Rivals of Aether

Rivals of Aether

Monokuma
88 Comments
[insert_meme_here] 18 May, 2024 @ 9:43am 
it been a little TOO quiet here
Monika 16 Oct, 2022 @ 6:59am 
It's been a little quiet here.

How's it going?
Noop 3 May, 2021 @ 6:36pm 
Allorey is Right! The more the merrier! Upupu!
Heathcliff 8 Oct, 2020 @ 8:37am 
there's another one BUT THERES NO SUCH THING AS TOO MANY MONOKUMAS!
Stabby McStabz 28 Jun, 2020 @ 5:07pm 
No problem, you did a great job on Monokuma.
mixi  [author] 28 Jun, 2020 @ 4:34pm 
Should be fixed now, sorry about the wait.
mixi  [author] 23 Jun, 2020 @ 12:06am 
Got it. I'll check out and fix the missing sprite ASAP
Stabby McStabz 20 Jun, 2020 @ 6:24pm 
MissingNoGamer, I think you teched in place, as that is where the x appeared for me. I hope this helps.
mixi  [author] 27 May, 2020 @ 1:55pm 
Alright, I'll check that out and see what I can do.
Monika 25 May, 2020 @ 8:06pm 
All I could remember was when I was trying to Parry. I couldn't remember, however, if it was after I failed, or if it was when I hit the Parry.
mixi  [author] 25 May, 2020 @ 7:20pm 
I just tried Monokuma in game, and I couldn't find the moves that had missing sprites? Which moves do I need to fix?
Monika 25 May, 2020 @ 12:06pm 
I noticed that Monokuma still seems to be missing one or two sprites, as evident by that white X, but still a great character!
mixi  [author] 22 Apr, 2020 @ 12:47pm 
The meter will go up with every NSpecial hit, and will gradually go back down to 0 as time passes. The higher the meter, the more power your special moves have (for example: startup, damage, knockback)
Pomegranate Penguin 21 Apr, 2020 @ 8:16pm 
what does the meter do
mixi  [author] 21 Apr, 2020 @ 5:42pm 
Sorry about how long that took. Please let me know if there are any other changes I could possibly make.
Rainbeon 13 Apr, 2020 @ 7:56am 
I look forward to it! ^^
mixi  [author] 2 Apr, 2020 @ 11:16pm 
Okay, I'll try to make a new patch soon that will address some of the issues you mentioned. I agree that FAir needs some adjustments, and NSpecial and DSpecial could also use slight nerfs.
Rainbeon 30 Mar, 2020 @ 12:46pm 
FAir has either too much knockback and sends at too low an angle, or it comes out and ends too fast. Whichever one you envision for the move is fine but picking one attribute to keep and changing the other attribute is best for balance.

As a whole I like Monokuma as a character but he has so many busted strong *and* spammable moves at the same time and it makes a Monokuma that knows what to do very frustrating to play against.
Rainbeon 30 Mar, 2020 @ 12:46pm 
As it stands right now NSpecial and DSpecial are very busted. Bullets could either be slower to travel or have a short cooldown that discourages camping and spamming max level Truth Bullets, which in turn would make his absurdly quick meter more balanced, as it doesn't fill up as quick.

Down Special is way too fast and way too strong, the first active frame is 25 and at max truth bullets does 20 damage, which just leads to games become bullet + wing spam. DSpecial could do with more startup and endlag on the move to make it more committal and so you can't just mash, and the max damage should be toned to at most, 15 damage, if you want to keep it as a strong tool. Right now the design makes it a strong move with 0 committal and is also an extremely powerful get-off-me move at the same time. Pick one or the other for it.
mixi  [author] 12 Mar, 2020 @ 5:20pm 
Hey mate, thanks for the support. Glad to hear people enjoy the character. Feel free to let me know on this thread if you've found any bugs or have any ideas for changes to the character.
Paltham 12 Mar, 2020 @ 2:29pm 
id like to note that this is an incredibly well designed character, and i know many friends who play this character just as much as i do. it may not mean much, but there are people who care about this. i look forward to seeing more from you
mixi  [author] 11 Mar, 2020 @ 9:35pm 
While I would love to work on him more, I feel that a bunch of the changes I want to make are a bit trivial at this point, and I doubt anyone who plays the character (if they even do) would care for a move change anyways. If there are any glaring issues I need to fix with the character I will. Please, if you have any suggestions or bugs to report, let me know.
Succ 4 Mar, 2020 @ 8:36pm 
So are they still working on him?
Kelvin 4 Mar, 2020 @ 11:51am 
gg no re boys next one up mikan tsumiki
Paltham 5 Jan, 2020 @ 7:36am 
giving upb a hitbox, but nerfing the recovery aspect would be a good idea methinks. maybe like terrys up from smash ultimate idk
Ambi 22 Dec, 2019 @ 2:21pm 
Alright, you seem to be getting a bit better, truth bullets still need to have a lot more endlag, down-b needs to come out MUCH later, and up-b needs to send you lower, his recover is still too good. The new fair seems way too fast and reach way too far as well. That's all I can really see as of right now. Also that weird hitbox of fair is still there.
mixi  [author] 17 Dec, 2019 @ 7:59pm 
Sorry for the late reply, I'll be looking into the issues you mentioned later today, thanks for helping.
Ambi 30 Nov, 2019 @ 12:11pm 
I love the update, but I think he's a bit too strong now. I never touched up on this before, but him having five air jumps is a bit insane recovery wise, maybe give him a different recovery. Neutral-B as well is very broken, being able to spam very quick 9% bullets once fully charged. Maybe don't let players use it once you have full truth. The new dair doesn't have a hurtbox, which is also very broken combined with the fact that it's basically a better Ori dair. It should do less damage, and should start up much later. The fact that his smash attacks build truth is also kinda unneccesary. I'm hoping to get him to be legalized in the Workshop Competitive Discord, but in his current state I can't see that happening. Oh, final note, nair should do less damage.
mixi  [author] 27 Nov, 2019 @ 2:52am 
Thanks for letting me know mate. I just released a huge update, to the point where the character is almost finished (some sprites and reworking necessary). I gave monokuma a strong kill confirm with his new DSpecial. I plan to redo sprites such as FAir which (as you said) are poorly telegraphed to spike.
Ambi 8 Nov, 2019 @ 11:08am 
I can't tell if this is intentional or not, since I know I did ask for a spike at one point, but if it is, I think it'd be better to re-sprite the move to have a player know where they should be trying to hit that move if they want that angle. Final thing: I think his down air is... really odd. Like, not really in the cool gimmicky sense, but in the sense that it just doesn't really make sense for his down air to work more like an up air. I think it should be changed to him just thrusting the spear downwards.
Ambi 8 Nov, 2019 @ 11:08am 
Do you have an estimated time that this character will be complete?

Also, a few things. For one, I feel like Monokuma has a really hard time finding a kill. His strongs don't have that much knockback for strongs, and same can be said about his aerials. He feels like Ultimate Shiek, with too many weak moves to use for combos to the point where you have to win neutral more times than most other characters. Additionally, there's this really weird spot on forward air where the opponent will be launched at about a 335 degree angle (meaning downwards and behind Monokuma). - Continued
mixi  [author] 14 Oct, 2019 @ 11:52am 
Don't worry, for all those who want to use my character as a base I don't really mind. However, if all the moves are complete copies, you might want to mention that in your project description.
Djentalist 11 Oct, 2019 @ 9:51am 
Hi there, I'm working on a character and I was wondering if it's ok if I use Monokuma as a base? All the sprites, sounds, moveset, hitboxes etc. will all gradually be replaced by new (original) material so it won't be like a (semi-)clone of your character.
mixi  [author] 2 Oct, 2019 @ 11:07pm 
I just made some balance changes. Check out the notes to see the changes now.
mixi  [author] 2 Oct, 2019 @ 10:57pm 
Sorry for the lack of update/balance changes, I've been busy with school and all recently so I haven't had time to finish spriting DSpecial. Additionally, the lack of balance changes is due to the character being in a relatively good state. I'm planning to up the KB Scaling of an aerial or two as well as some strong attacks, but other than that I feel the character will be fine until DSpecial is added.
mixi  [author] 2 Oct, 2019 @ 10:56pm 
For the first 3 you got it right. White/Grey was mostly a joke color my friend wanted me to add for Sans. I'm considering changing it, and Black is just the joke/edgy skin. I'm also likely going to add an inverted skin, with opposite colors.
Zormego 2 Oct, 2019 @ 6:05pm 
Hmm, let me guess what each costume is meant to reference.
White/Red - Monotaro
White/Pink - Monomi
White/Green - Monodam
White/Grey with Cyan Eye - Hmm... K1-B0?
Black - I really do not have a good guess.
Lilythrad 30 Sep, 2019 @ 10:01am 
Neutral special feels like it does way too much damage, while the rest of his kit feels like it does too little knockback. Other than that, seems like a very fun and interesting character.
Eth 29 Sep, 2019 @ 11:55pm 
I absolutely love this! Not only all the great sprite work, but also how he feels to play. Fantastic job! ~Ding Dong, Dong Ding!~
mixi  [author] 29 Sep, 2019 @ 9:38pm 
flisci - Thanks for the feedback mate, it means a lot. I'm currently working on changing the FSpecial to work somewhat similarly to Villager. I've adjusted some BAir hitbox sizes and some KB changes to FAir. When the new update gets rolled out, be sure to check the changelog. I've also decided to reduce the startup and endlag on FTilt due to the amount of comments I've been getting on it. Thanks for the input.

Lil_Croaker - Thanks! I'm glad you're enjoying the character. As of now, Monokuma's USpecial animation isn't what I would consider finished. It shares the same spriting as airdodge. I'm not sure how a USpecial would work with a podium, but I'm planning to include some other V3 references in other moves soon enough, such as parry, where Monokuma will summon an Exisal to block him for a short second.
Lil_Croaker 29 Sep, 2019 @ 8:08pm 
Yo this is actually mad hype and I love what you did with Monokuma.
If I could make a suggestion, I think it would be cool if in his UpSpecial,he rode the podium from V3 like for the Debate Scrum
flisci 29 Sep, 2019 @ 5:09pm 
Of course, this is just based on how I personally use the character in the current build.
flisci 29 Sep, 2019 @ 5:06pm 
And finally:
The least useful move in my opinion, serving no purpose other than only one, and that is the annoying hitbox. Ftilt can be used to set up a tech chase situation and isn't good for anything else, and after a certain percent the knockback is too much for a proper tech chase if the opponent chooses to roll out. This move has so little knockback that it serves no purpose other than to do 9% and then react to whatever your opponent does as its follow-up. It can't even kill at 300%. It is just a very strange move all-around for Monokuma to have, especially with how laggy it is. My suggestion for this move would be to first reduce the endlag of the move, and then figure out what the move is supposed to accomplish. The way it is now, it's got quite little utility, especially seeing as how you can just use another move that's probably faster or stronger.
flisci 29 Sep, 2019 @ 5:06pm 
As a continuation of the last comment:
At the moment, I never see myself using BAir as it's just an all-around inferior aerial and is a little awkward to use with how laggy it is for the relatively low power. This move is effectively the same as a sour spot sex kick akin to Mario NAir in smash, without the stronger start-up sweet spot. Even FAir serves any purpose it has better. It's a massive hitbox with decent KB and has faster start-up, outshining anything BAir can do, even though it has more endlag than BAir. On the topic of FAir, please buff the KBG of it a little bit, it would be nice if such a laggy move had a bit more kill power.
flisci 29 Sep, 2019 @ 5:04pm 
Also, if I were to suggest anything, it would be to adjust BAir, Ftilt, and FSpecial.

I'll get FSpecial out of the way first, it's practically useless outside of pure style points to kill off the top, or as a recovery tool to make up for Monokuma's horrendous air acceleration, however I have no idea if that's what you intended. I would've suggest using a rocket akin to Villager's side special from smash, but seeing as how you've already sprited this move, all I can suggest is to readjust how it works.
mixi  [author] 29 Sep, 2019 @ 4:06pm 
Sorry for the Truth Meter bug. It has been fixed accordingly.

In the next update I'll push out an experimental buff to FTilt as suggested by ultrasonic and others, as well as another change to the Truth Meter, soon to be revealed.
flisci 29 Sep, 2019 @ 3:31pm 
As people have said, Truth Meter is bugged, but this is also affecting his USpecial because now it doesn't replenish no matter what you do, which you need if you plan to recover with his current walljump being nothing more than just a wall refresh, as his up b does nothing to stop his walljump momentum.
Celerypudding 29 Sep, 2019 @ 2:22pm 
He needs buffs. He has severe Marthritis. He literally can't kill, which is sad for Monokuma of all people. Fair and Nair are pretty good, but everything else, including his recovery needs improvement. Ftilt doesn't kill, his Truth Meter is bugged and doesn't go down, SideB is horrible, and his recovery isn't great. Still I gotta applaud you for the effort in creating this beautiful bastard. He just needs a bit more.
I roll around in dryers 29 Sep, 2019 @ 1:50pm 
The truth meter doesn't go down anymore. Other than that it's awesome!
Zeox 29 Sep, 2019 @ 10:26am 
Maybe you should add the word "Danganronpa" somewhere in the description, so when somebody looks up for that word they can see Monokuma.