Rivals of Aether

Rivals of Aether

Sonic the Hedgehog
Showing 1-10 of 25 entries
< 1  2  3 >
Update: Apr 24 @ 12:13am

v1.7

= Fixed uair using an old placeholder sprite

Update: Dec 12, 2024 @ 8:19am

v1.65

= Fixed rainbow ring applying hitpause to players that hit it with projectiles

Update: Dec 5, 2024 @ 4:40pm

v1.64

= Fixed rune G not giving Sonic Boost

Update: Dec 5, 2024 @ 4:39pm

Update: Nov 27, 2024 @ 4:53pm

v1.63

= Fixed Rainbow Ring's detection hitbox disappearing from certain interractions like clairen's field

Update: Oct 30, 2024 @ 3:24pm

v1.62

i forgot to set him to not stay visible forever lol that'd be weird

Update: Oct 30, 2024 @ 3:22pm

v1.61

= Sonic no longer cheats death with a Rainbow Ring
= Fspecial's stronger charge window can stay for longer

Update: Oct 30, 2024 @ 9:39am

v1.6

General:
= Fixed sonic's AI recovery
= Sonic getting hit by hitboxes that don't stun no longer interrupt combos
= Passive boost drain speed altered (base: 1:6 -> 1:8 | boost: 1:3 -> 1:2)
= Sonic can no longer trick if he got hit (this applies to a very niche case where he trades hitboxes and the hitbox had low hitstun)
+ Parrying now counts as a combo hit
+ Combo threshholds decreased
(good: 3 -> 2 | great: 5 -> 3 | nice: 7 -> 4 | jammin': 9 -> 5 | cool: 11 -> 6 | radical: 13 -> 7 | tight: 15 -> 8 | awesome: 17 -> 9 | extreme: 19 -> 10 | perfect: 21 -> 11)
+ Removed combo interruption penalty
+ Regular land time in Boost Mode decreased (6 -> 4)
+ Sonic can now build up speed with wavelands a lot more effectively (you should still space out wavelands though)
+ Sonic now slightly speeds up when dash turning
+ When stopping, turning and walking Sonic gains more speed instead of losing it completely
+ Added wind effect on portrait when Sonic wins with Boost Mode
+ Added extra grace period after a combo that doesn't count for a combo, before boost depletes again
+ Sonic can now trick out of landing lag too
+ Max boost decreased (300 -> 200)
+ Boost gain increased on individual hits (base: 0.75 -> 2 | boost: 1.5 -> 2)
+ Sonic now gets some extra boost on every active kill (base: max:4 | boost: max:2)
+ Boost gain on parry increased (base: 60 -> max:2 | boost: 80 -> max)
- Boost loss multiplier on getting hit increased (base: 0.5 -> 4 | boost: 1.5 -> 4)
- Boot loss on parry increased (base: 20 -> max:2 | boost: 40 -> max:2)
- Boost mode minimum air speed and air accel decreased (air speed: 8 -> 6.5 | air accel: 0.4 -> 0.35)

Presentation:
= Parrying now has an indicator in the hud for how much was added to your boost
= Loathsome Copy alt's buckle on the victory portrait now gets colored properly
= Fixed eyes on the It Takes One Bad Day alt's super form not turning black correctly
= Big Drip alt no longer makes the playtest CSS background black
= Boost meter on the Big Drip alt is no longer transparent
= Big Drip alt's victory portrait now has an animated water effect like the in-game sprites and CSS
= Boost Mode now gives sonic a glowing outline around him
= Looping sounds should now work properly in dittos
= Aura smears like on Nspecial and Fspecial no longer move in hitpause
= Boost meter is lined below it too
= Homing Attack range view is now drawn using primitives to more accurately portray the range, with different shades of blue to show dection
+ The CSS playtests now have an indicator for sonic's Boost

Jab:
+ Jab 3 horizontal speed increased (6 -> 8)
- Jab 2 cancel time increased (4 -> 6)

Utilt:
= You can now do the 2nd attack without holding up

Dstrong:
= Fixed movement at the end being inconsistent
= The initial hit should now launch enemies towards the center of the blue tornado
= Initial hit angle flipper removed (4 -> 0)
= Initial hit base knockback increased (7 -> 8)
+ Blue Tornado damage increased (7 -> 8)

Bair:
= Updated animation so it looks cooler

Nspecial:
= Fixed Homing Attack clashes not working properly
= If Sonic hits a wall with Homing Attack he will now bounce off it similarly to the ground
+ When clashing with a Homing Attack, Sonic's once per airtime limitation is removed, allowing him to chain Homing Attacks
+ Homing Attack now goes on for longer
- Homing Attack homing curvature decreased

Uspecial:
= Fixed rainbow ring not deleting hitboxes properly when cancelling animations
= Rainbow Ring now flashes 1 second before it's going away
= If you hold forward durring the Rainbow Ring throw in the air, it gets thrown horizontally based on how fast Sonic was moving
= If Sonic spawned a Rainbow Ring that got it's owner changed, Sonic now creates a 2nd ring instead
= When Sonic hits a Rainbow Ring that used to be owned by him, it will now disappear
= Invincibility is no longer ignored by the Rainbow Ring
= The Rainbow Ring now spawns a hitbox to launch players up
= Rainbow Ring now has a proper priority system based on certain conditions:
1. parrying player (letting the game decide, likely port priority)
2. owner of the rainbow ring
3. teammates (letting the game decide, likely port priority)
4. NPC players
5. enemies (letting the game decide, likely port priority)
6. article enemies
+ If a player that got galaxied gets set into the rainbow ring they will be sent x1.2 faster to gaurentee the kill
- Super armored enemies and enemies with soft armor 10 and up now ignore the Rainbow Ring

Fspecial:
= Fixed weird 1 frame hitboxless gap that appeared when Sonic transitions from the sweetspot to the sourspot
= Fixed smear not going away when landing with the uncharged version
= Rocket Accel no longer cancels your fastfall
= Tweaked trail VFX so it looks perfectly straight when using Rocket Accel
= Rocket Accel is no longer affected by gravity

Taunt:
= If Sonic has an active combo and he lands, for 6 frames after landing taunt will stop the combo as if he tricked and doing a shorter version of the animation

Abyss Runes:
= Tweaked Super Sonic music
= Fixed Super Sonic max_air_speed not being applied properly, it now applies
= Rings with the super sonic rune now don't drop from player 5s and stage articles (not including the Gatekeeper boss)
= Super Sonic rune now plays a 1up sound every new 100 ring milestone reached (resets every stock)
= Fixed ring count becoming 1,000 for 1 frame, they still get collected but don't count for the ring amount
+ Added Rune K

Workshop Compatibilities:
+ Added shortcut to get full Final Smash meter in training mode (parry + taunt)
+ Added beam clash compatibility with Fspecial
= Outskirts Invasion enemies now get affected by the Rainbow Ring

Update: Sep 3, 2024 @ 3:15am

v1.51

minor fix to the illegal instruction alt's portrait

Update: Sep 3, 2024 @ 2:35am

v1.5

General:
= Moved dust and hit fx spawning out of draw scripts to prevent lag
= Fixed issue where Sonic would come to a stop when trying to walk off a platform, he will now maintain his speed properly
= Updated the custom hitbox colors system
- Sonic will now start jogging out of most attacks if he was moving too fast before the attack
- Sonic can no longer get boost mode with a combo bonus if he got hit
- Removed enemy damage multiplier on boost gain
- If Sonic got interrupted with his combo through getting hit, he will gain less boost (base: 20 -> 10 | boost: 30 -> 20)
- Air speed reduced when Sonic is in the pratfall state (base/boost: x0.6 | super: x0.8)
- Added a trick spam penalty system, if Sonic does tricks in close proximity he will get less boost reward out of tricks (Super Sonic not included)
- Boost gain multiplier on hit decreased (base: 2 -> 0.75 | boost: 2 -> 1.5)

Alts:
= Fixed Hyper Sonic's colors not going rainbow in gameplay
= When winning with different Sonic forms, the win text will change to name the form
= ILLEGAL INSTRUCTION 000E0XE0 alt changes colors properly when Sonic moves (seems a Rivals issue rather than a Sonic issue)
= ILLEGAL INSTRUCTION 000E0XE0 portrait updated
+ ILLEGAL INSTRUCTION 000E0XE0 now plays a sound when you start moving

Dstrong:
+ Blue Tornado is now immune to Clairen's plasma field

Nspecial:
= Sonic no longer draws the Homing Attack reticle the amount of times he exists (applies to dittos)
+ Added clash compatibility, check this discussion for more information on how to add it

Fspecial:
= Fixed bug where Sonic could keep his fastfall speed while using Rocket Accel on hitpause, he now just goes into the regular trajectory

Uspecial:
= Fixed Zetterburn's burning hitboxes not having a hit sound on the rainbow ring
+ Rainbow ring will bounce off Venus' runes
+ Stage hitboxes can no longer hit the rainbow ring (including ones owned by stage players like Childe)
- The rainbow ring's launce now has a cap in the air for how high sonic can actually reach (Similarly to Elliana's hover)
- Decreased overall speed when getting shot out of the rainbow ring (speed/2 -> speed/3)
- The attack now acts similarly to Kragg's Uspecial, where if Sonic uses the attack after already placing a ring in the air he will go into pratfall

Dspecial:
= Fixed issue where Sonic would fall through platforms when he is parried
= Fixed bug where Sonic could hitfall the bounce attack if he jump cancelled Fspecial
- Sonic can no longer spam the bounce attack if he got parried

Runes:
= Super Sonic's transformation can now only be done if Sonic is in a neutral state
= Attempted to fix the rings and flickies from hitting enemies in the Hallowflame stage to the best of my ability

Workshop Compatibilities:
= Super sonic now has his portrait appearing with the Final Smash buddy properly
= Sonic's ranks on Outskirts Invasion and Enter the Golden House now mirror the stage's ranking system
= The ranking system on Break the Targets, Hallowflame and Super Mario Bros: W1 now checks for clear time
+ Added variable [rank_override], allowing to override Sonic's ranking system on your game mode stages
+ Added variable [bar_sonic_boost_down] for stages to allow sonic to have his boost drained (useful if your stage messes with the death state)
+ Added compatibility with the Outskirts Invasion stage article enemies, and Sonic will home in on them almost instantly