Rivals of Aether

Rivals of Aether

Li'l ronald
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更新于:5 月 13 日 上午 8:56
作者:aquaphoenix75

v1.35
[overview]
major changes to stage control, sped up most stage-control based moves and prep-moves, revamped all charged down special variants.
removed a touch-of-death combo.

---recovery changes---
-added a subtle cooldown on fanned burgers and EX burger spike that nerfs air stall potential.
-increased fspecial cooldown. this also nerfs a few of the biggest combos, capable of building a third of the meter at once.
-increased airdash cooldown.
-altogether the previous versions alternating fspecial-nspecial infinite recovery is now gone.
-a new infinite recovery was discovered, but its even slower and requires a rune. (fanned burgers>go happy>fanned burgers>airdash>repeat.)

---meter gain adjustments and combo changes---
-go happy damage moved to the last hit to increase meter gain.
-ronald magic now stuns, allowing it to be used as a combo extender/starter, and allowing meter-dependant combos.
-ronald magic resets the combo counter to prevent you from building meter effectively off of it. (and prevent infinites if your follow up to ronald magic built enough meter for another ronald magic)
-apples have greater hitstun and hitpause to allow you to combo off of them.
-back air knockback angle adjusted to prevent BAIR loops at low percent that could true combo someone from one edge to the opposite blast zone at 0% (mega busted, idk how i didnt notice this until now)
-charged taunt is faster and has a "convert all" option to instantly convert all useable meter into as many soul points as you can by tapping taunt gain during its duration.

---damage adjustment---
-all apples deal slightly less damage.
-ronald magic deals greatly less damage on its own to make up for combo potential.

---kill potential adjustment---
-all apples deal slightly less knockback.
-burger lob knockback scaling reduced, so it wont kill offstage opponents as easily.

---stage control/range changes---
-apples are now remote detonatable, but have longer detonation times. detonate during the flashing window with charged D-special. this allows you to potentially combo into your apples without requiring pefect timing, and makes them a lingering presence of stage control, rather than a rigidly timed hazard.
-fry geyser projectiles slowed slightly.
-ronald girl, soul siphon and will-o-wisp startup all slightly faster.

---defense changes---
-taunt-counter has less startup, but less active frames.
-parrying milkshakes or apples now stuns ronald and drains his soul points/meter.

---jank removal---
-removed bug where left-facing fry geyser created fries from the wrong position (i honestly still dont know what caused this and my solution to it was a little inefficient code-wise, even for me)

更新于:5 月 11 日 下午 9:19
作者:aquaphoenix75

v1.34
[overview]
rebalancing lesser valued moves, nerfing overvalued ones, and modifying his combo game to be more diverse.
dramatically decreasing carry-combos and ladder combos ability to low% kill.
nerfed recovery.
golden ronald frame data buffed in an absolute myriad of ways, made to be closer to alzter non-golden ronald frame data.

---recovery changes---
-up-special does not travel as high.
-charged neutral special has increased endlag to worsen ronalds air-stall and horizontal recovery.
-go active endlag increased to worsen horizontal recovery and decrease combo-ability.
-max double jumps reduced from 2 to 1 (unless golden).

---meter gain adjustments and combo changes---
-meter gain from jab increased by reducing early hits damage, and adding the lost damage to its final hit. (also reduces meter gain and damage to any jab-confirmed-tilt combos.)
-nair hitstun and extra-hitpause reduced, preventing it from comboing into most high damage finishers and reducing potential meter gain.
-burger hitstun increased, allowing aerial burgers to be used as part of combos to confirm high damage/killing finishers. because projectiles dont add to the combo counter, burger-combos gain less meter but deal more damage or can kill earlier than non-burger combos. (diet combos?)
-fair hitstun and hitpause reduced to prevent low% carry combos and fair>fair>fair chains.
-bair hitstun decreased to reduce kill confirms.
-bair extra-hitpause increased to allow turn-arounds in low% combos. (bair>b-reversed burger, bair>b-reversed up-special, bair>f-special.)
-Cheese sheet base knockback reduced to make it consistently combo-able from full-hop height.
-Cheese sheet hitstun reduced to prevent the opponent from being in hitstun almost all the way to the ground.
-Cheese sheet hitpause increased to improve combo-ability.
-will-o-wisp hitpause reduced to decrease combo-ability.
-soul siphon hitpause increased to boost combo-ability.
-dair hitstun decreased to prevent offstage dair>dair>dair>etc kill combos at low %
-f-tilt given extra-hitpause to improve combo-potential. (f-tilt>f-special, f-tilt>nair, f-tilt>burger, f-tilt>up-special all work earlier.)
-burger flurry hitboxes all gain additional hitpause and adjusted angles to make sure they all hit one after another more consistently.
-u-air has reduced hitstun to worsen ladder combos.
-decreased double jumps make ronalds offstage combos less lethal and force him to play onstage safely more.
-up-special hitboxes 1 and 2 have adjusted angles and knockback that combo into the final hit better.
-up-specials launcher hitbox has a better angle to combo off of and has increased extra-hitpause to improve combos from up-special.
-milkshake stun reduced slightly to prevent reliably landing full-charged smash attacks.

---damage adjustment---
-fanned burgers damage reduced from 5 each to 3 each.
-burger flurry damage reduced from 2-6 each to 2 each. (12 damage for the full combo was a bit much)
-dash attack damage increased to 8, now acting as a high damage/meter building finisher from some grounded attacks.
-wall of fries now sets opponents on fire, building no meter but dealing light damage.

---kill potential adjustment---
-burger flurry hitboxes all have reduced knockback and scaling. the final hitbox was reduced the least to act as a launcher.
-f-strong base knockback reduced, but scaling increased. (uncharged kills at roughly the same percent but the charged form doesnt kill at crazy low % near the ledge anymore)
-up-strong is the same deal as f-strong. values adjusted to nerf charged kill power solely.
-apple explosion knockback scaling subtly reduced.
-apple falling hitbox knockback subtly reduced
-EX burger launch and EX burger spike have reduced knockback scaling.
-bair has reduced knockback scaling.
-McLazer knockback angle adjusted to kill more reliably without techs/off-ledge jank.
-McLazer given hitpause so it doesnt carry the opponent toward the edge prior to its launcher hitbox.
-McLazer knockback subtly reduced (kills around 40% from opposite ledge, rather than 0% everywhere)

---stage control/range changes---
-apple drop explosion hitbox subtly reduced to counter balance its fast fuse.
-EX apple drop explosion hitbox also reduced.
-apple bomb explosion hitbox increased.
-EX apple bomb explosion hitboxes increased.
-aerial mcshake (now mcshake toss) now throws further and takes longer to hit the ground. grounded mcshake (now mcshake lob) is unchanged.
-Shake Cascade now throws all four at different speeds from the same location, rather than summoning multiple in the air. (causes the shakes to be more spread out if thrown from higher)
-Cheese sheet no longer deals knockback or stun unless the target is in stun. (landing on it and walking on it cause you to take damage but are otherwise perfectly safe, similar to zetterburn fire puddles.) cheese offers very little actual stage control.
-EX cheese sheet is now boiling cheese, and useable without a rune. still only becomes transcendent with RuneE. boiling cheese deals stun regardless of the opponents state and sets the target on fire to add damage without adding meter. boiling cheese is now set to a separate control than cheese sheet (taunt during startup), so you can use cheese sheet even if you have soul points.

---jank prevention---
-cheese given gravity. attempting to place it off stage will cause it to fall. (you can probably combo off of this if you drop it on someone near the wall. ill change it if i find anything whack related to that. otherwise, kinda cool.)

更新于:5 月 11 日 下午 8:44
作者:aquaphoenix75

v1.33
disregard. i found an error only minutes after uploading this, thinking it was fine.
v1.33 patch notes will be listed among v1.34

更新于:5 月 9 日 下午 7:07
作者:aquaphoenix75

v1.32
Day 1 patch.
---Bug fixes---
-fixed collision error with burgers breaking when parried, rather than reflecting.
-ronald can no longer have negative soul points if parried at 0.
-ronald loses soul points on death (i thought this already happened, but it seems i was wrong)

---Main improvements---
-Added four new hud icons (my own sprite work) to show when cheese, giant burger, ronald-girl and french fries are on/off cooldown (i found the guessing game of estimating timers to be annoying, and i think others would too.)
-Increased cooldown on giant burger, and cheese. mainly just to reduce spam (did not realize how much you could use giant burgers, or how easy it was to get two cheeses down until more playtesting.)
-Increased cooldown on side-special and decreased hitpause on side-special and up-special. this prevents an infinite i found. i mean, you could only do it if you were golden and using atleast two abyss runes, but i want ALL infinites gone. even the "broken" versions of this character should feel fair and fun.
-Minor AI tweaks. (its still kinda broken, but i adjusted its inputs to match the new controls. it can use cheese, giant burgers, wall of fries and ronald girl now. still cant use EX down specials or air dash -- working on it.)
-Removed the french fry from ronalds FAIR and FSTRONG hurtboxes. (no longer takes damage if an attack hits his fry but not him)

更新于:5 月 9 日 上午 1:52
作者:aquaphoenix75

v1.31