Rivals of Aether

Rivals of Aether

Geno
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Update: Dec 13, 2020 @ 8:33pm

v1.2 again

BUGFIXES
* Fixed a bug where DAir and FSmash could be successfully detonating at any point in the move

FSPECIAL
* Adjusted the behavior of thrown Geno Whirl so it should not whiff against enemies at point-blank range

Update: Dec 13, 2020 @ 5:53pm

v1.2
Pretty significant balance changes here. This patch contains a lot of KB increases to help Geno better fit that 'glass cannon' archetype. In addition, it contains several QOL changes, such as making some Timed Hits easier. Lastly, landing lag was reduced across the board.

DAIR
+ Additional melee hitbox added to when the projectile is launched.
//QOL. Doesn't really change much, though it does mean this move now has a startup of 12 instead of 19.
+ Timed Hit Window 5f->8f

DSTRONG
+ Hit 3 KB 9+.9->9.5+1 [TH: 9.5+1->10+1.15]
//This move was unnecessarily weak.

DSPECIAL
* Duration until natural beam flurry decreased (4s->3s)
+ Projectile width increased
//This move felt bad. Now it should feel slightly less bad.

FAIR
+ Landing Lag 8->6
+ KB 7+.6->8+.85
+ Hit 1 Damage 3->4
+ Hit 1 Angle adjusted to better connect into the multihit.
//This move was mediocre at everything, so now it's a little better at everything!

FSTRONG
+ Projectile speed increased for uncharged variant.
+ Projectile begins moving and gains its hitbox 4 frames faster. (Startup: 31->27)
* Projectile KB 8+.9->7.5+1
+ Explosion Angle 70->55
+ Timed Hit Window 5f->8f
//This move is much deadlier. Enough said.

FSPECIAL
+ Momentum reduction decreased
//Makes this move a viable recovery mixup.
* Projectile now retains slightly more momentum when being detonated
//Makes this move easier to land a crit with.

JAB
+ Timed Hit Window 6f->8f
+ Jab 1 Angle adjusted to better connect into the multihit.

NAIR
+ Landing Lag 6->4

NSPECIAL
* Sound effects added at the finish mark of each Star Charge level.
+ Hit 4 Angle 55->45
//This move should be a bit easier to time, as well as being much deadlier with a sharper horizontal launch angle.

UAIR
+ Startup 13->11
+ Hilt Angle 60->80
+ Hilt KB 5+.6->7+.6
+ Hilt covers more area below and in front
+ Tipper KB 7+.7->8+.75
+ Sweetspot KB 9+.8->9+.85
//This move was pretty bad at everything, so now it's quite a bit better at everything!
//The hilt always felt lame to hit someone with, so now it should feel A Little Less Lame :tm:

UTILT
+ Hit 2 Damage 2->3 (full combo 7->8)
+ Move now properly goes into landinglag when touching the ground.
+ Fall speed increased when attack is missed.
//The above two changes change the endlag on whiff from 35 to 26, and also makes it a very strong hitfall option.
//This move was always a solid combo starter, but was very hard to actually hit with and had a ton of endlag if you missed. This should skew the risk/reward in the right direction.

USTRONG
+ Projectile KB 7+.9->7.5+1.1
+ Projectile speed increased
+ Timed Projectile spread increased
//This move was weak and inconsistent. Now it should be more strong and more consistent.

TAUNT
* SFX volume reduced slightly
//I recieved complaints about this being too loud, hopefully this is better.

Update: Dec 13, 2020 @ 8:34am

v1.1
Just some preliminary fixes to make moves feel a bit better. No major balance changes here.

DAIR
+ Height gained while falling increased slightly (-4 -> -4.5)
//This allows DAir to be better used as a stalling tool offstage when mixing up recovery.

DATTACK
* Fixed offset

DSTRONG
* Base Hitpause on first two hits reduced 7->5
+ Timed Hit window increased 4f->6f
//The timed hit on this move was crazy hard to hit. Both these changes should make it easier to pull off.

DSPECIAL
* Visual for the bolt updated to have a dark outline, for better visibility on bright stages

FSPECIAL
- Damage on critical hit reduced (20->16)
//This was kinda silly lol

USPECIAL (AIR)
* When aiming to either side, height travelled slightly reduced (-7 -> -6.5), [-11 -> -10] but distance travelled increased (+-4 -> +- 5.5) [+- 5.5 -> +- 6.5].
+ Timed Hit window increased 6f->8f
- Startup 30f->32f
+ Can now wall jump out of the move once the projectile has been launched
//The timed hit on this move was rather hard to hit, and this move was very predictable with not much difference between the arcs. Both these changes should improve recovery. The startup nerf was to add those extra two frames to input the timed hit.

Update: Dec 12, 2020 @ 12:10pm

v1.0

Geno joins the battle!!