Rivals of Aether

Rivals of Aether

Matthew Favson
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Update: 30 Dec, 2020 @ 7:08pm

v1.34
Buffs
- FThrow damage increased (6->8)
- FThrow angle changed (50->45)
- UThrow1 damage increased (6->8)
Nerfs
- NSpecial charge now goes away when losing a stock
- DTilt angle changed (100->90)
- Stars no longer break other projectiles
- The DSpecial portal is now more restricted and can't be placed as close to the blast zone as before
Fixes / Other Changes
- Added 2 more frames to UStrong, making it look better but also making it clearer when charging ends
- Fixed a bug where FThrow wouldnt do any additional damage if the opponent broke out of the throw
- Fixed a bug where FThrow would send Matt slightly backwards sometimes
- (Hopefully) fixed a bug where the planet from DSpecial would sometimes be layered behind its trail effect after being thrown/hit
- Added hit SFX for FThrow, to give it more impact
- Added some screenshake and more effects on charged UTilt to make it look more powerful
- Added some effects to FTilt, and added some screenshake and more effects when charged to make it look more powerful
- Added more effects to FSpecial punch, and tweaked some screenshake and other effects
- The new cracked ground effect on DSpecial, DStrong, and DThrow now wont appear when very close to a ledge (mostly to make it look better visually). Also counts for any other moves that had it or got it in this patch

Update: 28 Dec, 2020 @ 6:34pm

v1.33
Buffs
- The slam from DThrow can now kill if it's used higher up in the air
Fixes / Other Changes
- In the ditto match, stars can now be grabbed by other Matts
- In the ditto match, the planet from DSpecial can now be hit by other Matts
- Improved VFX for charged USpecial, FThrow, and DThrow
- Made Matt more big and strong (this means new VFX added to DStrong, DSpecial, FStrong, DThrow, etc as they have more impact effects and will now cause cracks in the ground)

Update: 23 Dec, 2020 @ 1:14pm

v1.32
Nerfs
- Parrying stars will now put Matt into (extended) parry stun. They still reflect as well, but this should help cases where the star isn't reflected back at Matt
- When parrying DAttack, Matt will stop and the move will end immediately, making it easier to punish if you manage to parry it
- When parrying FSpecial, the move will end immediately and Matt will stop in place. If Matt is holding a star or planet, it will also be destroyed, while if he is holding a player they will be released
- When parrying the DSpecial stomp, the move will end immediately
- NSpecial can now only stall you in the air once until you get hit, land, or walljump
Fixes / Other Changes
- Fixed an issue where parried stars weren't active. Now they should be, to make sure they can hit Matt and other characters when reflected

Update: 19 Dec, 2020 @ 7:18am

v1.30

Update: 19 Dec, 2020 @ 7:14am

v1.31
Buffs
- Slightly re-increased distance of charged Jab3 again
Fixes / Other Changes
- Fixed some minor code errors
- Fixed a false galaxy issue on charged DAttack at very close range

Update: 8 Dec, 2020 @ 2:39pm

v1.29

Update: 5 Dec, 2020 @ 8:23am

v1.28

Update: 3 Dec, 2020 @ 6:15pm

v1.28
Buffs
- Minimum damage for the DSpecial planet has been increased, making it do a bit more damage when it's moving slowly (higher speed should be mostly unaffected)
- Increased default damage on stars (8->10, 7->8)
- DThrow bkb increased (7->9), kbs increased (0.45->0.5), and angle changed (80->90)
Nerfs
- Decreased default knockback scaling on stars (0.55->0.2)
- Added a small bit of cooldown to FSpecial after using DThrow to prevent chaingrabbing with it
Fixes / Other Changes
- After throwing a star, it will now get the big star hit effect instead of the usual medium one and heavier SFX
- Added SFX to the FSpecial grab
- Charged UTilt now has heavier SFX
- Fixed bugged SFX and VFX on charged UTilt

Update: 29 Nov, 2020 @ 7:16pm

v1.27
Fixes / Other Changes
- Fixed some bugged attack SFX

Update: 29 Nov, 2020 @ 3:27pm

v1.26
Nerfs
- UTilt startup increased (8->9) and endlag increased (10->11)
Fixes / Other Changes
- Fixed a bug with the Fair charging electricity hitting too often
- When using the FSpecial punch attack in the air more than once it will no longer stall you as much
- Fixed some bugged SFX on dash attack