Rivals of Aether

Rivals of Aether

Cocua
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Update: 2 Oct @ 10:31pm

v4.1
NSPECIAL
+Properly fixed a bug where grabbed enemies would be permanently frozen if Cocua gets hit during the move's grab frames
USTRONG
+Properly implemented the lerp code by TehEnd that makes this move not drop people
NAIR
-Implemented whifflag
UAIR
~Corrected whifflag implementation
BAIR
-Increased endlag (14 -> 16)

Update: 1 Sep @ 6:36pm

v4.0
VORTEX GALLERY TIME!!
GENERAL
~Swapped the Illegitimate and Slayer alts for Cherry Bomb and Vortex gallery alts
~Added a bunch of victory quotes for characters in the Vortex 2025 roster!
~Fixed a bug where DSpec would carry over hurtboxes when going into stance moves
FTILT
~Adjusted hitbox to use circle shape instead of square
UTILT
+Reduced landing lag upon hitfalling (10 -> 6 frames)
USTRONG
-Decreased knockback scaling (8/1.1 -> 8/1)
~Move now uses lerp code instead of grab code, making it more consistent but removing its jank vortex properties (ty to TehEnd for coding this)
NAIR
+Adjusted last hitbox to no longer overlap with the second hitbox, now giving the move an extra 3 active frames
FAIR
-Nerfed hitbox size
-Added hitstun multi to the first hitbox 1 (1x -> 0.8x)
BAIR:
-Nerfed hitbox size
-Reduced damage (12 -> 11)
DAIR
+Decreased startup (8 -> 6)
NSPECIAL
~Fixed a bug where grabbed foes would be frozen if Cocua was hit during the grab hit startup
-Increased startup (5 -> 6)
-Adjusted hitbox size to not also be inside Cocua's body/past her arm
FSPECIAL
-Pulled back hitbox to be less disjointed
-Decreased damage scaling, now does 5% at base and up to 13% at max.
-Decreased active frames (12 -> 10)
-Increased startup after charging (4 -> 6)
-Increased endlag, both on whiff (16 -> 22) and on hit (9 -> 11)
-Ability to jump cancel now requires at least 1 Charge
-Removed the ability to jump cancel while charging if you have 3 Charges. Ability to jump cancel the move while you're moving with at least 2 Charges is still in-tact
USPECIAL
~Fixed a bug where you could jumpcancel the knee followups ending lag with 3 Charges
DSPECIAL (Knee)
~Adjusted stats compared to the UPSPECIAL Knee, having stronger sweetspot kbs scaling in exchange for being a harder input and having less verticality compared to USPECIAL.
+Increased sourspot strength (6/0.5 -> 6/0.7)
-Decreased sweetspot strength (8/1.1 -> 8/1)
DSPECIAL (Divekick)
-Move can no longer be airdodged out of freely past its initial frame. The move can now be air dodged or jumped out of when Cocua is near the blast zone. This retains the freedom to cancel out of it to avoid SDing near the blast zone while forcing Cocua to commit to the option if she goes for it.
-Increased endlag (17 -> 22)
-Reduced the size and active frames on the landing hitbox
-Landing hitbox decreased damage (9 -> 5)
DSPECIAL (Slam)
-Increased endlag (17 -> 20)

Update: 5 Aug @ 10:18am

v3.7
GENERAL:
+Decreased pratland time (20 -> 14)
+Slightly increased the time between Charge Recoil tickers, slightly reducing the held damage while you have Charges
~Fixed a bug where you could infinitely input DSpecial -> UTilt together in the air using a tilt stick input
JAB:
+Increased horizontal distance on Jab2
~Fixed a bug with Jab2 Aerial SFX playing multiple times on hit
USTRONG:
+Decreased startup (13 -> 12)
+Added grab code to keep foes aligned with the multi-hits/foes falling out when they graze the side of the move or go in at odd angles
~Adjusted angle (95 -> 90)
-Increased hitpause scaling on last hit (8/.65 -> 8/.7)
DSTRONG:
+Increased damage (8 -> 11)
+Decreased startup (19 -> 17)
~Adjusted angle (65 -> 70)
~Shifted hitboxes to cover both sides of Cocua equally
-Reduced hitbox height on Charge DStrong
NSPECIAL:
+Decreased startup (7 -> 5)
+Adjusted angle to be more favorable for follow-ups (70 -> 90)
-Increased endlag on hit (10 -> 15)
NAIR:
~Adjusted timings to make the move faster. As a result, it's less active overall, but has less endlag and downtime.
+Decreased startup (8 -> 7)
+Decreased landing lag (8 -> 4)
FAIR:
+Increased range and disjoint on both hitboxes
BAIR:
+Increased range and disjoint
~Move has been repurposed to be a slower but much stronger kill aerial. It's received a new visual update and SFX change to reflect this!
+Increased damage (7/.7 -> 8/.9, 9 DMG -> 12 DMG)
~Adjusted hitpause to match the moves new stats (9/.7)
-Increased startup and endlag (9 -> 12, 10 -> 12)
UAIR:
~First hit has been removed. The move now functions as something akin to Absa Uair -- a slow but large singular hitbox. While this removes Cocua's combo's potential with Uair1's quick start-up, it also gives her a much more consistent vertical kill option that prone to the whims of dropping thanks to Uair1.
~Reduced sourspot hitpause (7/.6 -> 6/.6)
-Startup has been adjusted to match the move's new properties (9/19 -> 15)
-Endlag increased (18 -> 21)
-Landing lag increased (6 -> 8)
DAIR:
+Slightly more knockback scaling (.25 -> .3)
+Can now hitfall on hit
-Late frame is less active (4 -> 2)
USPECIAL:
+Slightly increased base vertical height
+With at least 1 charge, you can now press Attack or Special before/during the arc of Cocua's jump to perform DSpecial's Knee! Unlike the DSpecial version, this one will put you into pratfall afterwards.
USPECIAL2 (KNEE):
+Increased hitbox size
+Increased sweetspot knockback scaling (8/1 -> 8/1.1)
+Increased sweetspot damage (7 -> 10)
~Fixed a bug where using this move out of USpecial would cause it to use USpecial's hurtbox
-Hitbox has been split into an early and late part, reducing its active strong frames.
DSPECIAL2 (DIVE SLAM):
+Increased power on initial spike (6/.5 -> 6/.6)
+Adjusted angle on landing hitbox to make it more potent (65 -> 45 with Angle Flipper 3)
+Increased landing hitbox size

Update: 5 Aug @ 10:16am

(don't mind me just mulling over the version number)
((steam has great patch notes features i swear))

Update: 5 Aug @ 9:58am

Update: 9 Jul @ 11:15am

v3.6
+Stance Down (Dive Kick) can now be air dodged out of when you're moving, giving you an option when it seems like you might otherwise SD.

Update: 19 Jun @ 11:06am

v3.5
~Jab2 and DSpecial2 repeating SFX bugs are (for real) fixed this time
~Taunting in Training Mode now provides you with 3 Charges
~Lowered Wavedash SFX Volume
+Increased jump heights (jump 10.8 -> 11, djump 9.5 -> 10, walljump_vsp 9 -> 10). This was done to round out her weird decimal's on her jump values relative to other characters and make her jumps more forgiving to use relative to her high gravity, especially when recovering off-stage where she is very reliant on walljumping and airdodge without Charges.

~Jab2 removed unnecessary overlapping hitboxes
~UTilt hurtbox fixed to use the hurtbox sprite instead of UTilt's default sprites
+FStrong (Charge version) increased hitbox size behind Cocua to make the move way less likely to graze past people if used directly up close/while dashing
+BAir, DTilt increased hitbox size to better match visual smears
+DSpecial now has a buffer window after teleporting where you can input a Stance move to cancel out the endlag of Cocua reappearing

Update: 26 May @ 1:34pm

v 3.4
~Fixed a shader_start() bug that caused Cocua's colors, colors of anyone she hits and stage colors/articles/properties to utterly freak out
~Added compatibility for mallow's RoR UES Contact Light stage
~Jab2 fixed repeating SFX bug

+UStrong increased kill power (BKB 7 -> 8, KBS 1 -> 1.1) to match Basecast UStrong's like Zetterburn
+UStrong adjusted angle flippers on two main hitbox groups (0/2 -> 4) to better keep foes in the rising multi-hits, especially if an enemy is clipped on the outer edges of either hitbox group
~UStrong: During freefall, if used off-ledge, you can now jump or airdodge out of the freefall if you're still in freefall near the ledge to prevent accidental SD'ing
-UStrong increased whifflag upon landing (10 -> 14)

+DAir reworked how code works, moving from hit_player to attack_update. Move now has much more hitpause (5 -> 10), making it more reactable for both players. During hitpause, Cocua also maintains her dair hit pose before transitioning into her double jump, making it much more visually clear what's going on during the move. These changes should hopefully make the move more appealing to use and feel less volatile during scrambles.

Update: 13 May @ 11:10am

v3.3
~Added a meter above Cocua that displays your Charge progress while charging a Strong, removing the guesswork involved in keeping track of how long you need to hold before releasing/parrying/etc.
-UTilt no longer ignores Parry Stun
-DSpecial jump cancelling when you have at least two Charges now requires a Charge to be used, keeping the tech in-tact but no longer making Cocua able to aircamp/circlecamp.
-Removed a tech where DSpecial could either cancel into jump or USpecial to gain a stupid amount of momentum

Update: 5 May @ 9:17am

v3.2
~Fixed a bug where dying at the horizontal blastzones while grabbing someone with NSpecial would cause Cocua to SD, but the other player would be sentenced to being trapped in an infinite limbo. NSpecial now has a horizontal blastzone check to stop Cocua right at either side, similar to how she stops at the bottom blastzone
~NSpecial's mid-hit grabs will no longer galaxy if used near the bottom blastzone
~Removed unused taunt hurtboxes
~DStrong Charge visual is now tied to the sprite instead of being its own separate VFX, removing its awkward visual overlap with regular DStrong and syncing the effect to hitpause when hitting an opponent