Submit a news tip



Rivals of Aether update out now on Switch (version 2.1.2.1), patch notes

Posted on April 20, 2022 by (@NE_Brian) in News, Switch

rivals of aether update 2.1.2.1

A pretty major 2.1.2.1 update has just gone live for Rivals of Aether on Switch. Along with the latest bug fixes, it includes the latest balance updates for the four newcomers

The full patch notes for the Rivals of Aether version 2.1.2.1 update are as follows:

Switch Bugfixes and Improvements

    • Entering Abyss mode after reaching level 10 with a character will no longer crash the game.
    • Fixed a crash that could occur when adding/removing joycons or other controllers in the console menu.
    • The stats menu should no longer cause a crash when scrolled through.
    • Portrait and other various menu and victory art has been updated to correct odd shader behavior and/or stray pixels.
    • Multiple tutorial improvements made for the four newcomers. Improved descriptions, controls, and reduced difficulty of some steps.
    • Fixed multiple rune and gameplay related issues in Abyss mode.
    • Fixed odd animations when moonwalking as Olympia, Pomme, Mollo, or Hodan.
    • Fixed Olympia, Pomme, Mollo, and Hodan not getting an animation when you unlock their milestone.
    • The Random Stage button should now be able to choose from any stage skins you’ve unlocked.
    • Closed up a gap in collision boxes on Neo Blazing Rail that let players go under the main ground.
    • Fixed dash dancing desyncing replays.
    • Multiple small visual bugs in menus and gameplay have been fixed.
    • Fixed Kragg’s pillar persisting under the bottom blastzone.
    • Addressed various other bugs.

Mollo

  • FINISHER BOMB
    • Finisher Bomb countdown increased, 30 -> 50
      • Spamming a massive kill move was never the intention of the finisher. A longer fuse means Mollo players will need to set up for the big reward.
    • Finisher Bomb reduced weight, 1.25x -> 1.6x
      • For reference, other bombs take 1.8x base knockback.
    • Adjusted explosion VFX layers of Finisher Bomb to primarily appear behind players.
      • This allows players to see where they are in relation to the explosion, helping with reactionary DI.
    • Bug Fix: Finisher Bomb now puts Mollo in parry stun on successful parry.
  • FLASHBANG
    • Increased Flashbang damage, 0% -> 5%
      • This bomb should not have been dealing 0% in the first place but it was particularly noticeable when Mollo could use it to stall off stage.
    • Bug Fix: Fixed flashbangs not applying full hitpause to attacking players.
  • DEFAULT BOMB
    • Hitpause increased, 6 + 0 -> 8 + 1.0
    • BKB 10 +1.0 > 8 +1.0
      • Default bombs were killing light characters a bit too early off the top. Peeling off some base knockback allows us to reduce those surprise KOs while still keeping it a KO option when your opponent passes 150%.
  • GENERAL BOMB FIXES
    • Primed bombs now properly explode in Mollo’s hand when hitstun ends.
    • Held bombs will now continue their timer when Mollo is in hitstun.
      • One of the goals of Mollo’s bombs was inspired by Kragg holding a rock. Mollo should feel more powerful with a bomb in hand but also at risk. Due to some bugs and timing, this goal was muddy at launch. We have made some adjustments so opponents can effectively use Mollo’s bombs against him. If you can catch him with a bomb, you can combo him while it primes and now effectively use the explosion to extend your combo or even KO Mollo!
    • Bombs will not bonk players in hitstun moving faster than 6 pixels per frame.
      • It was a frustrating experience to land a KO attack on Mollo only to have an errant bomb bonk him and negate all the knockback. We introduced a hitstun velocity where once above the threshold, characters will ignore the bonk. You can still use bonks for cool combos at lower speeds but bonks won’t be invalidating your hard work when it comes to KOs.
    • Bug Fix: Bombs that explode on bonk should now assign the hitboxes to the last player that hit it, and not just the Mollo that made it. (Meaning bonking a mollo with their own bomb should properly blow them up.)
      • Mollo finally gets a taste of his own medicine.
    • Reduced bonk hitpause, 12 -> 7
      • Bonks had enough hitpause to lock opponents in place for too long. This was especially problematic getting hit by a bomb whose fuse was running low causing a likely KO with a finisher bomb. The hitpause has been adjusted to better reflect the bonk and reduce those sticky situations.
    • Down Special now causes bomb detonations 1 frame earlier
      • Bat hits shouldn’t be overridden by bomb explosions anymore.
    • Bug Fix: Fixed a bug causing bombs to occasionally float in the air.
    • Bug Fix: Fixed a bug that allowed several unique explosions when Mollo’s primed bombs blew up in his hand.
  • FORWARD TILT
    • Bug Fix: Fixed a bug that allowed opponents to crouch cancel at any percent.
      • It was pretty funny though.
    • Hitpause increased, 6 + 0.6 -> 8 + 0.9
      • Reactionary DI should be much easier now.
      • A few properties leftover from an older version of the move have been snuffed out.
  • UP STRONG
    • Cleaned up Ustrong’s animation.
    • Reduced KB on the last hit, 10 + 1.0 -> 8 + 1.0
    • Increased Ustrong’s endlag, 12 -> 17
      • Up Strong is a great anti air tool and Mollo’s strongest grounded KO option. The attack was designed with a large and long-lasting active window to catch fast moving aerial opponents. But the final hit was too strong for his kit and the attack lacked the recovery frames to be able to punish it. We have remedied both of these.
  • DOWN STRONG
    • Bug Fix: Center hitbox hitpause increased, 5 + 0.5 -> 10 + 0.5
      • The strongest hitbox had less hitpause frames due to the attack’s previous functionality. Now the hitpause has been updated to reflect the attack’s knockback and improve DI opportunity.
  • RAPID JAB
    • Repeated attack inputs should keep spraypainting more reliably.
    • Removed hitpause scaling to prevent stunlocking (was at 0.6x previously).
      • The move should feel better to use and to get hit by.
  • DASH ATTACK
    • Hit one now breaks Kragg’s rock.
      • The hitbox meant to grab bombs did not function as a normal hitbox, making interaction with rock a bit puzzling.
  • NEUTRAL AIR
    • Fixed an error causing hitboxes to be arranged incorrectly.
  • GENERAL BOMBS
    • Added an aerial version of Down Throw with bombs.
      • Having Mollo do the same light toss in the air as on the ground didn’t feel right. We gave him a new down throw that allows for pressure from above without having to commit to an up special.
    • Adjusted bomb sprites to more clearly show when they have a bonk hitbox.
      • We recognized there were a few scenarios where players would expect to be able to parry bombs when they did not have an active hitbox, this visual update should make these scenarios much more clear.
    • Added HUD indicator to show whichever bomb Mollo is holding.
      • We wanted players to have an easier time recognizing what bomb the Mollo pulled in certain scenarios like recovery. This change should make it clear to every player which bomb the Mollo has chosen with a simple peek at the HUD.
    • Bug Fix: Fixed a bug causing delayed explosions of Firecracker when held by Mollo.
    • Bug Fix: Hitting a bomb downward while on the ground now properly bounces them upward.
  • FLASHBANG
    • Stun timer reduced 45 > 30
    • Hitstun multiplier reduced, 1.0 > 0.8
      • We recognized that the stun was a little too easy for Mollo to get a huge reward off of. This coupled with the recent buff to this bomb’s damage, we opted to make the window for stun follow-ups a little tighter.
    • Adjusted sprite to more clearly define it from a firecracker.
  • DEFAULT BOMB
    • KB angle, 70 > 80
      • Default bombs were a bit too difficult to DI based on there position relative to the player. A higher knockback angle makes bad DI less likely to KO off the top, but also makes follow-up combos from Mollo easier in the process. We want the Default Bombs to help Mollo secure kills more than outright taking stocks on their own.
  • FINISHER BOMB
    • Adjusted explosion hit FX layers of Finisher Bomb to primarily appear behind players.
      • This adds to a change last patch that allows players to see where they are in relation to the explosion, helping with DI on reaction.
  • JAB
    • Bug Fix: Removed whifflag.
    • Jab 1 recovery, 8 > 12
    • Jab 1 active frames, 3 > 2
    • Jab 2 recovery, 12 > 16
      • Jabs generally do not have whifflag, so with the removal of that mechanic we needed to normalize some of the values of Jab 1 and 2.
  • FORWARD TILT
    • Damage increased, 5 > 9
    • Endlag reduced, 18 > 14
    • Bug Fix: Added whifflag.
      • Forward Tilt felt a little weak for its intended use. The extra damage should help with that, while the reduced endlag combined with the addition of whifflag will help it feel the same on a miss and better on hit.
  • UP TILT
    • Damage increased, 6 > 8
      • Much like Forward Tilt, Up Tilt damage seemed just a bit low for its use as a get-off-me tool, so we gave it some love.
  • DOWN TILT
    • Removed Jump cancel.
    • BKB 6 > 7
      • Down tilt is a pretty powerful tool even without the jump cancel on hit. We wanted to keep the move feeling good while also giving it an increase in base knockback to make chaining into itself less common.
  • DASH ATTACK
    • Bombless endlag increased, 15 > 18.
      • The bombless Dash Attack is meant to push opponents off of Mollo rather than a strong combo tool. The extra endlag will still allow for some pressure with more strict follow-ups.
  • NEUTRAL AIR
    • Hit 1 damage decreased, 5 > 2
    • Hit 1 hitstun multiplier reduced, 1.0 > 0.5
      • The first hit of Neutral Air seemed to serve its purpose connecting into the rest of the move, but it allowed for some pretty crazy hitfall loops. The lower damage and lower hitstun modifier makes those loops more difficult to pull off while also making the connecting hits of the move more rewarding.
  • FORWARD AIR
    • Bug Fix: Whifflag now applies properly.
  • DOWN AIR
    • Hitpause on sour hitboxes reduced, 7 + 0.6 > 6 + 0.5
    • Hitpause on sweet hitboxes increased, 7 + 0.6 > 10 + 0.8
    • Sweetspot vs. grounded KB reduced, 7 + 0.7 > 5 + 0.7
      • The sweetspot knockback reduction vs grounded opponents should make grounded spikes easier to follow up on at combo percents.
    • Endlag increased, 8 > 12
    • Bug Fix: Whifflag now applies properly.
          • Down air is a pretty cool move that just needed some fine tuning. Startup remains the same but an endlag increase makes it a little more committal to use. The hitpause increase should make it more satisfying to land while giving opponents a better reactionary window to DI.

    FORWARD STRONG

    • Final hit size changed, 62 x 57 > 80 x 72
    • Hits 1 and 2 are no longer techable on the ground (can still be wall teched).
      • These changes should match Forward Strong’s art better and help with linking early hits into the final.

    NEUTRAL SPECIAL

    • Removed the extinguish move; nspecial now does nothing when holding a bomb.
      • Mollo’s ability to extinguish the bomb ran counter to our goal of making the bomb pull a commitment.

    DOWN STRONG

    • Wide hitbox height increased, 58 > 60.
    • Wide hitbox Y increased, -30 > -28.
      • We thought it would be cool if Mollo could break cancel off of rocks with his down strong.

    UP SPECIAL

    • Bug Fix: Adjusted final hurtboxes to align better with sprites.
  • DOWN SPECIAL
    • Tipper angle increased, 35 > 40
    • Tipper KB decreased, 11 + 1.1 > 9 + 1.05
    • Main KB decreased, 8.5 + 1.1 > 8 + 0.95
    • Drifting forward now launches Default Bomb and Flashbang instead of detonating instantly, to mimic Firecracker and Finisher behavior.
      • The community found a fun use for the finisher and firecracker bombs, allowing the bat to launch them forward when airborne and drifting forward. This change allows all bombs to work this way.
    • Bat now launches rocks instead of breaking them.
      • Batter up!
  • GENERAL
    • Waveland speed multiplier reduced, 1.5 > 1.25
    • Waveland time reduced, 9 > 8
      • Mollo’s Wavedash was one of the best in the game, which gave him a bit more of an advantage for his playstyle than we wanted. His overall distance on Wavedash has been reduced to better mesh with his unique mix of normals and projectiles.
    • Adjusted how Mollo bombs blow up in his hand, which also fixed a crash. (The fuse does not tick down during hitpause if it triggers this way, so moves that modify hitpause afterwards like Bash don’t desync the bomb’s timer.)
    • Bomb and explosion readability has been improved.
    • Super armor now armors through Mollo’s flashbang, but will be put into the same amount of hitpause as the flashbang normally does.
    • Bug Fix: Fixed the Flashbanged double-visioned effect not displaying correctly.
    • Bug Fix: Fixed various issues with Ori bashing Mollo bombs.

Hodan

  • CHARGE FUNCTIONALITY
    • Charged moves now reset the charge amount as long as you’re using one.
      • Charging takes 15 frames, so now back to back charge moves will require those extra 15 frames to execute.
    • Starting a charged move disables the ability to charge until you let go of Down.
      • This excludes down strong due to the direction of the move matching the direction required to charge.
    • Starting a dash disables charging until you let go of Down.
      • These last two changes make sure that Hodan can be played optimally with either the standard controller settings, the dpad or the keyboard. To be able to dash with a standard controller, you have to let go of down. But a keyboard or a dpad could hold down through that motion and retain the charge easily without having to move the stick back down like a controller would. These requirements for a new down press get all the controllers on the same playing field and also make it easier on your hands for players who were tempted to claw both the analog stick and the dpad for their monkey madness.
  • UP SPECIAL
    • Charged variant early hit BKB and KB scaling reduced, 10 + 1.2 -> 9 + 1.1
      • For how fast this attack is and the places you can use it, it was KOing too early. This change should bring the kill power to a healthier level.
    • Charged variant early hit active duration reduced, 6 -> 2
    • Uncharged variant early hit active duration reduced, 6 -> 3
      • The start of up special is the sweet spot but with how long it lasted, it didn’t feel very sweet to get hit by it. We reduced the duration on both versions. Charged and uncharged variants travel at different speeds, meaning the active frames cover different distances. Both variants now reach similar distances. Example: A grounded up special’s first hit can no longer hit Tower of Heaven’s top platform.
    • Late hit angle changed, 50 -> 60
    • Charged late hit angle changed, 50 -> 80
      • We updated the angles on the late hits of each Up Special to match the angles of the sweet spots which makes DIing the attacks more consistent.
  • FORWARD SPECIAL
    • Forward Special endlag increased, 20 -> 28
      • We are increasing the recovery of Forward Special to reduce Hodan’s spam and also to remove his stalling technique when combined with Up Special. We opted for a recovery hit over a cooldown implementation because we want Hodan to be punished for using his projectile in inopportune situations rather than being able to parry or move away.
    • Charged Forward Special endlag increased, 14 -> 28
      • While Forward Special spam was formidable, the amount of sweat you could swirl by repeating Charged Forward Specials was devastating. This recovery change brings both versions in line.
    • Sweatwhirls can now only absorb new spirits after 40 frames, once the spirit’s spawn animation has finished.
      • This helps players escape several whirls being chucked at them in a row.
    • Bug Fix: Spirited sweatwhirls are no longer transcendent.
      • Attacks that beat projectiles can now destroy all sweat whirls.
    • Bug Fix: Fixed sweatwhirl hitboxes lingering outside blastzones.
      • A moment of silence for the Kraggs that lost their pillars to this bug.
  • FORWARD AIR
    • Charged Forward Air landing lag increased, 8 -> 10
    • Charged Forward Air endlag increased, 14 -> 16
      • The move is meant to be big and strong, so we targeted endlag in conjunction with the new charge mechanics to make it much harder to combo more than one in a row.
  • UP TILT
    • Bug Fix: Charged variant’s (Splash Kick) final 2 hitboxes moved to the correct window, removing the four hitbox overlap it had before.
      • SPLASH YA LATER!
  • UP STRONG
    • Bug Fix: Fixed a bug where players under very specific platform heights (Treetop Lodge’s upper platform) would not be thrown properly.
  • JAB
    • Bug Fix: Rapid jab can now be done by holding Attack.
    • Bug Fix: Fixed not being parry stunned when doing a tilt cancel.
  • DASH ATTACK
    • Uncharged early hitpause increased, 7 > 8
    • Uncharged late hitpause increased, 5 > 6
    • Uncharged hitpause scaling increased, 0.25 > 0.6
    • Charged early hitpause increased, 7 > 11
    • Charged early hitpause scaling increased, 0.25 > 0.8
    • Charged late hitpause scaling increased, 0.45 > 0.8
      • These changes all aimed to make Dash Attack feel better to land and get hit by, while making reactionary DI a little easier for opponents.
    • Bug Fix: Charged Dash Attack can no longer fastfall offstage.
      • While the mechanic is kind of cool, we found it brought more frustration from accidental self destructs than it was worth. This bug fix also makes the behavior consistent with the uncharged variant, allowing for a tech called fastfall storage on platforms in case players still wanted to utilize the tech in specific situations. Fastfall storage is a pretty complicated tech, luckily our friend SNC has a document dedicated to it and related techs here.
  • FORWARD AIR
    • Adjusted charged hitbox 2 (and related spritework) to hit less inside and below Hodan, with some size shaved off the front and top as well.
      • Last patch we said that this move is meant to be big and strong. The intention of this change is to make lower recoveries a little more safe and to allow opponents to sneak behind the hitbox if the Hodan overshoots.
  • UP STRONG
    • Grabbing opponents gives their double jumps back.
      • Large disjointed moves that grab opponents out of the air can be pretty nasty, so we tend to give double jumps back to numb the pain. Ranno tongue being a similar example.
  • DOWN STRONG
    • Bug Fix: Removed whifflag from the parry window.
    • Bug Fix: Added a 1-frame gap between the parry window and attack.
      • There were some instances where the parry and hit would overlap, resulting in some weird knockback properties.
  • UP SPECIAL
    • Charged and uncharged Up Special now have 6 frames of hit lockout on their sweet spot.
      • This helps avoid situation where a sweat whirl can interrupt kills.
    • Throwing a spirit with Up Special now puts Fspecial on 20 frames of cooldown.
      • Rather than put Hodan into pratfall, we decided this would be a good way to limit Up Special stalling.
  • DOWN SPECIAL
    • Down Special now has a “slam” hitbox that can hit aerial opponents.
      • Previously, Hodan’s final hitbox would only hit grounded opponents, making the second half of the move relatively non-threatening if a player were to jump. This hitbox is intended to catch airborne opponents that would have otherwise barely dodged his bury.
    • Down Special mud wave hitbox width increased to better match the visual, 32 > 52
    • Bug Fix: Fixed mud wave hitboxes having inconsistent positions.
  • GENERAL
    • Sweatspirits are now destroyed when Hodan dies.
      • This makes Sweatspirits consistent with other stage control in the game that is removed when the character is KOed.
    • Bug Fix: Fixed sweat spirits displaying in front of players in some cases.
    • Bug Fix: Hodan no longer gains parry invincibility from parrying his own Forward Special sweatwhirls.
    • Increased BKB of Hodan’s Ustrong grab hitboxes: 0.1 -> 4. While this doesn’t really affect the move’s balance (slam hitboxes have their own BKB), this fixes crouch-cancelling it on platforms.
    • Things that destroy projectiles (Vince/flowers/etc.) will now destroy sweatwhirls instead of only destroying their hitbox.
    • Fixed Hodan keeping a grabbed sweatwhirl after respawning.
    • Fixed Hodan’s O rune not being able to consume fire on some strongs.

Pomme

  • FLOAT MECHANIC
    • Getting hit while floating now removes any remaining float time.
      • There is a 6 frame forgiveness window at the beginning of a float.
    • Up Special now only restores float time to a maximum of 45 frames.
      • Pomme leaves the ground with 150 frames of float time. If her remaining float time is above 45 frames when using Up Special, the remaining time will be available as a second float.
    • Fixed being locked out of fastfalling when using a move out of float.
  • FORWARD AIR
    • Lowered Forward Air’s sourspot angle, 45 -> 40
    • Forward Air sweetspot KB reduced, 7 + 1.1 -> 6 + 1.0
      • In addition to a sweet spot KB nerf, the sour spot and sweet spot angles are now identical, making DI less of a guessing game.
    • Bug Fix: Fixed a momentum bug related to a floating Forward Air in Pomme’s Harmony Field.
  • FORWARD SPECIAL
    • Increased Forward special damage, 0% -> 8%
      • We told Vince to stop holding his punches. The Rivals aren’t fans of Pomme. Well except for Kragg. He owns all her albums. This should also prevent crouch-cancelling causing some odd trajectories.
    • Forward Special Cooldown has been increased from 15 frames after Vince disappears to 55 frames after Vince disappears.
      • Now that Vince is not holding back, we have to deal with those times when Pomme is too reliant on him. This cooldown increase should keep Vince as a combo starter while reducing him as a spam option.
    • Vince’s whiff endlag reduced, 40 -> 30
      • This change makes Vince block projectiles for a little less time but also allows Pomme to use Vince sooner effectively reducing the increase in cooldown above from 40 frames to 30 frames.
  • DOWN SPECIAL
    • The harmony field now moves towards the stage if it’s far away enough from solid ground.
      • We saw the videos of the Pomme stalling from launch week. This attempted solution should keep a floating Pomme away from the edges of the blastzone, while also giving the Harmony Field more utility near stage.
  • STRONG ATTACKS
    • Fstrong endlag increased, 12 -> 18
    • Ustrong endlag increased, 10 -> 15
    • Dstrong endlag increased, 10 -> 15
      • Pomme’s strong attacks were incredibly hard to whiff punish especially considering they pack quite the punch for an Air character. These changes should bring her closer in line to the rest of the cast.
  • UP TILT
    • Bug Fix: Removed an extra hitbox from Utilt that was spawning later.
      • A relic from an older animation that added a lot of disjoint to her attack.
  • MISCELLANEOUS
    • Slightly increased harmony field opaqueness.
    • Bug Fix: Fixed crouching using the standing hurtbox.
    • Bug Fix: Up Special now has a walljump cancel window during active frames.
  • DASH ATTACK
    • Startup increased, 6 > 8
    • Endlag increased, 12 > 15
      • Her Dash Attack is one of her best burst options, but its previous state was overshadowing her other mechanics. Making the move more of a commitment should open up her kit exploration in a fun way.
    • Adjusted sound effects to be a bit more musical.
  • NEUTRAL AIR
    • Increased early hitbox size.
      • Her Neutral Air was a solid move. This change should make well timed instances of it more rewarding, while keeping the moves main functionality the same.
  • FORWARD AIR
    • Endlag increased, 15 > 19
    • Changed landing lag behavior after the hitbox becomes active. Landing lag will scale from 18 to normal landing time based on how late you land.
      • Pomme’s fair strength is in a healthy spot, but her float mechanic brings a bit of a unique challenge to reducing over-reliance on the move. Floating near the ground could allow for repeated Forward Aerials that would circumvent the move’s endlag in lieu of more favorable landing lag. This scaling change is similar to how Wrastor’s air strongs work.
  • STRONG ATTACKS
     

    • Up Strong hitbox lifetime decreased, 8 > 6
    • Down Strong hitbox lifetime decreased, 8 > 6
    • Adjusted whifflag to apply to more of the endlag, which should result in whifflag being ~2 frames longer.
      • Both Up and Down Strong had a bit longer of a lifetime than we would have liked. Her powerful sound waves are still pretty active, but now have a harder time hitting players when their techs end.
  • FORWARD SPECIAL
    • Vince now displays in front of players.
      • We wanted his role as a bodyguard to be a bit more pronounced, he will now show up in front of Pomme and other players. Maybe some creative Pomme mains can now use Vince to shield what they are doing?
  • GENERAL
    • Bug Fix: Jump and Double Jump sprites have been realigned to better match the hurtbox.
    • Bug Fix: Updated Pomme’s portrait colors to match shaders better. (Also got rid of a red pixel on her custom color sprite.)

Olympia

  • NEUTRAL SPECIAL
    • Reduced Neutral special’s break hitbox size, 284 x 284 -> 270 x 270
      • This should remove scenarios where someone gets crystalized while barely touching the field.
    • Nspecial’s projectile now resets its despawn timer when parried.
      • A parried projectile will now reach the Olympia that threw it.
    • Crystalized sprite is now bi-colored.
  • FORWARD SPECIAL
    • Forward Special now includes the gauntlet as the hurtbox.
    • Forward Special’s hitbox moved inwards, 12 -> 6
    • Forward Special’s endlag is now 28 to 36 frames, depending on charge – was 20 to 36.
      • These changes to Forward Special will make contesting the move less dangerous and whiff punishing the move easier at low charge. Forward Special still has IASA frames on hit and it starts 25% of the way through the recovery which means the IASA at low charge is slightly slower now.
    • Reduced the amount Forward Special can push up when hitting a ledge, 40 -> 32 pixels
      • Olympia will still get a boost onto stage, but now it won’t be so much that it’s visually jarring when she pops up onto the ground when hitting the wall.
  • UP AIR
    • Uair landing lag increased, 5 -> 8
    • Uair endlag increased, 7 -> 10
    • Uair 2’s base knockback increased, 6 -> 7
      • Up air should now be a little less powerful when used in hitfall strings, while also sending opponents further out, making follow-ups a little more difficult.
  • DOWN AIR
    • Dair sourspot knockback reduced, 6 Base + 0.8 Scaling -> 4 Base + 0.6 Scaling
    • Dair sweetspot knockback reduced, 10 Base + 1.0 Scaling -> 7 Base + 0.8 Scaling
    • Dair sourspot hitpause reduced, 6 Base + 0.8 Scaling -> 6 Base + 0.6 Scaling
    • Dair sweetspot hitpause reduced, 20 Base + 1.0 Scaling -> 12 Base + 1.0 Scaling
      • Those Down Air numbers were pretty intense, huh? It turns out when sending downward, gravity only adds to your speed. The numbers have been adjusted to be in line with other powerful spikes in the game.
  • BACK AIR
    • Reduced Bair’s second hitbox active frames, 14 -> 11
    • Reduced Bair’s active window, 14 -> 11
    • Increased Bair’s endlag, 2 -> 5
      • Back Air’s hitbox now ends when Olympia’s art changes, giving the move more endlag while keeping the total frames the same.
  • GENERAL
    • Hurtboxes now include the gauntlets on all attacks.
      • Originally we wanted her reinforced armored hand to avoid having hurtboxes on them, but based on her archetype, she does not need the added disjoint.
  • JAB
    • Bug Fix: Hit 1 no longer has whifflag.
  • FORWARD TILT
    • Hitbox active time reduced, 9 > 6 (FAF remains the same)
    • Hitbox size reduced.
      • The previous version was catching players off-guard by hitting a bit too far behind her, and lingering on frames where the move appeared to end. This change is more faithful to her animation.
  • UP TILT
    • Reduced the size of her second hitbox to cover less space directly in front of her.
      • This hitbox is intended as a get-off-me tool and anti-air, so it seemed appropriate to reduce the area it strikes in front of her.
  • DASH ATTACK
    • Removed jump cancel.
      • Be honest. Did you even know Olympia had a jump cancel on her dash attack? The jump cancel was only on the last 12 frames of the attack so didn’t affect a ton of situations as is. Rather than adding endlag to the overall move, this change only shaves frames off of the on-hit situations.
  • NEUTRAL AIR
    • Hit 1 hitstun multiplier reduced, 1.0 > 0.5
      • Because it has no hitstun scaling, Olympia’s Neutral Air 1 has been seeing a lot of use across all percents, acting as a looping tool at low percents, and a kill confirm at higher percents. This change should tighten up confirm windows and give some healthy counter-play to these situations.
  • FORWARD AIR
    • Main hitbox size decreased, 76 x 76 > 66 x 66
      • Olympia’s Forward Air has been filling it’s role as a combo tool and finisher very well. The hitbox reduction combined with additional vulnerability on her gauntlets should make contesting the move easier for opponents.
  • UP AIR
    • First hitbox hitstun multiplier changed, 1 > 0.85
    • Second hitbox hitstun multiplier changed, 1 > 0.85
    • Third (spike) hitbox angle flipper removed, 6 > 0
      • Last patch we attempted to make up air chains a little less painful by increasing her base knockback and landing lag. This attack is still a crutch for Olympia players so we decided to reduce hitstun opponents receive in order to allow for easier escape attempts from Olympia’s victims.
  • BACK AIR
    • Reduced main hitbox active time, 9 > 6
    • Reduced underside hitbox active time, 11 > 6
    • Adjusted window timings so active time is 14 > 6 and endlag is 2 > 10,
      • This means whifflag will apply more to the move.
    • Reduced main hitbox width, 70 > 60
    • Reduced underside hitbox size and position.
      • We felt that her disjoint on this move was a little strong, particularly below her. We want this move to be more of a horizontal menace, with less safety when landing directly on top of opponents.
  • FORWARD STRONG
    • Forward Strong is now split between an early strong hit lasting 3 frames, and a late hit beginning on frame 4. The early hit is unchanged from the previous version and the late hit has 12 base hitpause and 0.8 KB scaling. Each hitbox is new compared to the previous Forward Strong.
      • Olympia’s Forward Strong is a unique move that shatters her gauntlets. We wanted to keep the length of the move identical while making later frames a little less powerful.
  • NEUTRAL SPECIAL
    • Projectile Hitstun multiplier reduced, 1.0 > 0.5
      • The projectile throw itself is not intended to be her main strength on Neutral Special. This puts the projectile portion more in line with other projectiles of similar knockback.
    • Creating the gem (either automatically or manually) now puts Break Nspecial on 10 frames of cooldown.
      • This is meant to prevent accidentally buffering gem pops when trying to stop the projectile late.
    • Bug Fix: Bashed gem is now destroyed when it hits the ground.
  • FORWARD SPECIAL
    • Bug Fix: Fixed parry stun not applying if you hit someone or something after getting parried.
  • UP SPECIAL
    • Rapid hitbox size reduced, 72 x 72 > 60 x 60
    • Finisher body hitbox width decreased, 95 > 75
      • This change allows opponents to contest early hits of the move more safely, while also decreasing the size of her finishing hitbox that would terrorize airborne opponents.
    • Pratfall landing time increased, 11 > 18
      • The increased pratfall time should make going for ladders ending with up special a little more commital while still allowing for smart use of edge cancels on the way down to protect herself.
  • DOWN SPECIAL
    • Dodge cancel in the air now puts the move on cooldown until you land, walljump, or get hit.
      • Olympia’s Down Special was a bit too safe to use. Her dash cancel gives a big boost of speed and a smallwindow of invulnerability. Limiting the cancel to once per airtime will make the option a calculated choice rather than a repeated optimal strategy.
    • Increased early attack startup, 2 > 10
      • Releasing the move early was able to sneak through certain multi-hits, this should make the move lose to multi-hit attacks while keeping it as a good counter to single-hit attacks.
    • Bug Fix: Fixed armor being reapplied when releasing it.
    • Bug Fix: Fixed armor being reapplied in certain other situations.
    • Olympia’s crystal now has an additional color option in the custom colors menu.
    • Adjusted Olympia’s tutorial so hitting bair into another aerial should be easier.
    • Bug Fix: Olympia’s walljump should no longer cause a crash.
    • Bug Fix: Olympia’s crystalized effect should now use consistent colors instead of blinking between swapped colors.
    • Bug Fix: Mollo’s flashbang no longer causes Olympia to zoom offstage if she armors a flashbang.
    • Bug Fix: Fixed a bug allowing Ori to bash Olympia’s Crystal repeatedly.

All Switch players can download the new 2.1.2.1 update for Rivals of Aether now.

Source

Leave a Reply

Manage Cookie Settings