Rivals of Aether

Rivals of Aether

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The Knight
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Mar 9, 2024 @ 12:18pm
Apr 24 @ 5:53am
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The Knight

In 1 collection by Reiga
Reiga's Mods
30 items
Description
A restless wandering vessel, born and discarded in the darkest reaches of Hallownest, and the playable character from the game Hollow Knight, has found itself in the world of Rivals of Aether. Perhaps seeking strong opponents, or simply following a purpose.
The Knight is a small lightweight fighter equipped with a long ranged Broken Nail, a selection of spells, and a Charm or two. It does not move around very fast, but its moves themselves are lightning quick!

MECHANIC - SHADE CHARGE
The Knight is free to use its spell-based moves, although whether they are enhanced into their Shade counterparts or not is determined by a universal “Shade Charge” cooldown system. After using a Shade Spell, the Knight is only able to do the baseline versions of those spells until the dark energy has been re-absorbed, after 3 seconds. These enhanced spells are often extremely good, but are put on a leash by the cooldown, and how using them limits you from using other options.

NEUTRAL SPECIAL - VENGEFUL SPIRIT / SHADE SOUL
The classic projectile from Hollow Knight, a devastating soul blast that even knocks you back on your feet. With Shade Charge it’s Shade Soul, which is larger with overall much better stats across the board, including lifetime and speed.

FORWARD SPECIAL - MOTHWING CLOAK / SHADE CLOAK
Although not a spell, this ability also utilizes your Shade Charge. At base, this is a non-damaging straight-forward dash, useful for recovery and mixing up your movement. With Shade Charge, this becomes the Shade Cloak, a much faster and longer reaching dash that, while still lacking a hitbox, also makes the Knight completely intangible whilst dashing.
The Shade Cloak can be dodge cancelled, jump cancelled and even attack cancelled, while the Mothwing Cloak can only be dodge cancelled.

DOWN SPECIAL - DESOLATE DIVE / DESCENDING DARK
Plummeting into the ground, the Desolate Dive both damages opponents as it falls and as it lands. If used with a Shade Charge, it becomes Descending Dark, and the plummeting hitbox turns into a multihit that drags the opponent into the ground with you. Descending Dark has no landing hitbox, but shortly afterwards a large abyssal shockwave will erupt around the Knight, for several hits of meaty damage.

UP SPECIAL - CRYSTAL DASH
The Knight is rocketed upwards with the strange power of bright pink crystals. This move can be held to charge and launch the Knight higher. A word of advice is that as soon as you hear a “shine” sound and a flash from the crystals, you can release the move already, as it is already at max charge. You may also press the Attack button during the dash to cancel it earlier into Pratfall.

UP STRONG - HOWLING WRAITHS / ABYSSAL SHRIEK
A standard Strong attack that blasts damaging souls above the Knight, although this one specifically is also enhanced with a Shade Charge, turning into Abyssal Shriek, which is much slower, but has absurd firing power.

Other notable moves: Forward Strong (Great Slash), Down Strong (Cyclone Slash), Back Air (Thorns of Agony)

DREAM NAIL
By pressing Down Taunt, the Knight will pull out the Dream Nail and slash it forwards. This attack deals no damage and no knockback, but, alongside giving you your Shade Charge back if you hit anyone, it also allows you to read that opponent’s mind.
If they have the compatibility, up to three different enemy quotes can be read using this move! At base, the Dream Nail has unique text for all of Base Cast and a dozen or so Workshop characters, but you as a Workshop mod can also add compatibility for it, by adding the following simple code to your init.gml:
knight_compat_dream = [ "replace with quote 1", "replace with quote 2", "replace with quote 3" ]
A compatibility list and tips on writing dream dialog can be found in the dedicated Forum Post on the topic.

CREDITS:
Reiga (animation, coding, moveset design)


Thank you very much to AtalksToSelf, who made the Greenpath home stage for this character! Check it out in the required items!
The Knight and the Hollow Knight IP are property of Team Cherry.
Popular Discussions View All (1)
13
May 4 @ 9:54am
KNIGHT DREAM NAIL COMPATIBILITY GUIDE & LIST
Reiga
61 Comments
warfox23 Apr 24 @ 9:36pm 
Thanks, it's great
Reiga  [author] Apr 24 @ 5:56am 
@warfox23 @Aeternity8678 My apologies, the newest Rivals of Aether patch caused a different logic to be used for sprites to be loaded in and caused placeholder sprites left in files to be loaded in for many characters. The elephant graphic came from a template character I use for my mods.

It has been fixed on this mod, although I'd like to just reiterate that if you see Sandbert or Tester stickman assets on any other characters in the coming days, it's likely not the mod's dev's fault, but rather due to the newest patch. Have a great day!
Aeternity8678 Apr 24 @ 5:38am 
what da hek is crystal heart suppose to be? Why is there a silly bird??
warfox23 Apr 24 @ 1:31am 
Hello, I would like to report that there is a texture error that occurs when using the "Crystal Heart", I don't know if they can still fix this error, I love the pixel art design of the character but this bug bothers me :C
Lore Apr 22 @ 6:36pm 
u could make a "charm" mechanic, he is so fun but i think it needs more things
SpectralStriker Oct 16, 2024 @ 8:10pm 
Great mod! One of my favorites. Though I do wanna ask, Will the sprites ever be uploaded at all? I *really* like the style of this one
BasedNameHere Sep 17, 2024 @ 8:49am 
While this character is good for the most part, I feel like his mechanic could be tweaked a little. So his spells are "extremely good, but are put on a leash by the cooldown". While I agree his enhanced spells are really good, I disagree that a three second cooldown is enough to balance their use. This character is very visibly a rushdown style glass cannon with little reliance on their spells, so they may not even need to use another spell within the span of three seconds. I think that either the cooldown should be increased to perhaps around 10 seconds or that there shouldn't be a cooldown at all and instead a different mechanic could take it's place.
The other thing I suggest is lowering the height of his charged down special. It's a very strong move as is, so the unnecessarily large hitbox is a little too much. It probably shouldn't reach top platforms from the ground is all I want to say.
repeatsalt Jul 29, 2024 @ 7:16pm 
Ah, alright. Thank you! Just wasn't sure if others would find it visible or not.
Reiga  [author] Jul 29, 2024 @ 6:46pm 
Hello repeatsalt, there are a few writing tips for Dream Nail Dialog in the "KNIGHT DREAM NAIL COMPATIBILITY GUIDE & LIST" Discussion Thread, hope it helps
repeatsalt Jul 28, 2024 @ 10:49am 
Yo, just noticed that there isn't a dedicated Forum Post on the topic of writing dream dialog(ue).