Rivals of Aether

Rivals of Aether

Slender Man
Showing 1-7 of 7 entries
Update: May 19 @ 12:16pm

v0.6
update courtesy of V_Force
thank you
our benefactors are certainly pleased
below are from V_Force:

Before anything else it should be noted that almost every script was at minimum reorganized, so there are likely other minor changes present that I can’t directly account for due to this process.
(hyu: thanks from what i can observe nothing's broken, you are a smart man)

Slender Sickness:
I brought back an idea present in the beta version, with all tentacle moves and nair now applying haunt on hit. After having played slenderman for a decently long time now I’ve come to realize the ‘make it hard to apply so we don’t have to worry about balance’ approach I took last time around made slender sickness basically a non factor unless your opponent was just really bad. This new version has most of Slenderman’s moves increment the haunt counter (which when full activates Slender Sickness) however the amount needed to trigger Slender Sickness proper is much higher (30 >> 70). Additionally, slender sickness no longer ticks down over time, so in practice the opponent usually gets it once or twice per stock through normal play.
Along with everything else, when you are hit by an opponent with Slender Sickness, you get 3 frames of invincibility so as to prevent ‘trigger’ hitboxes from breaking through the protection (hitboxes which on hit spawn another hitbox / multiple hitboxes on top of one another that can all hit). This should still make slenderman susceptible to multihits but should remove a lot of jank edge cases where one would assume they were safe.

Jab / DSpecial Movement
You now carry over some of your momentum from walking to jumpsquat, and several glitches around rapidly turning back and forth have been fixed (dash dancing).

DSpecial
The shadow now moves very fast initially then slows down, making it much better as a tech chase tool. Additionally, it can now catch players moving through platforms rather than just standing on them. DSpecial has a cooldown for NSpecial on success since they combo into one another virtually for free.

Aerial DSpecial
Can now be used from any distance to the ground, causing slenderman to hold in place for 30 frames then be placed on the nearest surface. They can act immediately upon appearing.

FStrong & NSpecial
Several glitches with these moves being able to trigger the grab while no one was being held have been fixed. NSpecial has a cooldown for DSpecial on success.

Nair, FTilt, DAir, DStrong, & UStrong
Inflict varying amounts of slender sickness haunt.

BAir
Inflicts increasing amounts of slender sickness haunt the longer it is charged.


notes
When trapped in a difficult situation, focus on patterns

Update: Dec 8, 2024 @ 12:12pm

v0.5

look closely

Update: Oct 19, 2024 @ 12:38pm

===v0.4===
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:: run animations improved
:: ustrong animation adjusted. it's taller

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:: because of USTRONG animation change, it's so tall now so the hitbox is now separated in 2 parts
:: JAB and SLENDER SICKNESS no longer apply on teammates (thanks to your comments. i read your comments. my eyes see)
:: slenderman can now tank 1 hit from slender-sick opponents, unflinched. it'll remove slender sickness from them of course
:::: multihits should be enough to attack safely. (i was too lazy to figure out how to apply can_hit stuff)
:::: projectiles no longer remove slender sickness, however...
:: SLENDER SICKNESS now applies static as indication on projectiles.
:: when projectiles from slender-sick opponents hits slenderman while he's in JAB, DSPECIAL or FSPECIAL, slenderman will teleport behind them like DSPECIAL.
++ FSPECIAL snaps to ledge now
:: FSTRONG grab stab thingy on-hit effects adjusted it should feel better
++ being near slenderman while they use FSPECIAL or USPECIAL now slowly builds up slender sickness
:: a bunch of SFX and VFX adjustments

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++ STATS ... walk speed increased (2 -> 2.25), dash speed increased (5 -> 5.5)
++ STATS ... max 1st jump hsp increased (2 -> 3), max leave ground hsp increased (2.5 -> 3)
:: STATS ... shorthop height increased (6 -> 6.5), fastfall speed increased (13 -> 15)
:: STATS ... air friction increased (0.04 -> 0.06)
:: STATS ... knockback adjustment decreased (this affects knockback weight) (1.1 -> 1)
:::: if chars like hodan is heavy then maybe how tall slenderman is can justify this heaviness idk
++ JAB ... time until you can parry-cancel is now equal to the minimum time jab needs to be active until it can end
-- FTILT ... startup increased by 1. hitbox active time reduced by 3, and damage decreased. (8 -> 6)
:: DTILT ... they merged the endlag windows i think this is going to fix like roundings on whifflag or something
:: DATTACK ... majorly different. it is now a much quicker move with less endlag, and no longer a kill move.
:: NAIR ... the hitbox is now only active for 3 frames, removing the late hitbox.
++ NAIR ... in exchange, endlag is much shorter by about 9 frames.
:: FAIR ... hitbox angle lower (70 -> 60), knockback growth and base hitpause reduced (KBG 1 -> 0.85, BHP 9 -> 8)
:::: it seems with other changes in his kit being able to combo into FAIR more, FAIR needed to be adjusted accordingly.
:: BAIR ... majorly different. it is now 6 active frames with 1 frame being the early hit.
:::: it seems BAIR was formerly one of slenderman's most important moves, having so much quality of a useful move.
:::: now with this change, hopefully it's not a central part of his gameplay anymore?
:: UAIR ... it used to have 2 different hitboxes with different stats, now they are both the same.
++ USTRONG ... it's taller now.
++ USTRONG ... hitbox is now angle 90, hitbox shape is now square, and knockback growth increased (1 -> 1.1)
++ DSTRONG ... pre-charge startup increased by 1, post-charge startup decreased by 11.
++ NSPECIAL ... throw endlag shorter by like 2 frames
:: NSPECIAL ... throw hitbox angle now 90, base knockback higher and knockback growth lower (BKB 6 -> 7, KBG 0.4 -> 0.3)
++ FSPECIAL ... if hit while in super armor, melee hit would instantly apply slender sickness, and if projectile, buildup.
++ DSPECIAL ... time before shadow going active is now quicker (30 -> 20)
-- FTILT, NAIR, BAIR, FSTRONG ... no longer applies slender sickness buildup.

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gigantic thanks to V_Force and his pals for doing lots of balance work and testing them extensively.
most of the attack changes were done by V_Force.
thanks for playing this character and for helping me.

i think they wanted SLENDER SICKNESS to naturally end by a timer, but i decided not to include it, sorry

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Never turn around when you don't know what is chasing you

Update: Oct 13, 2024 @ 10:11am

v0.3

Update: Oct 13, 2024 @ 2:00am

v0.2
i didnt mean to do this update

Update: Oct 12, 2024 @ 4:03am

===v0.1===
:: it being v.0 despite it being finished is intentional
:: by nature of changelogs, it can include spoilers. if you want to keep some things a mystery, keep out
:: not that it matters for long, i'm gonna release the character "proper" tomorrow anyway with proper names and such anyway

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:: SLENDER SICKNESS now no longer disappears upon slenderman's death, haunting you, haunting you, haunting you
:: SLENDER SICKNESS' % fluctuation is now 11% instead of 1%. this has many implications on gameplay but i'll let you think
:: FSPECIAL, when hit while in superarmor, now applies SLENDER SICKNESS BUILDUP on opponent depending on the hitbox's damage
:: when an opponent with SLENDER SICKNESS hits FSPECIAL in superarmor, it also applies the hit's damage on them
:: DSPECIAL now has a slight additional visual effect on slenderman himself

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:: bandaid fix for online HUD order, at least on 2v2, i hope it works i did not test it yet
:: fixed issue where the grabs on some characters were broken, where they stick to ground.
:::: this was caused by some characters having non-integer char_height values. just a round() fixes the issue
:::: this fixes grabbing spamton

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:: FSPECIAL ... endlag shorter by 6 frames (23 -> 17)
:: FTILT ... startup faster by 1 frame (8 -> 7)
:: FSPECIAL ... is now invincible to projectiles (while in superarmor)
:: JAB ... is now invincible to projectiles (except endlag)
:: DSPECIAL ... is now invincible to projectiles (except endlag)
:: DSPECIAL ... shadow length increase rate increased from 4 to 4.5, given how easy it would be to just. jump
:: FSTRONG ... grab hitbox now bigger by 4 pixels vertically. this will now hit sylvanos and orcane. not if they crouch though
:: FSTRONG ... throw (stab) hitbox now bigger, not that it matters too much but hey

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The usefulness of a cup is in its emptiness

Update: Oct 10, 2024 @ 10:12pm

v0.0