Rivals of Aether

Rivals of Aether

Cuphead
Viser 11-20 af 48 forekomster
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Opdatering: 5. aug. 2020 kl. 11:18

v1.86 - Very Minor Update

* Updated seasonal alt

Opdatering: 2. aug. 2020 kl. 23:26

v1.85

Addition:

* Added support for the newly released "Last Resort" stage

please stop adding new forms of support i'm begging you

Opdatering: 31. juli 2020 kl. 20:20

v1.85

Change:

* Mid-air Dash - Can now be cancelled into a wall jump during the recovery windows

Addition:

* Added support for the newly released "Trial Grounds" stage

Opdatering: 22. juli 2020 kl. 9:23

v1.83 - Slight "Fix"

* Down Special *
* Fixed an oversight where opening the menu on the respawn platform would, in most cases, cause the peashooter to instantly be selected and close the menu, due to both of these actions being bound to the same button

Opdatering: 21. juli 2020 kl. 17:04

v1.82

* Made roll and airdodge animations easier to read

Opdatering: 21. juli 2020 kl. 4:39

v1.80 - Major Balance Update

f = frames

Changes:

- Stats - Increased knockback adjuster (1.05 -> 1.15)

* CSS * Modified icon placements due to the new update changing where the gear icon is located

- Jab 1 - Increased endlag (5f -> 9f)

+ Up Tilt + Slightly increased size of hitboxes linking into the final hit

+ Forward Air +
+ Increased size of the 4th and 5th hitboxes
+ Increased base knockback on the final hitbox (5 -> 6)
+ Increased knockback scaling on the final hitbox (0.6 -> 0.8)

+ Up Air + Decreased endlag (14f -> 9f)

* Back Air *
+ Now has a sweetspot on the "cannon"
- Decreased active frames of front hitbox (16f -> 8f)
* Added hitbox that lingers 4f after the sweetspot and sourspot, but it does significantly less damage and knockback

* Down Air * Can now go through platforms as long as you're holding downwards

* Forward Strong *
+ Increased base knockback (7 -> 8)
- Decreased active frames (8f -> 5f)

+ Down Strong + Increased base knockback (8 -> 9)

- Neutral Special - Decreased horizontal movement speed

- Neutral Special - Peashooter - Decreased damage per shot (3 -> 2)

- Neutral Special - Lobber -
* Adjusted launch angle (361 -> 70)
- Decreased base knockback (4 -> 3)
- Removed knockback scaling

+ Neutral Special - Charge + Decreased charge time (90 frames -> 60 frames)

+ Up Special +
+ Increased super meter gain on hit (5% -> 10%)
+ Added knockback scaling

- Forward Special - Chaser EX -
- Decreased base knockback (4 -> 3)
- Decreased knockback scaling (0.45 -> 0.35)
- Decreased active time (7 seconds -> 4 seconds)
- Decreased damage (2 -> 3)
- Increased hit lockout frames (20 -> 30)

- Forward Special - Lobber EX -
- Decreased damage (30 -> 25)
- Now puts a cooldown on both Neutral and Forward Special for 30 frames after use

* Forward Special - Charge EX *
+ Added sweetspot
- Decreased sourspot damage (25 -> 15)

* Down Special * Pressing taunt while the menu is open will automatically select the default peashooter, similar to how pressing shield/parry will select the roundabout

* Taunt * Is now holdable

Additions:

* Added support for the Soulbound Conflict stage

* Runes are now complete and fully functional!

Opdatering: 13. juli 2020 kl. 0:53

v1.70

* Reverted Jab 1 endlag nerf (8f -> 5f)

Opdatering: 12. juli 2020 kl. 18:31

v1.70 - Balance Update

f = frames

Changes:

- Jab 1 - Increased endlag (5f -> 8f)

* Dash Attack *
* Adjusted launch angle (361 -> 50)
* Added hitpause

+ Down Air + Increased base knockback on all hitboxes by 1

+ Up Tilt + Decreased endlag (10f -> 8f)

+ Forward Strong +
+ Increased base knockback (6 -> 7)
+ Increased knockback scaling (0.95 -> 1.0)

+ Up Strong +
+ Decreased active frames on the first hitbox (5f -> 4f) (This is a buff because it makes it far less likely for it to invalidate the second hit of the attack. See the post in "Balance Suggestions" by ZoraTK for a better explanation of what I mean)
+ Increased base knockback on second hit (7 -> 8)

+ Down Strong +
+ Increased base knockback (7 -> 8)
+ Increased knockback scaling (0.9 -> 1.0)

- FSPECIAL - Roundabout EX -
- Decreased lifetime (350f -> 300f)
- Hitting Cuphead will cause this to disappear faster
- Parrying Cupheads attacks while this is active will now destroy it

Addition:
* Added support for the newly released "Mt. Dedede Stadium" stage

Opdatering: 5. juli 2020 kl. 19:40

v1.65 - Balance Update

f = frames

* Dash Attack *
+ Decreased endlag (24f -> 20f)
- Decreased base knockback (7 -> 6)

+ Down Tilt + Decreased endlag (12f -> 7f)

+ Forward Strong + Decreased minimum startup (9f -> 7f)

+ Up Strong + Decreased minimum startup (18f -> 15f)

+ Down Strong + Decreased minimum startup (14f -> 12f)

Opdatering: 24. juni 2020 kl. 1:11

v1.64 - Balance Update

Cuphead being too "fast" was a common complaint, meaning it was/is too easy for him to simply run away, making it impossible to approach him. For example, Up Special: the combination of the horizontal speed gained when angling this move alongside the ability to do a mid-air dash made it too easy for Cuphead players to instantly retreat to the other side of the stage. As a result, some of these changes are gonna be focused around certain moves that can be used for movement.

f = frames
u = units

* Stats *
- Reduced max air speed (6u -> 5u)

* Dash Attack *
* Adjusted launch angle (60 -> 361) (45 on aerial opponents, 40 on grounded)
+ Increased base knockback (4 -> 7)
- Increased endlag (21f -> 24f)

* Back Air *
* Holding backwards during the move won't send Cuphead as far of a distance (Makes it less likely for Cuphead players to accidentally SD)

* NSPECIAL - Chaser *
+ Removed parry stun
- Decreased projectile speed (20u -> 12u)
- Now properly reflects upon being parried, and will switch their target to Cuphead

+ NSPECIAL - Lobber + Increased meter gain per hit (2% -> 4%)

* Up Special *
+ Increased angled vertical speed (14.5u -> 16u)
+ Increased base knockback (4 -> 5)
- Increased startup (9f -> 12f)
- Decreased vertical speed (19u -> 18u)
- Decreased angled horizontal speed (9.5u -> 6u)
- Removed knockback scaling
- Increased endlag (8f -> 12f)