Rivals of Aether

Rivals of Aether

Monokuma
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Update: 1 Aug, 2022 @ 7:40am

v1.15

Visual/audio Stuff:
- The Neutral Special now has a trail effect on the bullets, and a new visual effect when shooting
- The HUD sprites for Truth Bullets have been slightly altered
- The animation for the Wall Jump has been slightly adjusted
- There's more space in the CSS for alt names, so some names have been extended (ones with game titles, basically)
- The previous character select sfx code has been replaced with a charselect.ogg file

Gameplay stuff:
- Forward Aerial has less active frames (10 -> 5)
- The Baseball Bat Truth Bullet no longer is reflected on walls due to a bug, not that it matters

Update: 15 Jul, 2022 @ 11:00am

v1.14

Update to fix some stupid Dan shenanigans and make some changes as a bonus

Forward Special:
- The Monokubs' sprites now flip when they change direction. This was always the case until the rollback update, so thanks for that, Dan.
- The move now has a cooldown of 90 frames until you can summon another kub again.
- Fixed an audio bug where the "summon" sfx could play when exploding the kubs.

Dash Attack:
- The hitbox is active for less time. 15 -> 10
- Those extra 5 frames went to the endlag. 15 -> 20
- The sprite sheet has been slightly altered so the blue "vfx" doesn't look weird now. I actually just removed a frame.

General:
- The walking animation has been revised so it doesn't look super awkward and stiff now. 2020 was two years ago ok.

Update: 20 Sep, 2021 @ 7:57am

v1.13

- Neutral aerial: The feet's hitboxes have been nerfed. I think they're funny so I didn't want to delete them. (dmg 3 -> 1; hitpause scaling 0.3 -> 0; knockback 2 -> 1)
- Voice-off Mode is now Voiced Mode, so Monokuma is quiet by default! It's easier to record stuff with Monokuma as a CPU now.
- Also, some fixes were made, so when voiced mode is off, no sfx goes unmuted
- Finally, the Voiced Mode prompt will disappear when the special button is pressed, for easy feedback!
- Fixed a bug created on the last patch, where the shot put ball dealed damage even after landing.
- Fixed another bug, where the CSS sound effect wasn't playing at all
- Palutena's Guidance compatibility has been added!
- Unregistered Hypercam 2 compatibility has also been added! Yes, those two compatibilities are the sole reason for the patch.

Update: 1 Aug, 2021 @ 2:35pm

v1.12

DINO PATCH -----------------------------------------------------------------------------------------------------

Basic:

- Jump Speed -> 11 from idk
- Djump Speed -> 10 from idk
- Gravity Speed -> .5 from idk

Moves:

- BAIR:
Landing Lag [8 -> 10]
Start Up [12 -> 8]
Active [4 - > 2]
Endlag [12 -> 14]

- DAIR:
[16 -> 12] Hitbox [4 -> 3] Active
Landing Lag [6 -> 8]
Window 1 [32 -> 24]
Baseball Bat
Fixed Base Hitpause issues [2 and 3]
[.5 -> 10]
Plank
Hitboxes 2 and 3
Hitpause [5 -> 8]
Hammer
Hitboxes 2 and 3
Hitpause [5 -> 8]
Shot Put
Hitboxes 2 and 3
Hitpause [5 -> 8]

- DATTACK:
Angle [30 -> 40]
Base KB [6 -> 7]
KB Scaling [.3 -> .5]

- DSTRONG:
[25 -> 20] Hitbox
Window 1 [15 -> 12]
Window 2 [30 -> 24]
Start Up [10 -> 8]
KB Scale 1.3 -> 1.15

- DTILT :
Start Up [10 -> 6]
Base Hitpause [5 -> 7]
Endlag [7 -> 10]

- FAIR:
Start Up [20 -> 15]

- FSPECIAL:
Kub
Base Hitpause [3 -> 8]
Scaling [.1 -> 0]
Launcher Hitbox
Base Hitpause [3 -> 11]
Scaling [.1 -> .4]

- FTILT:
Basic
1
Base Hitpause [5 -> 9]
Added a Gavel Box
DMG 7
Base KB 7
KB Scale .6
Hitpause 9
Scaling .5
Priority 3

- FTILT Plank:
1
Base Hitpause [5 -> 9]
2
Base Hitpause [3 -> 6]
Jab 3
Hitpause Scaling [0.25]

- NAIR:
[13 -> 7] Hitbox
Window 1 [10 -> 4]
Hitbox 1,2
Hitpause [7 -> 9]
Hitbox 3,4
Hitpause [5 -> 7]
Hitpause scaling [0 -> .3]

- UAIR:
Window 1 [30 -> 20]
Hitbox 1
Hitbox Creation [6 -> 4]
Life Time [3 - > 2]
Hitbox 2
Hitbox Creation [9 -> 6]
Life Time [6 - > 4]
Hitbox 3
Hitbox Creation [15 -> 10]
Life Time [6 - > 4]
Hitbox 4
Hitbox Creation [9 -> 6]
Life Time [6 - > 4]
Hitbox 5
Hitbox Creation [15 -> 10]
Life Time [6 - > 4]

- USPECIAL:
Hitbox 1/4
Base HP [2 - > 8]
HP Scale [0 -> .35]
Hitbox 2/3
Base HP [5 - > 9]
HP Scale [0 -> .35]
Hitbox 5
Base HP [5 - > 11]
HP Scale [0 -> .35]
Hitbox 6
Base HP [2 - > 13]
HP Scale [0 -> .4]
Extra Hitpause [0 -> 6]
FINAL Hitbox
Base HP [3 - > 9]
HP Scale [0 -> .4]
KB Scaling [.4 -> .8]

- USTRONG:
Window 1 [25 -> 15]
Hitbox 1
Scaling [1.2 > 1.1]
Hitbox Y [-65 -> -70]
Hitbox Height [50 -> 60]

- UTILT:
[9 -> 7] Hitbox
Window 1 [8 -> 6]
Sweet Hitbox
Base HP [8 -> 11]
Scaling [.35 -> 4]
Scoop Hitbox
Base HP [0 -> 4]


END OF DINO PATCH -----------------------------------------------------------------------------------------

Normals:
- Jab: Removed whifflag to match base cast
- Up Tilt: The skewer now has an outline. And char_height is changed during the move, so it's more visible to some players.
- Down Tilt: There's been a slight damage buff (5 -> 7).
- Down Tilt: The hitbox is now a circle.

Strongs:
- Forward Strong: Baseball bat and Hammer now have less active frames (10 -> 6). They, along with the Plank, are also closer to the center of Monokuma, while Hammer has a new sourspot.
- Forward Strong: The shot put ball now goes further the longer you charge the move
- Forward Strong: The shot put ball now has better collision with terrain
- Down Strong: Reduced active time on hitbox (15 -> 8). Endlag is longer (15 on hit).

Aerials:
-Forward Aerial: If you use the move a second time while in the air, the recoil is reduced (-11 -> -5)
- Up aerial: the move no longer changes its landing lag on hit
- Down aerial: The hammer swing now has a sourspot between the tip and the player
- Back aerial: The hitbox has a different shape

Specials:
- Neutral Special: every bullet now has a base hitpause of 3
- Forward special: The kubs can take less damage before exploding (9 -> 3)
- Up special: The downfall is faster (12 -> 17)
- Down Special: the move no longer can be cancelled by running, but it can now be cancelled by the c-stick. Also, the move is overall faster


The following moves now have proper endlag windows, with whifflag included:
- Dash Attack (15, though you can still cancel on hit)
- Up tilt (8)
- Up aerial (8)
- Neutral Aerial (12)
- Forward Aerial (10)
- Down aerial (12)
- Up Strong (20)
- Forward Tilt (10 for gavel, 5 for plank)
- Fstrong (20)

Update: 28 Jul, 2021 @ 9:54pm

v1.12

This update wasn't finished and I uploaded it by accident, so pretend this is an early test, or an easter egg! We'll see each other later!

Update: 29 Jun, 2021 @ 10:22pm

v1.11

(This just fixed some stuff with the latest update)

Update: 29 Jun, 2021 @ 9:27pm

v1.11

Normal and Tilt attacks

- You can now cancel the Dash Attack after frame 10 on hit (works properly now)
- The Forward Tilt attack now has more vertical range (8 -> 20). There's a new animation to account for the bigger hitbox
- The Up Tilt's skewer hitboxes now have 10 more pixels of vertical range. The scoop hitbox is 10 pixels larger. The animation has been changed to match the new vertical range
- Down Tilt attack's endlag has been increased (5 -> 7) (11 on whiff)
- The Down Tilt attack has now a bit more horizontal range (40 -> 50)
- The Down Tilt attack now has a different angle (70 -> 55)

Aerial Attacks

- The landing lag on whiff is no longer calculated separately. Also, Neutral Aerial's landing lag is now 6.
- The Up Aerial attack now has a new sourspot at the start of the move, making the active frames start 3 frames earlier (10 -> 7). If hit correctly, the move can deal up to 6% of damage (2 from sourspot, 4 from main hitbox)
- The Down Aerial attack now comes out earlier (20 -> 16)
- The hitboxes in the Down Aerial attack now universally last for 4 frames, instead of being around either 5 or 7

Strong Attacks

- The plank Forward Strong attack now has less active frames (10 -> 5)
- The shot put ball Forward Strong attack now has 5 frames of extra hitpause

Special Attacks

- The Neutral Special now has a 45 frame interval between switching bullets
- Every bullet in Neutral Special now has increased hitpause
- You can't switch bullets in the Neutral Special attack while in the air anymore
- The Kirby Neutral Special attack now has hitpause
- The combustion in the rocket in the Up Special attack is no longer affected by different alts

Other stuff

- The hurt sound effect plays less often
- Added Boxing Ring compatibility
- Corrected an oversight where the order of bullets was inverted in the Neutral Special attack when compared to the Down Special attack.

Update: 7 Apr, 2021 @ 1:43pm

v1.10

Forward Special:
- Kubs can now be breaked! Their health is 8% of damage, they explode upon breaking, and you can break them yourself! (try using a Plank Fstrong right after summoning one!)
- A bug where, in no voice mode, only Monotaro would appear, is now gone!
- Another bug where sometimes using the move in the air right before landing wouldn't summon a kub is now gone as well!
- You can now move more easily after starting the move

Up Special:
- During downfall, the rocket now has only 7% of armor! If the move is stopped, the rocket fades out.
- You can't drift as far when ejecting from the rocket.
- If the rocket is parried, Monokuma drifts even less.
- Parrying the explosion now also affects Monokuma. He drifts less as an result, but he's less vulnerable than if the rocket is parried, so aim for that!

Other stuff:
- 16 new alts! That's right! And some of them include characters from other Spike Chunsoft franchises!
- Some alts have been revised, and the order of the alts have been changes. Most notably, the Neo World Program alt is now transparent is has a scanline effect!
- The AI is less goofy now! (But still kinda goofy, I'll work on that)

Update: 24 Mar, 2021 @ 12:02pm

v1.9

Down strong attack

- The move now has 5 frames of startup after the charge
- The endlag of the move has been recalculated. There's now 13 frames of endlag on hit, and 17 on whiff

Back aerial attack

- The move now has more landing lag (5 -> 8). There's still an increase on whiff.
- The move now has more endlag (8 -> 12). Whifflag still applies.

Animation

- The idle animation has been redone!

Update: 28 Feb, 2021 @ 10:04pm

v1.8

Another small-ish batch of changes!

- The Dash Attack now has increased endlag (22 on hit, 28 on whiff). Though it can still be cancelled on hit!
- The Truth Bullet's hitstun scaling has been increased overall! (Now they're all around 0.8, with minor variations)
- The Knockback scaling on Truth Bullets was reduced! (They went from 0.3 to 0.7. Now they go from 0.2 to 0.4)
- The cooldown between firing Truth Bullets has been increased (30 -> 40)
- The Baseball Bat and Wooden Plank truth bullets are slower now (22 -> 18 and 35 -> 28)
- The Down Special attack now can be cancelled to Special Moves if you press the special button without holding the down direction. Before, doing this would only switch the bullets again.
- The Neutral Aerial attack now has 3 extra frames before the hitbox is active after charging the move