Rivals of Aether

Rivals of Aether

Sonic the Hedgehog
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Update: 26 Aug @ 2:45pm

v1.8

General:
= Fixed issue where Sonic could occasionally trick out of hitstun

Jab:
= Hit 1 angle changed (40 -> 361)

Ftilt:
- Active frames decreased (4 -> 3)
- Start up increased (5 -> 6)
- Horizontal speed decreased (6 -> 5)
- Endlag increased (12 -> 13)

Utilt:
+ Hit 1 lifetime increased (2 -> 3)
+ Hit 2 lifetime increased (2 -> 4)
- Hit 1 endlag decreased (10 -> 8)
= Fixed issue where Utilt's 1st hit had different hit sound on different hitboxes

Dtilt
- Active time decreased (4 -> 3)
- Startup time increased (5 -> 7)
- Hitbox width decreased (128 -> 104)
- Endlag increased (12 -> 13)
= Hitbox's X position moved forward (28 -> 36)

Dattack:
- Landing lag increased (6 -> 10)

Fstrong:
- Sweetspot's X position moved back (72 -> 62)

Dstrong:
- Final base knockback added to the tornado hitbox (9 -> 8)

Fair:
+ Vertical speed gained on hit increased (0 -> -1)
+ Final hitbox width increased (96 -> 120)
- Forward momentum removed
= Hitboxes adjusted to be more consistent and better match the animation
= Hits 1 & 3 position changed (x: 24 -> 30 | y: -28 -> -32)
= Hit 2 position changed (x: 24 -> -30 | y: -28 -> -32)
= Hit 4 position changed (x: -24 -> -30 | y: -28 -> -32)
= Hitboxes 1-4 Position shifted inwards to compensate for the changes above (x: 24 -> 12 | y: -28 -> -32)

Uair:
- Hitbox size decreased (x: 80 -> 72 | y: 38 -> 36)
- Hitbox position shifted (x: 16 -> 14 | y: -64 -> -60)

Bair:
- Sourspot width decreased (64 -> 48)
- Sourspot X position moved inwards (8 -> 0)

Nspecial:
+ Base knockback increased (6 -> 6.5)
+ Knockback scaling increased (0.4 -> 0.5)
+ On hit end lag decreased (20 -> 16)
- Hitstun multiplier decreased (1 -> 0.8)

Fspecial
- Endlag increased (uncharged: 12 -> 14 | rocket accel: 12 -> 18)
- Iasa added to the no direction grounded endlag windows

Abyss Runes:
+ Runes E and G added
= Rune G moved to rune L
= Rune L moved to rune M
= Rune M moved to rune N

Rune A:
+ Damage increased (1 -> 3)

Rune B:
+ Super Sonic dash launch angle changed (80 -> 45)
- Super Sonic dash base hitpause decreased (8 -> 6)
= Super Sonic dash sfx changed

Rune C:
+ Sonic can now bounce on articles
+ Hitbox now persists rather than disappearing on hit
+ Hitbox comes out a frame later so it can be hitfalled from ground
+ Spinjump knockback increased (base: 5 -> 7 | 0.2 -> 0.3)
+ Hitbox size increased (width: 48 -> 72 | height: 48 -> 72)
- Damage increased (2 -> 5)
- Hitstun multiplier increased (0.5 -> 0.75)
= Knockback angle changed (50 -> 55)

Rune D:
+ Boost charge rate doubled
+ Lightspeed charge ring attraction range increased
+ Lightspeed charge now generates rings when none are nearby

New Rune E:
+ Tapping nspec performs homing attack and allows it to travel through platforms
+ Allows rune H to lock onto multiple enemies instantly

New Rune G:
+ Hold special during Dspecial when landing to perform a drop dash

Rune H:
+ Increased homing strength
+ Maximum target count doubled with Super Sonic
= Homing attack now targets the next player when whiffing
= Homing attacks can only hit the target they’re locked onto
= Fixed issue with getting stuck on ground occasionally when locking onto multiple targets
= Fixed issue where 3rd target wouldn’t get properly homing attacked
= Fixed issue where homing attack didn’t properly travel through platforms at times

Rune I:
+ Fixed trick vertical speed increased (-2 -> -8)

Rune N:
+ Collecting a ring now gives Sonic 2 rings instead of 1
+ Super Sonic's Fair retains its momentum and old multihits
= Nspecial air dash speed is partially influenced by Super Sonic’s current momentum

Update: 24 Apr @ 12:13am

v1.7

= Fixed uair using an old placeholder sprite

Update: 12 Dec, 2024 @ 8:19am

v1.65

= Fixed rainbow ring applying hitpause to players that hit it with projectiles

Update: 5 Dec, 2024 @ 4:40pm

v1.64

= Fixed rune G not giving Sonic Boost

Update: 5 Dec, 2024 @ 4:39pm

Update: 27 Nov, 2024 @ 4:53pm

v1.63

= Fixed Rainbow Ring's detection hitbox disappearing from certain interractions like clairen's field

Update: 30 Oct, 2024 @ 3:24pm

v1.62

i forgot to set him to not stay visible forever lol that'd be weird

Update: 30 Oct, 2024 @ 3:22pm

v1.61

= Sonic no longer cheats death with a Rainbow Ring
= Fspecial's stronger charge window can stay for longer

Update: 30 Oct, 2024 @ 9:39am

v1.6

General:
= Fixed sonic's AI recovery
= Sonic getting hit by hitboxes that don't stun no longer interrupt combos
= Passive boost drain speed altered (base: 1:6 -> 1:8 | boost: 1:3 -> 1:2)
= Sonic can no longer trick if he got hit (this applies to a very niche case where he trades hitboxes and the hitbox had low hitstun)
+ Parrying now counts as a combo hit
+ Combo threshholds decreased
(good: 3 -> 2 | great: 5 -> 3 | nice: 7 -> 4 | jammin': 9 -> 5 | cool: 11 -> 6 | radical: 13 -> 7 | tight: 15 -> 8 | awesome: 17 -> 9 | extreme: 19 -> 10 | perfect: 21 -> 11)
+ Removed combo interruption penalty
+ Regular land time in Boost Mode decreased (6 -> 4)
+ Sonic can now build up speed with wavelands a lot more effectively (you should still space out wavelands though)
+ Sonic now slightly speeds up when dash turning
+ When stopping, turning and walking Sonic gains more speed instead of losing it completely
+ Added wind effect on portrait when Sonic wins with Boost Mode
+ Added extra grace period after a combo that doesn't count for a combo, before boost depletes again
+ Sonic can now trick out of landing lag too
+ Max boost decreased (300 -> 200)
+ Boost gain increased on individual hits (base: 0.75 -> 2 | boost: 1.5 -> 2)
+ Sonic now gets some extra boost on every active kill (base: max:4 | boost: max:2)
+ Boost gain on parry increased (base: 60 -> max:2 | boost: 80 -> max)
- Boost loss multiplier on getting hit increased (base: 0.5 -> 4 | boost: 1.5 -> 4)
- Boot loss on parry increased (base: 20 -> max:2 | boost: 40 -> max:2)
- Boost mode minimum air speed and air accel decreased (air speed: 8 -> 6.5 | air accel: 0.4 -> 0.35)

Presentation:
= Parrying now has an indicator in the hud for how much was added to your boost
= Loathsome Copy alt's buckle on the victory portrait now gets colored properly
= Fixed eyes on the It Takes One Bad Day alt's super form not turning black correctly
= Big Drip alt no longer makes the playtest CSS background black
= Boost meter on the Big Drip alt is no longer transparent
= Big Drip alt's victory portrait now has an animated water effect like the in-game sprites and CSS
= Boost Mode now gives sonic a glowing outline around him
= Looping sounds should now work properly in dittos
= Aura smears like on Nspecial and Fspecial no longer move in hitpause
= Boost meter is lined below it too
= Homing Attack range view is now drawn using primitives to more accurately portray the range, with different shades of blue to show dection
+ The CSS playtests now have an indicator for sonic's Boost

Jab:
+ Jab 3 horizontal speed increased (6 -> 8)
- Jab 2 cancel time increased (4 -> 6)

Utilt:
= You can now do the 2nd attack without holding up

Dstrong:
= Fixed movement at the end being inconsistent
= The initial hit should now launch enemies towards the center of the blue tornado
= Initial hit angle flipper removed (4 -> 0)
= Initial hit base knockback increased (7 -> 8)
+ Blue Tornado damage increased (7 -> 8)

Bair:
= Updated animation so it looks cooler

Nspecial:
= Fixed Homing Attack clashes not working properly
= If Sonic hits a wall with Homing Attack he will now bounce off it similarly to the ground
+ When clashing with a Homing Attack, Sonic's once per airtime limitation is removed, allowing him to chain Homing Attacks
+ Homing Attack now goes on for longer
- Homing Attack homing curvature decreased

Uspecial:
= Fixed rainbow ring not deleting hitboxes properly when cancelling animations
= Rainbow Ring now flashes 1 second before it's going away
= If you hold forward durring the Rainbow Ring throw in the air, it gets thrown horizontally based on how fast Sonic was moving
= If Sonic spawned a Rainbow Ring that got it's owner changed, Sonic now creates a 2nd ring instead
= When Sonic hits a Rainbow Ring that used to be owned by him, it will now disappear
= Invincibility is no longer ignored by the Rainbow Ring
= The Rainbow Ring now spawns a hitbox to launch players up
= Rainbow Ring now has a proper priority system based on certain conditions:
1. parrying player (letting the game decide, likely port priority)
2. owner of the rainbow ring
3. teammates (letting the game decide, likely port priority)
4. NPC players
5. enemies (letting the game decide, likely port priority)
6. article enemies
+ If a player that got galaxied gets set into the rainbow ring they will be sent x1.2 faster to gaurentee the kill
- Super armored enemies and enemies with soft armor 10 and up now ignore the Rainbow Ring

Fspecial:
= Fixed weird 1 frame hitboxless gap that appeared when Sonic transitions from the sweetspot to the sourspot
= Fixed smear not going away when landing with the uncharged version
= Rocket Accel no longer cancels your fastfall
= Tweaked trail VFX so it looks perfectly straight when using Rocket Accel
= Rocket Accel is no longer affected by gravity

Taunt:
= If Sonic has an active combo and he lands, for 6 frames after landing taunt will stop the combo as if he tricked and doing a shorter version of the animation

Abyss Runes:
= Tweaked Super Sonic music
= Fixed Super Sonic max_air_speed not being applied properly, it now applies
= Rings with the super sonic rune now don't drop from player 5s and stage articles (not including the Gatekeeper boss)
= Super Sonic rune now plays a 1up sound every new 100 ring milestone reached (resets every stock)
= Fixed ring count becoming 1,000 for 1 frame, they still get collected but don't count for the ring amount
+ Added Rune K

Workshop Compatibilities:
+ Added shortcut to get full Final Smash meter in training mode (parry + taunt)
+ Added beam clash compatibility with Fspecial
= Outskirts Invasion enemies now get affected by the Rainbow Ring

Update: 3 Sep, 2024 @ 3:15am

v1.51

minor fix to the illegal instruction alt's portrait