Rivals of Aether

Rivals of Aether

Tom & Jerry
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Update: 26 Jun, 2021 @ 12:01pm

v3.15

The "I was bored" Update

As the title implies, I was bored, so I decided to make some adjustments to Tom & Jerry's frame data. Other than pure boredom, I wanted to fix some of their frame data one last time before I stop updating them.

General Changes:
-Jab in general is faster.
-Dash Attack's multihits have less hitpause.
-Adjusted the priority of Down Air's hitboxes.
-Back Air's lifetime has been decreased.
-Forward Air's sweetspots have been made slightly larger.
-Both of Forward Strong's hitboxes now come out at the same time to make it a little more difficult to hit the sweetspot.
-Decreased the lifetime of Down Strong's sweetspot.
-Decreased the landing lag of all aerials.


With this patch released, I can safely say that I am done updating this version of Tom & Jerry. I'm going to be working on new characters from here on out, so I hope that some of you are looking forward to what I'm preparing!

Update: 5 Nov, 2020 @ 11:35am

v3.14

The Pi Update

It's not exactly the pi or pie you would expect, but Tom & Jerry are cutting their way into this update with a brand new Up Strong!

Up Strong Changes:
-New Animation: Tom now uses the chainsaw instead of Jerry. In the animation, Tom will flip with the chainsaw until he deals a finishing blow at the end!
-Hitbox Changes: The hitbox frame data is nearly identical as it used to be, with the exception of all of the hitboxes being sized up, and two more multi-hits added to the move, making for a total of 8 hits.
-Damage Change: Up Strong can now deal a minimum of 20%, and a maximum of 30% damage.
-Angle Change: The final hitbox now launches at angle 61 instead of 90.

Other Changes:
-Forward Strong: The hitbox size of the sweetspot has been ever so slightly decreased.
-Down Air: Adjusted the knockback on the weak hit.
-Forward Special: Slightly increased the width of the strong hit.
-Up Tilt: Adjusted the angle of the top middle hitbox from 90 to 91.

That's it for this update, and though this is definitely not the last update, it will be quite some time before I decide to do another one. So until next time, take care!

Update: 31 Oct, 2020 @ 5:10pm

v3.13

The Not-So Spooky Update

This update has absolutely nothing to do with Halloween, sorry if that dissappoints anyone. However, there are a good amount of changes in here!

General Change 1: Tom & Jerry's gravity has been ever so slightly decreased from 0.65 to 0.63. This is to fit their light-weighted nature.

General Change 2: All aerials (excluding down air) now have a little more landing lag, so be cautious.

Up Tilt: Upgraded! Up Tilt pretty much works just like how it used to, but it has a new animation to go along with it. Rather than Tom needing to constantly flash kick without end, he will now use Jerry as a weapon, similar to the jab finisher. The htiboxes also cover a much wider range thanks to the new animation!

Down Air: Damage Change (7 on sourspot, 11 on sweetspot)

Down Tilt: Now does two hits again. Looking back, 3 hits was definitely overdramatic, especially for a down tilt.

Up Air: Damage Increase (Now 10 total) + floaty during move use.

Neutral Air: Floaty effect during move use + angle change on the final hit.

Back Air: Damage Decrease (8 on strong hit)

Forwaird Air: All weak hitboxes on the move have longer lifetimes. This change shouldn't effect much of anything, just be careful of how you're handling forward air.

Forward Strong: Both the sweet and sourspots have new visual effects that better display which one ended up hitting your opponent.

And there you have it! Happy Halloween!

Update: 23 Oct, 2020 @ 7:01am

v3.12

The Fine-Tuning Update

This update is basically a big hotfix for the previous one. Here's what changed:

-Down Special Adjusted(again): A few more things were added to improve down special; whenever it is successfully used in the air, you will float down slowly for a brief moment. This makes aerial counters much more consistent and reliable. Along with that, the start of the animation has been adjusted, and the counter-attack comes out 2 frames faster now.

-Up Air Adjusted: Up Air should pretty much be more consistent, as the move now pulls in your enemies similar to how neutral air works, but the pull is not as strong. Just beware that if you are moving a little too fast, your opponents can fall or SDI out of the move. You can probably try pulling off some kind of combo similar to what MKLeo does with Joker's Up Air drag or whatever that's called.

-Forward Tilt Adjusted: Forward Tilt now has two hitboxes, just like the very move that it is based on. The hitbox sizes have also been increased.

-Down Tilt Adjusted: The move now has three hits, because, I don't know. I felt like giving it a third hit.

-Forward Strong Adjusted: This move received a very small change, in that the attack's two hitboxes now come out on different frames. The sweetspot comes out on frame 3 after charging, and the weak hit comes out on frame 5 after charging. Additionally, the weak hit has been moved forward a bit.

-Forward Special Adjusted: Tom & Jerry will now float down slowly while using Magic Ring Rush in the air, similar to Wonderwing in Ultimate. The same thing applies during the second part of the move, so now you can act of the move more easily if you are airborne and want to recover!

-Neutral Special Adjusted: The move itself was not adjusted, but the sprites were! The cheese projectile now has 6 frames instead of 3, and Tom's throwing animation has been improved!

-Neutral Air Adjusted: The hitbox for Neutral Air's finisher has been decreased in size, but it still hits just as consistently! Additionally, the animation has been slightly adjusted!

-Forward Air Adjusted: This move now has 8 hitboxes that flow more consistently with the animation of the move itself. 4 sweetspots, 4 sourspots. The sour spots are closer to the bat's handle. Just aim for the tip, and you'll be sending your rivals out of the park!

-Dash Attack Adjusted: This is a simple animation adjustment that fixes Jerry's positioning at the start of the animation.

As I stated in a previous change note, I do want to get Abyss Runes working properly for Tom & Jerry, so I'm probably going to tackle that in the next update, which probably isn't too far away, but I still have to focus on school and all of that life stuff. And believe it or not, there are still some changes that I have yet to make, but it should be fun! So yeah! Until next time!

Update: 19 Oct, 2020 @ 5:42pm

v3.11

Steam Anniversary Update

As of now, believe it or not, Tom & Jerry have been on the Rivals of Aether Steam Workshop for more than an entire year! Pretty crazy, huh? Anyway, I threw together a little update just to celebrate the small occasion. Here's the gist of what's included:

-New sounds added! T&J now have unique sounds when using jump and double jump. These specific sounds are from the Tom & Jerry Tales for the DSi. Additionally, there is also a new sound effect that plays during up special. Please note that other various sound effects have been adjusted as well.

-New Airdodge Animation: Say goodbye to that old pesky looking airdodge animation, and say hello to something that's more visually pleasing!

-New Offscreen HUD Icon: You may have noticed before that whenever Tom & Jerry were offscreen, their icon for this specific situation would be an image of Confused Tom. This has been changed so that Tom & Jerry's in game sprites take up the space of the offscreen icon. Personally, I think the new one is easier on the eyes, and less cursed at that.

-Down Special Adjusted: Down Special received a few changes. The first change is that Down Special can no longer be used to air stall when the move is used while airborne. Instead, Tom & Jerry will descend at a set speed while Down Special is active. Second, Down Special cannot be spammed as often, you'll have to wait just a split second before using the move again. While that may be considered a slight nerf, this leads into the third change; knockback increase.
Base Knockback Raised (9 > 9.67)
Knockback Scaling Raised (0.9 > 1.01)

It's crazy for me to think that the making of this mod started out as just some inside joke. Heck, originally it was going to be just Tom! Looking back, Tom & Jerry V1.0 was also kind of a mess that's pretty self explanatory if you watch the trailer for that version of T&J. Time and time again after many updates, I kept thinking that I had finally reached a point where I could call them a complete character but I kept on adding onto them and kept making them even better. Am I more confident in saying that now? I definitely am, for sure. Does that mean I'm going to stop updating them? No! Of course not! I am considering fully redoing all of their sprites, but that's not happening for a long time. If you've been on this ride ever since the beginning or if you're just joining, I can't thank you enough for playing Tom & Jerry. Thank you, and take care!

Update: 5 Oct, 2020 @ 12:26pm

v3.10:

The Filler Update

This is a pretty small convenience update I pushed out since I had some time:

-Double jump's animation has been updated, it is now a somersault instead of a basic forward flip.

-Down air now descends slightly faster and has additional sounds upon starting the move.

-Additionally, down air also rises a little higher before dropping down.

-Decreased Tom & Jerry's run and air speed a bit.

-The Angle Flipper on Down Special's counter-attack has been changed so that it no longer sends enemies away from the hitbox in any direction, and is now limited to two directions, depending on where an opponent is standing during the blast.

-Sounds for Down Special have been adjusted.

-Knockback_adj (the knockback multiplier dealt to Tom and Jerry) has been increased to 1.2.

That's all I've got for this one. Next time, I'll probably properly implement their Abyss Runes so people won't need to use the Abyss Rune Buddy to access them, but that's an update for another time.

Update: 23 Aug, 2020 @ 1:16pm

v3.9

The Jumbo Update

Here comes another new update for Tom & Jerry, and it's a big one!

Enhanced Dash Attack Animation + Buff:
-The attack and animation is essentially exactly the same, but it now has a proper finishing animation at the end! The move now deals 5 hits instead of 3.

Enhanced Neutral Air Animation + Buff:
-Neutral air basically the same exact changes that dash attack got, buff and animation wise. The move now deals 7 hits instead of 5.

Enhanced Up Air Animation:
-Up Air basically got the same visual upgrade treatment that Dash Attack and Neutral Air got, with the end of it's animation being improved.

Adjusted Up Special:
-Up Special got plenty of adjustments. First, Tom & Jerry now rise at a slower but steadier pace. Directional input movement has been restricted to only left and right while ascending. Additionally, Up Special now has a hitbox that's active for the entirety of the move, excluding free fall. The hit doesn't do that much damage or knockback, but it's good for surprising your opponents, especially at higher percents.

Plenty of attack hitbox size increases:
-Tom & Jerry can now hit everyone much easier! The size of almost all of Tom & Jerry's attack hitboxes have been increased!

Faster Strongs:
-All of Tom & Jerry Smash/Strong attacks now have less startup!

Slight Forward Special Buff:
-Other than a hitbox size increase, Forward Special now has a second hit at the very end of the move. Even though it doesn't do nearly as much damage or knockback as the first hit, it's good in case your opponents try to pull a fast one on you a little early.

Fixed Down Air:
-Before, opponents were not getting sent down at the start of the move like they were supposed to. But now? It do go down.

Victory Screen Change:
-Reverted back to Tom & Jerry's Vanilla Victory Screen.

HUD Placement Swap:
-Tom & Jerry's HUD icons have been moved from the right side of their HUD to the left side.

WALL-E Support Added:
-I'll just let you figure this one out your own ;)

Misc:
-Changed the name of the alt "Bleeding Synth" to "Bloody Gato."

That's everything for this update! Enjoy!

Update: 18 Jul, 2020 @ 7:41pm

v3.8

The Wonderful Update

Well, what do you know? Tom & Jerry have been updated yet again! Surprisingly, this update comes with some pretty big changes!

Big changes:
-Brand new Forward Special animation!
-Forward special's hitbox is now dummy thicc.
-Brand new Parry animation!

The highlight of this update features the brand new animation for Forward Special!

Other changes:
-Up Special's animation has been tweaked a little bit.
-Adjustments were made to Tom & Jerry's Rune M.
-More adjustments were made to Trummel & Alto's codec conversation with Tom & Jerry.

That's pretty much it for this one. I was gonna release these changes with v4.0, but I couldn't wait that long, so here you go! Also, I just want to take this moment to say thanks for 20k downloads! I hope that you all continue to enjoy playing as Tom & Jerry as I update them. I hope to make new fighters some time in the future, but I want to make Tom & Jerry the absolute best that they can be before moving on. Until next time!

Update: 9 Jul, 2020 @ 7:26pm

v3.7

-Fixed a typo in the info boxes.

Update: 9 Jul, 2020 @ 5:12pm

v3.6

The Healing Update

It would seem as if a select few actually liked Tom & Jerry's healing mechanic, and I get it. The change was pretty sudden, especially since I told absolutely nobody that I was going to make those changes. While I have absolutely no intentions whatsoever to bring back the old Down Special, I have given Tom & Jerry a different way of healing: parries.

Parry: From now on, each time Tom & Jerry successfully parry any kind of attack that can be parried, they will heal 5%!

In short, you can heal whenever you land a parry! The only difference now is that you have to actually work for the heal. Even though it is harder to pull off, I'm leaving the heal % at 5, it will not be increased beyond that.

Other changes:

-Jab and Down Tilt are now slightly faster.
-Various moves have increased damage output.
-The volume of many of Tom & Jerry's sound effects have been lowered.


As much as I keep saying I don't want to keep updating this, it was actually fun to implement! I do plan on releasing a Tom & Jerry 4.0, maybe even with yet another brand new trailer, more on that later. Anyways, cya!