Rivals of Aether

Rivals of Aether

Nemesis-T Type
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Update: 29 Jul @ 4:49pm

v1.31
- Nemesis now has Custom CPU AI!
- Nemesis now features 2 unique voiced modes!
- The RE3 mode gives Nemesis voicelines from RE3 from PS1 as well as grunts from UMvC3. This mode also gives the Zombie PS1 sounds!
- The RE3 Remake mode gives Nemesis his voicelines from the RE3 Remake as well as grunts from Dead by Daylight!

Update: 7 Jul @ 4:43pm

v1.30

General:
- Projectile armor no longer applies during the following states: dash start, walk turn.
- While walking, projectile armor no longer applies until frame 8. Since it also doesn't activate during his initial dash anymore, it effectively does not apply in a dash until frame 12.
- Projectile armor now breaks if Nemesis gets hit by a transcendent projectile.

Jab:
+ Jab 2 now has some HSP to increase its range.

Update: 1 Jul @ 6:34pm

v1.29

hotfixes

~ Optimized some of the zombie's collision and hit code, which should prevent some bugs like it freaking out when touching both moving platforms on Julesvale at the same time. Thanks Supersonic!
~ Increased height zombie gains when Nemesis lands near it during his Uspecial so it can reach platforms again. I had forgotten to account for this after increasing its gravity, oops

Update: 1 Jul @ 11:21am

v1.28

General:
- Nemesis' idle hurtbox has been expanded horizontally and is now as wide as his crouching hurtbox.
~ Idle and crouching hurtbox positions shifted slightly back.
~ In training mode, hitboxes that can infect players with the t-Virus are now displayed in a sickly brownish-green.
~ In training mode, Nemesis' projectile armor is now displayed in a lighter teal to distinguish it from standard soft armor.
- Projectile armor no longer works against projectiles that cannot be crouch cancelled.
- Time vaccinated status lasts: 10 seconds -> 12 seconds.
- Amount vaccines heal opponents: 5 -> 12.
~ Vaccines now heal over time rather than when they are immediately taken.
~ Message when picking up vaccine for the first time streamlined and made smaller to be less distracting.
~ Added a champ alt under the tag "AGENTP". To access, press DOWN + TAUNT during the starting countdown of a match.
+ Zombies no longer drop vaccines when killed. Use the ones you get wisely!

Vaccines felt a little TOO abundant to me, and common enemies like zombies dropping them also didn't make sense thematically. Zombies dropping vaccines also made some players actually consider Dspecial a liability, so I decided that they should only drop from Nemesis himself. Their utility has been buffed a bit to make up for their new scarcity.

Jab:
~ This move has been reanimated.
~ This move no longer shifts Nemesis' x position.
+ New animation now gives both hits slightly more range.
+ Jab 1 damage 3 -> 4.
+ Jab 2 damage 7 -> 9.

Ftilt:
- Endlag 18 -> 20.
- Total damage (sourspots) 10 -> 8.
- Total damage (sweetspots) 12 -> 10.
~ Hitpause of multihits 4 -> 3.
~ Now has a sound effect on startup. Startup animation also adjusted slightly.
~ Hitbox sizes / positions adjusted slightly to be more consistent with each other.

Utilt:
~ This move has been reanimated.
+ Late hit vertical range increased signficantly.
~ Nemesis now uses HSP to move while performing this attack, rather than straying from his offset and then snapping back.
- Back hit now much more difficult to land due to above change + the hitbox being more in his body.
- Late hit base knockback 9 -> 8.
- Startup 8 -> 10.
- Endlag 18 -> 19.

Dtilt:
~ Hand hitbox size, time between hand hitbox hit and tentacle hit, and hand hitbox knockback adjusted to make the multihit more consistent.
- Sourspot damage 5 -> 4.
- Sweetspot damage 8 -> 6.
~ Now has a sound effect on startup.

Dattack:
~ This move has been reanimated.
+ Like during his dash and walk, Nemesis now possesses armor against projectiles during the first 10 frames of this move's startup.
+ Now has slightly more horizontal range.
+ Nemesis now gains a singular, larger burst of HSP late into the move's startup rather than staying at one speed while the move is active, which means he covers slightly more distance and can better catch opponents by surprise.
- This move no longer has the spiking late hit, and thus is less active: 6 -> 3.
- Endlag 18 -> 21.

Nair:
- Early hit frame now has hurtboxes halfway through the tentacles to be more consistent with other tentacle moves.

Fair:
- Endlag 13 -> 18.
- Sourspot base knockback 7 -> 5.
- Sweetspot base knockback 7 -> 6.
- Sweetspot damage 9 -> 8.
+ Hand sourspot damage 4 -> 6.
~ Adjusted endlag animation slightly.
~ Now has a sound effect on startup.

some adjustments to fair's endlag and kb/hitstun values to make the move a little less oppressive and more in line with some similar moves sylvanos has. how the fuck did this get away with having just 13 endlag for so long LOL

Bair:
+ Endlag 19 -> 14.
~ Adjusted endlag animation slightly.

on the other hand why was the endlag on this dinky little punch so high

Dair:
~ Adjusted endlag animation slightly.
+ Sweetspot damage 12 -> 13.
+ Sourspot damage 7 -> 9.
+ Sourspot base knockback 4 -> 6.
~ Sourspot hitsound changed.

Fstrong (Flamethrower):
- Endlag 30 -> 32.
- All flame hitboxes have been shrinkwrapped. The hitboxes being a lot larger than the visual before kinda made it feel like it vacuumed you in a lot lol
- Active time 26 -> 24. This is less meant to be a meaningful nerf and more to keep all active frames of the flame hitboxes a consistent 4 frames.
~ Now has a sound effect on startup. SFX on hit and during the active window have also been adjusted.
~ Hitpause of multihits 3 -> 2.
- Time between charge window and active frames 0 -> 5.
+ 5 extra hitpause added to initial pre-charge linker hit in compensation for the above change.
+ Final flame hit damage 6 -> 7, total damage of all hits 17 -> 18.

Ustrong:
~ Endlag animation adjusted slightly.
- Endlag 19 -> 20.

Dstrong:
+ KBS on shockwave sourspot made stronger: 0.6 -> 0.9. Hitpause, hit effect, and hit sound adjusted accordingly.
+ KBS on spike sweetspot made stronger: 0.8 -> 0.9.
- Vertical range of shockwave hitbox decreased.

It seemed a bit strange to me that this move had such a big weak anti-air hitbox despite being a stomp on the ground. This should make it more fitting as a strong, more ground-oriented kill option.

Nspecial (Rocket Launcher):
+ Rocket is now fired 4 pixels lower in the grounded version of the move.
~ Added proper collision mask to fix bizarre issues such as aerial rockets exploding far from ledges or inconsistently moving through platforms.
+ When hit, the explosion produced by the rocket no longer has a reduced hitbox size.
~ Rockets are now hittable like articles/players rather than projectiles, meaning they can go into hitpause.
- When hit, rockets now lose their contact hitbox and explode after an 18-frame delay rather than instantly.

While this is a nerf, I wanted to retain the rocket's nature as a threatening, fake-transcendent projectile– these changes should give the opponent more time to react properly to it.

Uspecial (Tyrant Deployment):
- Nemesis can no longer fast fall after cancelling this move into pratfall.
- Nemesis can no longer fall through platforms during his descent.
~ Falling hitbox shifted upwards; this makes the move less disjointed below Nemesis during his descent, but also provides him more coverage on his torso. This should also make it a little more consistent to combo into from the initial rising hitbox.

Nemesis' Uspecial is meant to be very good offensively, but mediocre for recovering. The first two above qualities of it combined with his low pratland made it a little too safe, so I thought it best to remove them.

Dspecial (Mass Outbreak):
- Nemesis can now only airdodge/jump cancel this move 30 frames after he starts falling.
~ Adjusted some transitions between zombie animations so that they play out a little more smoothly.
+ Zombie attack startup 18 -> 15.
+ Zombie bite on infected players hitstun multiplier 0.5x -> 0.75x.
- Zombie attack active time 6 -> 4.
~ Zombie now has a startup sound before it swings.
+ Zombie land animation time: 14 frames -> 8 frames.
~ Zombie gravity increased: 0.33 -> 0.5.
~ Zombie air friction decreased: 0.15 -> 0.06.
~ Zombies now take knockback and hitpause depending on how low their HP is, more akin to a player.
- When launched via Fspecial, the zombie now becomes hittable as soon as it hits the ground, rather than after it gets up again.
- Zombies now ignore opponents if Nemesis gets put into parry stun, or if he is in hitstun.
~ Fixed zombies being able to perform gravity cancels. dont ask
~ Fixed a bug where sometimes zombies would not despawn when parrying Nemesis' down special.

Update: 16 Feb @ 7:58pm

v1.27

Jab:
+ Can now buffer a reverse Ftilt out of Jab 1. Thanks Supersonic!

Update: 27 Jan @ 2:29pm

v1.26

General:
~ Reduced filesize.
~ Fixed a bug where parrying in a free for all with the T-virus status on you would cause the red damage tick overlay to stay.

Update: 17 Dec, 2024 @ 4:39pm

v1.25

Dtilt:
~ Fixed a bug where sometimes the initial hitbox would turn off the opponent's physics and cause them to go flying into Valhalla

Update: 12 Sep, 2024 @ 11:01pm

v1.24

```
General:
+ Air accel 0.2 -> 0.25.

Ftilt:
+ Tentacle multihits given an SDI multiplier of 0.65 for non-sweetspots, 0.35 for sweetspots.
+ Angle of all multihits 50 -> 30.
~ Angle of final hit 50 -> 45.
+ Hand hitbox angle flipper 0 -> 9.
- Hand hitbox hitstun multiplier 1.0x -> 0.5x.

Bair:
+ Sweetspot angle 135 -> 140.
+ Sweetspot KB scaling 0.7 -> 0.8.
~ Sweetspot hitpause scaling 0.7 -> 0.9.
~ Sweetspot BKB 8 -> 7.
+ Sweetspot hitbox made larger.
+ Sourspot hitbox extended downwards slightly.

Nspecial:
- Explosion extra hitpause 10 -> 5.
```

Update: 12 Sep, 2024 @ 8:02pm

v1.23

General:
~ Fixed a bug where zombies could teleport people into their grasp during free-for-alls.
~ Fixed a bug where zombies could very very rarely turn invisible.

Utilt:
~ Late hit kb scaling 0.4 -> 0.3.
~ Back hit kb scaling 0.1 -> 0.3.

All the hitboxes for this move had different KB scaling values. I'm not sure why I did that.

Update: 23 May, 2024 @ 9:28pm

v1.22

Dattack:
- Clean hit hitpause scaling 0.8 -> 0.9.

Ustrong:
~ Rear sourspot now sends away from Nemesis instead of towards him.

General:
~ Added a champion alt under the tag "funky!". To access, press DOWN + TAUNT during the countdown of a match on any alt (except Early Access).