Rivals of Aether

Rivals of Aether

Rock Howard (FULL RELEASE!) (NOT BEING WORKED ON ANYMORE!)
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Update: 7 Oct, 2019 @ 10:30am

Ingame info has been improved.

Update: 7 Oct, 2019 @ 10:20am

Ingame info has been added.

Update: 6 Oct, 2019 @ 12:02pm

Kirby support has been added.

Update: 3 Oct, 2019 @ 9:44pm

Release is here! Crack Counter works! Modified visual effects!

Update: 3 Oct, 2019 @ 5:53pm

Supers have been added!

Raging Storm:
Level 1: Down Strong. Comes out faster.
Level 2: Is stronger, lasts longer, more active frames.

Shine Knuckle:
Level 1: Hold A while doing a Side B. Mostly damage, not a lot of knockback.
Level 2: Combos into an automated Rising Tackle that KO's off the top. Positioning is still kind of important on startup, but it usually lands.

Neo Deadly Rave: Jab with full meter. Can conflict with Level 2 Shine Knuckle, so hold A from a tilt or during another animation if you're attempting Level 2 Shine Knuckle.

Update: 2 Oct, 2019 @ 6:43pm

Just some minor balance changes. Made his jab move him slightly horizontally. Dsmash now activates slower and has voice clips to it, to prepare for the introduction of supers.

Update: 1 Oct, 2019 @ 11:34am

-Double Reppuken now has the startup projectile that eats other projectiles and does a bit of damage.
-UStrong has been fixed.

Update: 30 Sep, 2019 @ 11:41pm

Working Side B!
Hard Edge / Rage Run is a move designed to be variable based on inputs after the first hit or held before the first hit lands. Your options are:
Light - Hold Down. This will make it so there's no extra hit at the end to launch away while keeping the hitstun of the initial hit.
Heavy - Let it ride out, adding a second hit that launches at a 40 degree angle.
Dunk - Hold up to jump into the air and punch down. Launches downwards. Does less damage than heavy, but more knockback. Can be used to edgeguard or bounce up for combos.
Shift - Hold parry. After landing the first hit, you'll enter an invincible command roll animation that goes around the back of the opponent.

Update: 29 Sep, 2019 @ 10:05pm

Balancing changes:
-Slightly slower dash (10 => 9)
-Reppuken regular nerfed so it can't be spammed as easily and doesn't travel as fast, but now lasts longer as a projectile.
-fair isn't as strong as it was before damagewise or hitpause wise, but still a great spiking tool.
-nair comes out a little faster now.
-Shorthops are now shorter.
-Jumps total are a tiny bit shorter.

Update: 29 Sep, 2019 @ 8:44pm

Fixed standing hurtbox, lowered volume of sounds as audio was peaking.