Rivals of Aether · published
As we enter August, patch 2.0.8.0 is ready to hit the beach before the Rivals Championship Series starts at Riptide next month. This patch includes a bunch of small balance adjustments that have come from our behind-the-scenes testing as we prepare to release our first new characters in 3 years. Work on both the Workshop Character Expansion and the Rollback Netcode Beta is also moving along so stay tuned for updates on those in the future.

In other news - Creatures of Aether on Steam for PC and Mac is launching alongside this patch today with crossover content! Help celebrate with our other Aether team friends at Tako Boy Studios for this big milestone. Download the game for free to unlock a brand new stage skin for Air Armada. Definitely give it a try on Steam if you're a new or even returning player - the game has changed a lot in the past year!
Lastly, keep an eye out for more exciting RCS news as well. European and Australian monthly events are now available for registration:
And of course you can still sign up for the first North American event:
Onto the patch notes:


Zetterburn's Up Air is being adjusted to match his visuals and reach lower at the end which also improves the attack as a landing aerial. Forward Air's hitbox has also been adjusted to better match the swing's visuals.

Bubbles are getting a minor nerf allowing players to SDI out of them more effectively while Back Air is getting an adjustment to have weaker base knockback and higher scaling so it KOs slightly later.

Kragg's Up Tilt is going to be more reliable. The angle is being adjusted to combo better while also not being techable. He is also getting a quality of life fix to Up Special so now you don't have to know if the pillar reached you or not when hit out of the vertical stall.

Forsburn has his hurtboxes adjusted so you can't attack his cape on multiple attacks. His Down Strong has been adjusted to have more hitpause and we are bumping up its knockback to compensate since it will be more consistent to DI it. Forward Strong is getting a buff to be more reliable and also have more knockback scaling.

Dash Attack 1 hitpause position move has been adjusted to be more reliable. Back Air 2 hitbox has been increased also to be more reliable.

Down Tilt hitbox now matches the art better and Up Strong is being fixed so its multihits can no longer be SDI'ed.

Menace finally got through to Trevor and Dan and they crumbled and made an adjustment to make Etalus' Forward Strong more reliable.

Charged Flame hit lockout was removed because it was preventing cool charged flame into aerials while not affecting kill confirms with it. Forward Tilt is no longer so disjointed since Ori is not meant to have good disjoint. Dash Attack startup and knockback has been adjusted so its not as spammable into itself because Dan played against 3 Ori players in a row on ranked earlier this year and couldn't handle it anymore.

Jab 2 has been adjusted to not whiff when Jab 1 lands very close. Up Strong is being adjusted to reduce the Up Strong fishing that we see late game especially with DACUS. If you have ever played against a Ranno online, then hopefully you understand.

Clairen Down Strong is getting a little bit of love as a KO option. Now the angle is consistent and the scaling is slightly higher so both the Clairen and her opponent can react to the attack better. Forward Strong is getting a consistent angle on aerial and grounded opponents which will make it just as strong of a KO option during a combo as it is raw on the ground.

We found out that people would like to at least try to DI's Sylvanos' Down Strong.

Missiles are cool but it can be annoying when they are used to combo break and the opponent has already forgot about them. The new offscreen indicators should help the opponent be more aware of their positions. Up Tilt with heat has become a nasty kill confirm for Elliana and while we still want it to be strong, we are adding recovery frames so it's not as guaranteed. Neutral Air and Forward Air are having their angles flipped because Neutral Air has outshined Forward Air in nearly all Elliana scenarios. Now we hope that both can see usage in high level play. Neutral Special early hit was adjusted to combo into the rocket fist more reliably.

Shovel Knight Down Tilt was adjusted to not whiff inside him when it looks like it should hit. Down Air was adjusted so the spike has a sweet spot and sour spot since the late spike can feel cheesy to be caught with late.
We hope everyone has been having a safe and fun summer so far in 2021! Let us know what you think of the patch in the comments below or on social media.