Rivals of Aether

Rivals of Aether

Yuuto Ichika
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Update: Dec 22, 2020 @ 9:14pm

Minor update that further fixes the consistency around Up-B. This slightly changes the knockback angle of the second hit with slight location fixes to ensure that the full three hits are even more likely to connect. The base knockback of the weak hitboxes are also slightly tweaked to prevent enemies from slipping too low.

Update: Dec 18, 2020 @ 3:17am

This update aims to add consistency and balance out the usefulness of Yuuto's moveset. Here are the changes present:
- HUD now displays when Yuuto's flame and black hole are ready to be used.
- Rock can now slightly aim towards the enemy based on where they are.
- Blackhole now lasts a shorter time, has a shorter area of effect, and a weaker pull. However, black hole now has a weak hitbox when the black hole closes, giving the player the opportunity to land an extra hit if they react quick enough. This gives more utility to the black hole, while reducing spacing concerns for the opponents, along with giving the enemy an additional counterplay against black hole, as they can now parry the move to gain invincibility frames.
- Yuuto's flame covers less distance, has slightly more startup time, and has an extra second of cooldown
- Up B has adjustments to the hitbox angle, angle flipper, hitbox position/sizing,0 and enemy position correction to ensure that enemies are more likely to get hit by all three hits of Up B. The second hit of Up B occurs a frame faster.
- Forward air has an extra frame of landing lag
- Down tilt's knockback values has been slightly reduced by a few units to make it easier for players to perform a follow up. However, hitstun time has been reduced.
- Down air's base knockback and knockback multiplier has been increased by 0.1 to make it a more viable kill option.

Also, don't forget that Yuuto is now a playable character in her source material as part of the free 2020 update with a moveset partially inspired by her Rivals appearance.
https://store.steampowered.com/app/787070/Super_Ledgehop_Double_Laser/

Update: Dec 18, 2020 @ 2:54am

Update: Aug 15, 2020 @ 9:14pm

This update aims to give Yuuto a graphical upgrade, as well as improve the utility in Yuuto's moveset. In summary, here are the key changes:
- The black hole in Yuuto's Down B now has a new animated graphic to resolve the mixels issue present in the previous version, as well as properly reflect its actual range of effect better.
- The black hole was nerfed too much on the previous patch, thus the pull was made slightly stronger for this patch by 0.1 units and lasts longer by 3 frames.
- Down tilt now has a more consistent knockback angle no matter where on the flame the enemy gets hit from. It will generally send the enemy upwards or slightly towards you. It was also given slightly more hitstun and the knockback scaling is almost non-existent in this patch. With this change, down tilt's notable utility is now more towards kill confirms rather than for combos.
- When the flame from F-Special gets parried, the player that cast it will get hit back more consistently with less chance of escaping, making it slightly easier for enemies to punish.
- When the bullet from N-Special gets parried, the hitstun the player receives has been increased, making it easier for the enemy to perform a quick punish.
- When performing dash attack, the enemies' position will have slight corrections, making situations where they tech immediately on the ground after the first hit less likely to happen. This prevents Yuuto from getting killed unfairly just because she happens to land a dash attack, but the opponent gets sent towards immediately.
- When performing up special, the enemies' position will have slight corrections, making it less likely that the hits after first hit misses. This prevents Yuuto from getting punished for not connecting Up special properly, as it's a very unsafe move. It is still possible for enemies, however, to DI out to escape this powerful blow, but it was made more difficult.
- F-Special now has a larger hop during its startup frames. This makes it where the flame comes out on the same horizontal axis to where you started casting it. To give the same feel as before when players shoot flames in an angle while on the air, the vertical speed of the flame has been increased.
- Online character select colors has been fixed
- Added support for Miiverse (multiple functional artworks), Mt. Dedede and Soulbound Conflict

Update: Jul 2, 2020 @ 3:07am

v1.9

This update aims to find the middle-ground between Yuuto Ichika's somewhat powerful initial release and Yuuto Ichika's endless heavy nerfs throughout time while fixing prevalent issues, such as Yuuto's general difficulty with building damage, moves not hitting completely, and Yuuto struggling to approach without always in a risk of getting punished easily. Black hole's ability to absorb will still not return on this update.
List of changes:
- Up-B now has three hits to help make all the hits land more consistently with a total damage of 10% rather than the previous 9%
- Side-B Flame now reflects back towards Yuuto upon parry, but parrying flames are now easier due to a hitbox issue being fixed
- Fixed issue where Neutral B bullets disappear when they're touching a non-solid platform on the first frame
- Neutral-B bullets no longer put Yuuto in extended parry stun, however the bullets get reflected directly back to Yuuto.
- Neutral-B bullets are 1.2x faster
- Down-B's radius is 20 units narrower
- Back Air no longer puts Yuuto into extended parry stun, however the laser gets reflected back to Yuuto
- Back Air landing lag went from 12 frames to 10 frames
- Back Air base knockback went from 5 units to 7 units
- Back Air hitstun multiplier went from 1.1 units to 0.9 units
- Neutral Air knockback scaling went from 0.3 units to 0.26 units
- Forward Air tippers' damage values went from 6% to 9%, with hitbox readjustments to make it not as strict
- Forward Air non tipper damage values went from 4% to 5%
- Forward Air landing lag went back to 12 frames, as opposed to 14 frames
- Up Air tippers' damage values went from 7% to 9%
- Down Air landing lag went from 13 frames to 11 frames
- Forward Tilt horizontal speed went from 4 units to 2 units
- Jab base knockback values increased by 1.0 units, with angle readjustments to make hits more consistent for tilt followups
- Up Smash total damage went from 9 units to 11 units
- Down Smash now has 2 more frames of endlag
- Hitting and riding Neutral Air rocks now deal 10% of damage as opposed to 9%
- Slight readjustment to the hopping mechanic when parrying riding rocks for punishing purposes
- Up-tilt now deals a total of 6% of damage rather than 5%

Update: Jul 2, 2020 @ 1:13am

v1.8

Update: Jul 2, 2020 @ 1:06am

v1.7

Update: Jun 20, 2020 @ 7:38pm

v1.6

Update: Jun 8, 2020 @ 9:51am

v1.5

Update: Jun 7, 2020 @ 7:47pm

v1.4