Rivals of Aether

Rivals of Aether

Tomo
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Update: 14 Jun, 2021 @ 10:51am

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

Update: 3 Apr, 2021 @ 8:51am

v1.6

- Added Slime Event Skin

Update: 17 Mar, 2021 @ 2:50pm

v1.5

Tomo - March 17th, 2021 Patch Notes - Version 1.5

[General]
- Hitting the Box now properly deals hitpause to the person who hit the box
- Hitting the Box now properly reacts to angle flippers that rely on positions
- Controller players now have free omnidirectional range for up special
- Adjusted up special indicator
- Executing a Tomo Super Jump now has a visual and sound indicator
## Overall improvements to gamefeel for Tomo Box
## Gamefeel and visual improvements are always nice :)

[Nspecial]
- Both hitboxes now have Angle Flipper 3
## Sends away from the center of the hitbox horizontally
## If your opponent is on the right when hit, it sends them to the right
## If your opponent is on the left when hit, it sends them to the left

[Up Air]
- Decreased Active Lifetime 6 -> 5
- Decreased Sweetspot Active Lifetime 4 -> 3

[Up Strong]
- Decreased Active Lifetime 6 -> 3
- Increased Endlag 14 -> 16

[Up Tilt]
- Decreased Active Frames 4 -> 2
- Increased Base Knockback 8 -> 9
- Decreased Knockback Scaling .3 -> .2
- Increased Base Hitpause 5 -> 6

[Back Air]
- Decreased First Hit Active Lifetime 6 -> 4
- Decreased Second Hit Active Lifetime 6 -> 3
- Decreased Third Hit Active Lifetime 6 -> 2

[Down Air]
- Decreased Strong Hit Active Lifetime 4 -> 3

[Dash Attack]
- Decreased Damage 9 -> 6
- Adjusted Hitbox Angle 85 -> 80
- Increased Base Knockback 6 -> 7
- Decreased Active Lifetime 6 -> 3
- Increased Endlag 8 -> 12

[Neutral Air]
- Increased Startup 8 -> 10
- Decreased Second Hit Active Lifetime 5 -> 2
- Decreased Back Hit Active Lifetime 4 -> 2
- Increased Endlag 13 -> 15
- Increased Landing Lag 9 -> 10

[Jab]
- Decreased First Hit Active Lifetime 8 -> 2
- Decreased Second Hit Active Lifetime 10 -> 3
- Decreased Third Hit Active Lifetime 10 -> 3

[Down Strong]
- Decreased First Hit Active Lifetime 8 -> 2
- Decreased Second Hit Active Lifetime 10 -> 3
- Decreased Third Hit Active Lifetime 10 -> 3

[Down Tilt]
- Decreased Active Lifetime 6 -> 2

[Forward Air]
- Decreased Second Hit Active Lifetime 3 -> 2

[Forward Strong]
- Decreased Active Lifetime 5 -> 3

[Forward Tilt]
- Decreased Active Lifetime 10 -> 4

Update: 13 Mar, 2021 @ 11:05am

v1.4.3

[Bug Fix]
- Bug Testing Display was still active in the main build

Update: 12 Mar, 2021 @ 9:50pm

v1.4.2

Tomo - March 13th, 2021 Patch Notes - Version 1.4.2

[General]
- Tomo Blueberry Bout alt appears on Saturdays now instead of Fridays
- Tomo won't just super high when being pulled by the needle after pinning a box
## Blueberry Bout is now on Saturdays!

[Back Air]
- Adjusted last hit angle 140 -> 125

[Forward Tilt]
- Decreased Hitbox Size
## It's not wack

[Jab 1]
- Decreased Hitbox Size
## It's not wack!

[Up Strong]
- Decreased Needle Hitbox Size
## No longer pokes opponents on Blazing Hideout platform

Update: 10 Mar, 2021 @ 7:18pm

v1.4.1

Tomo - March 10th, 2021 Patch Notes - Version 1.4.1

[General]
- Opponents that get hit above Tomo while Tomo is on needle on box no longer get trapped in a possible infinite
## Stopping the Tomo Incident before it can even begin

[Forward Strong]
- Decreased Damage 14 -> 10

[Forward Tilt]
- Decreased Damage 8 -> 7

[Up Strong]
- Decreased Sweetspot Knockback Scaling 1.1 -> 1
- Decreased Sweetspot Damage 12 -> 10
- Decreased Weakspot Damage 12 -> 8

[Down Strong]
- Decreased Second Hitbox Damage 5 -> 4
- Decreased Third Hitbox Damage 10 -> 6
## Total Damage 18 -> 13

[Back Air]
- Adjusted Third Hitbox Angle 100 -> 140

Update: 10 Mar, 2021 @ 2:21pm

v1.4

Tomo - March 10th, 2021 Patch Notes - Version 1.4

[General]
- Increased the lifetime of the needle while attached to the Box 400 -> 600 frames
- Standing on a needle attached to a box now more consistently carries the player with the box and needle
- Dtilt, Ustrong, Dstrong hitboxes slight increased in size
(Allows the player to cancel the move while standing on top of the box and hit the box at the same time)
- Tomo can pin a needle on an opponent Tomo's box and it functions the same as it would with their own box
- Placing a box down while another box is in the air will not spawn a new box but still give Tomo a small bounce
- Box now takes 9 hits before it breaks
- Box no longer gets hit by hitboxes that have throws_rock set to 2 (ignores Kragg Rock)
## The box and needle interaction is much more fluid now
## Tomo can now box break cancel by standing on top and using Dtilt, Ustrong, and Dstrong to cancel the move

[Forward Tilt]
- Decreased Startup 10 -> 8
- Decreased Base Hitpause 8 -> 6
## Allows for Tomo to use a nice angle with Box faster in neutral

[Up Tilt]
- Increased Damage 5 -> 7
- Decreased Base Knockback 9 -> 8
- Decreased Knockback Scaling .4 -> .3
## Hopefully feels more fluid for a ground to air combo starter/linker

[Neutral Air]
- Decreased Hitbox 2 Damage 9 -> 6
- Decreased Hitbox 2 Knockback Scaling .9 -> .7
- Decreased Hitbox 3 Hitpause Scaling .8 -> .7
- Decreased Hitbox 3 Damage 7 -> 6
- Increased Landinglag 7 -> 9
## This move is stupid, it needs the nerfs

[Forward Air]
- Decreased Sweetspot Knockback Scaling .9 -> .8
## This killed too early, even for a sweetspot

[Down Air]
- Decreased Weakspot Lifetime 6 -> 2
## Visual was inaccurate before

[Neutral Special]
- You can now cancel the attack into a jump, attack, or special on hit
- Decreased Small Hitbox Knockback Scaling .6 -> 0.4
- Increased Small Hitbox Damage 3 -> 6
- Holding down special will charge up a larger hitbox
- Deals more damage
- Adds more hitpause
## Everyone complained this was bad, so hopefully it has a little more use
## especially now that you can cancel it into a move

[Bug fixes]
- Fixed cooldown not being set for uspecial right away

Update: 6 Mar, 2021 @ 1:13pm

v1.3

Tomo - March 6th, 2021 Patch Notes- Version 1.3.3

[General]
- Breaking the hitbox of Uspecial now breaks the needle
- Parrying the hitbox of Uspecial now breaks the needle

- Hitting Tomo during Fspecial resets charge
- Parrying Fspecial resets charge

[Bug fixes]
- Uspecial Cooldown no longer resets after needle is broken

Update: 5 Mar, 2021 @ 1:33am

v1.3

Tomo - March 5th, 2021 Patch Notes- Version 1.3.2

[General]
- Added Moyai Taunt - Hold Left + Taunt
(Hold Up to "Dooooooooooo" & Press Down to "Shout")
(Moyai minigame coming soon!)
- Needle and Box are now unbashable
(Ori stuff was kind of wonky with both of them)

[Forward Special]
- A sfx will play for each charge increase

[Down Strong]
- Adjusted Second Hitbox Angle 15 -> 5
- Increased Second Hitbox Extra Hitpause 0 -> 2
(Hopefully attacks link more consistently now)

[Extra]
- Added Friday exclusive custom box for the Blueberry alt

[Bug fixes]
- Bug fixes related to needle platform connected to box landing on a stage platform
- Box when hitting Tomo would display other players hit effects instead of Tomo's
now it displays basic hit effects on hit

Update: 24 Feb, 2021 @ 3:38pm

v1.3
Tomo - Feb 24th, 2021 Patch Notes

[General]
- initial_dash_speed 6 -> 7
- dash_speed 7 -> 6.5

- max_jump_hsp 6 -> 5.75
(The Horizontal Speed Tomo keeps when jumping from the ground to the air)


[Dspecial]
- When Tomo first spawns the Box, that hitbox always sends the opponent straight down on hit
- Parrying a Box when Tomo first spawns it puts Tomo in parry stun

- Parrying a Box when it has been hit bounces the box back
(Does not put the hitter in parry stun)

- Box acts like a hitbox when falling through a platform instead of a ceiling
(in case it falls through a plat doesn't just push the opponent straight down)


[Extra]
- Changed Box break SFX for more clarity
- Added an outline to Needle String for better clarity

- Added a Second Taunt
(Hold Down during Taunt)

[Bug fixes]
- Uspecial can no longer be spammed if stuck under a ceiling
- Uspecial no longer removes ability to airdodge after use
- Lowered kill plane for Box

--[Additional Notes for Players]--

- Box parry bounce is currently a set hsp/vsp and I would like feedback
on if that feels good/balanced or if I still need to tweak it.

- Dash Speed / Air Speed nerfs should make Tomo more tolerable
to fight against in neutral and I'd like feedback from
players playing against Tomo if it actually does.

- However I'm also concerned playing as Tomo feels not as
good and their combos don't feel as fluid as a result of these
changes.