Rivals of Aether

Rivals of Aether

Colonel Sanders
Showing 1-10 of 18 entries
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Update: 30 Jul, 2020 @ 12:04am

v1.15
-removed more stolen assets from the other colonel and DBS goku

Update: 29 Jul, 2020 @ 11:16pm

Update: 29 Jul, 2020 @ 11:11pm

v1.14
-removed stolen assets (sorry Sydery)

Update: 25 Jul, 2020 @ 10:13pm

v1.13
-the AI will now not waste super meter by firing in the wrong direction
-the AI will now not waste super meter by firing at invincible opponents
-the AI will now not waste super meter by firing at respawning opponents
the AI used to be super bad at using the super attacks, this should help with that issue

-nair now increases the super meter

-second super now locks on to the opponent if you have already hit/been hit by them during the match
-second super now charges forward for longer, 20 frames to 60 frames
-second super charge no longer stops at ledge
this makes it much harder to miss, which is important because this move uses twice as much meter as the other super

-increased dtilt base knockback, 3.1 to 3.9
-reduced dtilt knockback scaling, 0.04 to 0.01
-increased dtilt extra hitpause, 0 frames to 5 frames
-decreased dtilt duration, 10 frames to 8 frames
-adjusted dtilt hitbox (to stop it missing when close to the opponent)
these changes make dtilt able to combo into itself (and other attacks) on heavier characters than before, and it works at much higher percents

-decreased dstrong duration, 9 frames to 6 frames
this change should make dstrong a better combo tool than before, and a viable alternative to fspecial as a combo starter

-fixed dash attack angle flipper to stop it from sending the opponent behind colonel sometimes
-increased dash attack base knockback, 6.1 to 8.1
-increased dash attack knockback scaling, 0.74 to 0.94
-changed dash attack angle, 361 to 35
this move actually works now!

-fixed ftilt angle flipper to stop it from sending the opponent behind colonel sometimes
-increased ftilt base knockback, 6.1 to 8.1
-increased ftilt knockback scaling, 0.74 to 0.94
-changed ftilt angle, 361 to 35
this move actually works now!

Update: 25 Jul, 2020 @ 2:00am

v1.12
-super meter can now store 2 charges
-added a second, more powerful super attack
-dspecial teleports to the opponent before attacking if jump is held (it is very easy to react and parry it, it only deals 10 damage, and you must have already hit / been hit by the opponent)
-reduced fstrong endlag, 26 frames to 6 frames
-fixed fstrong angle flipper
-fstrong hitbox comes out 2 frames later
-fstrong no longer misses orcane and other short/crouching opponents
-ustrong no longer misses orcane and other short/crouching opponents

Update: 24 Jul, 2020 @ 1:41am

v1.11
-nspecial can now be charged to fire 3 projectiles at once
-nspecial fires downwards when used in the air
-added a sword slash effect to dspecial (borrowed from the other colonel by kelv1n27)
-added a unique taunt against ronald (borrowed from the other colonel by kelv1n27)
-dspecial now becomes a different move when used in the air
-nair is now a different move

Update: 21 Jul, 2020 @ 12:33am

v1.10
-significantly improved image quality in CSS and win screen
-adjusted alt colours (they used to be painful to look at)
-grounded fspecial can be cancelled with a wavedash
-aerial fspecial can be cancelled with a downwards airdodge (down only to prevent easier infinite recovery)
-increased fspecial extra hitpause from 0 frames to 21 frames
-changed fspecial hit sound
-adjusted uspecial hitbox size
-increased uspecial base knockback from 9.1 to 15.8
-reduced uspecial knockback scaling from 1.1 to 0.5
-changed uspecial hit sound
-fixed jump height bug (colonel couldn't jump onto air armarda's platforms, even though it looked like he could)

Update: 18 Jul, 2020 @ 9:51pm

v1.9
-added css text
-added info text
-added kirby support
-added trummel codec support
-added dracula support
-added miiverse support
-added TCO art support
-added Hikaru support
-added Abyss Rune Buddy support

Update: 17 Jul, 2020 @ 6:24pm

v1.8
-dspecial can now attack faster by pressing special during startup, but damage is reduced for a fast startup

-added a hitbox to Colonel's body during dair. this move connects better now

-added 7 more hitboxes to bair to hit opponents closer to Colonel (this move now has 15 hitboxes!)

-nspecial speed increased, 9 to 13
-added a hitbox on Colonel's arm during nspecial. this move connects better now

-changed fspecial angle, 361 to 30

-fstrong damage changed, 12 (base) to 18 (base)
-fstrong base knockback changed, 7.1 to 9.1
-fstrong active frames increased, 6 to 14
-changed fstrong hitbox shape, circle to rounded rectangle (easier to connect)

-changed jab duration, 10 frames to 6 frames

-ftilt hitbox adjusted, 75 x 80 to 150 x 120
-ftilt damage increased, 7 to 12

-dattack hitbox adjusted, 75 x 80 to 150 x 120
-dattack damage increased, 7 to 12

-dtilt base knockback adjusted, 4.1 to 3.1
-dtilt knockback scaling adjusted, .74 to .04
-dtilt angle changed, 361 to 60
-dtilt shape changed, circle to rectangle

Update: 17 Jul, 2020 @ 1:08am

v1.7
-dspecial can now be turned around during startup by pressing attack
-fspecial now applies a burn effect
-dair now applies a burn effect
-bair now applies a burn effect
-nspecial now applies a burn effect
-uspecial now applies a burn effect
-fair now applies a plasma stun effect, allowing it to be used as a combo tool AND a kill move
-uair hitpause increased by 21 frames, allowing for easier ladder combos

-nair hitbox size increased, 50 x 55 to 80 x 85
-nair now applies a freeze effect to grounded opponents.
this move used to suck, hopefully it's better now