Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Squirrel - Makoto Nanaya
Showing 1-10 of 10 entries
Update: 28 Nov, 2023 @ 9:23am

Already got some complaints about the block values, so I made some big changes.

-Plus Frames and Block Pushback adjusted. I still believe in higher values, but nothing is as high as +19 anymore.

-Interrupts now operate roughly the same as Hit Cancels. This means that blockstrings now cannot repeat most moves.

-Certain attacks no longer chain into Grab. Depending on how this affects teching, this change may be reverted.

-Corona Upper is no longer whiff-cancellable. Must be Parried to punish on Block though.

-Shooting Star now hits on Frame 20. Makes it easier to Parry properly.

-Air Attacks no longer Guard Break. I still might make an Air Attack that does in the future.

-Forward Throw damage nerfed.

Update: 27 Nov, 2023 @ 4:34pm

New Move

-Big Bang Smash: Squirrel's first super! Summons a giant fist of energy to deal big damage. It costs 3 bars and is good for ending combos, but can also be cancelled to extend combos with a bonus of Wall Slamming. It's long, so the preview doesn't really show the full thing. Just know that the range should be about four ticks on the ground. Oh, and don't worry about Perfect Parrying. As long as you block it, it's punishable, albeit with Whiff Cancels potentially involved too.

Additional Changes

-Plus Frames and other values added to most attacks to give a sense of Block Pressure. I tried doing this as fairly as I saw fit, but I'm gonna be honest. It's probably busted. As a tip, I will say that the Normal Attacks are where a lot of the Block Advantage is whereas Specials leave her at less of an advantage but keep her at a safe distance.

-Pushback values reduced.

-Damage on Meteor Dive followup during Corona Upper reduced.

-Shooting Star recovery increased. Can no longer combo from midscreen without Cancelling.

-Eclipse Turn Counter no longer takes damage, at least I hope so.

-Comet Cannon and Asteroid Vision now appear on Whiff Cancel.

-Break Shot LVL3 now Wall Slams.

Finally, I've removed the WIP in the title as I feel I've covered every area required for a full character at least somewhat. There's more that I want to add though, and I'll get to those in time. As always, let me know what you think and hopefully nothing is broken this time.

Update: 5 Nov, 2023 @ 10:56am

Found a workaround to the preious issue. It should function now, at least. Sorry for the inconvenience.

Update: 5 Nov, 2023 @ 7:21am

Of course I end up jinxing myself. I see that the current update isn't working. Allow me to figure out why

Update: 4 Nov, 2023 @ 7:08pm

New Moves

-New Custom Throws added
-Forward Throw: Squirrel pummels the opponent with her tail and ends with an uppercut that sends them flying. It's essentially the same as a regular throw with a higher scaling due to the throws hit count. I was told that throws ideally aren't meant to be combo'd from, but it's still most likely in Squirrel's case atm.

-Back Throw: Squirrel flips and lands on the opponent, then gets up on the other side. This will end combos, but leaves Squirrel in a good position for the various wakeup options.

-There is currently no Air Down Throw. I may or may not make one in the future.

-New Asteroid Vision Follow-ups

-Eclipse Turn: Dash State that dodges projectiles and also acts as a Parry. The goal is to try and position yourself directly behind the opponent and follow through with the Counter as getting hit will cause the opponent to freeze. The hurtbox has been increased to allow for easier slips, but also keep in mind that throws will still catch her. (Not tested against moves that hit through armor)

-Cosmic Ray: High rushing punch. Has Impact Levels with increasing hitstun, allowing for stronger combo follow-ups at the cost of longer start-up.

Changes

-Low Straight and Overhead now Guard Break. Now Squirrel properly works with 1.8.0, sorry for the inconvenience. I'll probably make 1-3 more Guard Breaks at some point.

-New hit effect added to Smash (Level3)

-Air Attacks besides Jab do not chain into Grab. Keep this in mind when structuring combos.

-Extra Clones added to each version of Asteroid Vision. These don't actually do anything in terms of confusing the opponent since everyone can see which one is the real one. This is just for visual flair.

-Infinite Rush hits changed to have less hit cancelling.

Please let me know what else should be made and if any balance changes need to be done. Still WIP, after all. There are a lot of changes here, so I really hope that nothing is broken this time.

Update: 26 Oct, 2023 @ 1:52pm

New Moves

-Comet Cannon: Stationary projectile that has three hits. It stays on the screen for a little while so you can play around it, but disappears when hit.

-Break Shot: Punch the projectile forward. Has 3 Impact Levels, good for messing with block timing and combos.
-Shooting Star: Reversal Backstep Punch, great for baiting bursts. This can also be used during Grounded Asteroid Vision.

Changes

-Slight tweaking on Corona Upper proration.

Thanks for the interest and feedback, everyone! I'm glad you've all been liking the character. I think the next thing I'm going to work on is Cosmic Ray, but let me know what else you want to see.

Update: 11 Oct, 2023 @ 5:15pm

New Moves

- Corona Upper: Reversal DP

- Lightning Arrow: Follow-up to Aerial Asteroid Vision

Changes

- Overhead startup reduced, and now OTGs

- Afterimages added. Style Extra Color 1 effects the trails on Asteroid Vision and I recommend making it the same as your base Character Color.

Update: 11 Oct, 2023 @ 5:11pm

this too. workshop scaring me

Update: 11 Oct, 2023 @ 5:01pm

ignore this

Update: 4 Oct, 2023 @ 11:15am

no change notes