I originally made NAIR in 2019 to teach platform fighter neutral. DAIR is a completely new experience focused on teaching platform fighter advantage.
Look forward to more news soon!
NAIR 3.4.2
Fixed rollback desyncs in game modes that have double jumps.
Patch 3.4.1
Bug Fixes:
Player 1 can now earn the airdodge achievement.
The game won't actually say 3.4.1f1, I didn't feel like updating the version # and breaking online multiplayer over this.
Patch 3.4.1
Bug Fixes:
Every Player & Tag has a Default UI Binding
This should make "Reset to Default" fix any messed up UI controls
UI (Menu) controls can no longer be rebound.
The location that custom controls are saved in has been moved.
Loading up this patch will effectively nuke all custom controls, fixing any UI bindings that got mangled last patch.
You can now assign the same button to multiple different actions.
Enables tap jump.
Will no longer unbind UI buttons when trying to rebind A, for example.
Various UI/text fixes
Added a binding for "unknown controllers" that should improve compatability.
Other:
Added a button to the rebinding menu that allows you to add a controller without leaving that menu.
I haven't worked on fixing gamecube controllers specifically but that is my next task. IIRC they work fine except for the rebinding screen.
Patch 3.4.0 - CONTROLLER CUSTOMIZATION
This update adds controller customization!!! - You can create name tags - You can customize the controls, which are saved per controller & per nametag - The number of officially supported controllers has gone up dramatically - Most gamecube & Switch Pro Controller lag/other issues should be fixed
That's it! Short patch notes, but I know a lot of people were waiting for this one. :)
NAIR 3.4.0 - CONTROLLER CUSTOMIZATION
This update adds controller customization!!! - You can create name tags - You can customize the controls, which are saved per controller & per nametag - The number of officially supported controllers has gone up dramatically - Most gamecube & Switch Pro Controller lag/other issues should be fixed
That's it! Short patch notes, but I know a lot of people were waiting for this one. :)
NAIR @ SUPER SMASH CON
Yeah.
NAIR is going to be present at Super Smash Con - a major Smash event & tournament featuring every Smash game and a collection of indie games. This is an IRL event, which you can sign up for here - https://supersmashcon.com/ Signups close very soon, sorry I didn't get this out sooner.
I will be there with NAIR all 4 days of the event, and I am planning on running a major tournament, details to come when I have a complete schedule. Also, I will be giving out these - the first NAIR merch, stickers!! - for free, if that interests you. :)
Hope to see you there! - Teridax ːf1_batː
Trinkets for scale.
Patch 3.3.0
Gameplay Changes:
Wavedash loses less speed over time
5% speed per frame -> 2% speed/frame
Crouch loses less speed while sliding
20%/frame -> 15%/frame
Ground speed is retained when you jump
This allows you to exceed the maximum air speed of 15
While over the maximum air speed, you will lose speed at a rate of 0.7%/frame
Dash, run, and wavedash are all faster than the max air speed, so anything other than neutral jump will give you a faster burst of speed.
Wavedashing is fully actionable after frame 3.
The list of possible actions that will cancel a wavedash includes crouching, dashing, and jumping.
While this list is short, the impact on gameplay will be extremely significant. The new wavedash is an incredibly potent swiss army knife that allows you to move on the ground with a new level of precision, and that lets you launch yourself through the air incredibly fast (and, again, pretty precisely).
Because of the analog nature of this tool, and the sheer range of possibility, I expect it to take a long time for this feature to be fully optimized, but when it happens it will be beautiful.
I will be releasing a large number of small updates over the coming weeks, addressing frequently asked for features and much needed changes. This was originally going to be one of those "small patches", and in a way it kind of is, but the effect it has on gameplay is major enough that I'm dubbing this 3.3.0. 3.2.X only lasted 11 days. :p
I'm releasing these patch notes a few hours before the update itself, while I get the itch build ready, but if you want you can try it early by going into the Betas tab and selecting "3.2.0-beta".
Anyways. There's a lot more to be excited for in the coming months. It's gonna be a wild ride. Hope to see you on it.
EDIT: For clarity sake, here are the wavedash changes from 3.2.0 (they're relevant):
When performing a wavedash, the player's speed is multiplied by 1.4 on the first frame.
When performing a wavedash, the player's speed is reduced by 5% 2% each frame.
Wavedashes can now be jump cancelled 3 frames earlier.
When buffering an airdodge from jumpsquat, a wavedash will occur regardless of stick direction. (This allows keyboard/dpad users to get an optimal wavedash by simply holding left/right.)
Patch 3.2.0
NAIR 3.2.0 finally arrives, with several major changes. This is, in my opinion, the most exciting patch since release.
Gameplay Changes
When performing a wavedash, the player's speed is multiplied by 1.4 on the first frame.
When performing a wavedash, the player's speed is reduced by 5% each frame.
Wavedashes can now be jump cancelled 3 frames earlier.
When buffering an airdodge from jumpsquat, a wavedash will occur regardless of stick direction.
This allows keyboard/dpad users to get an optimal wavedash by simply holding left/right.
Feature Additions
A new gamemode has been added: One Shot.
One Shot, along with any other game modes downloaded from external sources (wink), are all compatible with online play.
In One Shot, your attack takes 23 frames to come out, but will instakill your opponent. There is no time limit. The mode is Best of One.
Air speed, air acceleration, ground movement speed, etc are all faster than base NAIR.
You have 3 double jumps.
A number of other movement and hitbox tweaks.
Online matches can now be spectated.
Joining an online match that already has its player 1/2 assigned will join as a spectator.
You can join a match that has already started- you will enter after the game resets.
Crossplay
More on this in the next section.
Feature Changes
The netcode has been replaced.
While still using GGPO as a base, Steam P2P has been replaced with Epic Online Services.
The most important thing this adds is cross-play with the Itch.io release of this game!
There, it's done. I've been intending to add these features since before release, and I am extremely happy to finally get it out. We will be holding a One Shot tournament on the community Discord in the next few weeks, watch out for that! I'll also be streaming it. <3 Alright, I'm going into hibernation for a few months. You'll hear from me when I awake- I still have more free content updates planned for NAIR.
THE FIRST NAIR WORLD RANKINGS
I released the NAIR World Ranking today, based on 23 tournaments held mostly online in our Discord.
This game has come really far these past few months, and I'm proud of all of you!
NAIR 3.2.0 is just around the corner, bringing some massive new additions to the game. You can test it out in the Beta channels right now, so look forward to that!! You'll be hearing more from me soon. <3