Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Sky Hunter [1.9]
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Update: 16 Aug, 2023 @ 4:12am

Pierce hitboxes adjusted to not be quite as easy to land sweet spot

Overcharger back to level 2 from lvl 3 super.
Now has a 300 frame cooldown
Battery display now shows Overcharge remainind duration as well as it's recharge period after use.

New lvl 1 super Seeker. Persisting projectile that repeatedly re-targets the opponent.
-Only travels in a straight line
-targetting is limited to an area around Sky Hunter, so you have to be close enough for it to actually aim for the opponents position
-immediately ends Overcharger on use. Overcharged version re-targets one additional time and stops closer to the target point.
[I'm considering having this drain all ammo as well, but we'll see if it needs it.]

Blaster projectiles now show a targetting line briefly upon bouncing. More clearly indicates that they are targetted and when this happens.

Update: 14 Aug, 2023 @ 4:00am

Vertical flight power reduced 0.9 -> 0.7, activation thrust bonus 0.3 -> 0.21
Downwards thrust power improved, 0 -> 0.4

New move. Grounded version of Spin Slash.
A fowards hopping move that requires thruster use to not land cancel before becoming active.
Hit properties are identical to aerial Spin Slash. f11 active so beats block.

Drag down now corrects direction to match the horizontal movement

Wing Strike moved to special category. Now has projectile invulnerability f3 to f14.
-hitboxes are f10 and f16
-intent is to be useable as a hard call out agaist projectile moves

Pierce sped up f7 -> f6, active window reduced 6 -> 5
iasa sped up 18 ->15
easier to hit sweet spot. Only active first 2 frames

Hook active frames reduced 4 -> 3
iasa sped up 14 -> 10

Cleave iasa sped up 24 -> 16

Harpoon(ground) increased hitbox size and has snap properties for the hit

Barrage has more back and forwards movement during startup and is grab immune.
Backwards movement has no colision and can pass through opponent situationally.
iasa reduced 26 -> 22
Now has +4 frames of disadvantage when parried. Reduced meter gain for parrying each hit.
-make parry able to punish between hits and not gain huge meter for parrying all the hits.

[Experimental] - BladeBarrier is actionable on opponents turn. Does not have set actionable frames

Barrage followup strike given extra hitlag and delay before acting for dramatic effect.

Extra shine effect for sweet spot hits that have relatively strong effect
-Pierce (air and ground), DownDraft, Barrage finisher

re-arranged move icons for consitency and just better organization

Update: 13 Aug, 2023 @ 2:40am

Fixed snap properties of aerial harpoon

Update: 13 Aug, 2023 @ 2:09am

New move Drag Down. Command grab out of stance. Brings opponent back to the ground.
Resets air options and ends airborne.

New move Harpoon air version. Hooks opponent above, and pulls Sky Hunter upwards to them.

Dervish reworked. Lower hitbox for better anti air and slightly easier to punish from below
5 direction options for trajectory, flight disabled during move.
- flight being disabled turns off drain and momentum influence, automatically re-activates at the end if it was on to begin.
invulnerable on priority f6 to f10
hitbox active f7 to f18

Air Dash reworked and renamed to Takeoff.
Now slows movement during windup, then launches.
Still loses speed afterwards, but is actionable during more of the movement and ends with a lot more momentum.
Can only be used at fowards angles
drains 300 flight on use, uses an air action.

Flight mode recharge in air reduced 12 -> 10
Flight mode recharge on ground increased 20 -> 25
Flight mode drain while in use increased 22 -> 26
Start of match flight meter increased 300 -> 400
-full meter is 1200 for reference

Blaster energy regen conditions reversed.
Now gets full regen while in a combo state.
Half regen while in neutral.

Overcharger now level 3 super instead of lvl 2

Blaster shots reduced hitlag 9 -> 8
reduced hit stun 13 -> 11
Blaster shots have increased base DI for the opponent 1.1 -> 1.2

Spin-Slash iasa increased 15 -> 28
It wasn't supposed to be this low in the first place... oops
reducde hit stun 30 -> 27

Discharge base damage increased [185] -> [215]

Hook damage decreased 50 -> 40
min damage decreased 20 -> 15

Pierce damage decreased 80 -> 70 (sweet spot) 60 -> 55 (normal)

new icons for grab, vortex, barrage, and dervish

Update: 11 Aug, 2023 @ 10:43pm

Flame Spin now cancels into grounded options on last hit

Dervish now has additional disadvantage when parried to make it reasonably punishable.

Blazing Launch now has additional disadvantage when parried.

Update: 11 Aug, 2023 @ 4:08pm

Shear no longer hits otg
1st hit proration 0 -> 1
both hits now scale combo

Blaster 4 beam proration -1 -> 2 (apparently last proration change didn't get saved, oops)

Dervish changed to a multihit move that carries opponent upwards. Total damage 70.
Still planning to change it's interaction with thrusters so it doesn't go as crazy far.

Update: 11 Aug, 2023 @ 3:40am

Discharge now has invulnerability on f6 with initiative
Without initiative, has armor and projectile invulnerability on frame 6.
both versions lose to frame 5 and faster moves.
Minimum damage increased - should function better as a damage ender for combos
Final hit hitstun increased 12 -> 22
Knockback decreased 11 -> 8
Knockback trajectory normalized. Much less likely to toss opponent really high upwards.
Gives time to act before opponent instead of being able to act at the same time.

Blazing Launch now has custom drag script. Meaning it's no longer possible to DI out of after any hit connects.

New stance move Blade Barrier.
constant hitbox starting f5 with projectile invuln starting f5. Constant hits are weak and meant more as a defensive move to approach or beat projectiles.
Does not combo easily.
Actionable f18 and every 12f afterwards. Lasts 114 frames or until landing on the ground.
Limited options out of this move.

Update: 8 Aug, 2023 @ 4:11am

Fixed phantom hit from beam shot in prediction after parying the beam

Update: 8 Aug, 2023 @ 4:00am

Fixed issue where flight regen in the air was applying while flight was active.

flight drain increased 20 -> 22
fast fall drain increased 25 -> 30
grounded flight regen decreased 25 -> 20
aerial flight regen decreased 17 -> 12

Air Dash cost 150 flight meter
-this was always intended but I forgot to add it in.

SpinSlash damage reduced 95 -> 85
minimum damage reduced 40 -> 25

DownDraft(stance) damage reduced 75 -> 70 sweet spot
damage reduced 60 -> 50 normal hit

Blaze damage reduced [40,25,50] -> [30,15,40]

Both dive kick variants damage reduced 70 -> 60

Blitz damage slightly reduced 85 -> 80

Air kick damage slightly reduced 60 -> 55 first 2 frames
damage reduced 50 -> 40 later frames

AirPierce non-sweet spot damage reduced 60 -> 50

WingStrike damage reduced slightly [40,55] -> [40,50]

Shear damage reduced [55,30] -> [45,30]
Shear first hit hitstun increased 14 -> 16


fixed Discharge only restoring flight and gun battery when used without initiative. Now it should recharge upon reaching it's active frames regardless.

Blaster shots are now parryable in normal mode. When Overcharger is active they become unparryable.

reduced beam DI modifier 4 -> 1.5

Vortex revamped animation. Hitboxes adjusted to match, about same range forwards, a bit more behind.
damage reduced 70 -> 60
2 more active frames added for late hit. Much weaker hit that pushes away from center and farther than normal hit.

Blaster energy meter is now affected by infinite resources option.
With infinite resources, blaster shots have unlimited lifetime and +1 bounce

Update: 7 Aug, 2023 @ 3:38am

New in game portrait

Hustle pose added. Full animation to come

universal damage taken increased to 1.1x

Burst has 3 proration to account for it being able to combo into returning blaster shots.

Lance Kick no longer has infinite hitstun. Now has 17 hit stun. Causes hard knockdown if opponent hits the floor.

wing strike reduced damage. 1st hit 50 -> 40, 2nd hit 70 -> 55
Reduced hit stun 2nd hit 35-31
-4 proration if you somehow only land 2nd hit

Cleave can now hit cancel into grounded moves.
Cleave damage in combo increased 80 -> 120
- For reference it's 100 base damage out of combo. Goal was to give it a reason to be used as a combo ender.

Blitz plus frames partially returned, +1 -> +2
Slightly reduced damage 90 -> 85

Arc Kick reduced damage 80 -> 70

Blaze harder to DI out before final hit
Adjusted damage [40, 25, 50]
Now hit cancels into movement options
Re-stands opponent if near the ground
Changed knockback to push opponent downwards more easily
-1 proration and +2 on block
added fire type hit spark

Blaster 4 stock beam proration increased, -1 ->
fixed prediction not showing hit if a turn happened during first frame of beam.

Blaster regular shots now have a max lifetime of 120 frames. Used to be unlimited.

Pierce, slightly reduced damage, regular hit 65 -> 60, 2f tip hit 90 -> 80

Discharge, increased initial hitbox by a bit.
Changed hitbox knockback to pull in and keep opponent more consistently