News

Stage Articles

Stage articles behave similarly to normal articles, and this page will explain the differences between the two. For a reference on how articles work, check the Articles page.

Each custom stage has access to 3 types of stage articles: obj_stage_article, obj_stage_article_platform, and obj_stage_article_solid. The type of article created as well as the script set it uses (article1_init, article1_update, etc.) is dependent on spawners placed in the stage editor; the script set used is determined by the spawner number and the type of article is changeable in the editor’s properties menu. You can check which script set an article is using with the get_article_script function.

In addition to all of the variables shown in the normal articles page, stage articles also have these variables:

Variable Description
spawn_variables  an array of 8 variables passed from the spawner in the stage editor (ARG0 – ARG7).
parallax_x horizontal parallax, centered on the center of the stage.
parallax_y vertical parallax, centered on the center of the stage.

If you’re spawning a stage article using the instance_create function, you can add an optional argument to the end of it to change which script set the spawned article uses. For example, if you want to spawn a stage platform that uses article5_init, the function would look like this:

instance_create(x, y, “obj_stage_article_platform”, 5);

Rivals World Finals at G6: A Primer

For the last 2 years the Genesis series has been a standout tournament for competitive Rivals, and this year is no different. Once again this storied series will play host to the Rivals Championship Series World Finals. The culmination of eight months of competition as players from around the world vie for the title of champion.

Along with a record-breaking entrant count for the third year in a row, we’ve also topped our prize pool with more than $13,000 raised in our RCS compendium. If you’re an attendee, viewer, or new fan just tuning in this primer will guide you on how to enjoy Rivals at one of its biggest weekends in competitive gaming and what we’re doing to make it special.

How to Watch

Rivals will be featured on two different streams this event, with ShowdownGG handling the Friday and Saturday streams and VGBootCamp featuring us on the big stage Sunday in the Paramount Theatre.

It will be a great show either way, but if you’re in the area we recommend coming out to the gorgeous theatre to see the action live and support the competitors. A limited amount of tickets are still available at the door.

Make Your Mark at Genesis 6

In addition to everything else that comes with winning Rivals at Genesis, the victor will also earn the chance to work with the Rivals dev team on their own skin as part of the Make Your Mark series.

Players won’t want to miss their chance to ensure that they go down in Rivals history.

Special Brackets

Rivals Turbo
We’ll be featuring the first official Rivals Turbo mode tournament on stream Friday evening. After an exciting day of more serious events we’re opening entry to anyone who wants to compete with the super charged (and super silly) Rivals Turbo Mode. A $500 pot bonus is provided through the generosity of the community from the Genesis 6 compendium.

Rivals Amateur
Our second special bracket will be an amateur-only event happening after the completion of singles R1 pools on Saturday. Players can opt into this event after their pool throughout the weekend if their record is 0-2 or 1-2 in singles. The bracket will run from 2PM – 4PM with grand finals kicking off the beginning of the Saturday stream at 4PM.

Exclusive Merch

Since we don’t currently offer all of our products online, we’ll be bringing some of our rarer Rivals merch to the event. You can get your hands on these exclusives as well as some of our standard skins:

  • Official Rivals Logo Shirt
  • Official Pinny Arcade Orcane Pin
  • Rivals Character Keychains
  • BERRY BLAST Orcane Plush

Legal Stages Ruling

Rivals at Genesis 6 will be run using the standard RCS ruleset with one addition:
‘The Forest Floor’ stage will be banned during the singles event unless both players in a match agree to select it.

All that’s left to do at this point is bring the hype! Check out some of the ways our community is getting excited, and make sure to join us on stream for the event.

Make your own fantasy bracket on smash.gg!

Take note of Sparx21’s extensive Head to Head results list from top players season 3. This might be useful for your fantasy bracket 😉

Patch 1.4.7 – The Buddy System

Today we’re excited to unveil our brand new Buddy System. Unlike the typical buddy system that’s supposed to prevent you from drowning in a lake or whatever, ours lets you bring small creatures from Aether into action-packed battles! These buddies will primarily be used to support Rivals players and events throughout the 2019 competitive season.

Read on for a little more information about them as well as some additional bugfixes we’ve fit in with patch 1.4.7.

The Buddy System

Buddies are now available in-game, with the first being the adorable Frostbear Cub. This new feature lets you choose creatures from Aether and beyond as companions during local and online matches. Buddies are cosmetic additions similar to skins in that they don’t affect gameplay, but instead each bring their own personality as they tag along.

They even have their own taunts.

Another thing to mention about most buddies (one of the best things in fact) is that funds raised go towards supporting Rivals players and events. More are planned for release throughout the year, so make sure to let us know in the comments which buddies you’d like to see.

Pick and choose your buddies on the character select screen. You can also optionally disable them online in the “stats and options” online menu.

Genesis Colors

A new Genesis 6 color palette has been added as the latest seasonal skins for all characters. Genesis 6, our Championship Series World Finals event, begins in just about 2 weeks.

Rep the event and make sure to tune in for the stream on ShowDown and VGBootCamp. Full viewing schedule to be announced soon.

Bug Fixes

  • The purple kill effect now functions correctly when below any stage floor.
  • Etalus’ Down Special will no longer create the purple kill effect when freezing an opponent.
  • Ori & Sein’s Down Special now ignores Eid (the guy in the window on Tower of Heaven).
  • Sylvanos’ Upward-angled Bair now maintains grass the same as the other angles.
  • Elliana’s steam can no longer create the purple kill effect.

Rivals Esports – Challengers Approaching at G6

The Rivals Championship Series finals are approaching fast at Genesis 6! Tune in from Frebruary 1st – 3rd to see the best players from around the world go head to head over 3 days of competition. With the title of the Season 3 Champion and over $12,000 on the line, this event is a must see for Rivals fans.

If you’d like to join these players (and many more) there’s still time to sign up. Register or find out more about the event at smash.gg/G6

Patch 1.4.5 – A Very Turbo Christmas

With only a few days left until Christmas, we decided to give everyone an early gift this patch. Along with some gameplay and balance changes we’re introducing a brand new way to play – Turbo Mode. Read on to find out more about our last update in 2018.

Turbo Mode

Turbo Mode is a fun new gameplay type you can choose to enable locally or online. Once you activate Turbo Mode, each Rival becomes super charged and gains the ability to cancel any hit into another action.

While this change may seem simple, it opens up a wild world of of creative and fast-paced gameplay:

We can’t wait to see what you come up with, so make sure you help us find your best clips by sharing them with the tag #RivalsOfAether.

  • TURBO MODE ADDED!
      • Turbo allows characters to cancel any attack into any other action on hit.
      • In Turbo Mode:
        • SDI distance increases by 1 pixel each time you get hit.
        • SDI distance bonus resets after 30 frames of not being hit.
        • After 10 consecutive hits, all SDI multipliers less than x1 will be ignored (such as Absa Fstrong multihits) and SDI will function as if you’re aerial, allowing you to SDI off the ground.
  • DI Lines now work in frame advance and replays for all controller types and CPUs.
  • CPU SDI option added in training mode.
  • Input Display now available in training and replay modes.
  • Dev Mode updated to version 0.4 because of new hitbox properties.

  • Up Special multihits SDI multiplier decreased from x1 > x0.5.
  • Up Special multihits hitstun modifier increased from 1.5 > 2.0.
  • Up Special no longer has 1 less frame of flinch state.

  • Bug Fix: Down Special spikes no longer move double speed on moving platforms.
  • Bug Fix: Kragg will no longer have his vertical momentum halted by Spirit Flame after using Forward Special.
  • Window for Aerial Down Special to transition into grounded Down Special on landing: 12 > 8 (Makes doing the grounded headbutt a little easier)

With Maypul, we wanted to address her campy options by allowing parrying projectiles to remove the Watcher’s Mark. We also took a hard look at the Up Special platform cancels and made it a more intended feature. We updated the Non Tether Up Special to have two hitboxes allowing us to keep the cool cancels while controlling the knockback so we can make it more of a read than a guaranteed tool.

  • Parrying ANY move now removes Watcher’s Mark.
  • Up Special can no longer be platform-cancelled during hitpause.
  • Wrapping an opponent with a strong attack starts a 3 frame lockout where they can’t be wrapped again. The lockout timer doesn’t start counting down until they break free from the wrap.
  • Update: Non Tether Up Special now has a 1 frame hitbox before the rising hitbox that has less scaling than the rising hit. Uspecial can only be cancelled between the 2 hits. Side effects:
    • Uspecial total damage: 8 > 10
    • Uspecial startup: 10 > 9
    • Uspecial hitpause increased
      Up Special cancel into Up Air was a guaranteed combo that required no reaction/prediction to the opponent’s DI. Now it still combos, but you must react/predict the opponent’s DI if they mix it up between fully left/right.
  • Bug Fix: Down Air’s root no longer moves double speed on moving platforms.
  • Bug Fix: Down Air hurtbox fixed.

  • Absa no longer receives a boost when using Neutral Special in Clairen’s Plasma Field.

  • Up Air SDI modifier decreased from 1.0 > 0.0.
  • Bug Fix: Down Air SFX corrected.

With Ranno, we wanted to make some Quality of Life changes while redistributing power from his kit. Ranno has some awesome attacks but in the air, Neutral Air and Back Air overshine the others. We are buffing Up Air and Down Air while removing some power from Neutral Air and Back Air to make his potential combo trees more varied. We are also making Forward Tilt and Up Tilt more reliable.

  • Forward Tilt 1 now has 6 frames of “Extra Hitpause” which is Hitpause that extends after the attacker’s hitpause is over. This should allow it to link more reliably.
  • Up Tilt has a new hitbox inside the swing to stop the attack from having a large deadzone. This hitbox has the same properties as the sour spot.
  • Up Air hitboxes are now larger.
  • Down Air hitboxes are now larger.
  • Down Air Hit 3 Hitstun Modifier reduced from 1.0 to 0.9 to reduce Down Air chains on the wide characters.
  • Back Air active frames decreased from 16 > 8.
  • Neutral Air initial base knockback decreased from 7 > 6.
  • Back Air endlag increased from 13 > 16 on hit (20 > 24 on whiff).

  • Bug Fix: Clairen can no longer counter inactive Elliana steam bubbles.
  • Dash attack non-tipper hitboxes can now reverse (angle flipper 0 > 6).

  • Update: Forward Special (Beast Dash) has been updated:
    • Forward Special is no longer jump cancellable on whiff.
    • You must hold the special button to continue travelling along grass.
    • Forward Special now has an IASA cancel on hit. Allowing Sylvanos to cancel into Jump, Attack, Special or Dodge upon hitting an opponent.
    • One goal of this change is to shift the power in Sylvanos’ Forward Special. We are removing some of its strength in Recovery (where Sylvanos is already strong) and distributing some power into low-mid percent combos.
    • We also wanted to distinguish Beast Dash from some of the other Dash Mechanics like Etalus Dash Attack, Shovel Knight Forward Special and Kragg Forward Special. By giving it an IASA cancel instead of a Jump Cancel, we can double down on Sylvanos having more grounded tools than some of the other characters.
  • Jab loop endlag decreased from 32 > 27.
  • Down Tilt sourspot damage decreased from 4 > 3 each.
  • Down Tilt sweetspot damage decreased from 6 > 5 each.
  • Bug Fix: Flowers no longer glitch when they are hit by projectiles while they have projectile immunity (first second of being planted).

  • Down Tilt 1 now has 6 frames of “Extra Hitpause” which is Hitpause that extends after the attacker’s hitpause is over. This should allow it to link more reliably.
  • Inactive steam bubbles are now partially transparent.

  • Bug Fix: Objects on platforms can no longer be transferred to the mobile gear (Flames, Puddle, Rock, Earth Spikes, Lily, Root, Ice, Grass, Flowers, Abandoned Mech, Steam Bomb, Treasure Rocks, Gems, etc).
  • Bug Fix: Down Special will no longer reel in treasure if the anchor moves to the ground (happens if you’re on a moving platform over the blastzone that moves to be over ground).