Patch 0.3.3


- many moves have been made safer to use in neutral, hopefully to encourage more active play.
- IASA = "interruptable as soon as," aka "first actionable frame (on whiff)"

- ragequit has been nerfed

- reduced the freeze-frames on some supers

- Yomi Advantage is now called Initiative (with a new ingame display effect)

- burst can no longer counterhit

- burst hitstun reduced (25f -> 23f)

- burst knockback reduced (24 -> 14)

- dodge invulnerability now starts at frame 2 and ends at frame 8

- added ingame guide

- returned to GLES3. some upcoming features require it and i found that there is no reason to use GLES2 since i am not currently developing for web or mobile. tell me if this breaks the game for you - i'll look into it. but it shouldn't.

- fixed rematch UI bug

- fixed block changing recovery

- fixed some projectile asymmetries

- fixed rematch breaking after forfeit bug from unstable patch

- mod loader updated

## Ninja

- Forward dash speed slightly reduced (15 -> 14)

- Dash Back

    - IASA increased (9f -> 13f)

    - speed increased (8 -> 11)

    - stops momentum at frame 10

- Release Momentum

    - this move is just ridiculous. i don't know what to do with it.

    - IASA increased (3f -> 8f)

- Drop Kick

    - hitstun reduced (33f -> 20f)

    - damage increased (90 -> 115)

    - knockback increased (12 -> 13)

- Uppercut

    - first hit hitstun increased (52 -> 60)

    - second hit hitstun reduced (inf -> 50)

    - cannot cancel second hit

    - adjusted momentum

    - doesn't retain momentum going backwards

    - forward momentum retention reduced (1.0 -> 0.33)

- Quick Slash

    - startup increased (6f -> 7f)

    - invulnerability removed

    - damage decreased (60f -> 40f)

    - uses an air option

- Stomp

    - IASA reduced (49f -> 22f)

- Kick (grounded)

    - IASA reduced (20f -> 18f)

- Caltrops

    - cannot be parried on the ground

- Dive Kick

    - fixed momentum resetting on hit-cancel

## Cowboy

- Walk back

    - IASA increased (7f -> 9f)

    - speed reduced (4 -> 3)

    - has 1f startup

    - no longer interruptible on opponent's turn

- Lasso

    - IASA reduced (44f -> 20f)

- Horiz. Slash (grounded)

    - startup reduced (7f -> 6f)

    - animation length reduced(25f -> 20f)

    - forward momentum increased (6 -> 8)

- Vert. Slash (grounded)

    - IASA reduced (29f -> 18f)

- Upward Swipe

    - IASA reduced (31f -> 22f)

- Stinger

    - IASA reduced (29f -> 16f)

- Pommel

    - IASA increased (9f -> 11f)

    - hitbox size increased

- Backslash

    - has startup invulnerability with Initiative

    - first hit lands vs grounded opponents again (sends aerial)

    - backward momentum increased (5 -> 8)

- Ankle Cutter

    - startup reduced (9f -> 7f)

    - knockback angle adjusted (sends upward)

    - hitlag increased (2f -> 6f)

- Vert. Slash (aerial)

    - knockback angle adjusted (sends a bit more horizontal)

    - knockback reduced (5 -> 4)

    - victim hitlag increased (4f -> 6f)

- 1000 Cuts

    - reduced knockback (5 -> 2)

    - reduced DI nudge modifier (1.0 -> 0.2)

    - cannot be parried unless you parry something else first

    - increased active time (120f -> 240f)

- 3 Combo (both)

    - 3rd hitbox appears 1 frame earlier (27f -> 26f)

    - 3rd hitbox damage increased (130 -> 180)

## Wizard

- Dash Back

    - Dash back IASA increased (9f -> 11f)

    - Speed increased (7 -> 9)

    - Dash back stops momentum at frame 9

- Zephyr

    - Throw hitbox active time reduced (25f -> 23f)

    - this fixes freeze glitch (i think)

- Orb

    - Orb Push

        - Now a free action while orb is active

        - Speed reduced (12 -> 10.5)

        - Momentum change - it's now harder to control.

    - Orb Dart

        - No longer causes ground bounce (orbsaka nerf)

        - Causes knockdown

- Missile Form

    - startup reduced (9f -> 7f)

- Ice Spike (Aerial)

    - IASA reduced (18f -> 14f)

- Ice Spike (Grounded)

    - IASA reduced (25f -> 16f)

- Tome Slap

    - Startup reduced (5f -> 4f)

    - IASA reduced (12f -> 11f)

- Kick

    - Hurtbox adjusted

- Mana Strike

    - Startup reduced (7f -> 6f)

    - IASA reduced (25f -> 13f)

- Flame Wave

    - IASA reduced (15f -> 14f)

- Conjure Storm

    - IASA reduced (29f -> 25f)

- Bolt of Magma

    - IASA reduced (15f -> 12f)
- Vile Clutch

    - IASA reduced (17f -> 12f)

Files

YomiHustle.zip 22 MB
Dec 01, 2022

Get Your Only Move Is HUSTLE (Open Beta Version)

Comments

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(+1)

bruh idk what release momentum even does.

If you're flying/falling/moving in any direction, Store Momentum stops your movement and remembers it for later. Release Momentum gives that movement back.

So you can use Store Momentum to brake, and Release Momentum for a sudden burst of speed.

(+3)

As a ninja main, these changes irk me quite a bit. Quick Slash being a powerful option that is on deck from level 1 is very interesting to the meta game surrounding him.
Do I think he needed nerfs: absolutely, but this absolutely guts a huge interesting part of his gameplan. Making it worse without removing it completely would have been a better strategy in my eyes.
Dash back being nerfed even harder is also really a kick in the nuts. Last patch the dash back changes were really felt, and while I felt there that it improved the game, I don't see why it needed to be further knocked down a peg.
Uppercut changes aren't as bad as people think.
Caltrop change was good.

Cowboy getting a DP of his own is a good buff, I honestly think he needed it, though I feel like giving Wizard back his old missile form that was both mobile and hard to punish would be better than giving him one.

1000 cuts losing counterplay is really janky, the move was already kinda crazy if you couldn't make a solid read. Now you can't even set yourself up to counter it.

Overall kind've a headscratcher of a patch. Really feels like you're trying to equalize the win rates rather than looking at how tools are used.

i wholeheartedly agree.

(+1)

I hope for a android port one day

(1 edit) (+1)

The character changes seem to be quite odd. Maybe your reasoning behind them would help? Also jump kick in its current state has no use. It used to be a very good ground to air suprise option, but now it doesnt hit grounded opponents, and its not even a good anti air option nor a combo finished as other moves fill that role alot better.

(1 edit)

Those changes to 1000 cuts are extremely welcome, I'm glad we're in for less DI weirdness with that super.

There's a lot of weird stuff in here, and a couple of things (like the backdash changes) that are baffling to me, but it's nice to see that the wizard orb push is free now - feels right.

Ultimate smash attacks like SSBU please :)

(+1)(-1)

I find some of these changes to be rather confounding. As in, increasingly confusing. A lot of these are one step forward two steps back nerfs. But I can understand most of the nerfs. 

No changes to lightning strike is honestly criminal, but in fairness it's the only thing holding cowboy together atm. I supposed more needs to be changed before it can be thrown directly into the pits of hell. Lest we make cowboy cripplingly bad for an update or two. The buffs given were pretty neat. Except for vert slash buffs, wasn't that move nerfed for a reason lmao?

But I digress. It's violence time. 

(2 edits)

I agree, by and large, there's some really weird stuff in here

That said, what's so bad about lightning slice, in a game where mana strike exists?

It's faster, it reaches the same range but can also be used much closer, and it can be positioned to knock opponents towards yourself to continue the combo.

Oh god mana strike just got EVEN FASTER AGAIN okay

I honestly don't see wizzes use that move lol. I wouldn't know why, I don't play Wiz lol. But, my main problem with lightning strike is that it can chain into itself almost 10 times, and as cowboy, you can just teleport into position to continue with another chain. It's really, really, really unfun to deal with. 

Oh woah, yeah, that sounds rough... I can't talk, I haven't personally seen it chained that often since 0.3.0 came out - with the improvements to DI and the additional knockback from repeating the same move multiple time, I was seeing/getting 2-3 consecutive hits of it at the absolute most, before people just slide out sideways at immense speed.

Before this update lightning strike would be reppable about 8-10~ times before needing to reposition. And it's incredibly resistant to DI for some reason. 

This update made it so it'd be about 3-4~ before the cowboy needs to teleport or whatever which makes it much less painful. By all means the problem still remains. The move is functioning in a particularly goofy and antithetical manner. But I'll take the dub regardless.

Would love a little key next to every change signifying if its a buff/nerf or just general adjustment


also bless you for the Cowboy buffs, your check in in the mail

I think the replay function is either broken or the recordings are broken, bcs the matches are not replaying the way they are supposed to when i try to rewatch them later

replays from older patches wont work in newer ones. you can load the old patch to watch older replays.

Wizard mains sobbing from the range buff to pommel

(+2)

first impressions: while i am sad as a ninja main i can understand the nerfs. Quickstrike and uppercut were far too good. Using caltrops while certainly good before now becomes a really nice choice between caltrops or 3 quickstrikes, so i feel both options are in a good spot now in comparison to each other in usefulness.

Will play more later for sure to test out all the new stuff :D

Thanks for the hard work :)

(-1)

Honestly I don't think quickstrike was meant to really be an attack you just spam over and over as a combo. It's clearly meant to be a movement tool to do stuff like get to the ground before your opponent for example. Removing it's invincibility just confirms that in my mind. Caltrops were and of course still are the better use of your super meter most of the time lol.

Honestly, quickstrike wasn't even very good. So I find the nerfs to be harsh. But, it'll keep it from being like Cowboy's lightning strike, a brainless option you can spam for free. So it's warranted.

(1 edit)

somehow my game screen is complete black after download this, but i can still click on the options like exit the game

look how they massacred my boy.

It is  a big patch!

i cant play it anymore :(