Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Vampire
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Update: 17 Mar @ 10:04pm

Small update, mainly to fix some bugs and apply some small balance tweaks.

===Vamp===
-Slightly updated the mod description (when in doubt, clear character cache!!)
-Added {Character Codex} support

[Back Dash]
-Iasa data in sword stance should be the same as regular [Back Dash] (11f)

[Whiplash]
-Fixed a bug where this move becomes interruptible on the opponent's turn for the rest of the game after being blocked once

Grounded:
-Wing hitboxes will no longer block cancel
-Added options on interrupts

[Cruxposition]
-Increased proration (-1 => 1)
-Fixed a visual bug

[Expected]
-Increased move length in neutral (13f => 14f)

[Discard]
-Wing hitbox no longer block cancels

[Crash]
-Can hit grounded opponents

[Silver Dawn]
-Fixed a bug where landing with this move gives less options than normal

[Weed Wacker]
-Renamed to "Dual Blade"
This is the only move (in sword stance at least) that feels EXTREMELY out of place compared to other move names

===Ire===
-Reverted the change where all of Ire's moves were unparriable
-[Haymaker] will be parriable
-[Missile], [Silver Dusk], and [Low-Tier] will remain unparriable

[Injection]
-Decreased chip damage multiplier (1.0x => 0.9x)

Update: 16 Feb @ 7:51am

===Vamp===
I attempted to make some QoL changes to Vamp, mainly reducing the number of moves she has at once as well as adding mod options for more customizability. I also made some balance changes with the help of @Videofreak on discord, so huge thanks to them for the help!

-Updated the mod description
-Vamp's portrait and idles are no longer animated:
-Mainly for consistency with my other characters

[General Movement]
-All dashes have been updated to standard
-All jumps have been updated to standard
-All sword stance movement (except super dash) doesn't framekill

[Throw]
-[Bite] is incorporated into both grounded throw directions
-After biting, Vamp throws the opponent like normal, but still tags them
-Back to only having 2 throw directions grounded, 3 aerial

[Reel]
-Will automatically toss downwards

[Tosses]
-No longer selectable moves
-Increased knockback (8kb => 9kb)

[Crimson Slap]
-Increased move length (10f => 13f)

[Haymaker]
-Decreased proration (2 => 0)
-Increased block advantage (-1f => 0f)

[Uppercut]
Grounded:
-Aerial invulnerable (6f - 11f)
-Decreased all proration (2 => 0; 2 => 0; 1 => 0)

Aerial:
-Increased move length (28f => 34f)

[Stomp]
-Increased armor frame (2f => 3f)
-Armor only activates on initiative
-First hit doesn't block cancel
-First hit cannot hit knocked down opponents
-Decreased second hit block advantage (1f => -1f)

[Flip Kick]
-Increased damage (860 => 910), damage in combo remains the same (700)
-Decreased proration (0 => -1)

[Hi-K]
-Removed 9f iasa
-Increased hitbox timings (5f => 6f; 15f => 16f)
-Increased move length (23f => 24f)
-Increased first hitbox proration (0 => 2)

[Slide]
-Decreased block advantage for all hitboxes (0 => -1)

[V-Knives]
-Moved to the "Special" category
-Removed invulnerability

[Drag]
-Changed into a hitgrab
-Increased proration (0 => 3)
-Increased hitbox timing (6f => 8f)
-Breaks guard
-Decreased drag time
In neutral: 80f => 60f
In combo: 42f => 40f
-Increased drag damage in neutral (130 per hit => 320 per hit)
-Increased drag damage in combo (110 per hit => 250 per hit)
-Increased hit damage (0 => 200)
-Increased acceleration
-Hits every 3 frames (from 4)
-Can only be used in neutral
-Automatically cancels into its own dedicated throw
-Increased combo scaling (1x => 2x)
-Cannot be used in sword stance
-Changed icon

[Crash]
-Same changes as [Drag]
-Can still be done in combos
-Changed the icon to be different from [Drag]
-Cannot be used in sword stance

[Quick Step]
-Cannot be flipped

[Steel Spike]
-Decreased projectile spawn time (5f => 4f)

Projectile:
-Increased block advantage for all hitboxes (0f => 2f)
-Increased tipper damage (1200 => 1400)
-Increased tipper damage in combo (800 => 900)
-Increased tipper minimum damage (0 => 400)
-Increased tipper victim hitlag (12f => 14f)

[Three Piece]
-Increased 2nd hit block advantage (0f => 1f)
-Increased final hit proration (-1 => 0)

[Crossbow]
-Cannot be free-cancelled
-Increased projectile spawn time (4f => 3f)

Projectile:
-Decreased hitstun (30f => 27f)

[Whiplash]
Grounded:
-Reversed block knockback for the whip hitboxes (forward and up-forward directions)

Aerial:
-Increased block advantage for all hitboxes (0f => 2f)
-Reversed block knockback for the whip hitboxes (hitboxes in front of vamp)

[Downtime]
-Increased hitstun (10f => 14f)

[Archie Flight]
-Moved to the "Movement" category
-Sharp increase in sadness while going upwards

[Falling Axe]
-Can interrupt normally after whiffing
-Landing is no longer burst immune (actual mistake)

[Silver Dawn]
-Sharp increase in sadness while going upwards

[Cruxposition]
-Cannot be used while aerial
-Decreased knockback:
Down: 14kb => 11kb
Up: 12kb => 11kb
-Increased hitstun:
Down: 30f => 34f
Up: 26f => 28f

[Bloodstainer]
-Fixed a bug which made [Bloodstainer] unusable
-Ire cannot attack for 10f after this move

[Silver Lining]
-Increased move length (22f => 28f)
-Updated the minimum hit frame to account for initiative
-Increased wing block advantage (-2f => 1f)

[Expected]
-Reworked:
-Teleporting now uses a slider which determines the distance to the opponent, as [Expected]...
-No longer invulnerable to melee attacks
-Increased move length in combo (15f => 17f)
-Increased move length in neutral (13f => 15f)
-Changed icon

[Cycle]
-Increased proration for all hits (1 => 3)
-Second hit doesn't block cancel

[Frontier]
-Decreased proration (3 => 1)

[Fellraiser]
-Decreased proration: (3 => 1; 2 => 1; 2 => 1)

[Coverage]
-Increased block advantage (0f => 1f)
-Decreased proration (3 => 2)

[Striker]
-Decreased proration (3 => 2)

[Bottom Line]
-All hits cannot be block-cancelled

[Then-Again]
-Changed proration (2 => 0; 3 => 0)
-Changed guardbreak proration (1 => 2)

[Impale]
-Can cancel into most moves normally

[Discard]
-Projectile is entirely unparriable

[Hack Slash]
-Increased super cost (2 => 3)

[Steel Array]
-Dive hit and impale hit cannot be block-cancelled

[Surprise]
-Cannot be offset
-No longer invulnerable to melee attacks
-Increased move length (15f => 19f)
-The side Vamp teleports to depends on her facing (instead of the opponent's)

[Removed][Backflip]
Doesn't do anything spectacular that [Uppercut] cannot do

===Ire===
-Ire's idle is no longer animated
-Decreased time until max super drain (550f => 490f)
-Fixed a bug where Ire's current state display would stay onscreen after despawning
-Decreased the opacity of Ire's radius and will not appear in predictions
-Added a mod options toggle to get rid of Ire's extra data
-Ire is unparriable on all of her attacks
-Ire gives the opponent a free cancel on hit
-Added a button that minimizes Ire's UI:
-Wanna have Ire on autopilot? UI is in the way? Minimize the UI!

[Injection]
-Can be used in neutral
-Updated icon

[Kamikaze]
-Decreased hitstun (45f => 35f)

[Special Orders]
-Moved to the "Super" category
-Costs roughly half a super meter to use:
-More special than a super and should probably cost a resource considering what you can do with this power
-UI sets the first order by default
-UI cannot be deselected after selecting the same move

[Callback]
-Can only pull the opponent while impaled once per combo
-Moved to the "Defense" category:
-More of a utility move anyway

[Fakeout]
-Moved to the "Defense" category:
-Just for consistency

[Removed][Sneakire]
Too powerful even if reworked

Update: 11 Dec, 2024 @ 1:58am

Massive simple numbers update. Lotta nerfs handed out today, mainly hitstun nerfs, but other changes too. Vamp shouldn't be able to maintain a good combo on her own with zero effort, and should rely more on Ire.

-Too many changes were made to fit here, feel free to view it in the google doc instead.
https://docs.google.com/document/d/1whKCA5X8mkWbgZxPQcDMXIO6NU_D13W_mao7K1wTMOI/edit?usp=sharing

Update: 14 Nov, 2024 @ 10:28am

Might as well post the changes here to, now that I have returned once again

[Vamp]
-Decreased endlag for some moves (not sword state)
-Tweaked the flow of some aerial moves
-Removed blood bar and its mechanics entirely
-This also means that all of Vamp's moves that required blood can be used freely.
-Increased tag duration (260f => 300f)
-Added a new intro
-Changed most of Vampire's hit sounds
-Updated workshop description

[Ire]
-Moved Ire's UI around
-Renamed "Attack" to "Auto" in the UI for better clarification
-The "Stop" button hides itself when "Fall" is checked
-Make Ire move towards the opponent if nearby on hitbox activation, indicated by a zone around her
-Slightly reduced the knockback Ire takes from opponent hitboxes
-Ire automatically starts flying again once Vamp has been hit thrice in one combo
-Slightly increased super drain
-Ire drains half as much meter while she is stopped midair or grounded
-Ire takes super meter away every time she's hit based on damage, capping at half a bar per hit

[Crimson Slap]
-Decreased move length (12f => 10f)
-Decreased combo hitstun (25f => 15f)

[Haymaker]
-Decreased move length (42f => 36f)
-Increased knockback (8.85 => 10 kb)
-Ire's version is unparriable

[Uppercut] (grounded)
-Aimable in 3 different directions
-Increased jump height
-Tweaked hitbox sizes
-First hitbox is similar to second hitbox
-Jump comes out quicker (13f => 10f)
-Interrupts at the apex of the jump
-None of the above changes apply to Ire

-Decreased default hitstun (46f => 38f)
-Decreased sweetspot hitstun (51f => 46f)

[Uppercut] (aerial)
-Removed tipper
-Modified movement force
-Decreased hitstun (46f => 38f)

[Backflip]
-Modified movement force, no longer gains insane height for some reason

[Slide]
-Slightly increased friction

[Flipkick]
-Increased knockback (7.5 => 9 kb)
-Cannot hit-cancel into [Uppercut] or [Falling Axe]

[Striker] (aerial)
-Can no longer hit OTG

[Weed Wacker]
-Second hit can knockdown

[F. Slice]
-Increased knockback (5 => 7.5 kb; 2 => 3 kb)

[Frontier]
-Increased knockback (4 => 5 kb)

[Call Ire]
-Increased super requirement (2 => 3 levels)
-Decreased move length (17f => 13f)

[Call Back]
-Cannot interrupt from [Inst. Cancel]

[Stomp]
-There is no longer an option to choose whether the mini-steel spike will come out
-Tagged opponents automatically makes the spike come out
-Decreased spike damage (600 => 450)
-Decreased spike min. damage (200 => 180)
-Decreased spike hitstun (40f => 30f)
-Steel spike no longer hits OTG
-No longer free-cancellable
-Increased block frames (0f => 2f)

[Haymaker]
-Velocity is applied 1 frame sooner (3f => 2f)
-Cannot hit cancel into [Hi-K], [Crossbow], [Crimson Slap], or [V-Knives]

[Blood Rush]
-Increased knockback of the main hit (4.65 => 6 kb)
-Extra movement boost on first use resets on [Burst]

[V-Knives]
-Can no longer interrupt into itself

[Bloodstainer]
-Fixed the startup hitbox position
-No longer burst-cancellable
-Cannot interrupt into [Special Orders] or [Down Time]

[Quick Step]
-Decreased the friction applied at the end of the move
-Increased distance per value
-Increased all hitbox locations and sizes
-Decreased move length (30f => 27f)
-Increased self-hitlag for sweetspot (0f => 6f)

[Hi-K]
-Redid animation, adjusted hitboxes accordingly
-Cannot interrupt into [Wait] (or do other similar options)
-Reduced the first hit's knockback (1 => 0.66 kb)
-Increased damage of the first hit (360 => 420)
-Cannot hit OTG
-Slightly increased move length (22f => 23f)
-Second hitbox is active for longer (3f => 4f)

[Archie Flight]
-Can be used on the ground in certain cases
-Decreased friction on interrupts
-Decreased flight speed
-Slightly increased the minimum angle you can fly in the UI (160 deg => 130 deg)
-Decreased proration (4 => 2)
-Increased knockback (4.8 => 5.4 kb)
-Increased combo scaling (1x => 2x)

[Steel Spike]
-Interrupts into [Archie Flight]
-Increased the offset range of the steel spike (20 => 30)

[Steel Array]
-The steel spikes are farther spread apart

[Kamikaze]
-Changed the frame she becomes invulnerable (8f => 6f)
-Immune to burst

[Low-Tier]
-Fixed a visual bug

[Hack Slash]
-Cannot be block-cancelled
-Cannot be parried
-Decreased plus frames for all hits (0f => -4f)

[Then-Again]
-Can break guard

[Torpedo]
-Reverted to it's original state, being a grapple
-Can be aimed in 5 directions instead of three
-Can no longer be delayed and will now launch consistently after 5f
-Can be interrupted once after some amount of frames if the opponent hasn't been grabbed at that time
-Increased the initial movement speed
-Cannot be redirected by Ire
-Cannot be canceled by Ire

[Flip Kick]
-Not usable on round start

[Drag/Crash]
-No longer burst-cancellable

[Crossbow]
-Has been divided into two separate moves, a startup and a followup move called [Fire]
-Aiming is done in [Fire]
-Can lead into various jumps
-Not usable from whiff-cancel
-Increased projectile hitbox size
-Decreased projectile velocity
-Decreased move length (12f => 11f)

[Fire]
-Changed the firing angle
-Decreased move length (20f => 18f)

[Spin Kick]
-Decreased velocity at the end of this move
-Cannot hit-cancel into [Down Time] or [Crash]

[Down Time]
-Increased combo scaling (1x => 2x)

[Bite]
-Increased super gain per suck
-Increased damage per suck

[Impale]
-Can interrupt into [Special Orders]

[Callback]
-Increased the horizontal distance Vamp can call a broken wing back (800 => 860)

[Silver Dawn]
-Decreased pushback for the first 4 hits (0.3 => 0.2)
-Decreased knockback for the first 4 hits (3.5 => 2.9)
-Increased move speed
-Cannot be parried

[Silver Dusk]
-Cannot be parried

[Silver Lining]
-Increased self-damage (750 => 850)
-Recolored the icon
-Increased proration (-1 => 1; -1 => 1; 0 => 0)

[Whiplash] (grounded)
-Can be aimed in three separate directions
-Changed the hitbox sizes of the wings
-The original direction no longer hits aerial opponents
-The whip has regular hitboxes similar to its aerial version
-All throw directions' proration have been increased (0 => 1), this includes [Reposition]ing into them from aerial [Whiplash]
-Changed the grab from a throwbox to a hitbox

[Whiplash] (aerial)
-Changed the grab from a throwbox to a hitbox

[Falling Axe]
-No longer hits OTG

[Three Piece]
-Increased the knockback for the last hit (5 => 6.5 kb)

[NEW][Scissor Kick]
-Vamp uses her thighs for an aerial move

[NEW][Cruxposition]
-Steps forward to grab the opponent, using her palm to blast the opponent away
-Can choose to launch the opponent up or down if grounded
-Will launch the opponent down if aerial
-Can grab OTG opponents while grounded

[NEW][Sneakire]
-Vamp throws a shadow copy of Ire that when destroyed will teleport Ire to that position
-If the shadow comes in contact with the opponent, Ire will throw them downwards towards Vamp
-Only one copy can be out at a time

[NEW][Missile]
-Ire's version of [Torpedo], similar to how Vamp's [Torpedo] worked before the revert
-Can be aimed using an XY Plot (like [Redirect] i suppose)
-Cancels mid flight
-Doesn't bounce off walls

[Removed][Redirect]

[Removed][Distant Crossbow]

[Removed][Artery]
Made way for directional [Whiplash] (grounded)

Update: 3 Apr, 2024 @ 2:31pm

new vamp update just dropped

Update: 4 Jan, 2024 @ 9:07pm

buffed Vamp's "sword" state and polished some animations a bit. among other things.

Update: 26 Dec, 2023 @ 2:29pm

another fix to a thing that shouldn't have been an issue

Update: 25 Dec, 2023 @ 1:28am

Vamp is able to block attacks again

Update: 24 Dec, 2023 @ 1:09am

update focused on making Ire more useful

main thing of note: Vamp can now interrupt her own attacks if Ire hits an opponent



...and [Special Orders] better work

Update: 13 Sep, 2023 @ 9:40am

Another update for Vampire yippe, might be my last one though. I want to work on other characters...
-Added an aerial version of [Whiplash]
-Changed [Surprise!] a bit, don't know how good it'll be
-Fixed a... thing about Ire that made her moves play 2x as fast (She was never meant to attack so quickly)
-Ire will take knockback from attacks and projectiles
-A ton of other balance changes
-Updated the description