Rivals of Aether

Rivals of Aether

Monokuma
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Update: 22 Feb, 2021 @ 9:23pm

v1.7

Another small patch!

Now, you can parry the Up Special attack, and if you do it, Monokuma's pratland state lasts double its normal amount (from 18 frames to 36, to be exact)!

Oh, and the Truth Bullet projectiles' hit effect is now aligned properly with the bullets themselves. Not only that, but I changed the destroy effect to something better visually!

Update: 20 Feb, 2021 @ 4:53pm

v1.6

Really small patch, just making sure some projectiles work properly with Morshu, Matt and Mr. Game and Watch!

Oh yeah, and a neat easter egg has been added to the victory screen depending on who you fight >:]
(shhhhhh)

Update: 20 Feb, 2021 @ 4:08pm

Update: 20 Feb, 2021 @ 3:58pm

Update: 19 Feb, 2021 @ 10:02pm

v1.5

A smaller update that mostly adresses stuff i missed in the previous one, and also fixes some glitches!


- A bug in the Neutral Special attack where the controller could rumble for a long time was removed, and now the bullets have new base hitpause and hitpause scaling values!
- The Up Special's hurtbox has been drastically increased, now covering the whole rocket.
- Nerfed the damage of Up Special's rocket hitboxes (Now universally 5, previously 6 and above) and explosion hitbox (15 -> 8). This should have been done earlier but I forgot. Oops.
- The post-Wall Jump Up Special spike hitbox's damage has been nerfed accordingly (6 -> 4), and so has the explosion (11 -> 6)
- Prat land time has been increased (10 -> 18), making it easier to punish the Up Special
- The landing/prat landing animation has been given one more frame, specially so the prat landing looks smoother
- The Dash Attack now has more base hitpause (6 -> 9) and it now has .3 of hitpause scaling!
- The Neutral Aerial Attack's main hitboxes now have more base hitpause (5 -> 7) and it now has 0.6 of hitpause scaling!
- Both sides of the Neutral Aerial now deal 6% of damage. Due to an oversight, one of them dealed 7%.
- Monokubs now can't explode after being parried. When they're parried, their life now expires at double the speed (So, if they're reflected while having 8 seconds to live before exploding, those 8 seconds become 4). However, the new time can't get below 3 seconds.
- Back Aerial's frame data has been reorganized. Now there's 12 frames of startup (previously 15), 4 of active hitbox (previously 5) and 8 of endlag (previously 5). Also, whifflag has been added, and the move has an extra animated frame!
- The Monokub's explosion hitbox now deals less damage (9 -> 7)
- By extension, Monokuma's damage when a Monokub explodes near him was also reduced (6 -> 5)

and...
- Alts are fixed online!

Update: 15 Feb, 2021 @ 10:02am

v1.4

Oh boy, this is a big one. A really big one. Big thanks to Shyguy48 for helping me with feedback and testing, as he didn’t need to do all that but did it anyway.
EVERY SINGLE MOVE has been altered somehow, so let’s divide the patch notes in smaller bits:

Visuals and audio stuff

- There's now a Voice-Off mode! Press Special during the countdown to activate it!
- The hud icon indicating the cooldown on the shot put ball now has a darker shade to be easier to see.
- As they now have more uses, the Kubs now talk only half as much.
- To keep the audio feedback, there's now a little sound effect whenever a kub is summoned.
- The following moves/actions have had their animations revised, which may include more frames or revised frames: Jab, Jump, Double Jump, Dash Start, Dash Attack, Forward Tilt, Down Tilt, Hammer Forward Strong, Up Strong, Neutral Aerial, Forward Aerial, Down Aerial, Neutral Special, Up Special, Kirby Neutral Special, Drink Taunt.

Special Moves

Forward Special:
- Monokubs now explode on contact AND turn on ledges!
- The kubs' hitbox angle has changed to connect more easily to the following explosion. (50->70)
- To prevent the move from being used instead of tilts, the Monokubs' explosion now has a smaller, slightly weaker hitbox that can also hit Monokuma. Look out! (You can also use this midair but it's not really effective for recovery)
- Kubs now come at frame 7 in the ground, and frame 10 in the air!
- You can now cancel the button-pressing animation during a Monokub explosion to create combos! (Cancel available after frame 9)
- Monokubs can now be parried!
- The Monokubs' explosion animation now flips according to the direction of the kub.
- The Kubs' explosion hitbox is not destroyed upon hitting the enemy anymore.
- The Kubs now have a 35 frame cooldown starting the moment the explosion happens, as they have more uses now.
- The kubs overall are less buggy, so you're less likely to summon a second kub or press a button when no kub is spawned.

Up Special:
- You can now wall jump during the up special attack! After doing so, you can use the up special again, although the move is a bit nerfed after that.
- If you wall jump during this move, there's now an animation for the rocket vanishing!
- You can now somewhat control the descent of the rocket on the up special attack, instead of having a Dedede-like trajectory.
- You can now swap Truth Bullets while inside the rocket by using the special button!
- The Up Special attack now can't be stopped by parries.
- The meteor hitbox's knockback scaling was adjusted, so it connects to the explosion more easily on opponents with high percentages. (0.2 -> 0.1)
- The Rocket explosion hitbox is not destroyed upon hitting the enemy anymore.

Down Special:
- You can now select your truth bullets with both the up and down buttons! Before, you could only do this in the neutral special. Pressing the special button still works!

Neutral Special:
- The baseball bat bullet is now a bit slower. (25 -> 22)
- The wooden plank bullet is now a bit slower (40 -> 35) and deals less damage. (4 -> 3)
- The hammer bullet now deals more damage (5 -> 7) but it's a bit slower. (15 -> 13)
- The shot put ball bullet now deals more damage. (4 -> 6)
- Fixed a bug where you could prevent the self destruct at the last second. Now if you roll/parry/airdodge when the explosion would have happened, the explosion now happens as soon as the roll/parry/airdodge ends.
- The move now has more landing lag (3->6). Down Special still has 0, so be mindful of that!
- You can now cancel the move into a taunt for quick taunt-changing action!

Strong Attacks

Forward Strong:
- Every forward strong attack (except the shot put ball) now has a 10-frame whiff lag.
- The baseball bat now sends the opponent at a different, lower angle. (45 -> 40)
- The wooden plank now deals less damage (11 -> 9) and less knockback scaling. (1.0 -> 0.8)
- The Hammer now has an increased angle (20->25) and hitpause scaling. (1.0->1.1)
- You can now cancel the Hammer Forward Strong after frame 30, so you can react properly with offense or defense. (tip: in techs, a Truth Bullet works with roll out, while tilts work with roll in)
- To compensate, the damage of the hammer has been reduced. (14 -> 12)
- The shot put ball now has a bigger cooldown (15 -> 35).
- The shot put now deals less damage (9 -> 8) and has less knockback scaling. (1.0 -> 0.7)

Up Strong:
- The move now has a hitbox near the ground when the spears emerge! It can connect to the sweetspot, dealing a total of 15% of damage. The sweetspot's damage has been severely reduced. (22 -> 10)
- Fixed a little animation bug. Now you can see the spears coming out of floor as intended!

Tilt, Jab and Dash Attacks

Forward Tilt:
- You can now cancel the regular forward tilt attack after frame 20 if the move has hit.
- You can now cancel the plank forward tilt attack after frame 15 if the move has hit.
- The sweetspot of the plank forward tilt now has a bigger knockback scaling. (0.9 -> 1.1)

Up Tilt:
- The move now has a weaker hitbox below the skewer (which combos into the sweetspot for combined 10% of damage), a weaker hitbox on the skewer after the stronger ends, and the sweetspot is now a bit larger.
- The move's sweetspot now deals more damage (6 -> 7) and has more knockback scaling. (0.45 -> 0.6)
- You can now cancel the move after frame 25 if the move has hit.

Down Tilt:
- You can now cancel the move after frame 17 if the move has hit.
- The move now has a 6-frame whiff lag.

Jab:
- The move now has a 5-frame whiff lag.

Dash Attack:
- The move now has an increased horizontal speed. (3 -> 5)
- You can now cancel the move after frame 17 if the move has hit.
- The move now has a 10-frame whiff lag and a 10-frame cooldown.

Aerial Attacks

- All the aerials now have different landing lags on hit and whiff! (nair 4-9, dair 6-9, fair 5-8, uair 4-6, bair 5-8)

Neutral Aerial:
- The move now has a 10 frame whiff lag.
- The move's feet hitboxes now deal knockback on the same angle of the claw hitboxes.

Forward Aerial:
- The only change is a revised animation, as mentioned previously.

Up Aerial:
- The hitboxes on the move have been altered. The main hitbox is reduced in size and damage (9 -> 5), and there's new, weaker hitboxes after the main one.
- The move's sourspot now deal less damage. (7 -> 3)
- The move had its animation revised a bit, giving it 5 more frames of startup.
- To better fit the new animation, the sweetspot on the move now comes one frame earlier, extending its duration by one.
- The move now has a 7-frame whiff lag.
- The move now has a smaller hitstun multiplier. (1.0 -> 0.7)

Down Aerial:
- Every down aerial attack had its angles revised, along with new hitboxes on the tip of the baseball bat and wooden plank that are similar to the original angles.
- The baseball bat now has less base knockback (7 -> 5) and less knockback scaling (1.0 -> 0.6) on it's sweetspot.
- The wooden plank now has less base knockback on it's sweetspot (6 -> 4). It's knockback scaling has also been reduced. (1.0 -> 0.5)

Back Aerial:
- The move now only has a single hitbox, when Monomi is fully extended.
- The last animated frame of the mov now has no hitbox, effectively adding a 5 frame endlag to the move.

Compatibility

Monokuma is now compatible with the following characters:
- Amber (as a plushie)
- Agent N
- Otto
- Feri
- Demopan
- So Sorry
- Steve

And the following stages:
- Pokémon Stadium
- Green Flower Zone

Also:
- He now has abyss runes!
- He’s compatible with the Assist Buddy (he uses Forward Tilt Attack to aid its teammate!)

Update: 15 Sep, 2020 @ 10:35am

v1.3

Quality of life changes:
- A HUD icon was added to show which Truth Bullet is equipped!
- Many loud voice lines are now...less loud! It should be more consistent now
- Monokuma's voice lines appear less frequently overall, matching other fighters a bit more
- The steam page now has proper text formatting, not that it matters

Balancing changes:
- The shot put ball forward strong now has a bigger cooldown (10 -> 15 frames)
- The HUD icon gets darker during the cooldown, too!
- The Monokubs explosion hitbox has now an adjusted height that is more consistent with the animation
- The Monokubs explosion hitbox now lasts longer (10 -> 15)
- The tip of the rocket now has a meteor hitbox while the rocket is going down

Support was added for the following characters:
- TCO
- Wall-e
- Moonchild
- Toon Link
- Hikaru

...And for the following stages:
- The Last Resort
- Miiverse (the remaining drawings are now coded properly, so there's 4 in total!)
- Daroach & The Squeak Squad

Update: 22 Jul, 2020 @ 10:09pm

v1.2

Thanks to some feedback, here's a new update!

- Reduced the regular hurtbox by a tiny bit to be more consistent, including rounding the edges
- Made every fstrong have a cooldown, with 10 frames for the shot put ball and 5 for the rest
- Baseball bat fstrong[ deals less damage to better differentiate it from wooden plank (10->9)
- Hammer fstrong deals significantly less damage, while still being stronger than the other fstrongs. (22 -> 14)
- Hammer fstrong has a higher base knockback, preventing it from leaving the player exposed after landing the move (3->5)
- Hammer fstrong has a lower knockback scaling to compensate the higher knockback, making sure it still isn't the best fstrong to kill (0.8 -> 0.7)
- Baseball bat dair has less base knockback in every hitbox (8 -> 7) (4 -> 3)
- Wooden plank dair has a new angle on the sweetspot (330 -> 310)
- Shot put ball dair deals less damage in both sweet and sour spot (16 -> 14)(8->7)
- Adjusted fair hitbox x value to better match animation and nerf it a little (84 -> 78)
- Adjusted fair hitbox width to better match animation and nerf if a little (92 -> 86)
- Adjusted fair height to better match animation and nerf it a little (35 -> 24)
- Fair has two more frames of landing lag (3->5)
- Fair has five more startup frames (15->20)
- Adjusted ftilt's hitbox height to better match animation and to make it so it hits airbone opponents less often (25 -> 8)
- Adjusted ftilt's hitbox y value so it doesn't hit opponents below monokuma when he's in a semi-solid platform (0 -> -2)
- Adjusted wooden plank ftilt's hitbox height to better match animation and to make it so it hits airbone opponents less often (20 -> 12)
- Ajusted wooden plank ftilt's hitbox y value to compensate the hitbox height change (-10 -> -4)
- Added a sour spot to the wooden plank ftilt, so the move isn't completely useless at close range. But it's still pretty useless, as it should be.

There are other changes in the way, so keep giving me your feedback until then!

Update: 19 Jul, 2020 @ 7:41am

v1.1

DAY ONE PATCH!

- Every dair now has a faster startup! The attack now comes at frame 21 instead of 26.
- Jab 1 now has an extra hitpause. It should connect more easily to jab 2 now.
- Jab 1 no longer has parry stun!
- The normal Monokubs hitbox is now untechable, so now opponents can't tech to avoid the explosion.
- Dspecial doesn't buffer into crouch anymore! You may keep thinking for whatever time you think it's appropriate!
- Soulbound Conflict compatibility added!

Update: 18 Jul, 2020 @ 5:16pm

v1.0