Version 0.4.5


0.4.5

- New mechanic: Free Cancel

    - Free Cancel is usable on all melee attacks. press the Free button (above Flip) while starting an attack, and you'll be given the option to cancel it if your opponent is actionable before your attack animation ends.
    - Characters get 2 free cancels per neutral exchange - that is, once you or an enemy is hit by a melee attack, you get your feints back.

    - This is intended to serve a similar but more aggressive & read focused purpose as Whiff Cancel. It's also more fun I think.

- New damage proration system. I'm making this change in order to encourage taking risks and diversifying neutral.

    - Damage scaling has been tweaked. When starting a combo, some attacks will modify the damage scaling on subsequent attacks as if it were earlier or later in the combo. For example, starting a combo with a hitbox that has +3 proration will cause the 2nd attack in the combo to deal as much damage as if it were the 5th. A move with -3 proration would cause the next 3 attacks to deal full damage. And so on. Many moves have been changed to have different proration values.
    - Combos by default start at 0 proration instead of 1. This means all moves hit at full damage when starting a combo, instead of slightly scaled (as has been the case). That this wasn't previously the case was an oversight. Overall, this means combos do slightly more damage.
    - Minimum damage values are left untouched.
- Moderately impactful combo system change: Combo pushback is halved, but applied to both players instead of just the comboer.

    - This is how it was originally meant to be, but somehow this was changed before the beta one way or another.

    - This should help with the weird problem that facing away from the wall makes combos easier than facing toward it (and should make corner combos a bit easier as well)

- Added wall-bouncing, courtesy of dime#0555. Only works in the air!

- if both players hit each other with an untechable command grab at the same time, both will whiff (instead of p1 getting priority)

- fixed damage numbers not showing correctly

- throw tech now resets your stance

- since "hitlag" was confusing to people i will refer to it as "hitstop"

- all normal grabs IASA reduced (30f -> 23f)

- different attacks (mainly projectiles) give you varying amounts of meter on parry

- block no longer reversible (lol)

- Fixed parry not working vs moves that alter their current frame mid-state (e.g. initiative cowboy vert. slash)

- Comboing the opponent after hitting them with a projectile now refreshes your free cancels

- Whiff Cancel now uses all of your burst meter.

## Cowboy

- New move: Temporal Round

    - Level 1 super

    - Only usable from Quick Draw

    - Shoots a bullet that stays frozen in place, then fires at the opponent after 30 frames. Skips holster and goes immediately to neutral, though you can still cancel it into itself

    - Does not use a bullet

- Pommel

    - IASA increased (11f -> 15f)

    - Proration increased (0 -> 2)

- Impale

    - Second hit minimum damage increased (0 -> 150)

    - Second hit damage increased (200 -> 250)

- Stinger

    - Proration decreased (0 -> -1)

    - IASA increased (16f -> 20f)

- Horiz. Slash (grounded)

    - Proration increased (0 -> 1)

- Izuna Drop

    - knockback increased (18 -> 20)

    - knockback angle more upward

    - minimum damage increased (60 -> 80)

    - recovery increased (14f -> 20f)

    - no longer inexplicably counts for 3 combo hits

- Vert. Slash (grounded)

    - forward momentum increased (7 -> 10)

    - Initiative bonus

        - startup reduced (9f -> 7f)

        - becomes self-hit-cancellable

- Teleport

    - incurs 3f extra startup when teleporting backwards

    - additionally, the farther you teleport, the more recovery frames you have, with a maximum of +2f while going forward, and +4 while going backward (not including the startup penalty)

    - these penalties are not applied when opponent is in hitstun

    - applies some momentum in the direction you're teleporting (scaled by distance)

- Shoot

    - parry meter gain increased (50 -> 125)

- 1000 Cuts

    - Can once again be parried

- Back Slash

    - invulnerability removed

    - first hit damage reduced (80 -> 50)

    - first hit hitstop reduced (7f -> 5f)

    - second hit damage reduced (80 -> 60)

    - backward momentum increased (8 -> 14)

    - backward momentum startup reduced (6f -> 3f)

    - sweetspot size increased

- Walk forward

    - IASA increased (7f -> 8f)

- Walk backward

    - IASA increased (9f -> 11f)

- Lasso

    - fixed freeze glitch (i think)

## Ninja

- Jump Kick

    - Now special cancellable

    - Lowered jump trajectory

- Dive Kick

    - Initiative bonus:

        - startup reduced (12f -> 6f)

- Drop Kick

    - Proration decreased (0 -> -2)

- Punch (grounded)

    - Proration increased (0 -> 2)

    - Hitbox doesn't extend as far backwards

- Kick (grounded)

    - Proration increased (0 -> 1)

- Sweep (grounded)

    - Proration decreased (0 -> -1)

    - Increased forward momentum (4.0 -> 5.0)

- Quick Slash

    - Initiative bonus:
        - Invulnerability returned, starts at frame 5 and ends on frame 7
    - No longer uses air option

    - Proration increased (0 -> 1)

- Release Momentum

    - IASA reduced (7f -> 4f)

    - Now uses 1 bar of meter

    - No longer uses air option

- Store Momentum

    - IASA increased (10f -> 11f)

- Sticky Bomb

    - you cant tech it anymore (oops)

## Wizard

- New move: Confusing Touch

    - unblockable hitbox that forcibly reverses the opponent

- Tome Slap

    - Proration increased (0 -> 1)

    - Damage increased (70 -> 80)

    - startup increased (4f -> 5f)

    - IASA increased (12f -> 13f)

    - active time increased (2f -> 3f)

- Kick

    - Proration decreased (0 -> -1)

- Mana Strike

    - Proration increased (0 -> 1)

- Conjure Storm

    - Proration decreased (0 -> -1)

- Flame Wave

    - No longer sends airborne

    - Damage per hit reduced (40 -> 30)

    - Hits slightly more often

    - Can no longer be parried

- Vile Clutch

    - Can no longer be parried

- Zephyr

    - Initiative Bonus:

        - Windbox size increased

- Orb

    - Orb Dart

        - parry meter gain reduced (50 -> 20)

- Magic Dart

    - parry meter gain reduced (50 -> 20)

- Hover

    - drain speed increased (5 -> 12)

    - it's still a lot. but now it's not completely ridiculous

- Fast Fall

    - speed increased (5 -> 7)

Files

YomiHustle.zip 22 MB
Dec 06, 2022

Get Your Only Move Is HUSTLE (Open Beta Version)

Comments

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(-2)

Im still confused to why cowboy is still called cowboy. only 2 moves of theirs is even related. Couldnt it be renamed to something else at least?

(+2)

hmm... I hope that these new mecanisms (proration and free cancel) won't make the game too complicated... More is not always better !

Very disappointed that cowboy got dumpstered. Good patch tho

(+5)

AYOOOOOOO UNPARRYABLE WIZARD SPELLS WE'RE BACK IN BUSINESS BABY

(+2)

Also touch of confusion is the funniest ability in the game so far

I chuckled when reading this