Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

LO-V, the Machine Goddess of Fey
Showing 1-8 of 8 entries
Update: 9 Apr, 2024 @ 4:56pm

Fixed the crashing... FINALLY... sorry for that guys

Update: 28 Mar, 2024 @ 7:39pm

LOV Patch notes

finally.

=Max health code changed to be compatible with yomi health patch.

=Fixed hit canceling on moves that weren't supposed to hit cancel.

=Black hole no longer moves immovable objects.

=Black hole laser now properly unparryable
=Also now properly works
"because apparently yomi didnt like that i made it 10000 units long but has no problem at 5000 units"
=increased the *pizzaz* of black hole
=cant block the black hole anymore. as it should be
-? Can no longer block to cancel your own black hole.

-Black Hole recovery increased 20 -> 28 frames

+Jump is now grab-invulnerable from frames 0 through 6, which is kind of a hacky way to simulate the grab invulnerability of normal jumps but... whatever.

+Wonderful Life is now +2 on block
=but also no longer block cancels

-You can now be grabbed out of Tight Corset
-Soul Breaker is now Throw-Techable

-Noose Cutter no longer lasts forever if it overshoots.

=Move Ban duration reduced 210 -> 120 frames, but now automatically bans a new move once it expires.
+Move Ban now checks visible name instead of state name, meaning moves with the same name are now banned (because Ninja Chuck Jump made me mad)
+Move Ban now works even if a move is repeated over and over while it's being banned.
"Move Ban changes may be reverted based on feedback. These weren't made to be more or less 'powerful', but rather to be more fun to fight against."

-ninja default throws obliterated

-Ballet no longer usable in blockstrings
-Ballet now requires you to have advantage, and for your opponent to not be free-canceling a move.
"It was always preferable over block."

=Hunker down reworked. Now, instead of being an armored defensive move with low IASA, it is an armored defensive move that nullifies incoming block advantage and pushes foes back but loses to guard breaks. It frees up when the opponent does, but doesn't block damage and increases the damage of guard breaks.
+Hunker down is now F1.
"It was just waaay too good before, since it was just a better block. Now it's a Pushblock sidegrade!"

=Gravity Drive UI changed to a more visible color

=Fixed ui making some buttons unclickable.
=Fixed ui positioning.

=Fixed style change crash.
=Updated style change portrait.

-Backstep now marked with Backdash IASA.

-No super fall for you! ... What? LO-V got air control up the ass anyways. I might do a teleport later on if she needs it.

++MORE DIALOGUE LINES BABY

"To be honest, I didn't get everything I wanted to done, so I'm gonna give LOV a second 'major' update. This is just to push out critical fixes first."

Update: 20 Oct, 2023 @ 7:01pm

LO-V Update for 1.8!!!

+Nytravix's first hitbox has 1x -> 0x DI, should connect properly now
+Nytravix no longer block cancels

+Tome Smack is now +1 on block

+Magnitude is now a guard break

-Bliss combo is no longer unblockable, it's now a Guard Break instead, and block punishable.

+Hunker Down immune to Guard Crushes, but leaves you -4 if the move normally crushes

=Fixed Block sprites

=... and a few other bugs squished, like Ballet/Black Hole laser crashing

"Since she doesn't have a lot going on in terms of normal hitboxes, and already being built around being blocked, she didn't need too much to be up to working form."

Update: 13 Aug, 2023 @ 9:04pm

=Black Hole stability fixes
=Other stability fixes

-Can no longer use Tight Corset out of Super Backdash

+More dialogue, of course
~minor speling correction

Update: 11 Aug, 2023 @ 3:04pm

HOTFIX:
Fixed Rod not properly flipping.

Update: 11 Aug, 2023 @ 2:53pm

LO-V changelog
=Stability patching
=Black Hole might crash less now? Yay????

+Super Backdash no longer gets cancelled by being framekilled
+Super Backdash invulnerability now starts 1 frame earlier (f5 -> f4)
+Super Backdash is now projectile invulnerable as well
+Super Backdash now travels faster and lower to the ground
-Super Backdash IASA increased to 30 (still interruptable on opponent's turn)

-Fighter Corkscrew duration decreased 36 -> 24 ticks
-Fighter Corkscrew invulnerability ends sooner (tick 24 -> 14)
-Fighter hitlag and victim hitlag reduced (3->1 and 1-> 0, respectively)
+Fighter Corkscrew chip damage increased 0.1x -> 1x
+Fighter Corkscrew now travels 1.5x as fast
+Corkscrew cooldown reduced (75 -> 50 ticks)
+Homescrew cooldown reduced (95 -> 70 ticks)
+Fighter hitbox size increased
=Corkscrew now has a finishing hitbox with more damage but with significant ability to DI

+Sephy move speed doubled

+Command Knight now moves the knight farther.
+Hitting a parrying knight now disables your free cancel.
-Knight defend command now 'softblocks' without advantage (does not 'parry' the opponent but still blocks damage).

-Blast Kick damage reduced (140 -> 120)
-Blast Kick DI increased (0.4x -> 1x)
"Oversight."
-Blast Kick knockback slightly increased (4 -> 5)
+Blast Kick (horizontal) range slightly increased
+Blast Kick stun increased (24 -> 27)

-B-Breaker now is a soft knockdown if performed more than once in a combo.
-B-Breaker no longer reversible
"Due to B-Breaker inescapable wall loops."

+Ballet whiff ends on frame 18 (from 25)
-Ballet active frames end earlier (14 -> 12)
-Ballet can no longer be free cancelled
"too stronk. now safe but risk. bonk"

-Satus' initial strike now scales the combo, alongside the pullback (meaning each use scales combo by 2).
-Satus needle proration increased to 2 (from 0)
-Satus damage decreased to 90 (from 120)
-Satus firing angle decreased
-Satus no longer hits grounded foes
"Once this naughty move stops being OP I'll consider changing it back"

-Nytravix chip damage on blast reduced (2x -> 1x)

-Rod explosion chip damage reduced (1.5x -> 0.75x)
-Rod max lifetime reduced 1.5 seconds -> 1.25 seconds
-Rod has increased pity gain (a bit more than double)
-Rod bombs should properly copy the rod's team now, in case it's reflected
=Rods now use normal velocity instead of internal velocity, meaning they interact with some effects as expected
"You're welcome lam"
+Rod now bounces off of the ground and the wall

-Bomber explosion chip damage reduced (2x -> 1x)

-Grab now starts frame 4 (from 3)
"LO-V already has Ballet and Confusing Dance as really safe grab counters, this should help make her kit a bit more fair and rewarding to attackers once you earn your way in."

-Cross Titan A1 base damage reduced 160 -> 140
-Cross Titan A1 sour spot damage reduced 120 -> 90
-Cross Titan B1 base damage reduced 140 -> 120
-Cross Titan B1 sour damage reduced 100 -> 80
-Cross Titan A2 (quick slash) damage reduced 100 -> 80
-Cross Titan B2 (gun) base damage reduced 160 -> 130
-Cross Titan B2 (gun) sweet spot damage reduced 300 -> 250 and minimum damage reduced 200 -> 150

-Crimzon Clover now has a longer recovery 80 -> 100 ticks
-Missile Silos now explode if you're hit while they're active, unless performed out of hurtstate
-This explosion knocks you down, has considerable stun, and considerable damage that doesn't scale combo.
+Missile Silos can now be dropped in place on your turn.

-Move Ban expires after 210 ticks automatically
=Move ban icons now keep the size they are in the move select UI

=Gravity now applied normally while Gravity Drive is active.
"I found that G. Drive's upwards momentum potential was the most annoying aspect; and, on top of that, LOV's ability to return to the ground was troubled quite a bit. It wasn't good for evading upwards, but it was great for *stalling* upwards. This takes away stall potential while retaining movement ability- if you want to remain in the air longer, you still have your float toggle."
+Gravity Drive force slightly increased when performed in air and not in hurtstate.

-Hurtstate moves wallslam you if you would have otherwise been wallslammed.
-Emergency Drive causes you to lose its drive if you get hit out of it.

+~ Ascend no longer snaps to angle.
=Ascend's height modifier decreased (1.9x -> 1.5x)
"Max height ascend seemed to be more for air stalling than anything else. This does give you a nasty shorthop, though."

-Confusing Dance active frames reduced 17 -> 15
"Anti jank measure."

-Tight Corset framekill removed.
-Epic Slash now properly loses to parry.

-Mood Drive wears off much quicker while stalling in the air.
-Happiness/Anger gain reduced while stalling in the air.
-Doubled air pity gain. Again.

-Hunker Down armor now starts from frame 1 -> 3
-Hunker Down reduces knockback taken by 75%
+Hunker down, even without armor, reduces damage taken by 70%
"This move was supposed to be LO-V's replacement roll, and roll wasn't as good at escaping RPS as Hunker was. These changes make it closer to roll in its functionality."
"Hunker changes are experimental and aren't promised to stay forever."

+Halt strength vastly increased

+More unique quotes!!!!!

Update: 7 Aug, 2023 @ 7:42pm

Day 1 Patches
-Summon based framekills *should* be removed
-Afterburner framekill should be fixed. This one was a bit of a doozy.
+Black hole shouldn't be parryable for reals this time guys
-Black Hole startup increased to a more reasonable time (frame 25 -> 35)
"It was never meant to end combos, or be combo'd into at all. Frame 25 was just to easy with, say, wallsplat with Nytravix. If you can go +35 as LO-V and get your opponent in melee range by the end of it, that's a worthy reward, I think; but otherwise, I don't want this to be LO-V's primary win condition."

-Jump IASA increased from 9 -> 10 frames
-Jump minimum IASA due to high happiness changed from 5 -> 8 frames

=Updated the guide about THROW EXCEPTION (sometimes DI down was actually good dont listen to me i never even played yomi)

Update: 6 Aug, 2023 @ 12:22pm

Initial upload.