Rivals of Aether

Rivals of Aether

Koopa Troopa
Viser 1-10 af 10 forekomster
Opdatering: 27. maj kl. 7:48

v1.8

Patch Notes:

Neutral Special (Koopa Shell)
~ If hitboxes are set to be on in Training, the hurtbox for the Koopa Shell will now be shown, regardless of which state it is in.
~ In Teams matches, Koopa Troopa can now properly rehit or regrab the Koopa Shell if it was previously hit by a teammate.
(It genuinely never crossed my mind to check for Team interactions. Previously, when playing with teams on, Koopa Troopa could not interact with shell if a teammate had previously hit it, even with team attack off.)
~ Fixed an oversight which made it where Koopa Troopa could not hit back their own Koopa Shell if it was hit by an opponent at all. Now, Koopa Troopa should be able to hit their own Koopa Shell with an attack if it was struck by an opponent.
(I dunno how this got here at all. My bad.)
+ If Koopa Troopa parries their own shell after it was parried by an opponent, the opponent loses the ability to hit the Koopa Shell.
(Normalizes parry behavior for both ends so the opponent doesn’t have an advantage in scenarios like this.)
~ Fixed a visual error where it would sometimes play an opposing player’s custom hit fx when the Koopa Shell hits someone. Again.
(hopefully this fixes things again and if it doesnt then i will explode)

Opdatering: 19. maj kl. 8:00

v1.7

Patch Notes:

Neutral Special (Koopa Shell)
+ Koopa Troopa will not gain parry invincibility if they parry a Koopa Shell which was already previously parried by an opponent - previously, if an opponent simply hit the Koopa Shell into Koopa Troopa without it getting parried, Koopa Troopa would not get any parry invincibility.
~ Fixed a visual issue where sometimes the Koopa Shell would not play the correct hit fx after being parried by an opponent.

Opdatering: 19. maj kl. 7:45

v1.6

Patch Notes:

General
~ Added “Finished” tag.
(i forgot)

Neutral Special (Koopa Shell)
~ Bug Fix: If a parried Koopa Shell was parried after being initially thrown upwards or downwards by Koopa, the Koopa Shell will no longer stop on a dime once it hits the ground and will continue moving.
~ Bug Fix: If the Koopa Shell remains stationary and the last person to hit it was not Koopa Troopa, Koopa can regrab the shell using NSpecial as long as it’s not moving.
(Some changes which should hopefully prevent softlock scenarios where the Koopa Shell is stationary and unable to be hit or re-grabbed with NSpecial by the original Koopa.)
- Bug Fix: If Koopa Troopa parries their own parried Koopa Shell, they will no longer gain invincibility from parrying it, normalizing parry behavior when parrying your own projectile.

Forward Special (Power Shell)
~ Bug Fix: If Koopa dies while charging this move, the looping charging sound should now stop playing.
(Previously, the check for this only checked for the sprite index, which didn’t work with the alternate costumes. This should now be fixed.)

Down Special (Shell Slam)
+ Maximum HSP when falling: 1.75 -> 2
(Extremely minor change which should make moving during the falling portion a tad more movable since it’s fairly limited. This change probably doesn’t even matter in the grand scheme of things, but I think this should help make the move feel a tiny bit better to use.)

Opdatering: 14. maj kl. 9:02

v1.5

Patch Notes:

Alternate Colors
~ “Blue Shell” and “Red Shell” colors tweaked to be more vibrant.
~ “Yoshi”, “Kuzzle” and “Pure Gold” colors’ skin colors were tweaked to be more vibrant.
~ “Champion” color’s shoe soles and shell rim colors tweaked to be more brighter and not having the shading be pure black, and eye color to be more saturated.
~ “Parakarry” color is adjusted overall to be less muddy.
~ The Kooper and Koops costumes now properly change their charselect sprite and are properly recolored on stages that grab these sprites (such as stages like CEO Ring).

Dash Attack
~ Adjusted dust fx during active frames.

Neutral Special (Koopa Shell)
~ Removed a duplicate shell sprite.
~ Bug Fix: If Koopa Troopa somehow ends up in a state where they grabbed a Koopa Shell but are in the middle of an attack animation, they will proceed to go back to idle state while holding the Shell. I think.
(An exceedingly rare issue where Koopa could somehow grab the shell while mid-attack or roll and continue to hold it, which posed an issue since sprites for Koopa holding the shell mid-attack or roll doesn’t exist, which is especially prevalent on the Kooper/Koops costumes. This change should now force Koopa back into idle state for if any of this somehow happens again which can also open up some interesting Shell regrab combo applications… although I’m still not sure how exactly this even triggers. Hopefully this works? Lemme know if it does or if something broke.)
+ Parry/Roll startup are now valid windows for regrabbing a rebounded Koopa Shell.

Forward Special (Power Shell)
~ Adjusted active frame vfx to be more visually accurate when falling during active frames.

Opdatering: 14. apr. kl. 13:57

v1.4

Patch Notes:

Visuals
~ Fixed a very minor visual error with the Kooper costume.
~ Fixed a very minor visual error with the Koops costume when browsing alternate colors.

Forward Strong
+ Clean Hitbox position moved forward by 5 pixels.
+ Clean Hitbox Size: 42 x 52 -> 46 -> 56
+ Late Hitbox position moved forward by 2 pixels.
(Should make the hitboxes very slightly better match the animation.)

Up Strong
- Grounded Linker Hitbox Damage: 9 -> 4
(Unintentional damage value since I forgot to change this when made the hitbox initially. Oops.)

Down Strong (Whirlwind Shell)
+ Endlag: 42 (63) -> 38 (55)
(This move was comically laggy for its strength, even ignoring the spontaneous movement it has. This is mainly an experimental touch to make it just a tad less punishing to use (since I think this is more laggy than pretty much every Down Strong in base cast.).)

Down Air
~ Multihit Hitbox Base Hitpause: 4 -> 3
(Should make the move feel more snappy.)

Neutral Special (Koopa Shell)
~ Bug Fix: The Koopa Shell should now play the proper vfx if Koopa is hit with their own Koopa Shell. (I genuinely have no idea how exactly this even happened or why it was caused, but I threw a band-aid fix in the code to ensure that this can’t really happen again. If this somehow ends up still happening or the hit fx looks weird, lemme know.)
- Bug Fix: Koopa can no longer attack using C-Stick Attack while holding the shell - they will now properly throw the Koopa Shell when using the C-Stick while it is set to Attack.
(Very huge oversight which gives Tilt Stick players an unfair advantage over Strong Stick players. I thought I threw a check for this when I was configuring C-Stick stuff with this during development, but it turns out I didn’t (because I don’t play with Tilt Stick lol). My bad.)

Forward Special (Power Shell)
~ Added a note.
~ Move cooldown is now reset on death. (Minor QoL thing.)
~ Turning on hitboxes in Training Mode will also show charge progress while charging. (minor QoL thing that I don't think anybody will really care about but w/e)
+ Startup (Pre-Charge) 12 -> 10 (this also makes the startup animation frames have even frame distribution)
+ + Total Startup (Uncharged): 20 -> 18
[Note: releasing the charge midair still applies a 0.85x HSP mult and a 0.65x VSP mult.]
+ Max HSP (No Charge): 9.53 -> 10.50
+ Max HSP (Full Charge): 17 -> 18
~ Full Charge Hitbox Base Hitpause (both Ground and Aerial): 12 -> 14
(Small tweaks to this move to make the uncharged variant feel more like a movement option, especially at lower charge levels. At max charge, it’s still roughly the same. There are a few other things I’d like to tweak further on this move, but I want to see how these changes feel before doing more tweaks since I don’t want to go super overboard on tweaking this move and unintentionally strengthening it too much. I might tone some of these back if this ends up going overboard.)

Opdatering: 2. apr. kl. 8:30

v1.3

Patch Notes:

Base Stats
+ Dash Speed: 5.8 -> 6
(I originally intended for this character to have mostly average-ish ground speed, yet their dash speed was on the slower side. This should help a little since their airspeed stuff is fairly average/below-average iirc. 5.8 was also kind of a weird number anyway lol)

Forward Special (Power Shell)
~ Hitbox Shape: 2 (rounded rectangle) -> 1 (square)
+ Hitbox Size: 20 x 20 -> 26 x 26
(Should help a little since this hitbox is already really really tiny. This isn’t a huge change since it’s only 3 pixels on all sides, but it should hit a little more often.)

Opdatering: 1. apr. kl. 8:46

v1.2

Patch Notes:

Alternate Costumes
~ The bandage on the Koops costume should now properly be recolored during parry active frames.

Neutral Air (Spinning Shell Slide)
~ Fixed the Koops costume from not having his hoodie drawn during active frames. Oops.

Neutral Special (Koopa Shell)
~ There is now an indicator on your hud for when the Koopa Shell is on cooldown after it vanishes.

Forward Special (Power Shell)
~ Fixed a frame of this move having missing pixels visually.
+ Startup (before charging): 15 -> 12
+ Full Charge Hitbox (Ground) Damage: 13 -> 16
+ Full Charge Hitbox (Ground) Base Knockback: 8 -> 8.5
+ Full Charge Hitbox (Ground) Knockback Scaling: 0.8 -> 1
(This move on the ground was literally weaker than FStrong’s late hit… and was vastly much slower to come out. This should tone it up a lot to make it have a bit more oomph and actually kill people.)
+ Full Charge Hitbox (Aerial) Damage: 11 -> 12
+ Full Charge Hitbox (Aerial) Base Knockback: 7 -> 7.5
+ Full Charge Hitbox (Aerial) Knockback Scaling: 0.7 -> 0.75
(not as much touchups as grounded hitbox but ye)
~ Hit SFX has been adjusted, and is made more clear which hitbox you landed (i.e. Full Charge Grounded Hitbox has better/more Hit SFX).

Up Special (Paratroopa / Sky Dive)
+ Sky Dive Clean Hit Damage: 10 -> 12 (Previously, this was 1 more damage than the late hit… why?)
+ Sky Dive Clean Hit Base Knockback: 7 -> 8
+ Sky Dive Clean Hit Knockback Scaling: 0.8 -> 1
+ Sky Dive Clean Hit Angle: 361 (40 on grounded, 45 on aerial) -> 40
~ Sky Dive Clean Hit Base Hitpause: 10 -> 12
+ Sky Dive Late Hit Base Knockback: 5 -> 7
+ Sky Dive Late Hit Knockback Scaling: 0.6 -> 0.85
(This move should, in a realistic sense, KILL people if landed properly since it’s a suicide move if used offstage and away from stage. Hopefully these changes should make it a bit more worthwhile to go for.)

(I ideally want to keep this character in check, and both of the things I tweaked strength-wise are both fairly committal moves to be used. This is mainly because I have heard things (both during beta AND after release) about these moves feeling underwhelming, so I’d like to address some of that during this patch. Please let me know if this ends up being unintentionally overkill, since I am partially hesitant but also I also do think these moves were really undertuned compared to other, less committal moves already present within the kit already.)

Opdatering: 30. mar. kl. 18:52

v1.1

Patch Notes:

Misc.
~ Fixed the hud sprites from having an incorrect offset.
(I did not realize there was a fix for this, but now it’s fixed!)

Jab
- Jab 1 Endlag: 13 -> 16
(Should prevent jobbles.)

Up Strong
+ VSP from jumping: -10.5 -> -21.5
- Koopa de-accelerates vertically much sooner after finishing active frames wear off.
(These two changes primarily make the finishing hitbox reach much further above Koopa than before, because previously this move just BARELY hit platforms (Previously, the hitbox would only just barely hit a platform for ONE FRAME). Koopa will still end the move in roughly the same position as it was in the prior version to compensate.)
+ Finishing Hitbox Size: 38 x 68 -> 48 x 76
(Better covers Koopa’s legs to aid with connecting better from the multihits.)

Neutral Air
~ Multihit Base Hitpause: 4 -> 3
(Should make the move feel more snappy.)

Up Air
~ Late Hitbox Hit SFX adjusted to be different than the other hitboxes to make it more clear if you land this hitbox or not.
+ Adjusted hurtbox frames to better match the animation to not make this a negative disjoint.
(Minor QoL.)

Down Air
~ Multihit Base Knockback: 6 -> 5
~ Multihit Hitstun Multiplier: 0.6 -> 0.85
~ Hitbox Size: 40 x 46 -> 44 -> 50
(Experimental changes to make the move connect better. I’ll try tweaking with this a bit more to find a nice sweetspot.)
+ Finishing Hitbox Damage: 2 -> 5 [Total Move Damage: 8 -> 11]
(NAir literally outclassed this in terms of damage for some reason. I might bump this up to 6 damage down the line, but I wanna test this with 5 for now.)

Back Air
+ HSP: -1 -> -1.5
+ Clean Hitbox Size: 15 x 15 -> 36 x 36
(The clean hit was so tiny and inversely disjointed, it wasn’t even funny. These changes should make landing the clean hit overall much more manageable in most scenarios.)

Neutral Special (Koopa Shell)
+ Shell Projectile Base Damage: 3 -> 4
+ Rehitting the Koopa Shell into an opposing player (without regrabbing it) will deal an additional 1% for every time it has hit the opponent (caps at 8%). Resets if you put the Shell in your hands.
(Experimental idea to make rehitting it more interesting rather than just regrabbing the projectile in certain scenarios. I might tweak this later.)

Forward Special (Power Shell)
~ Bug Fix: Wall bouncing now stops the active frames of the hitbox.
~ Adjusted Stylish VFX depth.

Opdatering: 29. mar. kl. 12:10

v1.0

Pre-Release Patch Notes:

- Added anti-reupload code.
- Added the RoA (from mario) Jam logo to preview.

Opdatering: 29. mar. kl. 12:00

v1.0