Rivals of Aether

Rivals of Aether

The Batter
Showing 1-5 of 5 entries
Update: 10 Feb, 2024 @ 9:23pm

v1.4

-Initial dash speed decreased: 7 -> 6.5
-Max horizontal speed when jumping decreased: 5.75 -> 5.25

-Jab angle lowered: 70 -> 60

-Dstrong first hit active time decreased: 4f -> 3f
-Dstrong first hit Base Hitpause decreased: 7 -> 5
-Dstrong first hit SFX adjusted to sound weaker.
-Dstrong time between hits decreased: 6f -> 4f
-Dstrong second hit Base Hitpause increased: 10 -> 12
These changes might seem a bit counterintuitive. Dstrong is pretty weak overall, but for some reason it feels odd to get hit by, which can cause people to become confused or mess up their own DI despite it being a multi-hit. The goal of these changes is to place less emphasis on the first hit, and more on the actual launching hit, to help it feel a bit more natural.

-Nspecial projectile speed decreased: 35 -> 25
-Nspecial timed hit projectile speed decreased: 40 -> 35

-Fspecial add-on cooldown increased: 75f -> 300f
-Fspecial cooldown is now handled independently between add-ons. This means that Batter is now able to use Dspecial to swap to another add-on while the current one is on cooldown.

-Fspecial startup increased: 11f -> 13f (hitbox active frame 14)
-Fspecial startup now plays a sound effect on the first frame.
-Fspecial Alpha projectile angle lowered: 65 -> 55
-Fspecial Omega projectile angle lowered: 90 -> 75
-Fspecial Epsilon projectile angle lowered: 60 -> 45
-Fspecial Epsilon projectile knockback scaling increased: 0.3 -> 0.6
-Fspecial Epsilon hit SFX adjusted to sound stronger.
-If a melee attack from Batter gets parried, add-ons onstage will enter their cooldown state.
-If Fspecial gets parried, the add-on parried will enter cooldown.

Update: 2 Jul, 2023 @ 5:07pm

v1.3

-Tilt-cancelling a jab after being parried should now make the tilt have proper parrystun.

-Decreased Ftilt startup: 8f -> 7f (hitbox active frame 8)

-Decreased Nair 1 base hitpause: 7 -> 6
-Slightly decreased Nair 2 hitbox size.
-Adjusted priority issue where the back hit of Nair 2 would hit when it shouldn't.

-Increased Fair landing lag: 8f -> 10f (12f -> 15f on whiff)
-Increased Fair endlag: 18f -> 20f (27f -> 30f on whiff)

-Increased Dstrong startup: 8f -> 9f (hitbox active frame 10)
-Thickened Dstrong smear behind Batter, to make it more obvious that it hits behind.
-Decreased time between Dstrong hits: 8f -> 6f
-Dstrong second hit angle raised: 40 -> 45
-Decreased Dstrong first hit base hitpause: 7 -> 6
-Increased Dstrong second hit base hitpause: 8 -> 10
Dstrong has been a weird move, as on-paper its a 2-hit strong with a lot of hitpause and low knockback. Despite these, it's been consistently weird to react to and DI properly. I think these changes will make the move more obvious and put more emphasis on the second hit, as well as making it less punishing on improper DI.

Update: 5 Jan, 2023 @ 3:01pm

v1.2

-Hopefully fixed a bug where NSPECIAL's projectile would, when parried, spawn the wrong player's article.

Update: 30 Nov, 2022 @ 6:33am

ver 1.1

-Added "Finished" tag. Fell for the classic blunder.

-JAB no longer stuns the Batter when parried. Now works in line with base cast jabs.

-DATTACK angle raised: 45 -> 55

-NAIR first hit angle raised: 45 -> 50
-NAIR first hit base knockback decreased: 7 -> 6.5

-DSTRONG first hit angles adjusted: 50/120 -> 45/110. The move should send you from one side to the other less frequently.
-DSTRONG first hit base hitpause increased: 5 ->7.
-DSTRONG time between hits decreased: 9f -> 8f
-DSTRONG second hit base knockback decreased: 8 -> 7

-Added a failsafe to the Add-On remote attacks (FSPECIAL 2) incase their animation gets frozen.

Update: 28 Nov, 2022 @ 8:35am

v1.0