Rivals of Aether

Rivals of Aether

50% Accurate UNICLR Merkava
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Update: 10 May, 2021 @ 10:46pm

v1.0

- Actually added the 'finished' tag, messed up the first time.

Update: 10 May, 2021 @ 9:05pm

v1.0

In-depth description of the character, I guess. Enjoy the read.

Brain function is like 30% at the time of publish so if I forgot to include a completed attack or something just leave a comment. Finishing this took 4 times longer than it should've. Heads up, I have limited knowledge on code.

UNIST/CLR, being the retro anime fighter that it is, has some heavy combo game. Tried to put that into the character without being able to 0-death true combo in 10 different ways, kinda failed. Kinda got lost in the character balancing department. Oh well, as long as it's fun.

Bair - 3 hitboxes. 1st on the head, sweet spot, does a lot of damage, launches at a slight downward. 2nd is a large hitbox on the extended arm, moderate damage, launches diagonally up-back. 3rd covers the stuck-out leg, low (relatively) damage, launches up. The attack isn't based off of anything canon. Merkava strikes a quick aerial pose.

Dair - 1 hitbox. Merkava does a dropkick for a while. Constant spike hitbox that does decent damage. Based off of the [j.2c].

Dash Attack - 1 hitbox. A quick, short-distance chomp with high launching power, can be chained multiple times when slightly above 0% damage. Based off of [2b, or 66b].

Dspecial - 2 hitboxes. At the start, a hit that launches forward to connect into the second, spiking hitbox with high power. Based off of [3c or 66c]. Merkava does a sick front flip. After the peak of the flip, you can fast fall to increase the range of the move and hit somebody too low to normally hit, or just to look cool.

Dstrong - 1 hitbox. Launches directly downward. Pretty high damage, I guess. Based off of [22a/b/c]. Merkava punches downward on the immediate area in front of him(? him, probably).

Dtilt - 2 hitboxes. Low damage, quick move. Based off of [2a]. 2 quick punches to the ground in front. the 2nd one slightly further than the first.

Fair - 2 hitboxes. Medium damage. Ironically, an unfair move. Large hitbox, successive hits that launch forward. Combo tool. Easily end someone off the stage through slapping into the side blastzone. Based off of [j.5b]. Merkava extends an arm forward.

Fspecial - 19 hitboxes. Low to medium-high damage. The higher damage comes from pressing the special button when the opponent has been firmly grasped to execute a slap. 18 hitboxes sweep across the screen to capture an opponent. Based off of [214a/c]. Merkava extends both arms forward to grab someone and bite them.

Fstrong - 4 hitboxes. Low to high damage. 1st is at the start, does low damage and launches up. 2nd, in the middle, does medium damage and launches up-forward. 3rd, at the end above the sweet spot although this could be considered the sweet spot, does medium-high damage and launches down-forward, spike. 4th, sweet spot, high damage, launches forward, far. Based off of [4c]. Merkava winds up and slams the ground in front.

Ftilt - 1 hitbox. Eh, low damage. Large hitbox. Combo tool. Launches forward-up. Sorta quick. Based off of [5b]. Merkava punches at head level.

Jab - 4 hitboxes. 3 stages. 1st stage (press the attack button to move to the next stage or cancel it into a tilt by making the tilt input), quick knee punch, low damage. 2nd stage, downward elbow, medium damage, can chain stage 1 and 2 with proper timing and bad opponent sdi. 3rd stage, long hitbox, big damages, sweet spot at the tip that will almost easily delete. Brief wind up. Based off of [5a > 4b > 5c, or smart steer route]. On the 3rd stage Merkava launches both arms forward very quickly.

Nair - 1 hitbox. Medium damage. Launches away from center of hitbox. Based off of [j.5c]. An arm rotation with the intent to combo.

Nspecial - 1 hitbox. 2 variations, grounded and aerial. Grounded is a quick projectile forward with low damage. Aerial briefly freezes Merkava in the air and moves slighly backward from recoil or something. The projectile travels diagonally down forward. Based off of [j.214a]. Basically just a fireball.

Taunt - Become almost invulnerable with indefinite chaining. Merkava's theme, Unseen Entities plays after a mild ear exploder.

Uair - Like, 4 hitboxes. 1 covers the whole attack area. The other 3 are a successive sweet spot. does low damage with decent launch upward. Original move concept. A quick clap.

Uspecial - 5 hitboxes. 1st is at the start of the move. Freezes players hit in place, wide and overhead. 2nd and 3rd are perpendicular and also freeze players that have been hit in place. Thin hitboxes. 4th is soon after the crossing 2 and 3, it's a wide circular hitbox that sends away. Hitboxes 1-4 do basically no damage. 5th will almost certainly destroy players. A very small hitbox that's basically a leftover of the move's "realistic concept." Original concept. Just go see it for yourself I'm not describing it here. Also, if the 1st hitbox lands, you can spam fast fall to maybe drop to the ground as soon as possible and land a quick follow up.

Ustrong - 71 hitboxes. Each hitbox does 1 damage. There would be a finishing hitbox but the game breaks. Large area, long duration and hitstun. Based off of [41236d, or iw]. Basically a weaker 'ultimate' move, to put into game terms. Merkava launches a vertical flurry of violent strategic arm flailing.

Utilt - 1 hitbox. Low damage. Quick move. An attack around the head of Merkava. Launches up. Based off of [ad, or the grab input]. A floppy arm fling that covers an arc.

Go buy UNICLR (Under Night In-Birth Exe:Late [cl-r]), the online servers'll probably get overloaded when 4 new players join. And it's a neat game, albeit the anime being a repulsion for some. The soundtrack slaps.

It's marked as finished but I may go back to change the alt colors.