Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Zessen
Showing 11-20 of 32 entries
< 1  2  3  4 >
Update: 27 Feb, 2024 @ 1:28am

▬▬▬ 1.4.3
| Changed Codex subtitle (I forgot to change it before publishing originally)

Update: 27 Feb, 2024 @ 1:03am

▬▬▬ 1.4.2
| Added Codex data
+ Fuujin cancels into Kara-Shin 1 frame faster
+ Twirl is active for 1 frame longer (It was always supposed to be like this, I just never noticed it was incorrect)
+ Yumesakura (ground) can now be used in combo
| Using Yumesakura (ground) in combo is more susceptible to DI and has less hitstun along with no orange glow
- Nagiha no longer has infinite hitstun until knockdown
- Reduced hitstun on Tenaogu
- Tenaogu can no longer hitcancel
+ Reduced knockback of Tenaogu
+ Reduced the proration of Cherry Blossom
+ Made it so Kai (slam) does damage now (how did I not notice this before?)
+ You can now control where Yumesakura (air) sends you
| Fixed an issue involving the cancel timing of Kai (ground) being inconsistent

Update: 31 Jan, 2024 @ 7:54pm

▬▬▬ 1.4.1

+ Guardpoints now give charge on success
| Added a much more clear visual indicator of when Guardpoints are active
(thanks to Trin for letting me copy Shogi's guard break frame display)

+ Fuujin is free cancelable
+ Fuujin now beats backdash
+ Reduced the block pushback of Fuujin, resulting in follow-up Shin landing more consistently

| Adjusted the properties of Shin (mostly movement and positioning stuff)
+ Shin's projectile is once again +4 on block
| Shin's projectile moves slower and lasts longer
+ Canceling Shin into Suigetsu no Hakobi now disables gravity for the duration

+ Adjusted the framedata of Issokutobi
+ Issokutobi now beats backdash
- Issokutobi has less velocity if flipped
| Increased friction during Issokutobi
| Landing during Issokutobi now greatly reduces your momentum

+ Twirl is now -6 on whiff instead of -10
| Twirl has more forward velocity if used after Suigetsu no Hakobi
| The hurtbox size of Twirl has been adjusted to make triggering it more consistent
| Fixed an issue involving Twirl not disabling stored charge particles when it should

+ Fuuga now beats backdash
| Fixed an issue involving using Fuuga in a combo resulting in always using the fast version even outside of combo

+ Charged Kou gains air invulnerability one frame sooner (f5 instead of f6)
+ Adjusted the direction of Kou and Charged Kou
+ Using Forward Charged Kou after Suigetsu no Hakobi goes much further
+ Slightly increased the size and active frames of Charged Kou's first hitbox

+ Kai (slam) is IASA frame 24 (was frame 30)
- Kai (air) is no longer interruptible on opponent's turn
+ Kai (air) is now interruptible every 10 frames while falling
| Fixed an issue involving Kai (air) not launching correctly
- Increased the SDI of Kai's ground slam
- Increased the combo scaling of Kai's ground slam

+ You can now trigger the second stage of Shitsu's projectile remotely as a free action
+ The second stage of Shitsu's projectile now chases the opponent upwards if they are above it before it starts gliding down
| Optimized some code involving the usability of Shitsu

+ Rapid has much more forward momentum
- Rapid does less damage
+ Yumesakura (ground) has more forward momentum
+ Yumesakura (air) no longer wallslams and instead wallbounces
| Reduced the downwards velocity on Kick
+ Adjusted the launch angle of Fluttering to make it easier to continue combos against good DI
| Fixed mistakes involving moves not correctly applying SADNESS when flipped

- Reduced the downward velocity of Wild Assault

| Added a sound effect to the startup of Kachoufuugetsu: Kai
+ Kachoufuugetsu: Kai now ignores block advantage to always activate on frame 2

Update: 24 Jan, 2024 @ 7:22pm

▬▬▬ 1.4.0
These patch notes are pretty big so I'm gonna give a tl;dr here at the top.
If you decide to scroll down further, know that anything marked with ► is imporant.

New moves :
+ Issokutobi is a command jump usable as a cancel during / after Fuujin. It can used for movement or blockstrings.
+ Issokutobi can be canceled into Grab on landing if used after Fuujin.
+ Shin has been completely reworked to be much better in blockstrings.

Mechanical changes :
+ Hitting the opponent with Charged Fuujin or Charged Kou in neutral now refunds charge. It does not refund charge if used in combo.
+ Successfully triggering Kachoufuugetsu: Kai gives charge on hit or block.
| Added a UI to indicate when Zessen has stored charge.
| Renamed the Fuujin UI to "Kara".
| Fixed a bunch of issues with moves not canceling as intended.

Specific move changes :
- Fuuga can only be used in combo or after Suigetsu no Hakobi. You can no longer cancel into Fuuga in neutral unless you use Suigetsu no Hakobi first.
- Issei Ougi: Sai has less duration and is less oppressive on block. Along with that, it also allows the opponent to attempt to DI out depending combo scaling and spacing.
+ Kou goes further and can now be angled forward.
+ Charged Kou gains air invulnerability on frame 6.
+ Kick has more active frames and gives downward momentum.
| Naigha no longer gives hard knockdown, but keeps the opponent closer on hit.
+ Wild Assault can be used in the air and travels at a down-forward angle.


▬ FULL PATCH NOTES :

► + Kachoufuugetsu: Kai now gives knockdown on success, along with leaving the opponent closer so Zessen can continue pressure.
► + Kachoufuugetsu: Kai now gives charge on success
+ The second stage of Shitsu's projectile now slightly tracks the opponent as it falls
| Smack (air) hitbox shifted slightly down
+ Smack (air) has slightly more forward momentum
► + Added a second hitbox to Kick that lasts for 6 frames after the first hitbox ends
+ Kick has more downward velocity
+ Yumesakura (air) has more active frames (from 5 to 7)
► - Issei Ougi: Sai now has pushback on block
► - Issei Ougi: Sai is now affected by DI
► - Issei Ougi: Sai's projectile doesn't last as long
- Iseei Ougi: Sai no longer gives knockdown
- Issei Ougi: Sai can no longer be free canceled
+ Issei Ougi: Sai is actionable frame 24 (was 30)
- Kai (air) no longer gives knockdown
► | Added a UI indicator that displays charge
► + Charged Fuujin and Charge Kou now refill charge if they hit in neutral. They do not refill charge if used in combo
- Charged Kou is influenced more by DI
- Nagiha no longer gives hard knockdown (but still gives standard knockdown)
+ Nagiha leaves the opponent closer to Zessen
+ You can now use Suigetsu no Hakobi after Wild Assault
| Fixed an issue preventing the use of Charged Fuujin and Charged Kou after Senra
| Fixed an issue involving guardpoints
| Possible fixed an issue involving the "Ready in #" display to be incorrect after successfully triggering a guardpoint (this fix might cause more issues)
| Fixed an issue resulting in Rapid's guardpoint only being only frame 6 instead of frames 6-7
| Improved guardpoint particles
| added jump particles to Kai
► + added Issokutobi as a kara cancel / follow up to Fuujin. Issokutobi can be canceled into grab on landing if used immediately after Fuujin
+ Issokutobi is actionable sooner in combo
- You can no longer jump out of Suigetsu no Hakobi / Fuujin
► | Renamed the fuujin move selector to "Kara"
► + Shin has been heavily reworked to be more consistent in blockstrings and useful in neutral
| Shin has been resprited to reflect this
| Improved Shin sounds and visuals
| Optimized some code relating to charge
| Fixed an issue where Charged Fuujin could cancel into normal Fuujin in some situations
| Fixed an issue where Charged Fuujin had no cancel options in the air in some situations
| added a charname variable to make cross-character dialog easier
- Reduced sweep's damage by 50%
- Increased the damage proration of Sweep to 1
| Guardpoint has been recoded to calculate chip damage correctly
► + Adjusted the chip damage modifier of certain moves
► - Some moves now give SADNESS if used to run away
| Fixed an issue involving Wild Assault not being able to cancel into some specials
► + Sparkling Wings is no longer minus on block
► + Sparkling Wings pulls the opponent on block
+ Grab has been reworked
+ Air Grab has been reworked
| Fixed an issue involving air normals not being able to cancel into ground normals if landing-canceled
| Suigetsu no Hakobi can now go through the opponent
+ Kou is now +1 on block when uncharged and +2 when charged
+ Increased the hitbox size of Kou's first hit (uncharged)
► + Kou has 1 less frame of startup
► + Charged Kou is now air invulnerable frame 6-16 when used from the ground
► + Kou can now be angled forward
► + Neutral Kou has more vertical reach than before, while forward Kou has more horizontal reach
- Disabled clashing on Kou's first hit
► + Wild Assault can now be used in the air. When used in the air, it sends at a down-forward angle
| Fixed an issue where Senra couldn't cancel into certain supers on hit
► - Fuuga can only be used in combo or after Suigetsu no Hakobi
- Midare is now +3 on block (was +5)
+ Using Suigetsu no Hakobi in the air no longer consumes an air action
- Kai can no longer interrupt into itself
► - Kai (landing) has stronger DI and SDI scaling
+ Smack is no longer -1
► + Tenaogu now hits on frame 7

Update: 5 Jan, 2024 @ 8:31am

▬▬▬ 1.3.4
| Fixed an oversight involving Fuujin follow-ups not being able to cancel into air attacks
| Tweaked the name of an unselectable move
| Tweaked Burst sprite
| Tweaked Instant Cancel sprite
- Kachoufuugetsu: Kai now has 1 frame of startup where you can be interrupted
- Kachoufuugetsu: Kai can no longer be used immediately after "Getup"
+ Kachoufuugetsu: Kai can now be used from knockdown. You will use "Getup" like normal for the first 8 frames before automatically canceling into "Kachoufuugetsu: Kai"
+ Kachoufuugetsu: Kai's close range follow up is now safe on block
+ You can now use Fuuga immediately by clicking the toggle switch attached to Suigetsu no Hakobi
+ Fuuga recovers faster
+ Increased the hitstun of Yumesakura (ground)
| Fixed an issue involving Yumesakura (ground)'s displayed frame advantage

Update: 18 Dec, 2023 @ 3:23am

▬▬▬ 1.3.3
| Corrected an oversight that would allow multihits to interrupt Kachoufuugetsu: Kai's first hit
+ Kachoufuugetsu: Kai now has faster recovery (5 less frames of endlag)
+ Increased the consistency of Kachoufuugetsu: Kai's follow-up hit
+ The first hit of Kachoufuugetsu: Kai's long-range version is now safe on whiff
| Corrected an oversight preventing Senra from scaling correctly
| Corrected an oversight where hitting only the first hitbox of Kou would have infinite hitstun
+ Increased the hitbox size of Kou's second hit
+ Kai (Air) is now interruptible on opponent's turn until landing
| Fixed an issue resulting in Kai (air) functioning like a shield by clashing with any attacks below Zessen
| Cleaned up some console debug outputs

Update: 14 Dec, 2023 @ 3:35pm

▬▬▬ 1.3.2
+ Issei Ougi: Sai now has much less endlag and can be free canceled
+ Issei Ougi: Sai's minimum damage is higher and no longer scales combo until the last hit
- Issei Ougi: Sai no longer generates meter on hit
+ The hurtboxes of low-profile attacks (Sweep, Tenaogu, Sparkling Wings) have been made slightly lower.
+ Midare causes a longer knockdown allowing for guaranteed Shitsu okizeme
- Shitsu's projectile no longer deletes other projectiles on clash
| Fixed an issue resulting in Kachoufuugetsu costing 3 bars of meter when used out of Guardpoint (it should require 3 but only consume 1 when used from Guardpoint)
| Fixed an issue allowing you to free cancel Midare
+ Midare is now interruptible on opponent's turn
| Tweaked Yumesakura particles
| Fixed an issue causing charge particles to not emit after using Twirl
| Fixed a super obvious mistake involving the mod's name in the metadata (how the heck did I miss this)

Update: 2 Dec, 2023 @ 5:04am

▬▬▬ 1.3.1
+ Shitsu's lifetime has been increased (60f > 90f)
+ Shitsu can now be free canceled
| The second stage of Shitsu's projectile now has particles
| Added a sound effect to Kai (air)
| Fixed an issue involving Shitsu particles in prediction
| Fixed an issue involving Kachoufuugetsu: Kai and whiff cancel
| Fixed an issue where the first hit of Kachoufuugetsu: Kai would sometimes be interrupted even after a successful counter

Update: 1 Dec, 2023 @ 1:38pm

See below

Update: 1 Dec, 2023 @ 1:37pm

Accidentally pressed upload twice so ignore this changelog