Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Machine Refuelled
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Update: 3 Dec, 2024 @ 12:53pm

Marksman hitstun 4 > 9 - hopefully this will make up for how much slower it comes out, and to nix some prediction errors linked to the extremely low hitstun

Marksman projectile lifetime 15 > 25 - as the move is so much slower now, we felt it might be worth making it go a little further.

Volume Bump knockback reduced a little to help combo usage
Volume Bump knockback x value increased slightly to help it combo into Party Popper

Slide proration 1 > 2 - turns out making it lower your hitbox made it a really good party starter

Kneecapper hitstun 30 > 25

Refactored some state entry points to hopefully fix some prediction errors

FIXED THE MARKSMAN PREDICTION ERROR MAYBE (For some reason it was caused by Knockdown Extends Histun???? Even though it can't knockdown???)

Fixed the bug where you can't punch a Cannonball you've already punched

Fixed the """""bug""""" where Coin Bounce was an air stall. This was just me accidentally turning off apply forces on this move I'm stupid.

Update: 30 Nov, 2024 @ 6:47am

Machine Codex Support added (initial version, subject to change)

Slide now decreases the height of Machine's hitbox

Marksman iasa increased to 15f
Marksman shot frame changed to frame 8
Marksman block advantage +2 > -2
Marksman on hit is now neutral (of course if the projectile hits on a later turn it'll still be plus but that's just the nature of projectiles, this is more to make sure you don't get any advantage for hitting it up close) - this also means if you trade with it up close you'll get full combo probably, so trades should now be in your favour if you trade with Marksman
Iron Hail 2 and 3 gravity tweaked to hopefully make them a little more consistent, hitboxes before the final now multihit
Coins can now be thrown in any direction - spike that shit into the ground if you wanna

Ricoshot tracking improved (now leads to the opponent's position in 2 frames rather than 5, hopefully this isn't too crazy accurate but we'll see)

Sharpshooter and Piercer now require a charge to be fired, much like in Ultrakill (albeit a shared one rather than two separate ones) - in exchange for this they now cannot be parried
Whiplash is now block punishable in both versions, but can now be cancelled into in places where you'd be able to put a Special

Red Explosions now guard break
Knuckle Blaster's now guard breaks

Rocket Launcher new move: Firestarter Oil. Creates an oil puddle on the ground which can be set on fire with explosives.
Rocket Launcher damage against aerial opponents increased notably.
Rocket speed increased
Rocket riding speed increased
Rocket riding can now be done from any stance, not just with the Rocket Launcher equipped (of course your freezeframe will still be running down if you froze a rocket, you just won't be able to track it without the launcher out)

Wedding Crasher now starts at f9

Jackhammer pogo added - hard knockdowns opponent with a *hard* spike, launches player up if used on ground

New Super - Make it Hail (Revolver Level 2) - Throws all available coins.
New Move - Rising Falcon - Jumps up and grabs the opponent out of the air, before planting a rocket straight into their chest to bring them back down.

Updated dummy hitboxes to display more projectile launch frames in-game

Block advantage and proration overhauled as follows:
Slam : -2 Block Adv. - 2 Proration
Slide : Block Punishable - 1 Proration
Feedbacker : 0 Block Adv. - 2 Proration
KnuckleBlaster : 3 Block Adv. - -1 Proration
Low Whip : 1 Block Adv. - 1 Proration
Whiplash (regular and pull versions) : Block Punishable - 4 Proration
Pistol Whip : 1 Block Adv. - 0 Proration
Kneecapper : 1 Block Adv. - 0 Proration
Iron Hail : 0 Block Adv. - 0 Proration
Slab Revolver : 2 Block Adv. - 2 Proration
Electric Railcannon : 5 Block Adv. - -2 Proration
Party Popper : 2 Block Adv. - 0 Proration
Fireworks : 0 Block Adv. (Last hit -1 Block Adv.) - 0 Proration
Wedding Crasher : 2 Block Adv. - -1 Proration
Volume Bump : 0 Block Adv. (both hitboxs) - 0 Proration
Jackhammer : 1 Block Adv. - -1 Proration
Pogo : 1 Block Adv. - -1 Proration
Sweeper : 1 Block Adv. - 1 Proration
Pincushion : 1 Block Adv. - 1 Proration
Metal Flood : -2 Block Adv. - 3 Proration
Robotic Viper : 2 Block Adv. - 0 Proration
Overheat Pincushion : 2 Block Adv. - 0 Proration
Overheat Metal Flood : 1 Block Adv. - -1 Proration
Overheat Robotic Viper : 4 Block Adv. - -1 Proration

Probably some other stuff I forgot to list I started working on this patch months ago

KNOWN ISSUES:
I'm aware this bastard is a mess of prediction issues at some point there'll be a patch entirely dedicated to that probably... once I figure out how to fix them.

Update: 17 Jun, 2024 @ 8:51am

Made some tweaks that should hopefully address some of the replay errors. Please let me know if you notice any moves in particular breaking replays.

NEW MOVE: NAILGUN - SAWBLADE. A slow, multihit projectile which can orbit Magnets. Can be redirected by Feedbacker and Knuckle Blaster
NEW MOVE: SHOTGUN - JACKHAMMER. A short range punch which scales in strength with your current speed.
NEW MOVE: ELECTRIC RAILCANNON (Level 2 Super). You've all been waiting for this. A 15f, 360 degree shot with its own charge that deals high damage and scales very quickly with coins. It's high cost, and high cooldown, but the damage is absurd (OHKOs are possible but they are pretty tough to line up)

GENERAL:
Grab given actual endlag, and fact it could be FCed has been fixed.
Increased max speed cap for both ground and air speed.
Slightly lowered dash speed to make dash jumping, whiplash and dashing out of slams more useful for gaining speed.
Sliding no longer accelerates you every time you loop. Now it's up to you to build up that momentum (hint: slam)

WHIPLASH: Now has a toggle on both versions, allowing you to choose whether to collide with the opponent or not.
Launching yourself now has a 5f faster iasa on hit/block, meaning you can now cancel out of the pull for your whip cancel shenanigans. Note: you're still -5 on block, so still bear that in mind.
Messed around with some of the feel of it too - as mentioned this move will probably take a lot of adjustment.
For example: neither version now resets your momentum. This could make using the pull variant wonky at high speed, but it also feels a lot more like you'd expect it to.

KNUCKLE BLASTER: Hopefully fixed the crash when you parry something with it. Finally added VFX :)

REVOLVER:
PIERCER: Now knocks down, to better differentiate it from the other variants.
MARKSMAN: Increased + frames slightly, but still not enough to give combo given the speed of the move. Use coins or the other pistols if you want combo.

SLAB REVOLVER: Damage nerfed and no longer a guard break. Now a level 1. This is to reduce overlap between its usage and the Electric Railcannon's usage. Slab revolver should now feel more like a strong revolver than anything else.

Note: I'll be taking a look at his guard breaks in general in the next update, he should have them available but maybe not a 10f 360 hitscan guard break

Update: 28 May, 2024 @ 2:59am

hotfix for a small issue in last update

Update: 28 May, 2024 @ 2:52am

Largely a balance update

Changelog

Across the board hitstun values and damage have been tweaked, mostly upwards. I would go into more specific detail but I forgot.

Knuckle Blaster - Modified hitbox, punch part is now a little more accurate. In general the hitbox should be a bit more consistent now. Increased forward movement for initial swing. Knuckleblasting coins should work now.
Fixed a bug where triggering the autoparry armour left the armour on forever... I can't believe I let that one slip through I am so sorry.

Whiplash - No longer disables collision, hopefully making its use a bit more apparent as an extender. Both variants are now -5f on block.
- Launching variant now launches harder and doesn't affect opponent momentum, meaning the question is now about pulling for control or launching yourself for "fuck it we ball"
- Can no longer cancel into it off as many things, to hopefully reign in the amount of infinites I accidentally made by adding Whiplash.

Style gain has been made just a little bit more lenient.
Style damage modifiers tweaked
Damage and hitstun across the board tweaked upwards.

Revolver:
Ricoshots now do 5 more frames of hitstun.
Marksman now actually starts frame 4 - whoops. Hitstun reduced to 1 outside of combos. The intended use for it outside of shooting coins is somewhat similar to Megaman in Smash - a harassment tool, a "fuck off me bro", that sort of thing. I'll keep an eye and adjust further if necessary.
Sharpshooter startup reduced by 1
Piercer startup increased by 1

Shotgun:
Upped hitstun on most moves, to improve combo reliability
New Move: VOLUME BUMP - A forward moving launching hit, used to help shotgun get in and initiate
A couple of moves have been renamed to fit the "party" theme of shotgun's moves.

Nailgun:
Improved consistency of multihits in a similar way to how fireworks functions. You should notice Sweeper and Pincushion be a little more "sticky"
Overheat moves are now tied into the move slots of non-overheat variants, with a toggle to activate Overheat if its available. Overheat Rain is now tied to Metal Flood. Overheat Viper is tied to Metal Viper. You get the idea.
Only the last hit of the multihits now increases scaling and applies DI, but scaling and DI influence of those last hits has been increased. This should improve their consistency while still allowing good DI to help break out of combos.

Rocket Launcher:
Fire Rocket - Now does double damage to aerial opponents.
SRS Cannon - Hitstun increased slightly. Hitbox loop modified so it hopefully can't doublehit quite so often.

Update: 5 May, 2024 @ 7:49am

Changelog

Finally, Nailgun buffs! Sawblades will be in the next update, don't worry.

General Changes:
Stamina Pips removed in favour of a stamina bar
Blood, alongside restoring meter, now restores stamina. This is to further incentivise the fact that Machine is meant to be a tricky rushdown and not a zoner, so now if you're not hitting the opponent your movement capabilities are going to recover way more slowly.

Revolver:
All bullets have had their hitboxes changed to swept hitboxes with a "tail" that sweeps between their current and last position. This should make it less common that Piercer just phases through coins and enemies.

Nailgun:
Magnets have the piece of code fixed that made them not explode when hit with bullets. Nobody had noticed this prior because, well, nobody used Nailgun.
SWEEPER - Now uses a looping hitbox with a vacuum
METAL FLOOD - Now knocks back less with less combo scaling and DI influence. Hitstun increased. You can now link it into a whiplash.
STEEL FOUNTAIN - Now has a bit more of a forward movement to it
NEW MOVE: PINCUSHION - A dashing multihit thrust of the nailgun
NEW MOVE: ROBOTIC VIPER - A totally original uppercut move with a large hitbox that can be used as a decent anti-air or a single chunky hit.
NEW MOVE: OVERHEAT VIPER - A multihitting, powered up Robotic Viper.

Whiplash:
NEW MOVE: Whiplash Pull - It's like Whiplash... but... pulls.
Changed Whiplash physics. These may get tweaked again. We'll see. Whiplash is gonna take a lot of balancing.
Whiplash moves also bounce coins now. No rocket or cannon interactions yet, coming next update.

Rocket Launcher:
ROCKET RIDE - The rockets now continue along their current path if you dismount. They also properly drop while you're riding them.

Update: 25 Apr, 2024 @ 5:20am

Changelog

Note: There may be some undocumented changes because I did some work on this update 6 months ago before taking my break and I'm not the best at note-taking so I might have forgotten some changes.

General Changes:
I thought I nerfed the dash invuln startup before I went on my break but apparently that was a lie. It now starts up frame 3 as I intended.
Feedbacker's parry can now be aimed with an XY Plot rather than autoaiming poorly at the opponent.
Knuckleblaster on block -20f > 0f
Stomp minimum IASA 8f - 10f
Jump updated to latest version
Air Option renamed to Stamina
Stamina Pip regen 90f > 150f
Starting Stamina 3 pips > 2 pips
NEW MOVE: Low Whip - 6f startup low, HKD on grounded opponents, pops up aerial opponents to extend combo. This move is a strong neutral option that trades (much lower damage but netting a knockdown) vs Horiz. Slash on round start.
NEW MOVE: Whiplash - On hit, this move will zip you towards your opponent, extending combo options.

Revolver:
Sharpshooter entirely reworked, now it's an entirely separate projectile rather than a buff. In future will explode after bouncing or going through other projectiles.
Piercer hitboxes tweaked to *hopefully* improve consistency
Coin logic touched up to hopefully improve prediction errors and crashes
Knuckle Blaster now uses autoblock armour rather than hyper armour
NEW MOVE: Pistol Whip - 7f startup plus on block mid

Shotgun:
Fireworks startup 7f - 6f
Core Eject now unparriable
Core Eject and Overpump damage increased (WARNING: THIS ALSO APPLIES TO YOURSELF)
Core Eject and Overpump explosion sizes increased
Overpump now unparriable
Self-damaging explosions now put you into the fall state rather than hitstun, allowing you to use it for movement and followups

Nailgun:
NEW MOVE: Place Magnet - allows you to set a magnet within a 360-degree radius rather than firing one.
Sweeper changed to a low on startup.
Sweeper DI effectiveness and knockback reduced a bit because it's kinda useless in combo rn
Sweeper final hitstun increased

NEW WEAPON: Rocket Launcher
Rocket launcher is in a very early state, but the SRS cannon allows for some goofy stuff so I wanted people to get their hands on it purely for the fun of it.
The design idea behind rocket launcher is that it should be a specialty tool - you pull it out only when you need it rather than trying to play a full neutral game or specifically do rocket only combos.
NEW MOVE: Fire Rocket - Fires... well, it fires a rocket. It's not rocket science. Comes with a toggle that allows you to freeze your rockets in place. Impact explosions from the rocket do 0 damage, only direct hits or shooting the rocket will cause damage. This does, however, mean you can safely rocket jump with it
NEW MOVE: SRS Cannon - Launches a large, bouncing cannonball that explodes either after a duration or when shot.
NEW MOVE: Rocket Ride - When you are near a rocket (tip: freeze the rockets) you can ride a rocket and aim it a little bit.

Update: 21 Oct, 2023 @ 8:41am

Updated coin logic:

- Thanks to the new Swept Hitboxes functionality in 1.8, coin ricochets and the Slab Revolver have been moved away from hitscan and are now actual hitboxes! This means the angle of your coins can be used to set up traps and hopefully make coin usage more consistent. This initial version will probably need some kinks ironing out but we'll see.
- Magnets now detonate when you stomp on them.

Update: 19 Oct, 2023 @ 1:08pm

Compatability patch for Version 1.8, alongside a couple balancing tweaks
It's likely I've broken some other stuff or his balance won't be quite right yet. This is more a quick fix to get him working.

Style gain has been increased and drain decreased, but drain has been increased when you get hit. This should let you get up to those higher damage multipliers quicker.

I'm aware of a weird thing with Knuckle Blaster on parry right now. I'll fix it in the future - this is more so Machine is at least Compatible

Update: 19 Oct, 2023 @ 1:04pm