Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Zen Kazuki (DISCONTINUED)
Showing 21-30 of 54 entries
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Update: 24 May, 2023 @ 3:45pm

[v-1.9]
I swear I'll get to Aerial Ki Smash eventually. :steamfacepalm:

Aerial Blitz Fist
• New hit particle

Rushing Fist
• Hitstun Ticks: 24>28
• New hit particle

Ki Breaker
• Edited sprites
• Hitbox
•• Damage: 250>255
•• Minimum Damage: 125>135
•• Edited hit particles

Ground Punch
• New hit particle, only on the bottom hitbox to avoid the particle being weird but I mean come on when would the bottom one not hit but the others do

Drill Ray
• Super Level: 4>3
• Anim Length: 42>38
• Projectile Tick: 18>15

Drill Ray (Projectile)
• Anim Length: 36>42
• Lifetime: 39>43
• Hits: 13>16
• All hitboxes are now unparriable, and have a chip damage modifier of 3x. Fear it. Also no more negative proration, barely mattered anyway.
• Switched half of the hitsounds for some variety.
• Hitboxes 1-15
•• Damage/Minimum Damage: 13>8
•• Increased height a little bit
• Hitbox 12
•• Damage/Minimum Damage: 15>13
• Hitbox 16
•• Damage/Minimum Damage: 8>10
•• Hitstun Ticks: 10>4
•• Victim Hitlag: 15>8
•• Knockback: 4>5.5
•• Knockback Dir Y: 0>-0.5
•• Plus Frames: 0>3
•• Now wall slams
•• Has more width/height than the rest of the hitboxes
• Added the super effect

World Breaker
• Increased super freeze ticks

Offensive Burst
• Zen now gains a fourth of a bar on use.

Update: 22 May, 2023 @ 2:59pm

[v-1.8.2]

Miscellaneous
• Changed portrait 2 to Offensive Burst sprite.

Update: 16 May, 2023 @ 9:55pm

Fixed up throw not being available.

Update: 16 May, 2023 @ 7:42pm

[v-1.8]
Addressing the scaling changes, along with some new editor features. Been wanting to implement chip damage increase for the longest time.

Miscellaneous
• Turned off launch reversible on nearly every move
• Uses the bands for the extra colors for styles. Go nuts

Stomach Shot
• Hitbox 1
•• Damage In Combo: 30>20
•• Increments combo again
• Hitbox 2
•• Damage In Combo: 80>50

Leg Breaker
•• Chip Damage Modifier: 1x>1.2

Rib Breaker
• Hitbox 1
•• Chip Damage Modifier: 1x>1.25
• Hitbox 2
•• Chip Damage Modifier: 1x>1.5x
•• Plus Frames: 0>2

Skull Breaker
• Hitbox 1/2/3
•• Chip Damage Modifier: 1x>1.3x
•• Block Pushback Modifier: 1>1.5x
• Hitbox (Sweet)
•• Chip Damage Modifier: 1x>2x
•• Plus Frames: 0>3
•• Block Pushback Modifier: 1>0.5x
•• Pushback X: 1>0

Forward Throw
• Hitbox 1
•• Damage In Combo: -1>20
•• Minimum Damage: 10>5
• Hitbox 2
•• Damage In Combo: -1>130
•• Minimum Damage: 55>40

Rapid Spear Kick
• Hitbox 2
•• Damage: 20>15

Rapid Spear Kick (Followup)
• Chip Damage Modifier: 1x>1.1x
• Plus Frames: 0>2

Reel Kick
• Damage: 50>40

Reel Kick (Followup)
• Hitbox 1
•• Damage: 20>15
• Hitbox 2
•• Damage: 25>20

Guillotine Kick
• Now resets Y momentum

Turbo Punch
• Chip Damage Modifier: 1x>0.25x
• Plus Frames: 0>1
• Removed the duplicate whiff sounds

Burst Cancel
• No longer increments combo

Super Burst Cancel
• No longer increments combo

Update: 13 May, 2023 @ 3:30pm

[v-1.7]

Forward Throw
• Hitbox 1
•• Damage: 50>25
•• Minimum Damage: 20>10
• Hitbox 2
•• Damage: 155>145
•• Minimum Damage: 50>55

Reel Kick (Followup)
• Force Dir Y: -1>-0.5

Guillotine Kick
• Enter Force Speed: 4>3

Ki Smash
• Hitbox (Sweet)
•• Victim Hitlag Ticks: 24>25
•• Damage Proration: 0>-1

Ki Breaker (Neutral)
• Anim Length:


Ki Breaker
• Hitbox
•• Minimum Damage: 100>125

Ki Breaker Hit 2 (Exit)
• Throwbox
• Damage/Minimum Damage: 10>3

Ki Charge
• Hold
•• Can now be interrupted into Vanish
•• Meter Gain: 80>85
•• Gave it a hitbox at the point where he gains meter. For fun. Please do not try to rely on this.
• End
•• Anim Length: 9>7

Ki Burst
• Edited animation
• Anim Length: 80>100
• Hitbox
•• Hitstun Ticks: 32>38

Update: 11 May, 2023 @ 2:36pm

[v-1.6]

New move, Super Burst Cancel. Oh the fun to be had.

Back Dash
• Startup Lag: 2>1

Super Dash
• Startup now uses Landing's animation instead of Instant Cancel's

Skull Breaker
• Edited animation
• Lengthened hitboxes a bit
• Can now be hit cancelled, but only into Super Burst Cancel. Trust me, cancelling SB is that strong.

Grab
• Throw Invuln: Frames 2-5>2-4

Needle Ray/Aerial Needle Ray
• No longer has a hit particle, for now at least

Instant Cancel
• Added some hitlag for visibility

World Breaker
• Force Tick: 10>9
• Force Speed: 8>8.5
• Increased hitbox size a bit
• Adjusted particle position

Burst
• Meter Gain Modifier: 1>2

Offensive Burst
• Meter Gain Modifier: 1>2

Update: 10 May, 2023 @ 8:17am

[v-1.5]
The mythical animation update + improvements and junk
So much.

New move: Reversal. Lv1. Strike counter. Projectile invulnerable, loses to throws.

Miscellaneous
• Fixed z index for throws

Leg Breaker
• No longer burstable
• Damage: 110>120
• Hitstun Ticks: 26>28

Rib Breaker
• Anim Length: 24(?) > 25
• Edited animation frames
• Hitbox 1
•• Active Ticks: 3>2
• Hitbox 2
•• Start Tick: 16>15
•• Active Ticks: 2>1
•• Damage: 165>170
•• Damage In Combo: 115>120
•• Minimum Damage: 60>75
•• Hitstun Ticks: 30>34
•• Hitlag Ticks: 17>15
•• Victim Hitlag Ticks: 15>24
•• DI Modifier: 0.6>0.2
•• Meter Gain Modifier: 0.5>1.5

Rib Breaker (Stomp)
• New hit particle

Skull Breaker
• New animation
• Anim Length: 28>29
• Moved hitboxes to match, it's more horizontal now. Also deleted one of the hitboxes, was unnecessary
• Hitbox (Sweet)
•• Hitstun Ticks: 36>37
•• Victim Hitlag Ticks: 40>45

Grab
• New animation

Forward Throw
• Anim Length: 135(LOL)>69
• Enter Force Speed: 0>1
• Enter Force Dir X: 0>1
• Force Tick: 95>53
• Force Speed: 10>8
• Made hitboxes smaller, doesn't mess anything up it was just bothering me
• Hitbox 1
• Release Frame: 33>12
•• Start Tick: 35>13
•• Hitlag Ticks: 10>6
•• Victim Hitlag Ticks: 70>50
•• Knockback: 2>4
•• Hit Height: Low>High
•• No longer disables collision
• Hitbox 2
•• Start Tick: 96>53
•• Hitstun Ticks: 24>23
•• Hitlag Ticks: 25>24
•• Victim Hitlag Ticks: 45>32
•• Knockback: 20>16
•• Edited hit particle

Nail Driver
• Edited animation

Aerial Down Throw
• Edited animation
• Anim Length: 22>28
• Enter Force Speed: 0>1
• Enter Force Dir Y: 0>-1
• Force Tick: 18>20
• Force Dir Y: -1>1
• Force Speed: 2>3
• Release
•• Adjusted position
•• Release Frame: 18>20
•• Dir X: 0>0.3

Needle Ray
• Hitboxes 2-15
•• Hitstun Ticks: 25>27

Ki Smash
• New animation
• Anim Length: 21>23
• Hurtbox State
•• Start Tick: 8>10
• Throw Invulnerability: F0-8>F0-10
• Force Tick: 5>9
• Force Speed: 13>16
• Adjusted hitbox size and position to fit new sprite, it got a bit bigger
• Deleted the hitbox on the back, was useless anyway
• Hitbox 1/2
•• Start Tick: 13>14
•• Damage: 120>130
• Hitbox 1
•• Pushback X: 4>-1
•• Damage In Combo: 40>50
• Hitbox 2 (Sweet)
•• Hitstun Ticks: 40>36
•• Victim Hitlag: 18>24
•• Damage In Combo: 60>70
•• Pushback X: 4>-2
• New hit particle

Aerial Ki Smash
• Hitbox 3
•• Hitstun Ticks: 16>22
•• Knockback: 15>4.5
•• Now ground bounces and air ground bounces
• Hitbox 6
•• Hitstun Ticks: 20>29
•• Knockback: 15>4.5
•• Now ground bounces and air ground bounces

Ground Punch
• Edited animation
• Anim Length: 22>25
• Moved the far left hitbox back a bit
• Hitbox 1/2/3
•• Damage Proration: 2>0
•• Knockback: 2.6>1.5
•• Dir X: 2>0.25
•• Dir Y: -0.25>-1

Turbo Punch
• Ended up rebuilding this move.
• New animation
• Doesn't send Zen as far
• First hitbox comes out 2 frames later, on its 4th and 5th active frames Zen is armored, it becomes larger, gains bonus damage and hitstun, has negative proration, and can be cancelled into supers. The last active hitbox is the normal one.
• Has projectile invulnerability for most of the move

Drill Ray
• Has the "interrupt from" strings of a super now, oversight. Shouldn't really change anything too much

Vanish
• Has particles now
• Forward
• Now has projectile invulnerability from frame 2-21
•• Anim Length: 24>28
•• IASA: 19>20
• Backward
• Now has projectile invulnerability from frame 1-19
•• Anim Length: 23>25
•• IASA: 17>18

Burst
• Edited sprite
• Recentered hitbox and increased size a little

Update: 3 May, 2023 @ 2:33pm

[v-1.4.5]
Small update, only pushing this out cause I wanna use Vanish against my friend rq. The animation update is coming very soon.

• New defensive move, Vanish. Dodge but better. Costs a bar. Can only be used while grounded for now.

Fastfall
• No longer has a cap on speed
• Force Speed: 70>55

Ground Punch
• Edited sprites

Ki Smash
• Hitbox (Sweetspot)
•• Hitstun: 34>40

Ki Charge
• Edited animation

World Breaker
• Fixed meter refund on lower meter levels

Update: 1 May, 2023 @ 11:05pm

[v-1.4]

Blitz Fist
• Knockback: 0.2>0.15

Stomach Shot
• Enter Force Speed: 0>2
|| Now the BF > SS chain actually works, all is right in the world

Grab
• Thow Invuln: Frames 3-8>2-5
|| Changing this was a mistake. But I'll allow grabs to connect on frame 1 + it's a bit more punishable now

Forward Throw
• New hit particle
• Hitbox 2
•• Hitlag Ticks: 20>25
•• Victim Hitlag Ticks: 40>45
•• Hitstun Ticks: 20>24

Fastfall
• No longer has friction
• Force Speed: 75>70

World Breaker
• Victim Hitlag: 38>42

Update: 28 Apr, 2023 @ 5:39pm

[v-1.3.5]

Air Block
• Force Speed: 2>1.5

Grab
• Throw Invuln: Frames 1-8>3-8

Rib Breaker (Stomp)
• Victim Hitlag: 10>11

Ki Breaker
• Damage: 260>250

World Breaker
• Adjusted animation
• Applies forces properly now
• Apparently using this move refunds a bunch of meter for no reason. While I try to fix this, I added a bandaid that takes away 3 bars on exit.

Burst
• No longer knocks down, this was a huge oversight, I am sorry