Rivals of Aether

Rivals of Aether

Geno
Showing 31-40 of 44 entries
< 1  2  3  4  5 >
Update: Jan 6, 2021 @ 2:58pm

v1.4

--VISUALS--
* HEY EVERYTHING IS RESHADED
* There is now a golden burst effect on Geno's body whenever a Timed Hit is successfully pulled off.

--BAIR--
* Animation adjusted.

--DAIR--
* Move now properly behaves when doing it from a shorthop on a grounded foe.

--FAIR--
* Animation adjusted.

--UAIR--
* Animation adjusted.

--USPECIAL--
+ Increased the distance the fireball travels when not angled and the move is used from the ground.
//This move felt like it was always objectively better to angle it up or down, now it should feel slightly better when using it angled neutral.

Update: Jan 4, 2021 @ 12:07pm

v1.3.4

--DAIR--
* Burst visual given a darker outline to improve visibility on bright BGs.

--FSTRONG--
* Burst visual given a darker outline to improve visibility on bright BGs.

Update: Jan 2, 2021 @ 11:20am

v1.3.3

--BAIR--
* Burst visual given a darker outline to improve visibility on bright BGs.

--DTILT--
* Burst visual given a darker outline to improve visibility on bright BGs.

--FAIR--
* Burst visual given a darker outline to improve visibility on bright BGs.

--FTILT--
* Burst visual given a darker outline to improve visibility on bright BGs.

--FSPECIAL--
* Projectile trail is now created at the same height as the projectile.

--UAIR--
* Burst visual given a darker outline to improve visibility on bright BGs.
* Increased the size of the burst visual to better match the hitbox.

Update: Dec 31, 2020 @ 3:31pm

v1.3.2
hotfix time

--DAIR--
* Fixed a bug in which the melee hit of DAir was triggering the projectile's detonation before the projectile existed, leading to an unintended result.
+ Projectile comes out 1 frame earlier.

--FSTRONG--
+ Projectile comes out 1 frame earlier.

Update: Dec 30, 2020 @ 4:44pm

v1.3.1

--DSPECIAL--
+ Energy bolts are now transcendent.
//This one just didn't make sense to not be transcendent honestly...

--USTRONG--
+ Bullets are now transcendent.
//This move just couldn't contest anyone falling on Geno with a hitbox, which was kinda dumb for an upwards-facing projectile move.

--RUNES--
* Fixed a bug in which Rune M's deathbox was larger than intended. Now Rune M makes Geno Whirl a much stronger hitbox instead of a deathbox.

Update: Dec 30, 2020 @ 4:44pm

whoops

Update: Dec 30, 2020 @ 10:13am

v1.3
The "I had no idea how hitpause works" patch. As well as just making some moves feel better to use.

--BAIR--
* Hitpause adjusted. [{Tipper, Muzzle, Leg}: 7+.35, 14+.6, 12+.6 -> 7+.7, 11+.9, 8+.7]

--DAIR--
- Projectile Damage [6 -> 4]
+ Projectile KB [4+.2 -> 4+.4]
+ When projectile hits an enemy, it will now stop moving, and the timed hit window will activate for the next 8 frames.
- Explosion Damage [8 -> 6]
- Explosion KB [8+.6 -> 7+.6]
//This move was inconsistent, sometimes hitting once, sometimes hitting twice, and the first hit had to be weak to try and connect into that second hit. Not anymore! Now, the first hit will always create the opportunity for the second, so the full damage combo was reduced from 14 to 10. Additionally, the spike on the projectile no longer needs to connect into the second hit through knockback, so the move can afford to be a little more powerful of a spike.
* Hitbox adjusted to better match the visual.
* Projectile now properly is destroyed when coming in contact with the ground.

--DATTACK--
* Hitpause adjusted. [6 -> 6+.4]

--DSTRONG--
* Hitpause adjusted [5+.4, 5+.4, 10+.8 -> 5, 5, 10+.8]

--DTILT--
* Hitpause adjusted. [9+.35, 12+.35 -> 8+.35, 10+.45]

--FAIR--
* Hit 1 KB reduced [6 -> 3.5+0.1]
//This should make it harder to connect multiple FAir1's in a row, but should make it easier to connect FAir1 into FAir2. Confirming FAir1 into other grounded moves should still be possible, though harder.
* Hit 2 Hitpause adjusted [6 -> 8+.6]

--FSPECIAL--
* Projectile now properly is destroyed when coming in contact with the ground.

--FSTRONG--
- Projectile Damage [7 -> 5]
- Projectile KB [7.5+1 -> 7+0.8]
- Projectile KB Angle [50 -> 60]
+ When projectile hits an enemy, it will now stop moving, and the timed hit window will open for the next 8 frames.
- Explosion Damage [10 -> 8]
- Explosion KB [10+1 -> 9.5+1]
//This move was inconsistent, sometimes hitting once, sometimes hitting twice, and both hits had to be strong to make up for that. Not anymore! Now, the first hit will always create the opportunity for the second, and as such the first hit is made much weaker and the full damage combo was reduced from 17 to 13.

--NSPECIAL--
* Beam visual now properly disappears when Geno is hit out of the move.

--UAIR--
* Hitpause adjusted. [{Tipper, Muzzle, Arm}: 7+.35, 14+.6, 12+.6 -> 7+.7, 10+.8, 8+.7]

--UTILT--
* Hitpause adjusted. [3, 3, 7+.35 -> 4, 4, 7+.45]

--USPECIAL--
* Projectile now properly detonates when coming in contact with the ground.

Update: Dec 23, 2020 @ 10:41pm

v1.2.2

--AESTHETICS--
* Amber "plush" support added! It uses the original Geno doll.

--STATS--
+ Dash Speed 6.5->7
+ Air Accel: 0.275->0.325
+ Max Jump HSP 4->4.5 (this impacts a running grounded jump)
//Geno was supposed to be kinda fast, as he's the fastest party member in SMRPG, however I kept it toned down due to not wanting to create a super fast projectile-heavy character. This little nudge towards faster movement should help Geno feel a lot better to play. Do note that while this air accel change is pretty big, it is severely hampered by his low max air speed (4).

--BAIR--
+ Damage 6/9/6 -> 8/9/6 (tip/muzzle/arm)
--JAB--
+ Jab 2 Damage 1/1/1/2 -> 2/1/2/2
--NAIR--
* Damage 2/2/5 -> 3/3/4
--UAIR--
+ Damage 6/9/6 -> 8/10/7 (tip/muzzle/arm)
//All in all Geno's damage output was a liiiiiittle bit underwhelming. These slight buffs to damage all around should make Geno feel more satisfying to play.

Update: Dec 22, 2020 @ 7:44pm

v.1.2.1

--DSTRONG--
- Hit 3 (Timed) KB: 10+1.15 -> 10+1.1
//This move was just a little too silly.

--USPECIAL--
* The final hit of the fireball no longer has an angle flipper when the fireball is launched from the ground.
- Final hit angle 60 -> 80 when the fireball is launched from the air.
//The angle flipper on this move was causing some issues when trying to follow up on it. This should remedy that.
+ Startup 32 -> 25 when the move is used in the air
+ Pratland time 10 -> 6
//apparently recovery still sucks lol

Update: Dec 15, 2020 @ 8:31pm

v1.2 again again
this doesnt really count as an update imo

--AESTHETICS--
* Adjusted the visual for Geno Whirl