Rivals of Aether

Rivals of Aether

Sol Badguy
Showing 1-8 of 8 entries
Update: 3 Oct, 2024 @ 11:11am

v1.7

This patch adds compatibility with the Stamina mode buddy when using the Dragon Install rune. At low enough stamina, you will be able to access it.

Update: 28 Sep, 2024 @ 8:50am

v1.6 (again)

Oops I forgot to disable the debug text showing his current state ingame. Lol!

Update: 28 Sep, 2024 @ 8:17am

v1.6

This patch addresses a bug with the WRAPPED state (used by Maypul and some workshop characters such as La Reina for their grab attacks). Sol was able to escape certain grabs preemptively by buffering an air dash. This has now been fixed. Nothing else has been changed.

Update: 1 Mar, 2024 @ 2:59pm

v1.5

Alongside other minor balance adjustments, this patch aims to slightly nerf Sol's neutral while continuing to encourage combos and close-range offense. Whiffing moves such as Forward Special and Up Special is often not a huge deal for Sol in most cases, despite their potent killing power (further strengthened by Sol's stray-hit conversion ability). Certain moves have been altered to make them more committal while taking care not to make Sol feel too sluggish.
In addition, Sol's recovery has been nerfed slightly.
Please continue to leave feedback as you wish, as it is always being taken into consideration.

BALANCE CHANGES
GENERAL

  • Wall jump vertical speed reduced (11 -> 10)
  • Prat landing lag increased (8 -> 12)

Down Tilt
  • Startup slightly lowered (6 -> 5). This move is already a decent speed for a low-profile move, but I thought it could use a veeery slight adjustment due to being weaker than Forward Tilt.

Up Special
  • Vertical speed reduced (12 -> 11)

Forward Special
(TAPPED)
  • Horizontal speed has been lowered while grounded (8 -> 7). This change was done to slightly nerf its presence in neutral, due to its killing power. In addition, this continues to encourage use of the aerial version of the move as a combo tool, keeping in mind that it is more risky to throw out in neutral due to the increased airtime and potential to fall off the stage.
  • Later active hitboxes have had their knockback scaling and hitpause reduced.
  • Hitbox slightly scaled up vertically.
(HELD)
  • Damage slightly increased (11 -> 12)
(BOTH)
  • Landing lag altered (9 on hit, 13 on whiff)

Down Special
(AERIAL)
  • First hit hitstun multiplier reduced (1.5 -> 1.3). The hitstun multiplier on this move was originally kept very high so that this move would be consistent when trying to hit both hits, even from max height. However, this proved to make the first hit far too strong as an attack offstage. Despite this, I have not completely reduced the hitstun multiplier all the way to 1 due to the other changes I have made to the move.
  • Removed air dodge cancel window during startup. I thought this was cool for a while, but it's hilariously broken. In its place, I have instead introduced a NEW option to this move: Press Special again during the diving portion of this attack to perform the second hit early. This allows the player to have some more control over how deep they want to go with the attack.
  • Final window length slightly reduced (24 -> 23)
  • A cooldown to this move has been implemented after its use (1.5 seconds).

Up Air
  • Damage on the second hit increased (4 -> 6)
  • Knockback scaling of the second hit increased (.6 -> .75)
  • Hitpause scaling of the second hit increased (.9 -> 1)
  • Hitstun multiplier of the second hit increased (1 -> 1.05)
  • Up Air has been slightly altered in order for its strength to stand out more in Sol's toolkit. Due to this, I have decided to keep the move's hitbox small and stubby compared to his other aerials.

Neutral Air
  • Active frames decreased (7 -> 6)

Forward Air
  • First hit damage increased (2 -> 3)
  • Active frames of the second hit reduced (9 -> 7)

MISC
  • DRAGON INSTALL RUNE: Frame data on some moves has been altered in accordance with the base Sol frame changes.

Update: 30 Dec, 2023 @ 7:43am

v1.4

This patch aims to rectify Sol's issue of feeling too slow at a closer range, as well as improving the range and evasiveness of multiple attacks.
In addition, Sol's mechanics have been altered slightly to improve his flow and make him feel slightly less unwieldy.

MECHANICAL CHANGES
Gatlings

  • Each attack cancel now takes hitstop into account, leading to a slight pause in attack cancels while preserving the buffer window. This should make it feel a little less hectic and give players a little bit more time to input the cancels.
    B-reversals
  • Sol can now B-reverse his aerial specials.
Audio/Visual
  • Sol's voice clips now properly cut off instead of overlapping. Multiple voice clips in quick succession (such as during a combo) will no longer build up in volume as a result.
    B-reversals
  • Some of Sol's Strong attacks and Specials have had their sounds and visual effects altered.
  • Sol now has spinhurt frames.

BALANCE CHANGES
Jab combo
  • Third hit: Hitbox scale increased

Down Tilt
  • Startup lowered (7 frames -> 6 frames)
  • Hitbox scale increased
  • Recovery lowered (21 frames -> 18 frames)
  • Hurtbox is now much smaller, allowing for the move to more easily go underneath high-hitting moves (such as projectiles)
  • Hitpause increased (7 -> 9)

Forward Tilt
  • Startup lowered (8 frames -> 7 frames)
  • Recovery increased (19 frames -> 21 frames)
  • Hitbox scale increased
  • Upper body hurtbox is now invulnerable during the startup and active frames of the move, allowing for it to deal with aerial opponents and high-hitting attacks

Up Tilt
  • Startup lowered (4 frames -> 3 frames)
  • Hitbox horizontally increased
  • Damage on both hits increased (First hit: 2 -> 3, second hit: 3 -> 4)

Neutral air
  • Startup lowered (4 frames -> 3 frames)
  • Recovery lowered (6 frames -> 5 frames)
  • Hitbox scale increased
  • Damage increased (3 -> 4)

Down air
  • Damage increased (4 -> 6)
  • Hitpause slightly increased (7 -> 8)

Forward air
  • Hitbox scale increased
  • Damage on second hit increased (4 -> 5)

Back air
  • Recovery lowered (6 frames -> 5 frames)
  • Hitbox scale increased
  • Damage of close-range hitbox increased (5 -> 7)
  • Damage of far-range hitbox increased (3 -> 4)

Up air
  • Hitbox scale increased

Dash Attack
  • Low-profile hurtbox starts earlier and goes lower than before, allowing for the move to function better as an evasive tool against high-hitting moves
  • Hitbox scale increased
  • Adjusted angle of tap hit (83 -> 86)
  • Base hitpause of held hit increased (7 -> 9)
  • Adjusted drift multiplier on tap hit (.8 -> .7)

Neutral Special
(GROUNDED)
  • Projectile damage increased (6 -> 7)
  • Projectile hitstun multiplier increased (.9 -> 1.05)
  • Final window recovery increased (11 frames -> 15 frames)
(AERIAL)
  • "Clean Hit" damage increased slightly (12 -> 13)

Forward Special
(TAPPED)
  • Hitbox scale increased
  • Base hitpause on first hit increased (10 -> 11)
(HELD)
  • Damage increased (9 -> 11)
  • Hitbox scale increased
  • Angle changed (300 -> 280)

Down Special
(AERIAL)
  • First hit hitbox scale increased vertically
(GROUNDED)
  • Grab hitbox scaled down
  • Visual effect on hit changed
  • A small cooldown to this move has been implemented if any jump-cancellable attack is landed on an opponent. This is a workaround to prevent you from being able to combo into Wild Throw infinitely. This cooldown will not take effect if said moves are whiffed. This change was mainly made for the sake of preserving the attack's combo usage and allowing it to remain strong, while ensuring that it can't be used in a cheesy way.
  • On successful grab, the time Sol holds the opponent for has been decreased. (45 frames -> 36 frames)

Up Special
  • New sound effects added
  • Base hitpause on first hit increased (12 -> 16)

Forward Strong
  • Hitbox scale slightly increased horizontally
  • Active frames lowered (4 -> 3)

Down Strong
  • Base hitpause increased (9 -> 13)

Up Strong
  • Hitbox scale slightly increased

MISC
  • DRAGON INSTALL RUNE: Frame data on several moves has been altered in accordance with the base Sol frame data changes.

Please continue to provide feedback on the character, as I am always looking to improve on it and hear others' suggestions.
In addition, apologies to the DPad Run players out there - I still haven't figured out how exactly to fix the instant airdashing problem when using DPad Run controls yet. In the mean time, I will continue to patch the character whenever necessary, including any attempts to fix this issue in the future.

Update: 7 Nov, 2023 @ 1:27pm

v1.3

This patch is mostly just to buff the power of Sol's strong attacks, making them feel less weak while retaining their frame data.

NOTE: Air dashes being instantly performed while using DPad Run controls has not been fixed yet. If you are using DPad controls, you will have to set it to "Walk" instead, allowing for the intended behavior. I'm still trying to fix this, but it's not major enough for me to hold back any other changes until then.

Forward Strong

  • Damage increased (12 -> 16)
  • Base knockback increased (6 -> 7)
  • Knockback scaling increased (1.1 -> 1.25)
  • Lowered base hitpause (20 -> 15)

Up Strong
  • Damage slightly increased (9 -> 10)
  • First window's startup slightly decreased (9 -> 8)

Down Strong
  • Damage increased (11 -> 13)

Dash Attack
  • Tap version damage slightly increased (6 -> 7)
  • Held version damage slightly increased (9 -> 10)

Forward Special
  • During the first half of Bandit Revolver, Sol's collision box is now smaller. This will not affect player interactions in any way, only collision with stages. This was done in an attempt to address issues regarding the move being unable to recover onto the stage at the peak of its height.
  • Bandit Revolver's animation was very slightly modified with this change.

Update: 5 Nov, 2023 @ 2:13pm

v1.2

Minor patch, a few bugfixes and slight adjustments to variables. No major balance adjustments yet.

  • Fixed a small issue where UTilt would automatically cancel into FTilt without any button input, if the player flicked their stick forward during the first few frames of it hitting.
  • Adjusted hitpause on certain moves (such as FStrong and aerial NSpecial) to avoid insanely long hitpause happening when breaking certain projectiles (such as Kragg's rocks)
  • Jab 1 startup adjusted (5 frames -> 4 frames).
  • UStrong startup adjusted (10 frames -> 9 frames).

Update: 3 Nov, 2023 @ 10:21am

v1.1