Version 0.10.0
0.10.0
The changes this patch were mainly focused around improving the sad state of neutral while keeping the game stylish. It also feels a lot better to move around now, and you have to work harder to get combos. Combo damage is overall lower, which is a *good thing*; there are now more opportunities for cool things to happen.
- Movement Overhaul
- New move: Super Dash
- fling your character forward on a delay
- Backward movement options have been reworked to be safer, but with no frame advantage if the opponent chooses a forward movement option
- The idea is that you use backward movement to beat attacks but lose positional advantage if the opponent does not attack.
- Dash changes (includes cowboy walk)
- Dash forward auto-corrects if the opponent goes behind you
- You can't get initiative out of back-dash
- Back-dash IASA reduced across the board to 6f
- Holding dash makes you restart dash again
- Forward dash has a distance slider and IASA changes based on distance
- Jump straight up counts as a back jump
- Dodge Changes
- Air OK
- Aerial back dodge has reduced speed
- Dodge is now projectile invulnerable on startup
- Invuln length increased (6f -> 8f)
- IASA reduced (16f -> 14f)
- You can't flip hold anymore (caused lots of problems)
- Increased DI scaling per hit (x1.2 -> x1.333)
- The minimum damage of an attack is now affected by health scaling (the system where you take less damage when you're at low health).
- This doesn't affect the impact on combo damage scaling (minimum damage still ignores it).
- This nerfs damage across the board when the opponent is at low health
- Fixed small UI annoyance with dragging the aim/di wheels
- Most movement icons now update to match the direction your character is facing
- Jump height reduced by 15% across the board during neutral or when the opponent is knocked down
- Fixed jump straight up having different animations depending on which side you're on
- Added customizable ceiling option
- Added gravity modifier option
- Very possibly fixed some more frame 1 prediction errors
- Fixed camera/prediction bugging out on small stages
- Default stage width reduced (1100 -> 800). Experimental change...
- Fixed some throws being counted as 2 hits
- Major desync bug fixed
## Ninja
- Uppercut
- First hit proration increased (0 -> 2)
- No longer super-cancellable (still burst-cancellable)
- Usable in the air
- Aerial version:
- Startup increased (4f -> 6f)
- First hitbox damage increased (120 -> 150)
- No invulnerability
- Only hits once
- Hitstun reduced (60f -> 40f, 50f -> 30f)
- No hit-cancel
- Finally ninja has an air ender 🙂
- Air Dash
- Backward air dash has +4f startup and sadness penalty, and it loses actionability on the opponent's turn
- No longer flippable
- IASA now scales with distance.
- NunChuk
- Increased forward momentum
- Skull Shaker
- Increased forward momentum
- Hitbox size increased
- Stomp
- Hitstun reduced (50f -> 30f)
- Why was it that long
- Sticky Bomb
- Manual detonation hitbox has combo damage proration 3
- Drop Kick
- damage proration increased (-2 -> 0)
- damage reduced (115 -> 105)
- ninja was never supposed to do that much damage
## Cowboy
- Other characters will get this same treatment assuming this is a step in teh right direction
- Horiz. Slash (grounded)
- IASA reduced (20f -> 15f)
- Gun throw
- Gun hitbox DI nudge modifier increased (0.0 -> 0.5)
- Bullet hitbox DI nudge modifier decreased (1.0 -> 0.0)
- Impale
- Once again free-cancellable
- Teleport
- TP up in neutral incurs +5 frames startup lag
- Long teleport back startup increased (5f -> 10f) (only during neutral)
- Recovery cap increased (20f -> 30f)
- Teleporting through the opponent during neutral drastically increases the distance penalty on recovery (sorry this is confusingly worded)
- No more invulnerability
- Walk Back
- Increased speed (3 -> 4)
- Pommel
- IASA reduced (15f -> 14f)
- Quick Draw
- Startup reduced (10f -> 9f)
- Can't cancel into instant TP (but you can cancel it into normal tp)
- Shoot
- Now it's frame 4 and you have to aim it
- IASA increased (7f -> 10f)
- You don't have to holster after using it (unless you get parried)
- Lightning Slice
- Hitbox size slightly reduced
- Hitstun in neutral reduced (16f -> 6f)
- IASA reduced (25f -> 16f)
- Damage proration increased (0 -> 3)
- Damage in neutral increased (90 -> 110)
- Followup hitstun reduced (16f -> 7f)
- Only stops your vertical momentum once before hitting the ground
- Upward Swipe (aerial)
- Does not get upward momentum on repeated uses during neutral. Anti-stalling measure, should hardly affect anything else
## Wizard
- Geyser
- IASA reduced (30f -> 18f)
- Can't use it twice in a row
- Confusing Touch
- Hitbox size increased
- Active frames increased (2f -> 3f)
- Pushes the opponent away on hit
- Flame Wave
- Hitbox width increased
- Orb
- Orb Dart
- Hitstun reduced (30f -> 15f)
- DI Nudge modifier decreased (1.0 -> 0.2)
- Conjure Weapon
- Projectile invulnerable during armor
- Mana Kick
- Launches down
- Decreased knockback (8 -> 7.2)
- Always send the opponent airborne
- Added body hitbox that weakly launches outward
- Hitstun reduced (30f -> 20f)
- Decreased pushback (1.0 -> 0.0)
- DI nudge modifier decreased (1.0 -> 0.25)
- Icicle (aerial)
- Gives a bit of forward momentum
Files
Get Your Only Move Is HUSTLE (Open Beta Version)
Your Only Move Is HUSTLE (Open Beta Version)
An online, turn-based fighting game and superpowered fight scene simulator.
Status | In development |
Author | ivysly |
Genre | Strategy, Fighting |
Tags | PvP, Turn-based |
Languages | English |
More posts
- Your Only Move Is HUSTLE is finally out on Steam!Feb 02, 2023
- Version 0.13.0Feb 01, 2023
- Hotfix 0.12.1Jan 28, 2023
- Version 0.12.0Jan 26, 2023
- Patch 0.11.5Jan 21, 2023
- Hotfix 0.11.1Jan 17, 2023
- Version 0.11.0Jan 17, 2023
- Patch 0.10.12Jan 12, 2023
- Hotfix 0.10.8Jan 12, 2023
- Hotfix 0.10.7Jan 12, 2023
Comments
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how do i download this version
Wherever you are, I want to live in your world-- There were a battery of nerfs to Teleport AND Shoot this patch and the ones before, and you think he's STILL somehow way better in all respects than the other two?
I'd love to live in a world where Wizard needs buffs, like ah yes, I can't predict shit and I love having to dodge 13 different types of aoe-homing-projectiles and marth grab range on one of his moves. :/