Rivals of Aether

Rivals of Aether

Doc Robot
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Update: 16 Jun, 2020 @ 10:46am

Extra Patch 1
-No flashes mode is now forced by the oponent with Attack or Special
-Fspecial pillars now get destroyed as soon as a new Heat Dash is started. This means that, if you want to cover the stage with a bunch of them, you have to commit to the extender version which comes with extra ammo cost and cooldown.

Update: 15 Jun, 2020 @ 9:00pm

Doc Robot Version 1.2!

Visual changes:
-Doc now has a new Flash-Stopper visual projectile counter that tells the user the current ammount of frozoen projectiles.
-Kirby ability icon for Doc Robot has been updated: No more mixels.
-CSS image has blue highlights now
-There's a new direction indicator for Nspecial that shows the current launching angle of the projectile.
-Since No-Flash mode has been implemented. Full body flashes are back for default Doc.
-No-Flash Mode can now be triggered by any player on the match during intro animation.
-Projectiles now use their destroy sfx when their hitbox timer runs out.
-New Stomp cloud effects for NSpecial
-1 more Taunt variation added

HurtBox Changes:
-Dtilt is now disjointed in the mace part
-UStrong is now disjointed in the claws part
-Fstrong is now fully disjointed on the spiketop
-Utilt is now disjointed in the attacking plug part

Balance Changes:

-Ammount of Battery lost on projectiles parried has been increased
-Ammo regained on Taunt and Walljump slightly increased 5 -> 6
-Some slight general duration tweaks to projectiles, a couple of extra frames for some attacks.

-Dstrong and Ustrong projectiles become trascendent only after spending 3 extra battery charging them
-Ustrong projectile lifetime logic has been tweaked: More duration for less charged versions.
-Fstrong now has extended parry stun.
-UStrong projectile launch angle increased 42 -> 45
-Ustrong has 1 more frame of endlag

-Dspecial comes out 1 frame faster. The time freezing command.
-Dspecial now has 4 frames of super armor as soon as the time freeze command is given. Think of this like a sort of Olimar Whistle.

-Dair Soft Armor increased from 4 -> 5
-Dair Soft Armor comes out slightly faster, as soon as the flashes stop.
-Dair has 1 more frame of endlag

-FSpecial extension cost increased ( 4 ammo for grounded, 5 ammo for aerial)
-Fspecial now has a cooldown based on how much the move has been extended
-Fspecial no longer puts Doc on Praftall when running out of Ammo in the ground

-NSpecial Stomp now only hits grounded oponents
-Doc can now wall jump out of Nspecial

-Jab projectile no longers gets reflected on parry, its no longer trascendent.
-Jab first projectile hitbox now has set knockback
-Jab second projectile hitbox has a higher launch angle
-Jab Rolling cutter projectile logic is now independed from Doc

-Fair launch angles are less spread out ( 70 -50 -30) -> (65 - 50 - 35)

-USpecial Gravity flipping window reduced by 2 frames , this results in a faster recovery and less lag after using it.

-Dattack hitbox rework: now has a top hitbox with flipper 9 that ensures oponents get drag into the move

Doc Robot CPU improvements:
-Now recharges ammo on kill
-Now throws projectiles depending on distance from the enemy
-Now uses Fspecial as a recovery option
-Now punishes oponent when getting a parry

Character compatibility:
-Abyss Rune Support Added (Special Thanks to Snolid Ice for Rune ideas)
-Miiverse support Added

Update: 27 May, 2020 @ 11:53am

DONT PANIC THIS IS JUST A VISUAL / BUGFIX PATCH

More flashing tweeks to walk, idle, pratfall, land, landinglag and walkturn !

Preview image updated!

Doc can now turn around when shooting during uspecial.

Fixed a bug regarding Fair weak hitbox priority

Fixed a bug regarding Dattack horizontal speed friction.

Fixed a bug where the projectile would still come out even with 0 ammo

Fixed a bug where Fstrong and Ustrong projectiles ignored parries
Fixed a bug where parried proyectiles lifetime was not reset

FIXED THE GHOST PROJECTILES BUG!
Fspecial, Nspecial, Bair , Uair and DStrong projectiles now properly refresh their hitboxes when time is stopped
Some very slight changes have been made due to this:

Nspecial rock trayectories habe been altered slightly
Nspecial rocks now lose half their damage when frozen with Flash Stopper
Doc no longer generates ammo by hitting nspecial rocks
NSpecial Projectiles can no longer be frozen inside walls, doing this results in the projectile getting destroyed.

Update: 18 May, 2020 @ 7:09pm

Doc Robot Balance patch:

Special thanks to user LandKon2 for the balance feedback

Bair max ammo generation 9 -> 6
Uair max ammo generation 9 -> 6
Nair max ammo generation 8 -> 6

Fair projectile speed reduced 6.5 -> 6
Added bouncing friction to Fair Projectile, horizontal speed slightly decreases with each bounce
Reduced the ammount of ammo gain on projectile hit 3 -> 2

Uair Startup increased 11 -> 12
Uair landing lag increased from 6 to 7
Uair Final hitbox and Projectile now apply 1.2 Drift and DI multipliers

Added a 0.9 hitstun multiplier to the last hit of Bair
Bair Hitboxes size decreased

More visual tweeks to Dashstart and Dashstop flashes.

New Color costume added: STARCHILD DOC, it replaces the Pawn Doc Color
WOODMAN DOC color costume has been adjusted to be less dark.
Special Thanks to user Snolid Ice

Update: 17 May, 2020 @ 3:39pm

Fixed some visual inconsistencies with the flashing for Idle, Walk and Rolling

Bair projectile traveling angle is now slighly more horizontal
Bair projectile damage reduced from 4 to 3
Fixed a major oversight that made Bair do up to 12% damage, the intended max value of 9% is now in effect.
Fixed a bug regarding Dair soundeffects not playing

Update: 16 May, 2020 @ 8:20pm

DOC ROBOT VERSION 1.1 IS HERE

Gimmik / General stats tweeks:

-Throwing projectiles now requires that the button is held down for 15 frames instead of 12.
The exception to this is Jab which remains at a 12 frames.
-Max air speed slightly decreased from 5.5 to 5.25


Transforming "Flashing" frames global adjustments:

-Since this has been one of the most divisive aspects of Doc, I've decided to include a "NO FLASHING" option. Triggered by holding taunt during the intro animation.
I personally think that the lack of transformations make the character look lacking in polish; however,
I recognize that a lot of people have claimed the flashes were distracting. So this option should be great for them!

On the other hand, the flashes for the default option have been tweaked again, now relying on a timer that runs every time Doc Robot finishes a transforming attack. This means flashes now should only appear when a transformation has ocurred. No more flashes while walking or Idling. In adition to that, flashes as a whole have been manually reduced in length.

General Projectile tweeks:
Fair projectile launch angle adjusted from 50 to 55
Nair projectile sdi multiplier increased from 0.8 to 0.85
Uair projectile damage increased from 3 to 4
NSpecial projectiles base hitstun increased
NSpecial projectiles launch angles increased for 50 to 55
Utilt projectile gravity reduced from 0.4 to 0.36
Utilt projectile lifetime increased from 90 to 100 frames

Uspecial tweeks
Uspecial projectile fire rate increased
Uspecial projectile lifetime slightly reduced
Firing Uspecial projectile no longer consumes ammo

Parry interaction rework:
Doc Robot no longer generates ammo when parrying an oponent physical attack. Only parrying projectiles grants ammo.
Doc Robot now loses from 2 to 5 ammo when any projectile gets parried, depending on the move
Getting your physical attakc parried prevents the projectile from coming out.(Since Nspecial does not consume meter, the rock is still thrown)

Doc can no longer Frezee any reflected projectiles with time stop. However, all already Frozen projectiles can now be reflected by parry
Parrying any frozen projectile causes Doc to lose 2 to 5 ammo depending on the move. This also inmedialtly destroys the projectile.
Doc no longers gains ammo when getting hit by his own reflected projectiles. This was an oversight.

Character Support:
Rat support added
Feri Support added

Update: 8 May, 2020 @ 9:51pm

Minor Visual tweeks
Updated CCS and Results portraits

Some undocumented balance changes have been added to the last change note (Literally forgot about them lol)

Update: 8 May, 2020 @ 6:03pm

Fspecial ammo consumption tweeks:
Fspecial consumes a flat 3 weapon energy, with 3 more are added on top when used on the ground.
Fspecial dash hitboxes no longer generate ammo when hitting the oponent.
Fspecial dash-extender ammo cost reduced from 4 to 3

DStrong projectile becomes trascendent after spending 2 ammo charging it.

Global transforming frames adjustments:
Startup transformations are now only 3 frames instead of 4 FOR EVERY MOVE.
The animation frame that has been removed was the full body flash one.
This reduces the startup flashes for all attacks and makes most moves come out 1 frame faster.
Endlag frames still have a full body flash effect but it has been toned down: Full Body Flash = Endlag

Uspecial projectile base knockback increased.

Dair initial spike hitbox base knockback increased from 8 to 9
Dair hitbox has been moved down slightly to make the move less negatively disjointed

Bair projectile cost reduced from 6 to 5

Fair projectile ammo gain increased from 2 to 3

Utilt projectile ammo gain decreased from 3 to 2

Fstrong launch angles slightly increased for all meele hitboxes

Nair projectile SDI-multiplier increased from 0.5 to 0.8


Otto support Added!


Update: 6 May, 2020 @ 8:14pm

The Snolid update:

Overall endlag reduction: activating a projectile version of a move now results in a flat 2 frame increase to the endlag.
This means less laggy projectiles aerials across the whole moveset.

Some projectile durations slightly increased (Fair, Ftilt, Nair)
Max air speed increased. Doc was a little too slow in the air.
USpecial now has a projectile! Press the attack button while falling upside down.
This projectile can also be frozen with time stop.
CPU will use this to recover!
Fstrong hitbox size slightly decreased
Fstrong endlag has been decreased
Visual tweaks: Transforming flashes for movement have been toned down.
Transforming frames for attacks have also been slightly toned down.
DStrong now has a new feature! You can change direction every time the green effect appears!
Updated char result screen courtesy of Snolid Ice
3 new colors! Also made by Snolid Ice

Fixed some textbox clipping with Doc's Trummel codec.
TCO support added!

Update: 3 May, 2020 @ 11:22am

Tilt Stick Support Added!

Weapon meter now correctly responds to Tilt Stick attacks!
Special thanks to user Supersonic for the help

Idle animation speed decreased

Universal gimmick change:
Every single moves now needs to be held down for 12 frames to activate the meterburn projectiles. Move Duration no longer matters, it's 12 frames across all moves. (The exception to this is JAB, since the move is way quicker than everything else, the input must be held only for 10 frames)