Rivals of Aether

Rivals of Aether

Mr. Game & Watch
Showing 1-10 of 10 entries
Update: 14 May, 2020 @ 12:31pm

v3.1.1

With the fire effect crash now being fixed, the previously disabled alt colors are now back!

Update: 14 Jan, 2020 @ 10:38am

v3.1

Jab:
-The move is now immune to parry stun.

Neutral Air:
-Updated sprites.

Forward Strong:
-Increased start-up. (12 > 14)
-Decreased hitbox size on the late hit. (34px > 30)
-Decreased base knockback on the late hit. (4 > 3)
-Decreased hitbox duration on the late hit. (20 > 12)
-Added a new hitbox between the clean and late hitboxes.
-This new hitbox is an average of the size and power of the latter two hitboxes.

Down Strong:
-Increased start-up. (12 > 14)
-Increased hitbox size on the sweetspots. (40px > 46)
-The sweetspots now have different properties against grounded opponents:
-They send opponents up. (290 > 80)
-They have more base knockback. (6 > 7)
-They have more knockback scaling. (1 > 1.1)

Forward Special:
-Fixed hitbox timing on number 5, making the hits more spread out. (total hitbox duration: 10 > 15)

Up Special:
-The parachute can no longer be deployed if the move gets parried.
-G&W can no longer act while opening the parachute.
-The parachute now ends if it gets parried, triggering parry stun.

Down Special:
-Adjusted damage formula, reducing the move's power.

Misc.:
-In practice mode, the AI will no longer attempt to use Down Special unless set to "Fight" mode.
-Added compatibility with the following mods:
-Trummel & Alto (Codec conversation)
-Abyss Rune buddy (Abyss Runes)

Update: 8 Jan, 2020 @ 11:09am

v3.0

Attributes:
-Decreased initial dash speed. (7.5 > 7)
-Decreased dash speed. (6.5 > 6)
-Decreased air speed and related. (6 > 5)
-Increased air acceleration. (.25 > .3)
-Increased jump height. (10.5 > 11)
-Decreased double jump height. (9.5 > 9)

Jab:
-The move can now be tilt-cancelled.
-Increased the amount of time before the move can be cancelled. (6 > 9)
-Increased size of the outer hitbox. (34px > 40)

Dash Attack:
-Increased start-up. (0 > 5)
-Since the above change removes DACUS's natural momentum, a new momentum has been manually implemented.
-Increased hitbox size on the late hit. (36px > 40)
-Increased damage on the clean hit. (8 > 9)
-Decreased knockback scaling on the clean hit. (.8 > .7)
-Changed hit sound effect on the clean hit.
-Increased base knockback on the late hit. (4 > 7)
-Decreased knockback scaling on the late hit. (.7 > .5)

Forward Tilt:
-Increased size on the clean hit's outer hitbox. (40px > 44)
-Increased size on the late hit's outer hitbox. (30px > 38)
-Increased base knockback on the late hit. (3 > 4)
-Increased knockback scaling on the late hit. (.6 > .7)
-Changed shape on the outer hitbox. (circle > rounded rectangle)

Up Tilt:
-Hitboxes entirely remade. As a result, the move has more range and the first hit launches more reliably into the second hit.

Neutral Air:
-The parachute Neutral Air from Melee has been replaced with the fishbowl Neutral Air from Brawl onward.

Forward Air:
-Increased hitbox horizontal size on the clean hit. (50px > 56)
-Increased hitbox vertical size on the clean hit. (34px > 40)
-Increased hitbox horizontal size on the late hit. (46px > 50)
-Increased hitbox vertical size on the late hit. (28px > 32)
-Increased damage on the clean hit. (8 > 10)
-Increased knockback scaling on the clean hit. (.7 > .8)
-Adjusted window timing. Frame data unchanged.

Up Air:
-Hitboxes entirely remade. As a result, the first hit launches more reliably into the second hit.
-Decreased knockback scaling on the second hit. (.7 > .6)

Down Air:
-Increased start-up. (10 > 12)
-Increased landing lag. (6 > 8 (hit), 9 > 12 (whiff))
-Increased size on the inner hitbox. (34px > 40)
-Increased horizontal size on the outer hitbox. (24px > 28)
-Moved the outer hitbox down. (Y pos: 30 > 34)
-Increased damage on the sweetspot. (7 > 9)

Forward Strong:
-Increased start-up. (10 > 12)
-Increased damage on the clean hit's sweetspot. (11 > 12)
-Increased damage on the clean hit's sourspot. (6 > 9)
-Increased knockback scaling on the clean hit's sourspot. (.9 > 1)
-Decreased damage on the late hit. (8 > 5)
-G&W now emotes earlier.

Up Strong:
-Increased damage. (15 > 16)
-Increased base knockback. (8 > 10)
-Decreased knockback scaling. (1.5 > 1.3)
-G&W now emotes earlier.

Down Strong:
-Increased start-up. (10 > 12)
-Increased damage on the sweetspots. (11 > 12)
-Increased hitbox vertical size on the sourspot. (20px > 30)
-Increased damage on the sourspot. (7 > 9)
-Increased knockback scaling on the sourspot. (1 > 1.1)
-Made launch angle higher on the sourspot. (70 > 80)
-G&W now emotes earlier.

Neutral Special:
-Increased hitbox size on the melee hit. (40px > 46)
-Increased knockback scaling on the melee hit. (.4 > .6)
-Increased minimum and maximum vertical speed of the projectiles. (3, 7 > 4, 8)

Forward Special:
-Increased hitbox size. (30px > 36)
-Decreased hitbox duration. (10 > 6)
Number 2:
-Increased knockback scaling. (.4 > .6)
Number 3:
-Increased knockback scaling. (.4 > .6)
Number 4:
-Decreased damage. (5 > 4)
Number 5:
-Various hitbox adjustments to make the multi-hits launch more reliably into the final hit.
-Increased base knockback on the final hit. (6 > 7)
-Increased knockback scaling on the final hit. (.5 > .6)
-Changed hit visual effect.
Number 6:
-Increased base knockback. (4 > 5)
-Increased knockback scaling. (.8 > .9)
Number 7:
-Increased base knockback. (5 > 6)
-Increased knockback scaling. (1 > 1.2)
-Added a workaround to a RoA bug that resulted in the hurtbox not switching to the ground version upon landing.

Up Special:
-Decreased start-up. (6 > 5)
-Decreased hitbox size. (50px > 44)
-Decreased hitbox duration. (15 > 12)
-Decreased base vertical speed. (14 > 13)
-Added the ability to hold special at the end of the move to deploy a parachute, slowing G&W's descent.
-You can attack, jump and dodge out of the parachute, or press down to end it.

Down Special:
-Adjusted how the move detects projectiles:
-Projectiles that G&W is facing will get caught from farther.
-Projectiles that G&W is not facing will get caught when up close.
-Increased start-up on the counter-attack. (0 > 8)
-Getting knocked out of the counter-attack during start-up will make G&W lose the charge.
-Increased cooldown. (15 > 20)

Taunt:
-Decreased total duration. (60 > 54)

Misc.:
-Adjusted hitpause on every move.
-Updated a bunch of code, making it far more efficient.
-Fixed hitboxes and sounds happening a frame late.
-Fixed bugs related to Kirby.
-Minor AI improvements.

Update: 6 Nov, 2019 @ 7:57am

v2.0.1

Dash Attack:
-Fixed G&W sliding way too fast when using Up Strong out of Dash Attack.

Misc.:
-Minor AI adjustments.
-Added the brand new "finished" tag.

Update: 21 Oct, 2019 @ 1:10pm

v2.0

Jab:
-Increased base knockback on the inner hitbox. (3 > 4)
-Made launch angle higher on the outer hitbox. (361 > 70)

Dash Attack:
-Fixed a bug that resulted in G&W shooting forward when using Dash Attack too close to a ledge. (for real this time!)

Forward Tilt:
-Increased base knockback on the clean hit. (4 > 5)

Back Air:
-Various hitbox adjustments to make the multi-hits launch more reliably into the final hit.
-Increased total duration. (28 > 33)

Up Air:
-Various hitbox adjustments to make the first hit launch more reliably into the second hit.
-Increased base knockback on the second hit. (7 > 8)
-Decreased knockback scaling on the second hit. (.9 > .7)

Forward Strong:
-Adjusted window timing. Frame data unchanged.

Up Strong:
-Increased hitbox size. (54px > 60)
-Hurtbox no longer covers the head.
-Friction is now halved during the move.

Neutral Special:
-Decreased damage of the projectiles. (3 > 2)
-Decreased hitbox size of the projectiles. (24px > 20)
-Projectiles now use a custom graphic when hitting a surface.

Forward Special:
-When rolling a 7, G&W will now heal in 7 frames instead of 1.
-Decreased base knockback when rolling a 9. (15 > 10)
-Increased knockback scaling when rolling a 9. (1 > 2)
-Added a lightning effect when rolling a 9.

Up Special:
-Fixed an animation error.
-Decreased total duration. (38 > 34)

Down Special:
-Increased the absorbtion range.
-G&W now turns around when catching a projectile from behind.
-Edited the damage and knockback formulas to make the move more rewarding overall.
-Added a 15 frame cooldown.

Misc.:
-Sped up the crouch animation.
-Adjusted the jump animation. (animation is slightly slower as a result)
-Improved the tech animation.
-Added more animations related to hitstun.
-Cleaned up the outline of the respawn platform.
-Added a background for the victory screen.
-Added an AI.
-Added a Copy Ability for Kirby. (made with the help of Notarin)

Update: 17 Oct, 2019 @ 7:53am

v1.1.2

Down Special:
-Added an UI element that shows the current charge of the move.

Misc.:
-Edited the crouch animation so it looks less smooth.
-Edited the jump animation to fix the transition to the falling portion. (animation is faster as a result)
-Sped up the double jump and wall jump animations.
-Edited the list of available alt colors to match the ROAACO.

Update: 16 Oct, 2019 @ 11:32am

v1.1.1 hotfix

Removed alt colors 7 trough 12 because of a crash related to the fire effect. They will be added back once the RoA team fixes this.

Update: 16 Oct, 2019 @ 9:09am

v1.1

Dash Attack:
-Increased damage on the sweetspot. (7 > 8)

Up Tilt:
-Various hitbox adjustments to make the first hit launch more reliably into the second hit. Note that good DI may make the combo fail.

Down Strong:
-Decreased start-up. (15 > 10)
-Decreased knockback scaling on the sweetspots. (1.2 > 1)

Forward Special:
-G&W no longer emotes twice upon rolling a 9.

Up Special:
-Decreased the time you have to b-reverse the move, making it easier to archieve max height. (4 > 2)

Down Special:
-Decreased the time it takes to put the bucket away. (15 > 12)
-Decreased the duration of the "projectile caught" animation. (10 > 8)
-Various hitbox adjustments to avoid missing at point blank and when the animation goes to the next frame.
-G&W no longer emotes twice upon using the counter-attack.

Misc.:
-Adjusted jumpsquat to make it match the Aether cast. (4 > 5)
-Increased the length of the respawn platform.
-Adjusted the alt colors.
-Added 6 alt colors: orange, yellow, light blue, pink, brown and GameBoy.

Update: 15 Oct, 2019 @ 2:00pm

v1.0.1 hotfix

Fixed a bug that resulted in G&W shooting forward when using Dash Attack too close to a ledge.

Update: 15 Oct, 2019 @ 9:57am

v1.0