Rivals of Aether

Rivals of Aether

Grovyle
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Update: 22 Sep, 2021 @ 2:51am

v2.3

The 6:00 AM update:
I'm tired, hopefully I didn't mess up something.

Added Link Spear compatibility.

Up Tilt:
- Startup increased. (7 -> 9)
- Endlag increased. (7 -> 10)
I made a typo last update, the endlag wasn't supposed to be 7 frames.

Dash Attack:
- Jumping window air friction increased. (0.22 -> 0.32)
Mainly to make the move feel stronger.

Up Strong:
= Retimed windows to have the final hit not be when the water is leaving.
= First four hits base knockback decreased. (1 -> 0.2)
+ First four hits angle changed. (270 -> 300)
+ First four hits angle flipper added. (4: Horizontal knockback sends toward the center of the hitbox)
+ First four hits SDI multiplier lowered. (1 -> 0.8)

Update: 11 Sep, 2021 @ 2:23pm

v2.2

The Neutral Special Rework that took longer than it should've update:

Reworked Neutral Special.
Re-added Geo Pebble and added Emera, which shatters on the ground and hurts foes who walk on them.
Hud now displays 4 icons for the new N-Special cooldowns and no longer displays F-Special cooldown.

Added 9 new alts:
Sableye
Manaphy
Gengar
Gardevoir
Munna
Dunsparce
Espurr
Ampharos
Golden Rank

Tweaked Portrait.
Changed Steam preview image to match.
Removed version number from CSS since Rivals now shows it by default.
Removed square slots from CSS.
Removed "Alt. " from CSS alt text.
For example: "Alt. 01: Default" changed to "01: Default"
Added game icons to CSS for most alts.

Tweaked some animations.
Idle
Jab
F-Tilt
U-Tilt
Forward Special
Up Special
N-Air
F-Air
B-Air
Respawn Platform
Edited Bullet Seed sprite.
Tweaked Abyss alt Geo Pebble sprite.
FSpecial projectile now changes appearance if you're using Abyss or Early Access alts.
Changed hit sounds on some moves.
Jab
U-Tilt
N-Air
F-Air (Sourspot)
Changed hit visual effect on U-Tilt.
Leaf hit effects now change color with alts.

FStrong sounds changed.
Updated CSS info.

Added some Dialog Buddy support.
Added two more Miiverse posts.
Amber hug taunt fixed (Eyes wouldn't match alts)

Removed extra files in sprites folder.
Fixed graphical error where FSpecial's wand gets recolored wrong for a single frame when hitting something.
Fixed Last Resort painting easter egg.

Added sound effect credit to Steam page description.

Balance Changes:

General:
- Dash speed lowered. (7.5 -> 7)
- Initial dash speed lowered. (8 -> 7.5)
- max_jump_hsp lowered. (6 -> 5)

Jab:
+ Removed whifflag on all 3 hits.
- Movement speed from Jab-1 -> Jab-2 transition removed. (HSP 2 -> HSP 0)
- Jab 1 size reduced and moved inward. (Width: 60 -> 50 | Height: 50 -> 40 | Hitbox_X: 48 -> 44)

Forward Tilt:
= Hitboxes tweaked to match animation changes.
= Getting parried now works like a physical attack despite the hitboxes being projectiles.

Up Tilt:
+ Endlag decreased. (12 -> 10)
= Hitboxes reworked.
+ Sweetspot now covers the first 3 frames, and the sourspot now covers 3 additional frames at the end.
Sweetspot:
- Base knockback increased, making the move harder to combo into itself. (7 -> 8)
- Knockback scaling decreased. (0.65 -> 4)
- Damage decreased. (6 -> 5)
Sourspot:
- Knockback scaling decreased. (0.5 -> 0.4)

Down Tilt:
+ Endlag decreased. (10 -> 8)
- Hitstun multiplier removed. (1.1 -> 1.0)

Forward Strong:
- Sweetspot hitbox size reduced. (Width: 60 -> 55 | Height: 50 -> 35)
- Sweetspot moved closer to Grovyle. (X: 55 -> 50)
= Sweetspot base hitpause lowered. (12 -> 10)
= Sourspot added to start of move. (Uses sweetspot's old size, shares damage/knockback/ect with other sourspot.)
- Sourspot knockback scaling lowered. (0.65 -> 0.4)

Forward Air:
= Shifted hitboxes upwards. (Y: 55 -> 50)

Back Air:
= Animation tweaks give the move more range while extending the hurtbox farther out.
- Landing lag increased. (7 -> 8)
- Startup increased. (8 -> 10)
- Sweetspot base knockback lowered. (6 -> 5.5)

Up Air:
- Startup increased. (10 -> 12)

Down Air:
- Base knockback lowered. (4 -> 3)
= Angle changed. (340 -> 270)

NSpecial (Treasure Bag):
= Reworked, no longer using a rotation system, you can now choose any item by pressing a direction. Items have individual cooldown.
Forward: Iron Thorn
Back: Blast Seed
Up: Geo Pebble (Hey, it's back.)
Down: Emera (New)

Emera:
= Throw an Emera into the ground, shattering it and leaving shards that damage foes who walk on them.
Shards go away after about 7 seconds.

Iron Thorn:
- Grounded throw HSP lowered. (18 -> 15)
- Air throw HSP and VSP lowered. (HSP: 13 -> 11 | VSP: 8 -> 7)
+ Lifetime increased. (15 -> 18)
- Knockback strength weakened. (5+0.7 -> 4.5+0.6)
= Hitpause lowered. (7+0.85 -> 5+0.6)
+ Startup reduced. (16 -> 13)
+ Endlag reduced. (24 -> 18)

Blast Seed:
+ Startup decreased. (15 -> 13)
+ Endlag decreased. (20 -> 18)
- Base knockback reduced. (7.5 -> 7)
+ Hitbox width slightly increased.

Forward Special (Pounce Wand):
+ Hitboxes tweaked to match animation changes.

+ Projectile angle can be changed quicker. (4.5 -> 5)
+ Projectile can be angled farther. (60 -> 75)
* Fixed issue where the max downward angle was less than normal if facing to the left.
+ If you hit someone with the projectile, you now pounce towards them instead of where they were when hit.
= HSP given when you're finished pouncing increased. (Ground: 5 -> 6 | Air: 4 -> 6.5 | Air if pouncing to foe: 4 -> 6.5)
= VSP given when you're finished pouncing in the air changed. (Now always set to -5 if pouncing to a foe)

= You now fall through platforms while pouncing.
= Pounce target position tweaked upwards slightly to let you pounce on platforms you're already standing on.
+ Pouncing window shortened, so you won't get stuck for as long. (60 -> 30)
+ You can now wall jump out of the pouncing window.

Up Special (Escape Orb):
= Hitboxes tweaked to match animation changes.
= Added one extra animation frame to end lag to make it transition into pratfall smoother.

Down Special (Dig):
= If the exiting hitbox or the kick hitbox is parried, Grovyle's horizontal speed is set to 0.
= If the spinning air hitbox is parried, Grovyle gets sent into pratfall.
+ No more helplessly flying off the stage.
- The move is now easier to punish.

Runes:
Moved rune G to rune M. (Now costs 3 slots.)
Rune G is now "Remove NSPECIAL item cooldowns." (Replacing "FTILT becomes Iron Thorn, NSPECIAL is always Blast Seed.")
Rune D no longer changes the angle of the final hit of D-Air. Description changed to match.
Rune O is now "FSPECIAL deals damage and hitstun." (Replacing "Taunt stuns foes.")

Update: 11 Sep, 2021 @ 2:21pm

v2.1 (Should have been 2.0. I didn't know how version numbers worked at the time.)

I included unused sound files that bloated the size, oops

Update: 14 Jul, 2021 @ 1:51pm

v1.4

The Gamefeel/Balance update that hopefully makes him fun to play:

New Up-Tilt
New Up-Air
Swapped the Abyss, Early Access, and Shiny alts around because apparently one of the slots is hard coded to be abyss themed.

Added Hikaru Title support
Also tried some things to make Hikaru's fakie Up-B and fakie Neutral-B work better even though Grovyle uses small sprites.
And Hikaru's fakie Taunt should have the Time Gear glow effect now.
Please let me know if this breaks something.

Changes:

General:
- Dash speed decreased. (8 -> 7.5)
- Max jump HSP decreased. (7 -> 6)
+ Jump change increased. (2.5 -> 3)
= Wall jump HSP decreased. (7 -> 6)
= N-Special and F-Special icons above hud swapped.
= Rune G changed to "USPECIAL no longer sends you into pratfall."

Neutral Special (Iron Thorn / Blast Seed):
= You now start the match with Blast Seed.
- Iron Thorn startup increased. (10 -> 16)
- Iron Thorn endlag increased. (21 -> 24)
= Iron Thorn angle changed. (50 -> 55)
- Iron Thorn knockback scaling decreased. (0.9 -> 0.7)
- Iron Thorn base hitpause decreased. (9 -> 7)
+ Blast Seed base knockback increased. (7 -> 7.5)
+ Blast Seed knockback scaling increased. (0.95 -> 1.0)

Forward Special (Pounce Wand):
+ Projectile is now faster again. (13 -> 14)
- Hitstun, knockback, and damage completely removed.
The move was never meant to be a free neutral win.
+ Pounce window length reduced. (120 -> 60)
This makes it so if you get stuck on a wall, you aren't stuck for as long.
* Projectile now disappears if you get hit during the move.

Down Special (Dig):
- Exit angles changed, overall you don't go as far.
+ Time spent underground decreased. (25 -> 20)
* Fixed bug where you can't dig if you were standing directly to the left of unstable ground (like Kragg's pillar).

Up Special (Escape Orb):
+ You can now control your horizontal speed during the move.
= Your vertical speed isn't stopped during startup.

Jab:
= Tweaked the animation a little to account for the smaller hitbox sizes.
- Jab-1 endlag increased. (10 -> 12)
- Jab-2 endlag increased. (12 -> 13)
- Jab-1 and Jab-2 hitbox moved and resized, overall it has less range.
- Movement speed from Jab-1 -> Jab-2 transition reduced. (HSP 3 -> HSP 2)
- Jab-1 base knockbase reduced. (4 -> 3) does this even do anything?
- Jab-1 and Jab-2 are now techable.
- Jab-3 angle changed. (30 -> 50)
+ Jab-3 knockback scaling increased. (0.15 -> 0.6)

Forward Tilt:
= Added one extra frame to endlag to help the move feel better in-game
= Tweaked seed sprite to have a darker outline.
Also tweaked the animation a little while I was at it.
- Startup increased. (9 -> 13)
- Endlag increased. (9 -> 12)
- "Active frames" decreased. (20 -> 15)
This does make the move quicker, though.
- All hits now give extended parry stun.
Since the move is a projectile, I couldn't figure out how to make parrying it work like other attacks.
= Base hitpause on the first 4 seeds decreased. (8 -> 5) does this even do anything either?
= Base hitpause on the last seed decreased. (8 -> 7)

Down Tilt:
+ Endlag decreased. (12 -> 10)
+ Hitstun multiplier increased. (1 -> 1.1)

Up Tilt:
= Is a new attack.

Dash Attack:
= Added dust effects on jump and land.
- Jump horizontal speed decreased. (10 -> 9)
- Landing hitbox knockback scaling decreased. (0.8 -> 0.65)
= Landing hitbox hitpause scaling decreased. (0.85 -> 0.7)
* Fixed bug where using the move right as you ran of an edge allowed you to use the move in the air.
Kinda, I think you can still do it, but if you can it's frame perfect and you'll only be in the air for the last frame of startup.

Forward Strong:
+ Sweetspot knockback scaling increased. (1 -> 1.1)

Down Strong:
+ Startup decreased. (11 -> 10)
+ Endlag decreased. (22 -> 18)

Up Strong:
- Damage decreaced on first four hits. (2 -> 1)
- Damage decreaced on last hit. (7 -> 6)
- Knockback scaling decreased on last hit. (1.2 -> 1.0)
= Hitpause scaling increased on last hit. (0.5 -> 0.7)

Forward Air:
= Angle changed. (50 -> 45)
- Sweetspot knockback scaling decreased. (1.0 -> 0.8)
= Sweetspot hitpause scaling increased. (0.35 -> 0.7)
- Sweetspot made slightly smaller horizontally.
+ Sweetspot made slightly bigger vertically to hit below him easier.
+ Sourspot lifetime increased. (3 -> 5)
= Sourspot increased in size, since the sweetspot has priority, this just lets it hit when the sweetspot is gone.
+ Also made sourspot slightly bigger vertically to hit below him easier.

Back Air:
= SFX changed.
- Startup increased. (6 -> 8)
- Sweetspot angle changed. (150 -> 40)
Sweetspot angle flipper added.
- Sourspot angle changed. (130 -> 60)
Sourspot angle flipper added.
+ Sourspot lifetime increased. (5 -> 11)

Up Air:
= Is also a new attack.

Down Air:
- Startup increased. (9 -> 10)
- Endlag increased. (7 -> 10)
+ Angle flipper changed on first 5 hits, this should make the move easier to connect.
+ Angle changed on final hit. (361 -> 340)
- Base knockback decreased on final hit. (5 -> 4)
- Base knockback decreased on final hit. (0.7 -> 0.4)

Help how do I balance stuff? 2

Update: 7 Jul, 2021 @ 8:26pm

v1.3

Boring balance update:

No visual changes, but I forgot to mention the respawn platform got outline last update.
Added that to the last version patch notes.


Removed empty scripts. please don't break anything
Changed version number to match what the game says it is. Apparently last update was 1.2 and we're on 1.3 now, huh.
Wait, why did Steam say 1.2 for this update at first? How does this thing work?

Balance Changes:

Forward Special (Pounce Wand):
- Startup increased. (8 -> 12)
- Cooldown increased. (50 -> 70)
- Projectile is now slower. (14 -> 13)
- Base hitstun lowered. (50 -> 12)
- Hitstun scaling lowered. (0.6 -> 0)
- Base knockback lowered. (3 -> 2)
- Projectile now has extended parry stun.

Down Special (Dig):
= Angle changes reworked.
+ You can now change direction again, doubling the exit angles.
- There are only two exit angles now instead of three.
= Holding back or forward sends you more horizontally, while holding diagonally upward sends at the default angle.
I'm bad at explaining things.

Up Tilt (Geo Pebble):
= Input changed for farther version. (Hold forward -> hold up and attack)
= Holding version speed changed. (HSP: 3.5 -> 2.5 || VSP: -8 -> -10)

Help how do I balance stuff?

Update: 6 Jul, 2021 @ 9:53pm

v1.2

Visual Changes:

Up Special light effect tweaked.
Dash attack now creates a hit effect when landing.
Dash attack landing hitbox has a new hit effect.
Up Strong water colors tweaked to look better with the Early Access Alt.
Respawn platform now has an outline.
CSS screen now has icons for the Abyss and Early Access alts.


Balance Changes:

Neutral Special (Iron Thorn / Blast Seed):
+ Iron Thorn gives less cooldown. (120 -> 60)
+ Iron Thorn projectile only gives cooldown once instead of the entire time it exists.
+ Blast Seed gives less cooldown. (150 -> 60)

Forward Special (Pounce Wand):
+ Cooldown reduced. (150 -> 50)
- Can only be used in the air once before landing, unless you hit another player, get hit, or walljump.
= Changed rune H from reducing cooldown to removing the once per air limitation.

Down Special (Dig):
= Holding back or forward now changes the angle you exit the ground with instead of the direction you exit.
- Can only be used in the air once before landing, unless you get hit or walljump.
= Kick window length reduced. (11 -> 7) (Less endlag, but you don't travel as far.)
- Kick endlag increased. (17 -> 20)
- Air spin hitbox width decreased. (30 -> 20)

Up Special (Escape Orb):
- Now sends you into pratfall.

Up Tilt (Geo Pebble):
- Default speed changed. (HSP: 3 -> 2 || VSP: -9 -> -8)
+ Holding outwards sends the rock flying farther forwards. (HSP: 2 -> 3.5)

Dash Attack (Slam):
= Base hitpause increased. (7 -> 8)
= Hitpause scaling added. (0.85)

Forward Strong (Blowback Orb):
+ Sweetspot damage increased. (3 -> 5)
- Sweetspot base knockback decreased. (9 -> 8)
+ Sweetspot knockback scaling increased. (0.7 -> 1)
+ Sourspot damage increased. (1 -> 3)
- Sourspot base knockback decreased. (7 -> 6)
+ Sourspot knockback scaling increased. (0.6 -> 0.65)
= Sourspot base hitpause decreased. (8 -> 7)

Neutral Air:
+ Landing lag decreased. (8 -> 4)

Forward Air:
+ Landing lag decreased. (11 -> 8)

Back Air:
+ Landing lag decreased. (10 -> 7)

Down Air:
+ Landing lag decreased. (8 -> 6)

I hope I didn't forget anything

Update: 5 Jul, 2021 @ 4:01pm

v1.1
Forgot to mark as finished. oops.

Update: 5 Jul, 2021 @ 3:04pm

v1.0