage for combo follow ups.
  • Hitting a wall or side blastzone ends the attack prematurely. If this happens, Iroh experiences reduced fall rate during end lag.
  • It has been brought to our attention that auto true combos go against the grain with Rivals of Aether. So in an attempt to remove the true combo of Fspecial->Uspecial from the game we have taken out the special canceling that Fspecial was famous for. Now instead we are introducing a "pop up game" where both Iroh and his opponent are knocked into the air and Iroh is given a chance to DI chase to continue his combo, while the opponent is given the opportunity to DI escape at the end of Fspecial. This will feel like a pretty heft change for the Iroh players who are use to comboing for free right out of Fspecial, but we hope that once players adjust, comboing out of Fspecial feels just as powerful and even more rewarding. To compensate we returned some of Uspecial's old killing power
    Uspecial
  • Sweetspot finisher base knock back increased to 7 from 5.
  • We figured since you can no longer true combo into Uspecial from Fspecial, Uspecial should receive a portion of it's former kill power. We are keeping an eye on this skill to make sure it doesn't get too many unreasonable early kills
    Bair Sweetspot:
  • Base Knock Back reduced from 9 to 4
  • Knock Back Scaling reduced from 1.5 to 1.1
  • Hitstun Scaling reduced from 1.0 to 0.7
  • Bair was famous for being way too early of a kill aerial. We at Seeds of Aether want Iroh's bair to feel powerful, but obviously we gave this spike way too much umph. We could have reduced the knock back some more, but we opted to reduced the hitstun scaling as we wanted to keep some of the devastating power of Iroh's Bair, but wanted opponents to be able to live through sucha powerful hit.
    Dash Attack
  • Now breaks projectiles with Iroh's knee.
  • Utilt
  • Knockback Scaling reduced from 0.5 to 0.2
  • Dtilt
  • Knockback angle changed from 60 to 70
  • Dair
  • Now uses a different method to detect enemy hp value, and no longer can be parried on its large detection hitbox.
  • General Stats
  • Shorthop speed reduced from 7 to 6
  • Double jump speed reduced from 12 to 10
  • Air acceleration reduced from .33 to .28

Mis à jour le : 8 juil. 2020 à 19h32

v1.10

Mis à jour le : 8 juil. 2020 à 19h28

v1.10

Mis à jour le : 17 juin 2020 à 1h24

v1.9

Fixed visual bug when activating Sanguine Lighting while using Surge Protector.

While successfully countering an attack, Iroh should be invincible during the counter.

Mis à jour le : 12 juin 2020 à 15h01

Iroh 1.8 Patch

Fspecial can no longer be jump canceled during the end lag window on whiff.

Note: Fspecial can be strong, special, and jump canceled during the end lag window if an enemy is hit by any part of the Fspecial attack.

Fspecial is always wall jump cancelable.

Mis à jour le : 8 juin 2020 à 12h02

v1.6.1
Hotfix

Activating SL during hitstun not longer breaks hitstun.

Mis à jour le : 8 juin 2020 à 3h37

v1.6

Sanguine Lightning:
```
-SL no longer automatically starts when bar is full. Instead, while bar is full, player may press Attack+Special to activate SL.
-SL self damage increased from 4% per 2 seconds, to 6% per 2 seconds.
-While SL is active, Iroh no longer loses SL charge when taking damage.```

Dspecial (counter attack):
```
-Now has a 6 frame start up, increased from 0.
-Active window reduced to 22 from 30 frames.
-Whiff end lag window reduced to 22 from 30 frames.
-Now deals 1.5 times the countered attack's damage instead of a flat 10.
-Now gains fills the charge bar 2% times the attack's damage, instead of a flat 33%.
```

Utilt:
```
-Start up frames increased from 4 to 7.
-End lag window increased from 7 to 11.
```

Ustrong:
```
-Hitstun greatly reduced while SL is active.
```

General:
```
-Knock back scaling increased from 0.9(Kragg) to 0.95(Shovel Knight), making Iroh a little bit easier to kill.
```

Bug Fixes:
```
-Grab attacks (Fspecial, Uspecial, Dspecial_air) will no longer take more than one stock on kill or cause enemies to respawn in wrong locations.
-Some SFX added or replaced. Still looking for better sfx. We are open to suggestions.
-Uair sprite fixed (was using old one in which Iroh doesn't move his head.```

Mis à jour le : 2 juin 2020 à 15h21

v1.5

Code Optimized by Madman (thanks Maddy)

Ustrong: Has reduced hitstun if linked by another strong attack

Dtilt: No longer edge cancels (doesn't roll of ledge) if comboed after parry jab.

Utilt: Slight increase in end lag

SL Ftilt: Slight increase in end lag.

Sanguine Lightning: While normal Iroh, no longer gain meter when taking damage.