Rivals of Aether

Rivals of Aether

Chai
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Update: Dec 26, 2023 @ 2:17pm

Version 2.0 12/26/2023
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Surprise Holiday update! Thanks a lot to all of you that played Chai! Back from my dev break so here's some Chai fixes and changes that I really wanted to improve on but couldn't before.

Taking in all the feedback I've been seeing over the past few months, I've tried to incorporate and adjust as much as I could in this brand new update with the intent to fix all the issues that have been brought up with the character!

** = Major change

Balance Changes:

FStrong:
- Knockback decreased from 9 to 6
- Beat hit damage decreased by 1 (12 to 11)
- Beat hit knockback decreased by 2

Ftilt:
- First and Second hit knockback reduced by 1
- Final hit knockback reduced from 6 to 5

Dtilt:
- Decreased distance moved (HSpeed from 3 to 2)
- Knockback angle changed from 110 to 90
- Knockback reduced from 5 to 4

UpAir:
- Active frames increased from 4 to 5
- Increased hitbox X position (0 to -7)
- Increased hitbox Y position (-68 to -75)
- Increased height from 47 to 49

Nair:
- Adjusted vertical height when canceling hits into a jump (VSP changed from -5 to -3)

Fair:
- Decreased damage on first and second hit by 1
- Decreased damage on final hit by 2

NSpecial:
- ** Added a transparent tether chain while aiming to help visualize where the magnet hand will go!
- ** Added new fixed crosshair sprite to address mixel issue
- ** Added new sprite to show when crosshair is locked onto opponent

- ** Added falling momentum when activating special
- ** Added function where when Chai latches onto an enemy but hits a wall, instead of being sent into pratfall he wall techs
- Lowered aiming sensitivity slightly for easier aiming
- Moved starting position of Magnet Hand closer to Chai (Moved by 6 pixels closer)
- Increased cooldown slightly (120 > 125)
- Increased time duration (wind-up) before shooting projectile (from 27 frames to 55 frames)
- Decreased height Chai jumps when flying towards enemy (-9 to -7)
- Increased hitpause on 2nd landing hitbox from 10 to 13
- Increased hitbox on crosshair and projectile to make latching onto opponents much easier
- Adjusted projectile distance range so it doesn't exceed past its crosshair

FSpecial:
- ** When inputting attacks for the follow-up, Chai now faces backwards to attack enemies behind him
- ** Inputting the Down + Attack follow-up now uses the last hit of Chai's Ftilt
- ** Now if FSpecial isn't charged to a certain point (2 bell clicks), Chai will only strike once

- Increased start up time from 10 frames to 13 frames
- Increased hitpause on final hit from 15 to 18
- Decreased active hitbox time by 4 frames (15 to 11)
- Decreased damage on first two hits by 3
- Decreased damage on final hit by 3 (7 to 4)
- Additional horizontal speed given by Beat Hit version decreased from 3 to 2

DSpecial:
- Lowered frequency of voice lines so it doesn't get too overbearing when spamming attacks
- Lowered volume of overall SFX
- Adjusted activation hitbox to actually match the sprite
- Decreased hitpause on Macaron attack (from 10 to 8)
- Decreased knockback on Macaron attack (from 7 to 5)
- Decreased knockback on Korsica wind projectiles (from 6 to 4)

Adjusted hitboxes for attacks to better match their animations:
- Jab:
- FTilt
- FStrong:
First hitbox increased and placed closer to Chai
Second hitbox moved closer to Chai and increased width slightly (70 to 73)
- FSpecial:
Hitbox y-position lowered by 8 pixels
=============================

Bug / Aesthetic changes:

Upscaled Assist HUD to clean up the remaining mixel issues

Added dust cloud effects for using NSpecial (in Air) and FSpecial (Charging)

Adjusted offsets for sprites that seemed off to better match their animations

**Fixed mixels on most if not all sprites (HUD, Projectiles, USpecial Beam, etc)

===========================

Update: Aug 20, 2023 @ 6:11pm

8/20/2023
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v1.9

Another UPDATE (Small but Big)

*** Added Muno Phone compatability! This'll help with accessing information such as Chai's move set, what they are used for, frame data, and much more!
*** Changed how the CSS BPM Toggle icon is portrayed. The new look now shows ON when you have Stage BGM BPM set and OFF when you want a stable 130 BPM!

Update: Aug 8, 2023 @ 3:52pm

8 / 8 / 2023
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v1.8

HOT FIX UPDATE!

Sorry for the frequent updates but seemed like the BPM feature wasn't working properly. This patch will fix it slightly and make the speed change more apparent.

*** = Major change

***BPM adjustment to Base game Stages have be tuned to better match their song speeds

***Added a CSS button that allows you to toggle the Base Stage BPM change or to stay at a constant 130 BPM!
Click the Music note icon on the CSS to enable or disable. Enable will set BPM to 130 when match starts

Added base stages that were missing in the initial patch:
- CEO Ring = BPM 125
- Badger Co Mines = BPM 140
- Tutorial Grid X = BPM 130

Bug fixes:
- Fixed Assist Call HUD showing the wrong order of assists when on Korsica (Mac was placed on the 2nd slot)
- Fixed issue with restarting a match with Chai causing the game to crash

Attacks:

FStrong:
- Increased Knockback scaling on Beat Hit
- From .8 to 1.1
UStrong:
- Adjusted Knockback scaling on Beat Hit
- From .8 to 1.1

Update: Aug 8, 2023 @ 3:49pm

v1.6

Update: Aug 7, 2023 @ 8:32pm

v1.5

Update: Aug 7, 2023 @ 7:45pm

Update: Aug 7, 2023 @ 7:44pm

v1.4

Update: Aug 7, 2023 @ 7:43pm

8 / 7 / 2023
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v1.4

A huge change but small patch

*** = Major update stuff

Overall:

*** Added the ability to change the BPM function to be adjusted to a base stage's music!
- On by default, if you want to revert to a more stable BPM then hold Right + press Taunt in the match!
- When on a custom stage, BPM defaults to an approximate 130 BPM

Compatible with all BASE STAGES.
"Treetop Lodge" + "BPM: 150"
"Fire Capital" + "BPM: 140"
"Air Armada" + "BPM: 170"
"The Rock Wall" + "BPM: 135"
"Merchant Port" + "BPM: 140"
"Blazing Hideout" + "BPM: 145"
"Tower of Heaven" + "BPM: 140"
"Tempest Peak" + "BPM: 160"
"Frozen Fortress" + "BPM: 140"
"Aetheral Gates" + "BPM: 150"
"Endless Abyss" + "BPM: 150"
"The Spirit Tree" + "BPM: 120"
"Neo Fire Capital" + "BPM: 160"
"Swampy Estuary" + "BPM: 166"
"The Forest Floor" + "BPM: 165"
"Junesville" + "BPM: 140"
"Trouple Pond" + "BPM: 186"
"Practice Room" + "BPM: 130"
"Aether High" + "BPM: 129"
"Pridemoon Keep" + "BPM: 139"
"Frozen Gates" + "BPM: 144"
"The Tutorial Grid" + "BPM: 130"
"ROA Ring" + "BPM: 125"
"Neo Blazing Rail" + "BPM: 150"
"Neo Julesville" + "BPM: 150"
"Crystal Oasis" + "BPM: 150"
"Diamond Groove" + "BPM: 150"

Aesthetics:
-Adjusted the y-position of Magnet Hand coolbar by 5 pixels

Attacks:

FStrong:
- Increased the knockback of attack
- From 7 to 9
- Beat Hit: From 9 to 11
UStrong:
- Increased the knockback of attack
- From 8 to 10
- Beat Hit: From 9 to 11

Update: Aug 5, 2023 @ 3:31pm

v1.3

8/5/2023
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A rather big patch fix this time.
*** = Major change

***Added in change log compatability!***
- Don't want to always check the steam workshop for updates? Then just go into playtest and check it there!


Discovered some issues with some moves and got some feedback in terms of balancing!

Jab:
- Adjusted animation to make the move much smoother looking
- Adjusted the start up frames for each part of the move
- Jab 1: Frame 11 to Frame 6 (Current)
- Jab 2: Frame 28 to Frame 26
- Jab 3: Frame 50 to Frame 46
- Changed base knockback of move
- Jab 1: Knockback from 3 to 4
- Jab 2: Knockback from 3 to 4
- Adjusted end lag of move to better help with timing Beat Hits
- End lag increased from 8 to 10 for each jab

FTilt:
- Fixed hitbox of FTilt 1 from appearing before the animation entails
- Adjusted the start up frames for each part of the move
- FTilt 1: Frame 13 to Frame 10
- FTilt 2: Frame 39 to Frame 37
- FTilt 3: Frame 65 to Frame 63
- Changed hitbox height on FTilt 2 from 38 to 40
- Increased hitbox Y-Pos on FTilt 3 by 5 pixels higher

DTilt:
- Can now cancel move on hit
- Adjusted the start up of move
- From Frame 10 to Frame 7
- Adjusted end lag (whiff) of move
- From 10 (14) to 11 (15)

UTilt:
- *** Overhauled UTilt by changing the move from doing 1 hit to 2 hits ***
- Knockback values for UTilt 1 adjusted to accomedate Utilt 2 being added
- Adjusted the start up frames for each part of the move
- UTilt 1: Frame 12 to 10
- Utilt 2: Frame 19
- Adjusted end lag (whiff) of move
- From 5 (9) to 4 (8)
- Adjusted angle from 90 to 100 respectively, allowing much easier air follow ups
Nair:
- Adjusted start up frames
- Nair 1: Frame 11 to Frame 10
- Adjusted angle from 80 to 90
- Knockback scaling adjusted:
- Nair 1: .2 to .3
- Nair 2: .2 to .3

Bair:
- Changed Beat Hit SFX so that it differs from the normal hit

Uair:
- Changed Beat Hit SFX so that it differs from the normal hit

Dair:
- Changed Beat Hit SFX so that it differs from the normal hit

UStrong:
- Fixed the animation being mistimed when Chai starts the jump part of the move
- Adjusted the window and animation timing to accomedate this change.
- Chai's Voice now only says "HIGH PITCH PUNCH!" when he does the Beat Hit version of UStrong

NSpecial (Magnet Hand):
- Increased hit pause on tether slam from 8 to 10

FSpecial (Staccato Launch):
- Decreased the width of hitbox on slash from 90 to 60

USpecial (Harmonic Beam):
- Fixed bug where timing the Beat Hit has a chance to overlap sound effects, leading to a loud volume burst of SFX

DSpecial (Assist Call):
- Peppermint:
- Adjusted bullet spawn height to be higher by 10 pixels

Update: Aug 3, 2023 @ 12:45am

v1.1

8/3/2023
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Small Day 1 patch:

- Added finished tag
- Added new Tutorial mode for Chai Beat hit timings
- Can only be enabled in Training. Activate by holding Left and pressing Taunt. You'll hear a bell SFX once it's active
- Plays clapping SFXs alongside the beat hit timers to use as reference to assist with learning how to land Beat Hits

- Added win quote compatibility!
- No specific character ones yet however. Chai hasn't met them yet.