Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Kigokiri (DISCONTINUED)
Showing 1-10 of 13 entries
< 1  2 >
Update: 4 Jan, 2024 @ 8:54pm

[EA13]
The classic biannual Kigo carpet buff.

Hikui Tsuki
• Enter Force Speed: 4>5.5
• Proration: 2>0
• Damage: 25>45

Ashikubi Geri
• Anim Length: 11>13
• Enter Force Speed: 1>2
• Hitbox 1
•• Damage: 25>35
•• Hitstun Ticks: 8>13
•• Proration: 0>2
•• Knockback: 3>3.5
•• Plus Frames: 0>-1
• Hitbox 2
•• Damage: 30>40
•• Hitstun Ticks: 11>15
•• Proration: 0>1
•• Knockback: 3>3.5
•• Plus Frames: 0>-1

Stand
• Now has two versions, one that goes into the stance (called "Stand 'Stance'"), and one that goes straight into Grounded.

Kenkyona Dageki
• No longer resets momentum
• Enter Force Speed: 2>3
• Force Speed: 6>13

Isogu Hiko Geri
• Now projectile invulnerable F1-24.
• Now FC'able.

Hop
• Now throw invulnerable for its duration.

Sasu Nakkuru
• Damage: 25>30
• Proration: 2>3
• SDI Modifier: 0>1
• -1 on block and block punishable.
• No longer disables collision

Kobi-Geri
• Damage: 75>80
• Doesn't hitcancel on block.

Ichi-Ken
• Enter Force Speed: 1>1.5
• Force Speed: 3>3.5
• DI Modifier: 0.3>0.4
• SDI Modifier: 0>0.3
• No longer dash-cancellable
• Increased hitbox height
• Now Super-Cancellable

Ichi-Ken (Alt)
• Enter Force Speed: 1>1.5
• Force Speed: 2.5>3.5
• DI Modifier: 0.3>0.4
• SDI Modifier: 0>0.3
• No longer dash-cancellable
• Increased hitbox height
• Now Super-Cancellable

Sune-Geri
• Enter Force Speed: 3>4
• No longer cancellable into dash, hop, or jump.
• Increased hitbox size

Atama-Geri
• Anim Length: 22>17
• Now cancels on block
• Start Tick: 10>7
• Edited hitbox

Zenshin-Ken
• Enter Force Speed: 2>4
• Force Speed: 5>6.5
• DI Modifier: 0.6>1
• SDI Modifier: 0>0.25
• Knockback: 0.5>0.75
• Block Pushback Modifier: 1>1.4
• Disabled collision
• No longer step or dash-cancellable.
• Can cancel into Kanadzuchi Insho on block and whiff.

Kanadzuchi Insho
• No longer resets X momentum
• Enter Force Speed: 4>3
• Force Speed: 10>9

Josho-Ken
• Anim Length: 27>24
• Enter Force Speed: 1>3.5
• Force Tick: 11>10
• Hitbox 1:
•• Start Tick: 15>12
•• Block Pushback Modifier: 1>1.2
• Hitbox 2:
•• Start Tick: 17>14
•• Block Pushback Modifier: 1>0.5
• Now has aerial attack invuln from F8-16.

Mae-Geri
• No longer resets momentum, just has increased friction for a few frames of startup.
• Start Tick: 16>15
• Block Pushback Modifier: 0.8>1.7
• Increased hitbox size

Shita-Ken
• Damage In Combo: 90>115 (removed combo damage penalty)
• Increased hitbox size.

Tobi-Geri
• Doesn't hitcancel on block

Gyakko-Geri
• Hitbox 1
•• Plus Frames: 1>2
• Doesn't hitcancel on block vs grounded opponents

Nejiru Suberu Ashi
• Now has throw invulnerability F1-5.
make nejiru active for like 2 more frames
Make NSA have x fric instead of resetting x momentum

Raijin Jokyu-Ken
• Anim Length: 14>15
• Hitbox 1:
•• Damage: 150>145
•• Damage In Combo: 130>120
•• Plus Frames: 3>2
•• Increased hitbox width
•• No longer hitcancellable
• Hitbox 2:
•• Damage: 185>170
•• Damage In Combo: 160>150
•• SDI Modifier: 0.5>0.3
•• Slightly bigger
• Reworked. Can only hitcancel the sweetspot, and doing so lets you use a version that is slightly weaker, but only costs 1 meter and doesn't scale combo meter. Can be repeated as long as you land the sweetspot.

Seirei Kiritosu:
• Plus Frames (vs Grounded): 2>1
• Plus Frames (vs Aerial): 2>0
• Increased hitbox size
------
Chiage Katai:
• Increased hitbox size, extends from the ground now.
------
Moten Shinko:
• Enter Force Speed: 2>3
• Force Speed: 2>5
• Hitstun Ticks: 31>32
• Increased hitbox size.

Suberu Ashi
• Enter Force Speed: 12>13
• Force Speed: 13>14.5
• IASA On Hit: 27>24
• DI Modifier: 0.5>0.8
• SDI Modifier: 0>0.3
• Plus Frames: 1>2
|| Now you have a solid meaty for awkward getup timings.
• Low profile activates on F9>8

Jokyu-Ken
• Anim Length:15>14
• Start Tick: 7>6
• Damage: 80>85
• Minimum Damage: 40>75
• Hitstun Ticks: 22>24
|| Link into HF!!
• Knockback: 2>2.3
• DI Modifier: 0.5>1
• Increased hitbox size.

Soran-Ken
• Ground
•• Hitbox 1
••• SDI Modifier: 0.1>0.2
•• Hitbox 2
••• SDI Modifier: 0>0.1
•• Hitbox 3
••• Plus Frames: -2>-3
••• SDI Modifier: 0.4>0.5
• Air
•• Hitbox 1
••• SDI Modifier: 0.4>0.5
• Increased hitbox size.

Kotetsu Oushiza
• Force Speed: 7>8

Odayaka Fukushu
• Enter Force Speed: 10>15.5

Jiten Ashige
• Now Special-Cancellable.
• Forward:
•• Hitbox 1/2
••• Damage: 30>35
•• Hitbox 5
••• Damage: 60>65

Kurai Nami
• Grounded:
•• IASA: 16>15
• Aerial:
•• IASA: 18>16

Moeru Yami Kiba
• Anim Length: 23>20

Kizetsu Hari
• No longer scales combo.
|| This might be evil, who knows.

Haiiro-Akuma no Kogeki
• Can no longer interrupt into itself.
• Forward
•• Armor Startup: F12>F8
• Up:
•• Now has aerial attack invuln F9-12.

Hiramekasu Fusezei
• Proj invuln starts on F7>F4.
• Now has throw invuln at the same time as the proj invuln.

Somatsu Koreza
• Anim Length: 30>29
• Minimum Grounded Frames: 0>12
• Very slightly increased width.

Shunkan Koreza
• Down
•• Hitbox 1-9
••• Combo Hitstun Ticks: 18>26
•• Hitbox 1-3
••• Can hit aerial.
•• Hitbox 1-9
••• Plus Frames: -2>-1
•• Hitbox 10-11
••• Plus Frames: 1>2
••• DI Modifier: 0>0.2
••• SDI Modifier: 0.5>1
•• Hitbox 10
••• Hitstun Ticks: 31>32
•• Hitbox 11
••• Hitstun Ticks: 18>19
• Up
•• Plus Frames: -2>-1
•• Combo Hitstun Ticks: 19>26

Yaminokotei no Yoki
• Duration: 180>260

Ochiru Hiji
• DI Modifier: 0>0.75
• SDI Modifier: 1>1.5
• Plus Frames: 1>2
• Doesn't cancel on block
• Ground bounces aerial opponents.
|| Realized that NH's rps is kinda fake, so this covers people trying to jump grab

Gomi
• Now properly interrupts, but Anim Length: 13>18
• IASA On Hit: 18>16
• Hitstun Ticks: 11>14
• Knockback: 6.5>7.5
• Can't counterhit
• Loses to grab.

Update: 18 Nov, 2023 @ 7:35am

[EA12]

Added initiative effects to every move that uses initiative, just visuals.

New move, Hishokoku Haken. A Super followup from Hajiku Kamisori. Animation's a little wonky but it works.

Kojun Yari
• Now flippable in combos
|| Still feels weird but fine have it

Nejiru Suberu Ashi
• Plus Frames: 0>2

Raijin Jokyu-Ken
• Hitbox 2:
•• Plus Frames: 3>4

Suberu Ashi
• Can now cancel into Teichi Ho

Kesseki Tsukisasu
• Added different angles finally, decided on just a close and far version since having 3 just kinda felt bloated.

Atsuen Heshioru
• Damage: 210>210
• Damage In Combo: 175>210
• Minimum Damage: 65>100

Moeru Yami Kiba
• Hitlag Modifier: 1>0.2

Haiiro-Akuma no Kogeki
• Down:
•• Hitbox 1:
••• Hit Height: Mid>Low
••• Increased hitbox width a little
••• Chip Damage Modifier: 1>1.5
•• Hitbox 2:
••• Increased hitbox width a little
••• Chip Damage Modifier: 1.5>2
•• Hitbox 3:
••• Increased hitbox width a little
••• Chip Damage Modifier: 1.5>2
••• Plus Frames: 1>2

Shimekorosu Haji
• Has aerial invuln from F7-12 on initiative
• Now usable out of Crouch

Update: 7 Nov, 2023 @ 4:57pm

[EA11]

The moves that interrupted into grounded before, now also hitcancel into grounded, cause I forgot that.

Taking a bunch of combo damage penalties off cause a lot of the moves that have it don't really deserve it

New move, Moten Shinko. Sweep available out of Keikai Ho.

Step
• Forward
•• Anim Length: 8>9

Ichi-Ken
• Damage: 60>65

Zenshin-Ken
• Damage In Combo: 75>90

Kanadzuchi Insho
• Damage: 130>140
|| This doesn't matter yet, but it will when this becomes a guard crush and usable in blockstrings in the future :otter:
• Damage In Combo: 110>115

Josho-Ken
• Hitbox 1
•• Damage: 95>90
• Hitbox 2
•• Damage In Combo: 50>55
•• Plus Frames: 2>3

Mae-Geri
• Enter Force Speed: 3>4
• Force Speed: 10>13
• Plus Frames: 3>4
• Block Pushback Modifier: 1>0.8

Massugu-Ken
• Damage: 35>50

Shita-Ken
• Can now cancel into Boshi-Geri and Fumu-Geri

Gyakko-Geri
• Damage: 80>85

Muchi-Geri
• Hitbox 1
•• Damage: 95>90
•• Damage In Combo: 80>90
• Hitbox 2
•• Damage In Combo: 90>110
•• Hitstun Ticks: 25>28

Boshi-Geri
• Hitbox 1
•• Damage: 110>110
•• Damage In Combo: 90>110
• Hitbox 2
•• Damage: 90>95
•• Damage In Combo: 75>95

Fumu-Geri
• Damage In Combo: 105>115

Seirei Kiritosu
• Damage: 110>115
• Damage In Combo: 75>85
• Plus Frames: 0>2

Chiage Katai
• Guard breaks

Kakureta Hebi
• Made this display it's frame data correctly, block reacts to it now
• Prevented situations where this could go into wait instead of going into the slide
• Slide
•• Anim Length: 17>21
•• Enter Force Speed: 24>30
•• Active Ticks: 7>11

Odayaka Fukushu
• Made this display it's frame data correctly, block reacts to it now

Kurai Nami (Air)
• Adjusted sprites
• Slightly lowered spawn position
• Can now shoot downwards at a diagonal

Shitamuki Kurai Nami
• Damage In Combo: 55>65

Update: 24 Oct, 2023 @ 8:24pm

[EA10.5]

Tsukamu
• IASA: 14>15

Hiza Gekimetsu
• Hitbox 3:
•• DI Modifier: 0.5>0.65
•• SDI Modifier: 0.75>0.5

Senaka Kowasu
• Hitbox 1:
•• Damage: 50>55
•• Damage In Combo: 30>35
• Hitbox 2:
•• Damage: 135>145
•• Damage In Combo: 90>95
•• DI Modifier: 1>1.3

Kanadzuchi Insho
• Plus Frames: 3>4
• Doesn't cancel on block

Keikai Ho
• Forward
•• Force Speed: 3>2

Soran-Ken
• Invuln Start: F1>F2

Update: 20 Oct, 2023 @ 1:21pm

[EA10.1]

Hiramekasu Fusezei
• For some reason this move just kept cancelling on block even though I strictly told it not to so I'm just gonna make it cancel for real so Kigo can actually do something
• Block Pushback Modifier: 1>0.2

Haiiro-Akuma no Kogeki
• Forward
•• No longer guardbreaks, as intended

Update: 19 Oct, 2023 @ 7:00pm

[EA10]
Block update! kigokillion guardbreaks
Massive changelog. If a move/move's advantage isn't listed assume it's +1, moves that are/aren't currently cancellable follow the same rules on block for the most part.

Updated code for universal moves

The global cancel into grab thing is so weird but I'll leave it for now I guess

Joge-Geri
• Hitbox 1
•• +1 on block
• Hitbox 2
•• +2 on block

Isogu Hiko Geri
• Now has an 8-way, can choose a more vertical trajectory
• Anim Length: 23>26
• Force Dir X: 3.5>1
• Force Dir Y: -1>-0.31
• Force Speed: 3.5>14
|| The angle's lower now, moves faster
• Hitbox 1
•• Damage In Combo: 110>120
•• Knockback Y: -0.4>-0.55
•• +3 on block
• Hitbox 2
•• Damage: 115>125
•• Damage In Combo: 80>100
•• Active Ticks: 2>6
•• +2 on block

Kagayaku Mahotsukai
• Enter Force Speed: 13>11.5

Sasu Nakkuru
• +0 on block.

Kobi-Geri
• +2 on block

Karade Kire
• Guardbreaks
• +3 on block

Ashikubi-Geri
• +0 on block

Yuka Haku
• +2 on block

Enko Taosu
• Guardbreaks
• +2 on block

Kenkyona Dageki
• Guardbreaks
• +2 on block

Ichi-Ken
• Can now hitcancel into Ichi-Ken Alt.

Ichi-Ken Alt
• Can now hitcancel into Ichi-Ken

Kosoku-Ken
• +2

Ni-Ken
• +2 on block

San-Ken
• +2 on block

Yon-Ken
• +3 on block

Go-Ken
• +4 on block

Josho-Ken
• Hitbox 1
•• +2 on block
• Hitbox 2
•• +2 on block

Sune-Geri
• -1 on block
|| I'm probably gonna make it +0 but since it's a low we'll be cautious for now
• Can now interrupt into Atama-Geri instead of just hitcancelling into it, allows use on block

Atama-Geri
• +2 on block
• Chip Damage Modifier: 1>1.5

Kanadzuchi Insho
• +3 on block

Yoko-Geri
• +2 on block

Mae-Geri
• Damage: 145>150
• Damage In Combo: 120>125
• +3 on block

All aerials can interrupt into grounded now for niche cases

Massugu-Ken
• +0 on block

Shita-Ken
• +2 on block

Muchi-Geri
• Hitbox 1
•• +1 on block
• Hitbox (2, Sweet)
•• +2 on block

Boshi-Geri
• Guardbreaks
• +2 on block

Fumu-Geri
• Hitstun Ticks: 34>35
• Victim Hitlag: 11>13
• Guardbreaks
• +3 on block
• Landing Lag: 4>8

Kaze Jokyu-Ken
• +2 on block

Raijin Jokyu-Ken
• +3 on block

Nejiru Suberu Ashi
• Hitbox 1
•• Guardbreaks
• Forward
•• Can be instant cancelled

Amagumo Shoten Ken
• IASA On Hit: 29>24
• Punishable on block
• Hitbox 1
•• Knocks down, knockdown extends hitstun
• Hitbox 2 (Sweet)
•• Guardbreaks

Seirei Kiritosu
• -1 on block

Chiage Katai
• +3 on block

Kuro Hira
• Active Ticks: 3>4
• +2 on block

Kesseki Tsukisasu
• Damage: 105>100

Kakureta Hebi
• Damage: 110>115
• Guardbreaks
• +2 on block
• Not cancellable on block

Shitamuki Kurai Nami
• +1 on block

Suberu Ashi
• Enter Force Speed: 10>12
• Force Speed: 8>13
• Guardbreaks
• Not cancellable on block
• Cannot interrupt into Wait

Zanshu Kakato
• Hitbox (Ground)
•• +2 on block

Jokyu-Ken
• Anim Length: 21>15
• Start Tick: 9>7
• Knocks down

Soran-Ken
• Throw invuln no longer requires initiative
• Not cancellable on block
• Neutral
•• Force Speed: 1>0.7
• Hitbox 3
•• -2 on block
• Hitbox 3 (Air)
•• -2 and punishable on block
• Hitbox 4
•• -2 and punishable on block

Soran Ken (Air)
• -1 and punishable on block

|| Honestly don't even think Soran really deserved this but we'll see

Kotetsu Oushiza
• Hitlag Ticks: ???? > 6
• -1 on block
• No longer self-interruptable

Kotetsu Oushiza (Followup)
• Damage In Combo: 100>105
• Hitlag Ticks: 19>18
• Victim Hitlag: ???>16
• Screenshake Amount: 17>24
• Knockback X: ???>1
• Knockback Y: ???>-0.4
• Knockback: ???>3.5
|| No matter how I change the knockback it's just gonna be bugged it's so painful man
• Removed the second hitbox because it was buggin, merged
• Release
•• Start/End X: 26>20

Odayaka Fukushu
• Guardbreaks grounded
• Hitbox (Air)
•• +3>+2 on block
• Forces same direction as previous state, prevents autocorrecting against stuff like dodges

Moeru Yami Kiba
• +2 on block

Kojun Yari
• Forward
•• +2 on block

Jiten Ashige
• Not cancellable on block
• Neutral
•• Forward facing hitboxes are +2 on block
•• Hitbox 1/2
••• Knockback: 1.5>2
• Forward
•• +2 on block

Kaiten-Suru Ashige
• +2 on block

Takameru Teikiatsu
• Guardbreaks
|| Maybe this'll actually matter later on if on-hit followups can be used in blockstrings
• +3 on block

Rakka Dantodai
• Guardbreaks
• +2 on block.
Ochiru Hiji
• +1 on block

Mawatta Isshu
• Force Tick: 7>6
• +2 on block

Hajiku Kamisori
• Hitbox 1
•• +1 on block
• Hitbox 2
•• +2 on block

Haiiro-Akuma no Kogeki
• Forward
•• +3 on block
•• Proration: 3>2
• Up
•• Hitbox (Ground)
••• Damage: 150>145
••• Damage In Combo: 125>120
••• Proration: 1>0
•• Hitbox (Air)
••• +3 on block
• Down
•• Hitbox 1
••• +2 on block
•• Hitbox 2/3
••• Chip Damage Modifier: 1>1.5

Hiramekasu Fusezei
• Ground
•• Increased distance range
•• +3 on block
• Air
•• +2 on block

Somatsu Koreza
• +2 on block

Shunkan Koreza
• Up
•• -2 on block
• Down
•• -2 on block except for the +1 hitbox at the end

Gomi
• Now has an aerial hitbox
• Damage: 0>5
• SDI Modifier: 0>1
• Guardbreaks
• -1 on block

Roll
• Front
•• IASA: 15>17
• Back
•• IASA: 15>18

Update: 16 Oct, 2023 @ 8:01pm

[EA9.7]

Fumitsukeru
• Actually appears when it should now

Zanshu Kakato
• Now the grounded and aerial hitboxes are separated, the ground hitboxes have higher hitstun and lower knockback to better reward Zanshu restands.

Update: 12 Oct, 2023 @ 9:01am

[EA9.5]

Air Soran has some really funny momentum but I won't fix that for now :Trolled:

Forward/Back Throw
• Knockback Y: -0.4 > -0.5
|| He's getting up throws, but this'll help with DI mix for now.

Hiramekasu Fusezei
• Now interruptable into aerial as intended
• Projectile Invuln Start: 8>7

Update: 10 Oct, 2023 @ 1:55am

[EA9.1]

Fixed OF being missing.

Update: 6 Oct, 2023 @ 1:36pm

[EA9]

Kaze Jokyu Ken
• Hitstun Ticks: 26>27

Odayaka Fukushu (Neutral)
• Hitbox (Grounded):
•• Hitstun Ticks: 14>18

Odayaka Fukushu
• Hitbox (Aerial):
•• Hitstun Ticks: 14>8

Soran Ken (Aerial)
• Now has a 8-way. The neutral version doesn't reset Y momentum, the up version does and has increased speed.

Haiiro-Akuma no Kogeki
• Forward
•• Force Tick: 10>9
•• Force Speed: 13>17

Burst Cancel
• Icon.