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Ranno and Clairen Controllers by Controller Chaos

If you’re a fan of custom controllers, Controller Chaos has just added some amazing Rivals designs by El Ranno for our two newest characters. You can pick them up on controllerchaos.com in the Rivals section, as well as find designs for our other original characters.

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By popular demand Controller Chaos has also added Xbox One controllers to the Rivals line. They even do custom requests so don’t be afraid to reach out if you want one of these designs on an Xbox 360 or your other favorite controller.

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Patch 1.2.0 – Ranno and Clairen

Welcome to the Rivals of Aether 1.2.0 patchnotes! There are plenty of exciting additions to Rivals today including two new characters, Halloween seasonal colors, a brand new ranked season, and more. Read on for all the detailed notes and other good stuff.

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New Characters – Ranno and Clairen

ranno-clairen-steam-image@three-quarter-sizeRanno, The Poisonous Pacifist and Clairen, The Flame’s Salvation are now available on Steam! These Rivals come as a DLC two pack and can be added to your roster for $4.99.

Ranno is our third Rival to represent the water element while Clairen fights on the side of flame. Pick them up today on Steam or try them for free in their tutorials, accessible through the solo menu in game.

Halloween Seasonal Colors

The Rivals are ready for Halloween with festive costume colors available in all gameplay modes. Be on the lookout for spooky Orcanes and mummy Maypuls as you scare your way through ranked and exhibition.

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Ranked Season 3

Patch 1.2.0 marks the beginning of ranked season 3 for the online ladder. This means that everyone gets a clean slate and fresh climb starting at 1000 ELO in ranked mode. All records from last season have been immortalized on the Steam leaderboards, and new icon rewards will be available to you depending on the rank you achieved.

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Congratulations to everyone who secured medal placements (bronze players at 1200+ ELO, silver at 1500+ ELO, and gold at 1800+ ELO).

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  • Parry Cooldown – Missing a parry now gives it a 20 frame cooldown. We added this to prevent people from spamming parry back to back, as the reward for landing the parry was too high in some situations (and it was frustrating to play against).
  • “Random” Stage Selection – When choosing random on local stage select, you can no longer get the same stages you played on in the previous 2 games. This technically makes random, well, less random… but it feels better since brains are dumb. Online stage select already behaves this way so this brings local up to speed.
  • Outward Sending Hitbox Normalization – We’ve normalized all outward hitting moves so that the sides don’t kill off the top blastzone earlier than the top of the move. This makes our intent for these types of moves actually line up with the execution. Knockback has been adjusted to keep relative power levels the same based on the new formula.
    • Shine (charged and uncharged) knockback has been adjusted to be the same when hit from the side, but will now be a little stronger on the top and bottom. Increased from 5+.55 > 7+.65.
    • Forsburn’s Combust sweetspot knockback has been increaesd from 4+1.1 > 7+1.3. Sourspot increased from 4+0.9 > 6+1.1.
    • Absa’s Dspecial knockback changed to 5 + 1.5.

Bugfixes

  • The Spirit Tree really wants you to pick it – Fixed a bug in local stage select that allowed The Spirit Tree to come up on random even if it was banned.
  • What happened to my dodge – Fixed a bug where you would lose your air dodge when getting hit during its startup, but only if you air dodged out of a tumble.
  • I’m taking you down with me – Fixed a game crash that happened when bashed clone explosion was parried.
  • AZCards’ Long Lost Bug – Fixed a bug that stopped Kragg from destroying an opponent’s pillar in the ditto.
  • Angles thinking face – Removed angle flippers on Etalus ice shards.

Ori and Sein
While Ori and Sein were close to how we wanted them to feel on release, Sein ended up hogging more of the spotlight than we liked. This patch we’ve toned down some of their moves that were simply too good and gave Ori a few quality of life improvements as well.

We’ve specifically targeted charged flame to subdue the little orb of doom and have also made the duo easier to use with default controls.

  • New Charged Flame mechanics have been changed:
    • Hold special for 15 frames to initiate charged flame.
    • If you let go before 55 frames (about 1 second) it will stay charged until you tap it again. If you let go after 55 frames it will blow up as soon as you release.
    • Maximum hold time has been reduced to 4 seconds.
    • Sein now has 10 frames of startup before exploding.

This change is intended to make charged flame less oppressive in coverage, more difficult/impressive to time correctly, and more user friendly with default controls.

  • Charged Flame active frames decreased from 12 > 4.
    Twelve active frames was TOO MUCH.
  • New Dash attack can now cancel into anything after hitting the sweet spot successfully.
    • Dash attack sweet spot size increased from 8x8px to 20x20px.
    • Recovery increased from 16 > 18.
    • Sour knockback angle changed from 361 > 45 (only higher on grounded opponents).
    • Base knockback increased from 8 > 9.
  • Fstrong recovery increased from 18 > 20. On-whiff recovery increased from 27 > 30.
  • Team-up Fstrong recovery increased from 18 > 24. On-whiff recovery increased from 27 > 36.
    Spamming team-up Fstrong was too good. It’s already a great kill move that lasts a decent length so we’d like to encourage people to be more precise with it.
  • Team-up Fstrong hitboxes reduced in size.
  • Team-up Ustrong and Fstrong multihits now pull toward the center during hitpause.
    This fixes an admittedly funny issue where Ori could send enemies flying if they traded with this attack.
  • Ori can no longer fastfall on hit to prevent Ustrong from rising.
  • Both Ori and their target are now invincible when aiming Bash (Dspecial).
    This makes bash usable in free for all and doubles.

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Wrastor is a tough bird to balance since he constantly walks (flaps?) a fine line between too good or not good enough. While it’s fun when you’re getting the reads, he’s more often frustrating to play as than not – especially against heavies who take too long to KO.

To alleviate this, we’re making some changes this patch to allow him to wrack up damage faster while still being a stylish glass cannon.

  • Air Friction increased from .04 > .05.
    Wrastor dies very early so this gives him a little help in making him very slightly harder to KO horizontally.
  • Increased the size of Dstrong hitbox from 30×40 > 50×50
    This used to be one of Wrastor’s signature moves but recently it’s looked a little lackluster. We’re increasing the size to make it a more enticing option.
  • Fair strong hit damage has been increased from 6 > 7. Weak hit damage stays 5.
  • Bair damage increased from 5 > 6.
  • Dair sour spot damage increased from 4 > 6. Strong hit hit dair is still 7.
  • Nair damage increased from 5 > 6.
  • Jab 2 Damage: 4 > 5.
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    Maypul has been suffering a little bit from the same problems as Wrastor in that she’s very powerful in theory, but fails to reach her potential when played online. To add to this many of her hitboxes also feel slightly unreliable. To compensate we’ve made quite a few of them bigger this patch as well as tweaked the properties of a few other key moves to make her more forgiving to play.

  • Maypul’s air friction has been increased from .05 > .06.
    Maypul dies very early so this gives her a little help in making her very slightly harder to KO horizontally.
  • Utilt recovery decreased from 13 > 10. (whiff decreased from 20 > 15)
    The reward didn’t match the commitment for this move. This change makes it still easy to punish on whiff, but gives Maypul more reliable aerial follow-ups if she hits.
  • Dash attack hit 1 has been updated to more reliably link into hit 2.
    This makes the move connect consistently similar to other moves with two parts like Zetterburn’s forward and down strongs.
  • Uair hitbox 3 increased from 70×60 > 80×80.
  • Nair hitbox 1 (inside hitbox) increased from 70×40 > 90×40.
  • Fair hitbox increased from 60×80 > 80×85.
  • Lily bite damage increased from 4 > 8.
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    We’re giving a bit of Zetterburn’s recovery back so he doesn’t get snuffed out too early offstage.

    • Wall jumping after down special has been reverted to give Zetterburn his jump back, but only once until he touches ground again.
      This should give Zetterburn some nice recovery mixups while not swinging the pendulum back to pre-Ori patch where his recovery near the wall was monstrous.

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    Kragg throw rock. Kragg tall rock need improvement. Kragg smaller rock need improvement too.

  • Kragg’s pillar can now be broken by a hitbox as long as the hitbox owner’s feet are below the top of the pillar. Previously, the center of their hitbox had to be below the top of the pillar. This is still the case with projectiles.
    This change was made to avoid situations like Zetterburn fair sweetspot breaking a pillar from above, causing Zetterburn to die if he autocancelled the fair.
  • Kragg rock shards now die when reaching 500 pixels above the top of the screen instead of 100px.
  • Kragg’s rock is no longer destroyed by Etalus uair, Wrastor Dair hit 1, or Forsburn cape.
    These moves now interact with the rock by moving it instead of outright breaking it.
  • Let us know how you like the new characters as well as any other thoughts in the comments below! As always, thanks for playing.

    MuffinBros Controller Skins Giveaway

    MuffinBros has just released their first Rivals of Aether controller skin (with art by the fantastic Eric Y Huang) and are doing a giveaway to celebrate! You can enter to win 3 different types of skins as well as a poster version right here:

    > Zetterburn Graphic Giveaway: Rivals of Aether & MuffinBros Graphics

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    The giveaway runs until October 23rd with one random winner at the end. If you can’t wait until the end of October, you can grab the poster or controller skins on MuffinBros’ store:

    > https://muffinbros.com/product-category/graphic-shop/rivals-of-aether-controller-skins/

    We’re working on adding more characters right now, so leave a comment below on which character you’d like a skin for next.

    GT-X Wrap Up

    GameTyrant Expo (GT-X) debuted last weekend in Salt Lake City, Utah and was one of the coolest events we’ve been to this year. We were excited for GT-X for a few reasons:

    • One – the tournament was held in a sweet sports arena.
    • Two – Rivals was the 3rd largest event (behind Melee and Sm4sh).
    • And three – we decided to reveal a brand new character!

    Here’s our wrap up for the event if you missed any of the action.

    Character Reveal

    First, if you somehow missed our character reveal you can check it out in our reveal article posted yesterday. Ranno and Clairen are coming out in 2 weeks and we’ve got her official trailer as well as some more lore, elemental powers, and gameplay laid out for you.

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    The Tournament

    Rivals was the 3rd biggest event behind Melee and Smash 4 with 82 entrants. We got to wrap up the tournament on stage Sunday morning with an awesome top 4 streamed by VGBootCamp. You can find the vods on their channel here:

    Final Standings:

    Standing Player Character
    1st Panda Global | FullStream
    2nd Burrito | LBO
    3rd Arctic Fury | TurtleBox
    4th HABIT | Toko
    5th TheEvets
    5th TwistedSin | SBS
    7th Etalus
    7th Rato
    Full Standings >

    Congratulations to FullStream for winning the event, and doing it all alongside his brand new team Panda Global.

    What’s Next

    This wraps up the currently planned local events for the RCS before Genesis 5. However we’re on the lookout for one more before the finals, so make sure you let us know about any events in November or December where you want to see Rivals. See you at the next one!

    Also, don’t forget to register for our RCS Season 2 finals at Genesis 5 to be a part of the largest Rivals event ever. Just like last year, we plan to make this one to remember. You can still sign up with regular event pricing at smash.gg/G5.

    Character Reveal: Clairen, The Flame’s Salvation

    This weekend at GT-X we revealed our newest Rival – Clairen, The Flame’s Salvation. She’ll be joining Ranno on Steam in a two-character pack in just a few weeks for $4.99.

    Profile:

    Clairen is a seasoned warrior from a distant future where both Zetterburn and Forsburn have vanished and never return. In her time, Loxodont grew to become a powerful emperor and expanded his domain over nearly all of Aether. Through the years the fire people lost their connection with the flame and could no longer control it. To offset this, their soldiers were issued plasma weapons as the Fire Empire became reliant on technology to retain its power.

    One young girl realized she could still control the flame and plasma. After enlisting in the Imperial Guard, she hatched a plan to destroy the endless Loxodont hoping that it would return the flame to the people. But Loxodont had grown invincible over time and his corporeal form was replaced with fortified machinery. Clairen was defeated in the throne room and was set to be executed. But there were others who also despised Loxodont, and Clairen’s bravery motivated them. An unlikely ally helped Clairen escape using a machine to go back to a time when Loxodont was still vulnerable.

    Now Clairen is on a mission in the past. To find the missing heroes that inspired her resistance and to destroy the endless emperor before he become invincible.

    Clairen Hero Shot

    Elemental Powers:

    Ionized Tip – Unlike the other future soldiers, Clairen manipulates her blade to be two-toned. The end of Clairen’s sword is super-charged, allowing her to stun enemies who are hit precisely with the tip.

    Plasma Echo – Clairen dashes forward with her Side Special to quickly escape. The deadly plasma resonance left behind can damage enemies and even KO opponents with its sweet spot.

    Energy Field – Performing a Down Special right before an attack hits Clairen will trigger her energy field. This field damages and pushes other Rivals away on activation. The zone that remains will nullify all projectiles that try to enter it.

    Gameplay:

    Clairen plays like a sword fighter you would find in other platform fighters. Her blade is much longer than Forsburn’s dagger and she relies on disjointed hitboxes in order to keep her opponents at bay. Clairen excels at medium range but can struggle at both close and far ranges from her opponents.

    Clairen’s Ionized Tip is a critical aspect of the character that players will have to master. When spacing her attacks correctly, she gets stronger knockback and can stun her opponents which opens up combos that are only possible by using the tip of the blade. Players can see clearly when they landed the Ionized Tip by the plasma stun effect that envelops their opponent.

    Clairen’s Side Special is Plasma Echo. She can use it to get back on stage, but its real strength is the hitbox that it leaves behind. When spaced perfectly the attack can be lethal or set up for a long combo. The attack comes out where Clairen was, not where she is going, which requires some practice both when using the ability as Clairen and when fighting against it.

    Finally, Clairen’s Down Special is her Energy Field. This ability is the first counter in Rivals of Aether with a truly electrifying result. When successful, Clairen spawns an Energy Field that makes up for her lack of projectile. The field creates a large null zone that destroys all enemy projectiles inside it.

    Additional Media: