Rivals of Aether
Usher
กำลังแสดง 1-10 จาก 26 รายการ
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อัปเดต: 2 ก.ย. @ 3: 51pm
โดย hyuponia

===v3.13===
---changes---
:: some results dialogue added and adjusted for some reason
:: shifted around some alt colors, in preparation for...

---additions---
:: new alt color, Radial Vortex. with the new shifting around for alt colors, this new slot (after Seasonal) will probably be for tournament colors

---notes---
open for inputs!

อัปเดต: 26 ส.ค. @ 3: 58pm
โดย hyuponia

===v3.12===
---changes---
:: when more than 1 of usher's iceball is out at the same time, the amount of icy mist VFX that spawns is much reduced.
:::: ... what i did last patch was a rogue compat. but now that ive actually PLAYED the thing, i decided to tweak this bit.

---notes---
i just came out of my first Rogue set. that was incredible

อัปเดต: 26 ส.ค. @ 10: 10am
โดย hyuponia

v3.11

อัปเดต: 8 ส.ค. @ 9: 42am
โดย hyuponia

===v3.10===
---fixes---
:: FSPECIAL ... fixed an oversight where when the new FSPECIAL-ATTACK reverse thing is used with higher hsp your hsp goes insane high because of the way i coded the distance penalty. i clamped it now, cant go too fast
:: DSPECIAL ... fixed an issue where you can keep bouncing after DSPECIAL was parried if you held special.

---notes---
myeah phew

อัปเดต: 8 ส.ค. @ 7: 07am
โดย hyuponia

===v3.9===
---additions---
++ FSPECIAL ... as a bit of an executional accessibility feature for less dexterous players like me, now when you release FSPECIAL by pressing ATTACK instead of releasing SPECIAL, you automatically turn around, using the recoil to send yourself forward!
:::: ... as a bit of penalty or reward better control, doing it this way subdues the total distance travelled, by a little bit, and it has more startup (2 frames more, i tried 4 but it was too much i think).
:::: ... actually i put the penalty because otherwise it would have better distance than doing it normally because of your aerial drift beforehand.
:::: ... this has an interesting side effect of allowing a cross-up by charging while passing the opponent over from the air. i'll see how this goes, maybe i'll nerf damage when you do it like this or something.

---changes---
:: ALT COLORS ... blue alt Cobalt adjusted a little cause it felt too samey everywhere
++ RAINCLOUD ... the depth (layer/z-index) value was unchanged from when it was supposed to stay behind players... so it was really low before and tend to go behind too many things like stages. it is now fixed to be hopefully just be behind players. (15 -> 1)
:: FSPECIAL ... getting FSPECIAL charge removed by getting hit or getting parried now spawns some mist vfx leaving you.

---balancing---
-- STATS ... pratland increased by 2 (10 -> 12)
-- JAB2 ... damage decreased by 2 (6 -> 4, JAB total 10 -> 8)
++ UTILT ... early hitbox active time decreased, in turn moving everything else earlier. in other words main hitbox comes out 2 frames early now
++ DTILT ... EXPERIMENTAL: hit 1 now has a SDI multiplier of 0, nullifying any SDI attempts.
:::: ... i found out base cast does this a lot for moves that link together. ima do it now
++ DTILT ... hit 1 hitbox extended forward a bit, to match visual
++ DTILT ... in addition, hit 2 has an additional hitbox as a bodybox
:: DTILT ... base knockback and knockback growth adjusted (BKB 8 -> 7, KBG 0.3 -> 0.4)
++ DTILT ... hit 1 damage decreased by 1 (3 -> 4, total 7 -> 8)
-- DATTACK ... damage -1 (early 8 -> 7, late 6 -> 5)
:::: ... felt weird that DATTACK was dealing more damage than DTILT. sorry boys
:: DATTACK ... distance increased by a bit
:::: ... hard to describe but in v1.9 a number was 13, with v3.0 it becamse 8, now it's 9.5, if that makes sense
:::: ... no further
:: NAIR ... early hit angle changed (361 -> 45)
:: NAIR ... late hit knockback growth reduced (KBG 0.35 -> 0.3)
-- BAIR ... base knockback reduced (BKB 6.5 -> 6)
-- BAIR ... late hit active time reduced by 3 frames.
:::: ... endlag is N O T reduced.
:::: ... you may also notice that it's not matching the visual. i don't care. it wasn't before and it won't be.
-- UAIR ... startup increased by 2 frames. (3 -> 5)
++ UAIR ... endlag decreased by 2 frames, idk about whifflag
:: UAIR ... knockback growth decreased (0.7 -> 0.65), hitpause scaling increased (0.5 -> 0.55)
-- UAIR ... damage decreased decreased by 1 (8 -> 7)
:: UAIR ... earliest hitbox location lowered by like 4 pixels
:::: ... this is a sort of experimental change. something to note is that this doesnt actually increase the size of the hitbox, it trades upward range for downward range.
:::: ... without this, because of the startup increase, shorthop UAIR would no longer hit standing opponents. it was really tempting to NOT do this, but i figured this is a fine compromise in my eyes
-- DSTRONG ... startup increased by 2, before charge.
++ NSPECIAL ... hitpause scaling reduced (0.6 -> 0.3) and EXPERIMENTAL: hitstun multiplier reduced (0.75 -> 0.7)
:: FSPECIAL ... hit lockout of 15 has been applied.
++ FSPECIAL ... EXPERIMENTAL: freeze hitbox height increased upwards, matching the vfx a bit better.
++ FSPECIAL ... body hitbox height increased, covering usher a bit more.
-- USPECIAL ... landing with umbrella out (with dedicated animation thing) endlag increased by 1 frame (7 -> 8)

---notes---
what's the echoign

อัปเดต: 29 ก.ค. @ 4: 30pm
โดย hyuponia

===v3.8===
---balancing---
:: JAB ... further changes to avoid problems

---notes---
thanks to spider for exact changes

อัปเดต: 29 ก.ค. @ 11: 58am
โดย hyuponia

===v3.7===
---balancing---
:: JAB ... jab 1 no longer has knockback scaling

อัปเดต: 29 ก.ค. @ 4: 04am
โดย hyuponia

===v3.6===
---balancing??---
:: JAB1 ... now forces flinch.
-- DTILT ... endlag increased by 2 frames
++ RAINCLOUD STATE ... freezing now only takes a quarter of the max duration away. now you can at best freeze it like 4 times
++ RAINCLOUD STATE ... EXPERIMENTAL: max duration increased by like 200 frames. (500 -> 700)
:::: ... i was thinking to balance it out i could make it so usher getting hit would reduce the duration as a form of like counterplay
:::: ... but 1. there already is parrying, 2. looking at maypul or absa, they only have parrying as the gimmick counterplay, 3. though the range is large vertically, it does require charging and you cannot relocate it as long as it's already out
:::: ... so that's not in, yet. code is ready though

---notes---
heres the raincloud buff you ordered

อัปเดต: 28 ก.ค. @ 4: 25am
โดย hyuponia

===v3.5===
---changes---
:: my aerial autocancel attack grid code now has whiff multiplier

---fixes---
:: NSPECIAL-GROUND ... parrying it now makes it go up
:: JAB ... getting parried work proper now

---balancing---
-- USTRONG ... startup increased by 2 frames, 1 before charge and 1 after charge
:: FSPECIAL ... when fully charged, body hitbox active time extended by 4 frames
-- BAIR ... endlag increased by 2 frames

อัปเดต: 27 ก.ค. @ 5: 52pm
โดย hyuponia

===v3.4===
---additions---
:: extra vfx for FSPECIAL, when your FSPECIAL is fully charged, and NSPECIAL iceball.
:::: ... let me know if there are performance problems.

---changes---
:: HUD ... adjusted
:: JAB ... now a 2 part jab, with tweaked animation. old jab is now jab1 and the v3.1 jab is now jab2.
:::: ... that means you can tilt cancel, i guess
:: NSPECIAL-GROUND ... iceball for ground version looks different now? very slightly.
:: NSPECIAL-GROUND ... EXPERIMENTAL: specifically for NSPECIAL-GROUND, iceball's physics has been adjusted.
:: FSPECIAL ... AG_OFF_LEDGE is now false. that means you don't slide off the edge of the ground into air.
:: FSPECIAL ... the recoil now has ledge snap.
:: FSPECIAL ... umbrella blast now has body hitbox, doesnt scale with charge nor velocity. it's just a weak hitbox
:: DSPECIAL ... EXPERIMENTAL: the end has a little bit of ledge snap?
:: DSPECIAL ... now has a priority 0 hitbox that covers the umbrella(doesnt hit players but destroys projectiles)
:: DSPECIAL ... bouncing off of raincloud is now much higher (VSP -8 -> -13)

---fixes---
-- ANIMATIONS ... miscolored spots have been spotted in PARRY and FSTRONG. like. this whole time. fixed these now
-- DSPECIAL ... fixed an issue where player/cloud bounce velocity behaves weird when you do it really early in the move
-- NSPECIAL-AIR ... fixed hurtbox not being filled green when landing

---balancing??---
this is ordered with attacks instead of uh neutral-buffs-nerfs that i usually do
i usually order attacks in: jab, dattack, tilts, aerials, strongs, specials, and directions n, f, b, u, d
:: STATS ... WALLJUMP horizontal speed increased (5 -> 6)
-- STATS ... WALLJUMP height decreased (11 -> 8)
:::: ... the only reason i have walljumps like that for my chars are because i didnt really know that there was like standards for base cast walljumps and i just liked them to go vertical. thats like, the only reason
:::: ... with the later change on dspecial height and her general recovery height i think its fine to reduce the walljump height
:::: ... and im comfortable with horizontal speed increase with her new horizontal recovery option of dspecial
-- JAB1 (old jab) ... startup is 1 frame shorter. (5 -> 4)
-- JAB1 (old jab) ... now has less forward momentum. (HSP 2 -> 1)
:: JAB2 (new jab) ... EXPERIMENTAL: hitbox angle is 40????
:: JAB2 (new jab) ... knockback growth has been increased (KBG 0.2 -> 0.35)
-- DATTACK ... more of the endlag are properly included in the whifflag, it's pretty dang slow on whiff now
++ DATTACK ... endlag reduced by 5 frames, excluding whifflag (25 -> 20)
++ DATTACK ... hurtbox sliced a little, hands are no longer hurtbox
:: DATTACK ... EXPERIMENTAL: early hit angle now 80, late hit angle 70
:: DATTACK ... base knockback decreased, knockback growth increased (BKB 9, 9 -> 8, 8) (KBG 0.4, 0.2 -> 0.5, 0.3)
++ FTILT ... hurtbox sliced a little too, when arms are out forward it's not hurtbox
-- FTILT ... startup increased by like 2 frames (5 -> 7)
:::: ... with ftilt's things like pivot cancels and things maybe its fine to add like that
++ DTILT ... time between 1st hitbox and 2nd hitbox is reduced by 3 frames. (7 -> 4)
:::: ... DTILT's this inbetween time was always kinda weird so i guess its better
:: NAIR1 ... hitbox timings match the animation frame change a bit more now, this makes early hit shorter by 4 frames (8 -> 4), and late hit longer by 5 frames. (17 -> 22)
++ NAIR1 ... to compensate, early hit base knockback increased by 1. (BKB 5 -> 6)
++ NAIR (both) ... landing lag lower by 2 points (7 -> 5), but no longer has autocancel.
++ FAIR ... startup shorter by 1 frame (17 -> 16)
++ FAIR ... umbrella's hurtbox was cut in half
++ FAIR ... main hit now has hit lockout of 15
++ FAIR ... EXPERIMENTAL: main hit angle is now 45 (50 -> 45)
++ FAIR ... EXPERIMENTAL: main hit knockback scaling reduced a bit (1.0 -> 0.95)
:::: ... maybe i shouldnt have done all these at the same time, lets see how this goes
++ BAIR ... EXPERIMENTAL: hurtbox was cut for the shoes, i noticed thats a thing with like ssbu hurtboxes
++ UAIR ... EXPERIMENTAL: main hit angle is now 50 (45 -> 50)
:::: ... i do like upward angle uair. maybe too good? hard to say, we'll see
:: FSTRONG, USTRONG, DSTRONG ... hit lockout of 15 has been added to all of these
++ USTRONG ... knockback growth has been increased (KBG 1.0 -> 1.1)
++ DSTRONG ... both knockback growth are now the same, and has been increased by 0.05 (KBG 0.75, 0.8 -> 0.85)
++ NSPECIAL-GROUND ... startup reduced by 2, it's now the same with NSPECIAL-AIR (19 -> 17)
++ FSPECIAL ... umbrella blast minimum startup has been shortened by 6 frames
++ USPECIAL ... startup spike hitbox hitpause scaling increased (HPS 0.6 -> 0.8)
++ DSPECIAL ... hitbox size increased
++ DSPECIAL ... endlag, also being the window after cancelling, is shorter by 2 frames.
:::: ... as i tried to buff dspecial more, i felt a disturbance in the air and shivered. even if anyone thinks this move is not good, i am not going to make this move any better. no...

---notes---
thank you spider boi and others, for balance feedbacks!
thank you v_force for the ledge snap they added for slenderman fspecial

i figured out how to make dspecial hit multiple times but im not putting it yet she isn't ready