Rivals of Aether

Rivals of Aether

Classic Mega Man
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Update: 13 Nov, 2021 @ 5:29pm

v3.4
Added Dracula and Daroach dialogue made by Smash Yoshi

Update: 3 Apr, 2020 @ 10:56pm

-Extended idle animation.
-Fixed Charge Icon hud for when it's at the very last charge.
-Changed Platform sprite
-Changed certain sprite offsets to now go past the ground.

Update: 20 Mar, 2020 @ 7:21pm

Initial:
-Dash Speed: Changed from 7.25 to 6.5.
-Initial Dash Speed: Changed from 8 to 6.5

>Overall, Mega Man's run is a bit slower for better balance.

Aerials:

*Bair:
-Damage: Changed from 3 to 2.
-Projectile Hspeed: Changed from -14 to -15.
-Base Knockback: Changed from 3 to 1;

>Bair's projectile is faster and deals a bit more damage, but doesn't send the opponent as far.

*Dair:
-Revamped move where last hit now spikes the opponent.
-No longer has fast fall.
-Angle (Hit 3): Changed from 85 to -85.

>Fast fall no longer works and it sends the opponenet downwards.

*Uair:
-Has a bit more endlag.
-Adjusted hitbox to be a bit closer to the center of Mega Man.
-Window Vspeed: Changed from -15 to -17.
-Damage: Changed from 6 to 8.
-Base Knockback: Changed from 5 to 7.
-Knockback Scaling: Changed from 0.8 to 0.9.
-Base Hitpause: Changed from 15 to 10.
-All changes for this move have been properly implemented into the Kirby mod.

>Uair now rises higher and deals more knockback. But the opponent isn't stunned as much and missing leaves the player more open.

*Nair:
-Angle (Hit 1 & 2): Changed from 45 to 35.
-Base Knockback (Hit 1 & 2): Changed from 6 to 3.
-Knockback Scaling (Hit 1 & 2): Knockback will stay the same no matter the opponent's damage.
-Damage (Hit 3): Changed from 2 to 4.
-Angle (Hit 3): Changed from 45 to 50.
-Base Knockback (Hit 3): Changed from 4 to 7.
-Knockback Scaling (Hit 3): Changed from 0.8 to 0.4.
-Angle Flipper (All Hits): Now sends in the same direction everytime.

>The first two hits have less knockback to make it easier to connect all hits. The last hit sends a bit higher, deals more damage, and has more knockback. Attack sends in the same direction the player is facing.

*Fair:
-Lifeime: Changed from 250 to 65.
-Damage: Changed from 11 to 13.
-Angle: Changed from 35 to 25.
-Angle Flipper: Now sends in the same direction everytime.
-Projectile Hspeed: Changed from 6.25 to 7.5.
-Base Knockback: Changed from 7 to 5.
-Knockback Scaling: Changed from 0.9 to 0.5.
-Base Hitpause: Changed from 15 to 13.

>The projectile lasts much shorter, has less knockback, and stuns the enemy a bit less. However it's faster, deals a bit more damage, and sends at a lower angle. Fixed issue where projectile sends in the opposite direction when player gets to close.

Ground Attacks:

*Jab:
-Hit 4 now has new hitbox data.
-Knockback Scaling (Hit 1, 2 & 3) : Changed from 0.5 to 0.1.
-Base Hitpause (Hit 1, 2 & 3): Changed from 2 to 1.
-Damage (Hit 4): Changed 2 to 4.
-Base Knockback (Hit 4): Changed from 2 to 4.
-Knockback Scaling (Hit 4): Changed from 0.5 to 0.3.

>First three hits of jab now have less knockback and hitpause to make it easier to for the full attack to land. Last hit sends opponent farther and deals more damage.

*Dash Attack:
-Lasts shorter and has less endlag.

>Attack ends quicker.

*Ftilt:
-Has less startup but has more endlag.
-Hit box is now a bit smaller and centers around the tornado.
-Angle: Changed from 80 to 65.
-Base Knockback: Changed from 7 to 6.
-Knockback Scaling: Changed from 0.7 to 0.5.
-Base Hitpause: Changed from 8 to 4.

>Attack starts quicker but takes longer to end. Hitbox is now the same size as the tornado. Has less knockback and stuns the opponent less.

*Dtilt:
-Angle: Changed from 90 to 75.

>Angle sends at a lower angle.

*Utilt:
-New animation window has been added.
-New hitbox has been added with differences from the other hitboxes listed.
-Has more endlag.
-Angle (All Hits): Changed from 80 to 85.
-Angle Flipper (All Hits): Now sends in the same direction everytime.
-Base Knockback (Hits 1 & 2): Changed from 5 to 1.
-Knockback Scaling (Hits 1 & 2): Changed from 0.5 to 0.1.
-Base Hitpause (All Hits): Changed from 5 to 1.
-Hitpause Scaling (All Hits): Changed from 0.5 to 0.1.
-Base Knockback (Hit 3): Has a knockback of 10.
-Knockback Scaling (Hit 3): Has knockback scaling of 0.2.

>Move animation has been edited to make the attack end slower. Now has a third hit that has more knockback and sends the opponent flying. The first two hits deal less knockback in order to connect the full attack. Attack has less hitpause overall. Sends opponent in a higher angle and in the same direction as the player.

Strongs:
*Fstrong:
-Has more endlag.
-Height of the hitbox is now smaller.
-Angle: Changed from 45 to 30.
-Angle Flipper: Now sends in the same direction everytime.
-Base Knockback: Changed from 7 to 6.
-Knockback Scaling: Changed from 1.1 to 0.9.

>Attack ends quicker with a smaller hitbox. Angle sends in the same direction as the player and at a lower angle. Has less knockback.

*Dstrong:
-Now has two seperate hitboxes on each side of the attack.
-Each hitbox sends the opposite direction.
-Angle (Both Hitboxes): Changed from 75 to 60.

>Now has two hitboxes in the front and back of the attack. Each one acts the same but sends in opposing directions of each other. Sends at a lower angle.

*Ustrong:
-Has less endlag.
-All hitboxes have increased width.
-A new hitbox 1 that helps connect to the other hits.
-Damage (Hits 2, 3, & 4): Changed from 3 to 2.
-Angle Flipper (All Hits): Now sends the opponent away from the player.
-Base Knockback (Hits 2, 3, & 4): Changed from 6 to 0.1.
-Knockback Scaling (Hits 2, 3, & 4): Changed from 0.8 to 0.1.
-Damage (Hit 5): Changed from 2 to 4.
-Angle (Hit 5): Changed from 75 to 90.
-Base Knockback (Hit 5): Changed from 6 to 8.

>Attack ends quicker and has a larger hitbox. A new hitbox was added at the beginning so that the move is easier to land. The middle three hits now deal less damage and has less knockback. Last hit deals more damage, sends at a higher angle and deals more knockback. Entire attack sends opponent away from the enemy player.

Specials:

*Nspecial:
-Has less endlag.
-Base Knockback: Changed from 0.05 to 1.
-Knockback Scaling: Has knockback scaling of 0.2.
-Base Hitpause: Changed from 3 to 5.
-Projectile Hspeed: Changed from 10 to 12.
-When using three a row, it stops for a very short cooldown. Timing button presses will allow you to keep shooting.

>Can act out of attack quicker. Has more knockback, new knockback scaling, more hitpause, and projectile is now faster. New gimmick where a small cooldown happens when three shots are fired in a row and instead in order for it be spammed, button presses must be timed. Balance changes allows for new combo options, and cooldown makes harder to spam.

*Charge Shot:
-Now charges faster.
-When getting out of the charge animation, the charge will be saved unless hit out of it.
-Damage: Changed from 12 to 15.
-Base Knockback: Changed from 4 to 6.
-Knockback Scaling: Changed from 1.2 to 0.9.
-Base Hitpause: Changed from 4 to 6.

>Charging takes less time and can be saved when dodging out of it. Charge is lost when hit out of it. Deals more damage, has more knockback, and has more hitpause.

*Fspecial:
-Has a bit less endlag.
-Now has a short cooldown.
-Damage: Changed from 4 to 6.
-Angle: Changed from 85 to 90.
-Angle Flipper: Now sends the opponent away from the player.
-Knockback Scaling: Changed from 0.6 to 0.4.

>Can act out of attack quicker. When attack is used, a short cooldown is set to prevent spamming. Deals more damage, has more knockback, sends at a longer angle, and sends the opponent away from the player.

*Dspecial:
-Has more startup and has more endlag.
-Initial attack comes out quicker.
-Made changes so that the ending part doesn't have super armor.
-Damage: Changed from 14 to 20.

>Attack takes longer to start and takes longer to end. The attack portion now comes out quicker. Fixed issue where the endlag portion keeps the super armor. Deals more damage.

*Uspecial:
-Base Knockback: Changed from 3 to 5.
-Knockback Scaling: Changed from 1 to 0.2.

>Has more base knockack, but overall deals less knockback.

Misc:
-Added some new hud to accomodate balance changes.

Update: 11 Mar, 2020 @ 11:33pm

v3.0

Update: 22 Dec, 2019 @ 4:03am

-Charge shot now takes less time to fully charge.
-Charge shot damage changed from 20 to 12.
-Charge shot knockback has been reduced from 8 to 4.
-Charge shot hitstun has been reduced from 5 to 4.
-Charge shot still requires attack and special to be pressed but once fully charged, charge shot can be used with nspecial instead of mega buster making it easier to fire charge shot.

-Adjusted knockback of fair to always send away from the attack hitbox.
-Adjusted knockback of ftilt to always send away from the player.
-Utilt's base knockback has been changed to 4 while knockback scaling has been increased to .65
-Utilt's damage has decreased to 1% for each hit.
-Adjusted knockback of dstrong to always be away from the player.
-Adjusted knockback of ustrong to always be away from the player.
-Knockback scaling for fspecial increased from 0.3 to 0.6.
-Lifetime on fspecial went from 50 to 65.
-Speed of fspecial projectile went down to 0.9.
-Fspecial's base knockback has been increased to 6.

-Added a new victory background.

Update: 18 Dec, 2019 @ 2:04pm

-All strong attacks have a bit of increased end-lag.
-SFX have been added for when you land an attack.
-Walking and Running animations have been fixed to be smoother.
-Knockback on nspecial has been increased from 0 to 0.25.

Update: 18 Dec, 2019 @ 1:49am

Dair: Knockback, Hitstun and Damage have been reduced. Angle has changed from 60 to 80 degrees.
Uair: Knockback, Knockback scaling, and Damage have been reduced to prevent early kills.
Dspecial: Increase startup time to not be as fast.

Colors have been changed. The first three are the same.

Added colors: Metal Blade, Silver Tomahawk, Auto/Quint, Inverted Mega Man.

Info text has been changed.

Update: 17 Dec, 2019 @ 7:19pm

Full Moveset Recap:

Jab: Uses Quick Boomerang as a multi hit attack.
Ftilt: Sends enemies flying with Tornado Blow
Utilt: Catches enemies in the air with Air Shooter. It's very wide and can hit up to three times.
Dtilt: A slide that isn't too strong but is fast and can catch enemies off guard.
Taunt: Rush joins in to say hi.

Nair: Bring out Leaf Shield to juggle enemies. It's great for combos.
Fair: Shoot Elec-Beam to electrify opponents. It has a lot of hit-stun making it easy to follow up after it.
Uair: Rise up in the air with Rush Jet. It works both as an attack and a recovery.
Bair: Shoot Item #2 to catch opponents facing away from you. It doesn't have a lot of knockback but it's very fast.
Dair: Use the questionable Top Spin to combo enemies. It starts up very fast and hits three times.

Nspecial: The classic Mega Buster. While it can fired endlessly, it doesn't push back enemies at all.
Fspecial: Start or extend combos with Metal Blade. It's very fast and has different uses.
Uspecial: Gain aerial help with Beat who can carry you very far across the stage.
Dspecial: Land a heavy strike on foes with Rush Power Adaptor. It's takes a moment for it to land but has super-armor for during the attack.

Charge Shot: Charge shot is very strong and fast attack that can knockback enemies far. However, the drawback is that it takes awhile to charge. You can dodge out of it to save yourself but you'll have to start over.

Update: 17 Dec, 2019 @ 1:29pm

v1.2
-Buster Shot has had some balance changes to be less powerful. It now acts like Fox's laser and does 1% damage.

Update: 16 Dec, 2019 @ 6:58pm

v1.1