Rivals of Aether

Rivals of Aether

Yuuko Aioi
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Update: 14 jun om 0:08

v1.69

Utilt:
~ Base hitpause 8 -> 6.

Nair:
~ Adjusted startup animation slightly.
~ Base hitpause 8 -> 6.

Fspecial:
- Use of this move now only counts as a "use" / advances the lucky queue after startup (on frame 16) rather than on frame 1.
+ This also means, however, lucky Fspecial will not be consumed when Yuuko is interrupted out of the startup. Note that this does not apply when it is performed with the weenie buff.
- If Yuuko is parried while the lucky version of this move is next in queue, the queue will reset and the next lucky use will be wasted.

If Yuuko has both Lucky Fspecial in queue and the buff from eating a weenie, only the buff will be removed on parry.

Uspecial (Mogura Aid):
- Frame this move can be cancelled into pratfall 9 -> 25.
~ Now has a sound cue when cancelled into pratfall, much like Mollo's Uspecial.
- Use of this move now only counts as a "use" / advances the lucky queue after startup (on frame 9) rather than on frame 1.
+ This also means, however, lucky Uspecial will not be consumed when Yuuko is interrupted out of the startup. Note that this does not apply when it is performed with the weenie buff.
- If Yuuko is parried while the lucky version of this move is next in queue, the queue will reset and the next lucky use will be wasted.

If Yuuko has both Lucky Uspecial in queue and the buff from eating a weenie, only the buff will be removed on parry.

Most of these nerfs are not meant to be *too* harsh, just to make it harder for lucky moves to get by simply mashing/cancelling things out of disadvantage. Surely they will be fine and less frustrating to deal with after this :clueless:

Dspecial:
~ Added particles to salmon.

Update: 31 mei om 15:05

v1.68

hotfix lol

Fstrong:
~ Fixed a bug where, in a match with more than 2 players, taking collateral damage from the suplex portion of Yuuko's Fstrong would cause the player not being grabbed to teleport into the suplex instead.

Update: 30 mei om 11:24

v1.67

General:
~ Adjusted colors on "Mal" alt to fit the character's modern color scheme more.

Dattack:
~ Added a sound effect on startup to make the move less difficult to react to.

Uair:
~ Adjusted animation to be less stiff.
~ Updated animation's visual effects.
~ Hitbox placements and sizes slightly adjusted to accomodate for above changes; "scoop" hitbox now has a little less range behind Yuuko, but also covers a little more in front of her.

Nspecial (Tako-san Weenie):
~ In ditto matches, weenie now passes through other weenies spawned by an opposing Yuuko rather than having them both be destroyed when colliding. This also makes the move work with stuff like the Bullet Hell buddy :eggdog:

Ustrong:
- Endlag increased 20 -> 24.
~ Endlag animation adjusted slightly.

This move has very similar startup and endlag stats as Sylvanos' Ustrong, but the key difference that gave it an edge over his is that it's nearly nine times as active (even more so with the weenie) and doesn't have the sourspot his has. Hopefully this should make it less oppressive against people recovering high and make the move less dumb to throw out.

Update: 18 mei om 23:53

v1.66

hotfix

Jab:
~ Fixed a bug where using scissors Jab 3 on weenie would render Yuuko unable to eat it with Nspecial 2.

Bair:
+ Hit 1 hitstun multiplier 0.75x -> 0.8x.

Update: 18 mei om 18:35

v1.65

Jab:
~ Reworked the special interaction of Jab 3.

Previously: Jab 3 goes through a rotation in order of rock, paper, and scissors. Landing rock gives counts as a use of Dspecial, landing paper counts as a use for Uspecial, and landing scissors counts as a use for Fspecial.

Now: Jab 3 goes through a rotation in order of rock, paper, and scissors. All instantly fully charge weenie and launch it with their own unique physics.

I was dissatisfied with the gimmick of previous effect and it personally didn't feel very useful to me given her other tools. Hopefully this one should be more fun to mess around with.

Dair:
~ Base hitpause of initial hit reduced: 6 -> 4.
~ Base hitpause of all other multihits reduced: 4 -> 3.

To make the move feel less cutscene-y.

Bair:
- Hit 1 hitstun multiplier 1.0x -> 0.75x.

Update: 17 mei om 20:30

v1.64

Fspecial (Torpedo Flop):
- Startup (both versions) increased 12 -> 15.
- Base knockback of regular version reduced (7 early, 6 late) -> (6 early, 5 late).
- Base knockback of lucky version reduced (8 early, 7 late) -> (7 early, 6 late). Backstab KB stats are also adjusted accordingly.
- Yuuko now has increased air friction during the endlag of this move (0.03 -> 0.06), effectively reducing the distance she goes during this window. This should hopefully make her less frustrating to punish.

Dspecial (Weather Report):
~ Angle Kokeshi and Cow changed: 50 -> 60. This is more of a sidegrade than a nerf, since while it makes it harder for Yuuko to hit herself and escape disadvantage now, this also makes it more viable for combos.
- Self-hitstun reduction removed. The above point about escaping disadvantage with this move made me realize that it was kind of dumb to put on this in hindsight.

Update: 23 apr om 18:32

v1.63

~ Dust and hit colors changed.

Update: 14 apr om 19:17

v1.62

minor tweaks

General:
- Leave ground max 7 -> 6.

This is an artifact of my coding from 2 years ago. I didn't realize how important this stat was back then, and now I think it's a little too fast for a character of Yuuko's nature.

Fstrong:
- Grab hitbox shrunk.

Update: 9 apr om 16:13

v1.61

Dstrong:
- Angle 45 -> 50.

Update: 15 mrt om 13:35

v1.60

Ustrong:
- Base hitpause of multihits 4 -> 2. This should make the move a bit less cutscene-y to get hit by, and also weaken the amount of time it can become active when hitting the Nspecial weenie with it.
~ Hitpause scaling of final hit 1.0 -> 1.1.

Dspecial (Weather Report):
~ Fixed a bug where Yuuko could use the kokeshi to create landmines in violation of the Geneva Convention