Rivals of Aether

Rivals of Aether

Tomo
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Update: 5 mei 2023 om 18:36

v1.9.1

[General]
- Added Special Intro Idle Animation on color 4

Update: 14 apr 2023 om 20:48

v1.9

Tomo v1.9 - April 15th, 2023

[General]
= Adjusted one Secret Alt
= Adjusted CSS menu using FungiWizard's new CSS system
# You probably won't notice a difference, but it used a method before CSS menu changes were available and needed a work around

Update: 8 nov 2021 om 15:49

v1.8.5

- Removed Slime Alt
- Removed Slime Alt Taunt
= Changed Moyai taunt sounds
+ Added Heatwave Alt

Update: 27 okt 2021 om 20:04

v1.8.1

I forgor

Update: 24 okt 2021 om 13:17

v1.8

[General]
= Fixed hurtbox error with Slime Alt
+ Added Halloween Into Costumes to Pumpkin and Slime Alt
+ Increased Hurtbox size of Box

Update: 3 aug 2021 om 15:32

v1.7

Update: 18 jun 2021 om 20:46

v1.7.3

Tomo Hotfix - June 18th, 2021

[Fair]
- Decreased Hitbox 2 Base Knockback 8 -> 7
- Decreased Hitbox 2 Knockback Scaling .8 -> .75

[Uair]
- Decreased Hitbox 1 Base Knockback 9 -> 8
- Decreased Hitbox 1 Knockback Scaling .75 -> .65
= Adjusted Hitbox 1 Angle 90 -> 80
+ Increased Endlag 12 -> 14

[Dair]
= Adjusted Hitbox 2 Angle 300 -> 280

Update: 17 jun 2021 om 19:37

v1.7.2

Yes

Update: 17 jun 2021 om 19:23

v1.7.1

Tomo Hotfix - June 17th, 2021

[Fair]
- Increased Hitbox 1 Hitpause 6 -> 7
- Increased Hitbox 2 Hitpause 8 -> 9

[Jab]
- Added Force Flinch to Jab 1

[General]
- Fixed ~~~~~~

Update: 14 jun 2021 om 10:51

v1.7
Tomo Update - June 14th, 2021

[General]
+ Adjusted Gravity Speed .4 -> .45
+ Added slight vertical speed to all aerials (Except Nair)
# Seems to be a near universal base cast quirk with aerials so I thought it made sense to have it
= "Removed" unclear start up animations
# If you don't know what this means don't worry :3
= Added one alt color

[Jab]
- Decreased Startup 9 -> 5

[Dash Attack]
= Adjusted Angle 80 -> 50
= Added Whifflag (oops small oversight)

[Forward Air]
+ Increased Hitbox 1 Damage 5 -> 6
+ Increased Hitbox 2 Damage 9 -> 10
- Decreased Startup Length 13 -> 11
= Adjusted Hitbox 1 Angle 50 -> 35
= Adjusted Hitbox 2 Angle 45 -> 40
- Decreased Hitbox 1 Knockback Scaling .7 -> .4
= Adjusted Hitbox 1 Hitpause 5 -> 6
= Adjusted Hitbox 1 Size

[Back Air]
+ Increased Hitbox 1 Extra Hitpause 3 -> 5
+ Increased Hitbox 2 Extra Hitpause 3 -> 5
= Tomo now "pauses" in the air on hit
# Hopefully this improves consistency for landing all three hits of Bair
# Idk tho yell at me if it still sucks
= Adjusted Hitbox 3 Angle 125 -> 110

[Down Air]
+ Increased Hitbox 1 Damage 4 -> 7
+ Increased Hitbox 2 Damage 8 -> 10

[Up Air]
+ Increased Hitbox 1 Damage 7 -> 9
+ Increased Hitbox 2 Damage 5 -> 7
- Decreased Startup Length 14 -> 10
= Adjusted Hitbox 1 Angle 75 -> 90

[Forward Strong] !!! Rework !!!
+ Increased Damage 10 -> 11
+ Added Hit Lockout 0 -> 16
- Decreased Startup 19 -> 17
+ Increased Endlag 12 -> 16
# Generally made to cover more range/area to help
# alleviate the other two difficult strongs to land

[Down Strong]
+ Added Hit Lockout 0 -> 16
# Hitbox 3 only

[Up Strong]
+ Added Hit Lockout 0 -> 20
----- Increased Size/Visual to cover more space

[Forward Tilt] !!! Rework !!!
- Decreased Startup 10 -> 6
- Decreased Active Frames 10 -> 4
- Decreased Endlag 14 -> 12
= Adjusted Angle 50 -> 361
= Adjusted Damage/KB/Hitpause 8/7/8 -> 7/5/6
# Move is intended to function similarly to Kragg Dtilt or Maypul Ftilt
# Putting opponents in a tech scenario which Tomo can follow up on

[Up Tilt]
+ Increased Damage 7 -> 9

[Down Tilt]
+ Added small hitbox at hilt of needle, hits opponents upwards
# This hitbox does not effect Tomo's Box

[Neutral Special]
= Aftering landing a hit, caps Tomo's HSP to 6 or lower
# Should allow Tomo to follow up attacks more consistently this way
# This just makes it so doing Needle Pull -> Nspecial allows you to follow up with another attack rather than flying right past opponents
- Decreased Charged Hitbox Size (More accurate to the needles)

[Up Special]
+ Increased Endlag 14 -> 22
= You can only cancel into an attack when you hit a player
# This should make moving around using Up Special less oppressive
# As you won't be able throw out a hitbox immediately afting pinning a platform or floor
# But allowing the player to follow up just as they did when they hit an opponent