Rivals of Aether

Rivals of Aether

Mega Man
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Update: 22 Jun, 2022 @ 7:48am

v6.4
- Added support for Amber, Dracula, GreenFlower, Pokemon Stadium, Last Resort, MT Dedede Stadium, Wall-E, The Chosen One, Danganronpa Trial Grounds.

Forgot to add v6.3 notes to the phone. That has been corrected.

Update: 21 Jun, 2022 @ 8:09pm

v6.3
- Down Special now has a separate aerial version with different cooldown timers.
The moves however have just been started on.
(Useable but are far from finished)

- Forward/Back Air have slight movement to them to create movement along with making those options just a tiny bit safer.

- Fixed the weird issue with Forward Aerial's hurtbox being 2x larger than Mega Man himself.

- Support for characters and stages has officially started. That list being:

Character support:
Steve
Link (Somewhat)
Kirby (Somewhat)
Otto (Somewhat)
Trum & Alto
Pit

Stage support:
Wily Castle
Miiverse

Planned support:
Kirby (Full)
Dracula

Update: 21 Jun, 2022 @ 1:26am

v6.2
- Frames for Dash Attack have been slightly adjusted. Should be just about the same with the tweaked animation to add the dash effect.
The hitbox for Dash Attack has been made longer, but shorter.

- Increased the knockback scaling of Forward Tilt.

- Reduced the knockback scaling of Neutral Aerial.

- Forward/Back/Up Aerial have adjusted animations now. They have more frames and posing for actions.

- Mega Man now has an intro animation. He teleports onto the battlefield just like in the actual Mega Man games (and I guess Smash Bros too-).

- CSS has been slightly tweaked with text position and bar size.
A select sound has also been added.

Update: 19 Jun, 2022 @ 7:16am

v6.1
- Up Strong should no longer have weird hitbox overlapping. Hit1 should always lead into Hit2 without the properties of Hit1 overwriting Hit2.

Up Strong's strong hit has been pushed up a bit in order to have a better chance at hitting above Mega Man (as well as platforms).

- Some moves have additional effects separate from the sprites to have more polish/readability to their animations.

- Mega Man comes with the unique property of having custom hit effects on most of his attacks, the big explosion graphic coming from Mega Man 3.

Update: 18 Jun, 2022 @ 11:44am

v6.0
- Up Air comes out a little bit faster.
The final hit of Up Air can actually kill at respectable high percents now KBScaling (0.5 > 0.9).
Hitbox sizes and general timing have been adjusted for every single hit.
Both multithits do less damage now (5% > 3%).

- Down Air's data have been adjusted.
Hitbox positions have been adjusted (Y20 > Y-10).
Landing Lag has been increased (4 > 10).
Spike has been decreased in width.
Startup time is longer (26 > 30).
KBScaling (1.0 > 0.8).
Lifetime (8 > 4).
Sourspot comes out sooner (14 > 8).
Sourspot is a slight bit weaker KBScaling (0.5 > 0.4), KB (6 > 4).

- Up special's rising hitbox has been made thinner.

- Down special.

- Up and Down Strongs are now more powerful. (meaning they can actually kill now)
- Up Strong has a longer amount of cooldown to make up for this (30 > 45)

- Forward Strong no longer has the unintentional grounded slide.
The shape of the hitboxes have been adjusted.

- Jab/Nair's sweetspots do less damage (3% - 1%).
Pellets do less damage (2% - 1%).

- Jab/Nair's pellets are now the only projectiles in Mega Man's kit that don't get effected by Clairen's special projectile gimmicks.
Every single other projectile still does however.
This was put in place so that Mega Man can still play his poke game from afar and not immediately lose in that matchup.
(The change is looking to be done with Ori too)

- Parrying now has an animation. This is based on Force Field from Mega Man DOS (yes, another DOS reference because I can get away with this shield magically disappearing because that's what it did in the actual game).

- He now has a Walljump animation. Loosely based off of Mega Man's Smash Bros walljump.

- Fixed the victory theme issue. It now properly plays out before the Rivals results music plays.

- Fixed the "apporiate" typo in v5.1's patch notes. It now correctly says "appropriate".

Update: 16 Jun, 2022 @ 9:09am

v5.1
- A few tweaks to framedata and damage.

- Up Air hit 2 hits a little lower.

- Neutral Special has the appropriate animations along with having a bit of knockback from how powerful the attack is.
This attack is based on Nuclear Detonator from Mega Man 1 DOS.

- Several Animation states have been corrected.

Mega Man no longer does his Nair animation while grounded, Aerial and Grounded versions of animations have been made. This allows him to snap to the pose while staying on the same frame.

- Up Special, Side Special, And Neutral Special have this change too.

- Gravity Hold's name claims it came from Mega Man 3 when it actually comes from Mega Man 5. This issue has been corrected.

Update: 15 Jun, 2022 @ 1:33am

v5.0
- Mega Man got a new phone! This is using the newer ''Sandbert with a Smartphone'' also made by Monu.
The easier to use coding allows me to actually use this phone and it's features.

- Special Weapons colored moves have been adjusted more, palette swap issues shouldn't be a thing anymore.

- A few sound states have been added (Parry/Damage/Death).

- Dash Attack and Down Tilt now have dust effects.

- 2 new alts.

- Gave him two very experimental cancel techs with two of his attacks.
Down Tilt can be jump cancelled just like in the Mega Man games.
Jab has a cancel system where you can jump and even move out of it if you time it right. This one however is frame tight.

- The UI now has the proper elements that it needed. Cooldowns for weapons are finally visualized.

- Up Air has been adjusted with the hitboxes.
- Up Air's second and third set of hitboxes have been slightly increased in horizontal width to ensure the move connecting better.

- Back Air's framedata has been slightly adjusted.

- Up Tilt now has a proper animation along with adjusted sounds.
This attack is now based on Flame Shower from Rockman & Forte Wonderswan.

- Down Tilt's animation has been fixed to include the ending frames it has.

- Forward Tilt is now a move, based on the Disappearing Block hazards from various Mega Man games.

Update: 15 Jun, 2022 @ 1:29am

Update: 13 Jun, 2022 @ 5:01am

v4.1 Hotfix
- Up Strong's scoop hitbox was accidentally disabled. This problem has been fixed.

Update: 13 Jun, 2022 @ 3:23am

v4.0
- General framedata has been tweaked
Damage/Knockback/Speed/Etc

- Cooldowns have been added, most of the attacks featuring weapons have differing amounts to cooldown to them.
The only one to really look out for is Up Tilt as that has the most amount of cooldown.

- Dair has been reworked, you have to properly time the move to spike with it now.
- Dair now has a weak lingering hitbox that doesn't spike after the spike hitbox is finished.
- Dair's spike angle has been modified to make the hit launch better.

- Jab/Nair have proper functional sweetspots that don't get cancelled by lemons anymore.

- Up Tilt's hitboxes should consistently connect together.
- Up Tilt has it's damage greatly reduced on every hit except the finisher. (30% total > 18% total)
- Up Tilt's hitboxes have been modified.
- Up Tilt's knockback has been reduced

- Down Tilt's spike hitbox has been reduced in size.

- Up Special now has an initial rising hitbox.
- Up Special's spike angle has been modified to make the hit launch better.

- Colors on Special Weapons moves have been slightly adjusted to avoid weird palette swap issues