Rivals of Aether

Rivals of Aether

Mario
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Actualización: 13 AGO a las 10:41

v1.26

Patch Notes:

General
~ When playing online, the horizontal offset for the alternate color names is moved slightly to the right to not be covered up by the player icon.

Jab
~ Jab 1 now force flinches.
~ Jab 1 Base Knockback: 2 -> 4
- Jab 1 Hitstun Multiplier: 1 -> 0.9
~ Jab 2 Base Knockback: 2 -> 5
~ Jab 2 Angle: 80 -> 75
- Jabs 1 and 2 Endlag: 6 (9) -> 10 (15)
(The base knockback and hitstun multiplier changes are to accommodate for the force flinch change, since without this BKB change you can easily parry the other jab hits before Mario can even do them. These changes are a bit experimental and i also dont want to accidentally give Mario a jobble, so let me know how this feels.)
~ Jab 3 Base Hitpause: 6 -> 7
~ Jab 3 Hitpause Scaling: none -> 0.5
(why did jab 3 not have hitpause scaling and also have the exact same hitpause stats as the other jab hits LOL)

Forward Tilt
~ Adjusted dust effects.
~ The swipe sound effect for this move now stops playing if Mario is interrupted in the middle of it.

Forward Air
~ Removed some code which was resetting Forward Air’s sourspot knockback values. Forward Air’s sourspot stat adjustments from patch 1.23 are now actually present on this move.
~ Adjusted sourspot hit sfx to sound more heavy and less weak.

Up Strong
~ Base Hitpause: 8 -> 9
~ Hitpause Scaling: .75 -> .8

Neutral Special (Fireball)
- If Mario is parried, then he will lose all progress towards charging Firebrand.
(i somehow forgot to do a check for this after all this time)

Down Special (Mario Tornado)
~ Adjusted dust effects, both on the ground and in the air.
~ Fixed a bug where if Mario landed during this move when he had Firebrand charged midway through firing fireballs, Mario’s progress towards charging Firebrand would not be reset to none. Now when Mario lands during this move when shooting fireballs, Mario will lose progress proportional to how many fireballs he threw. For example, if you land and only shoot one set of fireballs, your progress towards a full charge will be slightly set back, compared to if you land after firing almost all of them, then your charge will be nearly empty.

Actualización: 16 JUN a las 10:32

v1.25

Patch Notes:

Alternate Colors
~ Removed “SMBZ” color.
~ Added a new color, “Retro”. This is so retro! This alt also has a unique victory theme.

Voiced Mode
~ Completely recoded Voiced Mode.
~ Added additional voice clips that can play, all of which are pulled from Mario’s voice clips from Paper Mario: The Thousand-Year Door.

Actualización: 15 MAR a las 13:21

v1.24

Patch Notes:

General
~ Altered double jump sound effect.

Voiced Mode
~ Fixed some debug messages from appearing in the error message log.

Up Air
~ Adjusted hitbox sizes and placements.
+ Added a 3rd hitbox to this move, moving the endlag frame that had the smear on it to the active frames. (this technically means the move has slightly more endlag if finished in the air after landing the initial hit but w/e)
~ Corrected Angle Flipper on the second hitbox to match the first hitbox’s Angle Flipper. All are now Angle Flipper 6.
- Endlag: 11 -> 12
- Landing Lag: 4 -> 5

Up Strong
~ Angle: 86 -> 90
(idk why it was like this not gonna lie)

Actualización: 11 MAR a las 16:54

v1.23

Patch Notes:

General
~ Adjusted character select sound.
~ Re-rendered the preview image.

Compatibilities
~ Added Dream Nail Dialogue for The Knight (Reiga).

Voiced Mode
~ Is now enabled through the CSS as a button rather than inputting Taunt during startup.
~ Mario now has voice clips that play when he gets hurt.

Dash Attack (Slide)
~ Adjusted dust effects.

Down Tilt
~ Un-two flickied this move.
(yeah.)

Neutral Air
~ Clean Hit Base Hitpause: 5 -> 6
~ Clean Hit Hitpause Scaling: none -> 0.2
+ Clean Hit Damage: 5 -> 6

Forward Air
~ Main Hitbox Angle: 60 -> 55
~ Main Hitbox Base Knockback: 7 -> 6
~ Main Hitbox Knockback Scaling: .65 -> .7
~ Main Hitbox Base Hitpause: 7 -> 8
~ Main Hitbox hit sound effect adjusted.
~ Main Hitbox size and placement adjusted.
~ Late Hitbox’s stats now match the main hitbox’s stats. (Not the spike.)
~ Late Hitbox size and placement adjusted.
~ Adjusted spike hitbox size and placement.
(Experimental changes with Forward Air since I felt that the non-spike hitbox felt a bit… off.)

Down Special (Mario Tornado)
- Mario will no longer go into landing lag if he lands with this move when it gets parried.

Actualización: 19 ABR 2023 a las 16:31

v1.22

Patch Notes:

General
~ Adjusted jump animation to hold the starting pose more.
~ When using Voiced Mode, some of Mario’s normals will now play randomized voice clips sometimes.

Up Strong
~ Fixed a bug where landing during this move’s endlag after getting parried would put Mario into the landing lag animation instead of parry stun animation.
~ Removed unused code for this move that didn’t serve any purpose.

Neutral Special (Fireball)
~ Fixed a bug where sometimes throwing a normal fireball would also make Mario throw the charged version as well.

Up Special (Super Jump Punch)
~ Landing the initial hit of this move should make the rest of the move connect better now.
~ Changed the multihit hitbox hit vfx from 302 (the spinny one) to 305 (the sweetspot vfx).

Actualización: 27 DIC 2022 a las 10:33

v1.21

Patch Notes:

General
~ Adjusted Steam preview image.

Forward Tilt
+ Startup: 11 frames -> 10 frames.

Up Tilt
+ Startup: 9 frames -> 8 frames.
- Adjusted hitbox sizes to better match the animation: this move’s hitboxes were too comically large.
~ Adjusted SFX timing.

Down Tilt
+ Startup: 9 frames -> 6 frames. (There was no reason for this kind of move to come out on frame 10.)
~ Adjusted SFX.
~ Added dust effects.

Actualización: 19 SEP 2022 a las 8:51

v1.20

Patch Notes:

General
~ Adjusted Steam preview image.
~ Re-added some compatibility since I accidentally removed some of it last patch.

Neutral Air
~ Early Hit Base Hitpause: 5 -> 8
~ Early Hit Hitpause Scaling: none -> .6
~ Late Hit Base Hitpause: 5 -> 6
~ Late Hit Hitpause Scaling: none -> .4

Down Air (Stomp)
~ Base Hitpause: 5 -> 7
~ Hitpause Scaling: .25 -> .5

Neutral Special (Fireball)
- Projectile Hitstun Multipliers: 0.95 -> 0.7

Forward Special (Dive)
~ You can now do the second part of the move by inputting Jump when landing.

Actualización: 20 JUL 2022 a las 9:47

v1.19

Patch Notes:

General
~ Removed MunoPhone.
~ Updated Steam Description to include information about Mario’s moveset.
~ Some moves now have dust effects.

Up Strong (Plumber Punch)
- Landing during endlag now puts you into landing lag.

Up Special (Super Jump Punch)
~ Angle Flipper (Linking Hits): 10 -> 0
~ Adjusted hit SFX and FX.

Actualización: 23 ABR 2022 a las 17:25

v1.18

Patch Notes:

Neutral Air
~ Late hitbox hit effect adjusted.

Up Air
- Adjusted hitbox sizes to better match the animation.

Forward Strong
- Adjusted hitbox size to better match the animation.
+ Normal Hitbox Knockback Scaling: 0.95 -> 1
- Endlag: 16 -> 18
- Spike Hitbox Damage: 12 -> 8
- Spike Hitbox Base Knockback: 5 -> 4
- Spike Hitbox Knockback Scaling: 0.6 -> 0.4

Up Strong
- Endlag: 15 -> 17

Down Strong
+ Knockback Scaling: .8 -> .9

Up Special (Super Jump Punch)
~ Should connect much better now.

Actualización: 11 JUL 2021 a las 14:44

v1.17