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

YourOnlyMoveIsHUSTLE.zip 26 MB
Jan 11, 2023

Get Your Only Move Is HUSTLE (Open Beta Version)

Comments

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how do i download this version

Deleted 353 days ago
(+1)(-1)

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?

(+2)

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. :/