Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Belmont: Vampire Killer (Amazing Acolades Update!!)
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Update: 30 Nov, 2024 @ 10:12pm

Scavenge Rework

+ Scavenge is now a level 1 super instead of level 2.

- Heart spawn reduced from One Large Heart (5 Hearts) to 3 Small Hearts.

= Only Axe, Cross and Hearts are available to start but only cost one bar.

= Bible is available when holding 15+ hearts.

- Holy Water is available after having spent 3 bars of super. Meaning you still need to spend 4 in total to get it.

(Unchanged) Coat of Arms (weapon upgrade) is available when all other sub weapons have been collected.

- Stop-Watch is available when all other sub weapons have been collected, and a full hustle has been completed

= Stop-Watch can now only be obtained via Scavenge and will not be dropped on hit. Meaning it can be gotten even if the opponent is running away. But in return you have to spend more resources to get it.

Time stop should now be less over-centralizing to the play-styles you can participate in with the character.

- Reduced damage on Angel Upper down toggle variant.

Update: 29 Nov, 2024 @ 11:26pm

Double or Nothing Update!

We've buffed, fixed, and adjusted Belmont to fix even more of his crippling flaws to hopefully bring him out of honest mid tier dimension to become an honest high tier.

New Mechanics:

"Pull"
When you land a regular whip (hit or block) attack or it's variants (reverie, decent, crouched, ect), you gain access to a pull toggle for your next option,
This pull toggle pulls you towords the enemy. Allowing for antics. Belmont's signature move is now more important than ever.

Double Throw
At the cost of one more heart you can throw two instances of a subweapon at once. This only applies to the 'Holy Trinity' though. That being Axe, Holy Water, and Cross.

Major Move Changes & New Moves

Spin Kick:
If spin kick exceeds a certain speed it will gain afterimages, more knockback and damage, and the wall splat trait.

Blade Dash:
On it's first active frame (f9) and that frame alone it can now guard break.

Grab:
Now gives a coat of arms as opposed to a big heart. Instantly upgrading your weapon. Dashing grab also has no speed cap anymore.

Danger Knee:
A new Brandish Stance attack. A F10 guard break.

Tri Dagger:
Recovery is improved from 16 to 17. And Barrage recovery improved from 21 to 17. However, no version of Dagger can be free canceled anymore.

Angel Upper:
Down toggle variation no longer has infinite hitstun. In return it can hard knockdown.

Minor Buffs and Nerfs
+ Down toggle on whip attacks makes you fall even faster now.

- Thousand Edge projectile damage and minimum damage reduced 20->18, 8->5

- Thousand Edge projectile hit lag and hit stun reduced 6->4, 6->5

- Thousand Edge projectile DI modifier increased 0 -> 0.1 (Rapid projectiles give zero fucks about hitlag when it comes to DI)

- Whip Strike damage and minimum damage reduced
Leather: 70->70, 15 -> 5
Chain: 85->80, 15 -> 5
Flail: 85->80, 15 -> 5
Plasma: 100->90, 15->15

- Angel Upper damage and minimum damage reduced
Leather: 100->80, 20->10 | 75->60, 20->5
Chain: 125->100, 40->20 | 100->80, 40->20
Flail: 125->100, 40->20 | 100->80, 40->20
Plasma: 130->110, 70->40 | 110->90, 60->30

+ Slide improved advantage on block, -1 -> +0

+ Pickups spawn a effect over Belmont when collected matching the item collected.

+ Style aura effects hidden during start of intro.

There might be other small changes we missed ngl we did a lot of stuff.

Update: 28 Oct, 2024 @ 10:44pm

I lied here's a little update.

+ Spin Kick now has a toggle. It controls how much momentum is saved and applied to the move from your current movement and the momentum given to you by the attack respectively.

= All instances of jump have a vertical speed cap now as to prevent the Transylvanian Space Program (TSP).

Update: 14 Oct, 2024 @ 11:36pm

The update should work this time.

Minor Update.

- Intro adjusted, door now fades into non existance over time.

+ Low speed version of March was IASA 11 due to a minor oversight. It is now 10, as intended.

+ Backflip is now IASA 9 in combo.

- Knife projectile trails had some jank fixed (hopefully for real this time)

Update: 14 Oct, 2024 @ 10:38pm

Update broke, going back for a minute.

Update: 14 Oct, 2024 @ 10:33pm

Minor Update.

- Intro adjusted, door now fades into non existance over time.

+ Low speed version of March was IASA 11 due to a minor oversight. It is now 10, as intended.

+ Backflip is now IASA 9 in combo.

- Knife projectile trails had some jank fixed (hopefully for real this time)

Update: 11 Oct, 2024 @ 11:51pm

The Not Subweapons Update

We updated many normal moves as to make them better as some were weird, others were jank, and some warranted changes to plug up crippling weaknesses. Mainly upwards DI.

+ Reverie (diagonal whip attack) now drags the opponent downwards if you also hit down toggle.

+ Angel Upper now has slightly better knockback properties. But this mainly effects DI angles that are intended to be bad against the move.

+ Angel Upper has invulnerability to air attacks on frame 5. Up from frame 6.

+ Angel Upper now has down toggle. This gives it slower startup, but greater horizontal movement. It also drags into and then cancels into the melee hit of air Tri-Dagger to send the opponent downwards. But only if the opponent is hit by the uppercut itself.

+ Spin Kick now has it's momentum reset property activated if you are doing it in a direction opposite to your current momentum. Regardless of flip toggle.

+ Down toggle now nudges you downwards on Spin Kick.

+ Spin Kick now sends you slightly upwards in the air by default for better coverage.

+ Leap Attacks now reset your momentum if you jump opposite to the direction you are currently moving. Which makes jumping opposite to your momentum actually work.

- Dive Kick min grounded frames increased 10 ->15
+ Reduced horizontal momentum off Dive Kick's on hit bounce. Knockback adjusted to push more in front of Belmont.

- Slide resets to wait if held against soft block.

Blade Dash Rework

+ Blows through/past the opponent as opposed to dragging them making the move much better against away DI.
- Can only hit the opponent up to 3 times before it stops being able to hit the opponent.
= Causes 2 hits of combo scaling and has 0 proration.
+ No longer limited to one use per combo.
+ Now has a brandish toggle that cancels the move instantly into Whiplash, as a way to fully commit to a big damage attack like you would originally with this move. It's much less jank though. This also puts you into brandish stance. It's even better against DI out but suffers against anything else.

+ Whiplash hit stun increased 18 -> 21
This was mostly to make converting off of brandish blade dash plausible under the right circumstances.

Bug Fixes
Updated code to reduce prediction errors on moves using whip levels.

Fixed double jump scaling y velocity off x momentum.

Whip attacks shouldn't randomly get permanent free FC status anymore.

Landing doesn't auto-cancel out of brandish stance.

Moving Holy fire now properly checks for collisions and doesn't hit knives and crosses just by existing.

Enjoy hunters!

Update: 30 Sep, 2024 @ 8:01pm

Many moves no longer hold you hostage in Brandish Stance.

Update: 28 Sep, 2024 @ 2:02am

Subweapons 2.0 Update! (Oh and movement buffs too)

After much playtime we and the dedicated players figured that the only thing that caused Belmont to remain somewhat underpowered is that his subweapons simply weren't up to the yomi setplay standards. Some were too accurate to the source material for their own good.

Problem with that, being accurate to the source material is both the key appeal, and core design philosophy for the character.

As a group we set out to further "Yomi-ify" the subweapons while not destroying their character derived from the source material. I think that we ended up being very successful in this quest.

Throwing Daggers

Daggers easily got the largest overhaul. Maybe not the highest impact overhaul, but the largest for sure.

From the same historical records held in the Belmont library where Belmont learnt the Blade Dash, he's learnt to throw three daggers at once like his prolific ancestor Richter.

Knife Throw is now: Tri-Dagger
(+) Edited and cooler versions of the animation.
(+) Now throws three knives instead of one. Think ninja kunai, but not unparriable. The projectiles are the same one as before after all. A dagger still flies forward at the same angle as the Knife Throw did before. The others are two different diagonal angles.
(+) Has a new F7 hitbox for all versions. If hit canceled, the Daggers won't fire. Has 1 proration like the Dagger projectiles. While not a great combo starter it is a mean combo tool as you can hold on hit to still throw the daggers.
(+) The air version has it's F7 hitbox and it's three knives aimed downwards. Covering angles Belmont didn't have well covered in the air before. This is an even meaner combo button if used right. And plays nice with setup tools.
(=) Bounce Trickshots are over. On contact with your primary weapon, or any other subweapons, Daggers will be imbued with magic. This causes them to spin for a moment (retaining it's hitbox while spinning), before darting automatically at the current opponent's position. The Daggers don't holm after this though. The downside is that you lose the ability to control the speed of knives with DI. The upside is that knives interact with other subweapons much more practically. It retains it's previous interaction with holy water as well. Holy water also putting it into the magical state.
(=) Brandish Toggle on Daggers is retired. It doesn't make sense with the new design really. Instead it's replaced with a "Barrage" toggle unique to Tri-Dagger. Where Belmont snaps his fingers and imbues the Daggers he just threw immediately with magic. This doesn't put you into Brandish. But, it does give you three auto-aimed projectiles.

Knives are much better now and help to mitigate Belmont's weak starting loadout. While also indirectly buffing everything else with more practical setups for interactions between subweapons.

Throwing Axe
Axe doesn't need to be much more than it is right now but we were planning a simple minor buff for it coincidentally before the quest to improve every subweapon.

(+) Recovery improved from 17 to 15 frames.

Axe is simple yet useful in the grand scheme of things. Tri-Dagger's new angles are very compatible with the arcs Axes take. Is good.

Cross Boomerangs
Cross was the weakest subweapon by far. Even with the more recent buffs it was still mediocre at best. We've worked to greatly improve what you can do with Crosses without destroying it's identity as a horizontal projectile that moves back and forth. This is the biggest and most meaningful buff. And gives the cross not only way better setup potential but more interactions with moves. While keeping all of it's previous buffs.

(+) When first throwing a cross, you can throw it at a wide swath of angles in front of you. When it reaches it's range to turn around, it locks it's vertical movement and begins horizontally moving as it would before. This includes both above the caster, and ground level.
(+) Primary Weapon attacks hit Crosses further and faster.
(+) Cross can now be hit in multiple directions. Reverie will hit it upwards diagonally, whereas Decent (down whip), Dive Kick, and airborne Tri-Dagger will launch it downwards. In the air, horizontal Primary Weapon attacks will launch it forward as it did before.

New Move: Recall
(-) When the move is active you can potentially have up to 10 special moves available at once which is one more than 9. Causing tism provoking UI shenanigans that cannot be helped.
(+) Uses the cool finger snap animation that Barrage also uses.
(+) When Crosses are on screen, the button is available. It causes all crosses to stop immediately, and after a delay, fly in the direction of Belmont's location at the time of casting.
(+) During combos the frame data of the move is improved and the delay before crosses begin to close in is shortened significantly.

Crosses are now proper "fluid setup" and much better for combos and especially neutral. Their new interactions make other moves even more useful in the grand scheme of his gameplay. Very warranted, very good.

Holy Water
Holy Water is one of the better subweapons. But we felt it could use small but helpful improvements to make it a bit better.

(+) You can now cast Rondo Holy Water (moving flame wave) at two different speeds. The previous speed was sped up slightly, and the new speed option is much slower. Sometimes you want a really fast projectile, and other times you want something slow.
(+) NES Fire (the stationary pillar) now activates when the vial hits another projectile or the opponent mid air.

Hopefully this lets you use Holy Water to threaten space and setup a bit better.

Adjustments to: Hydro Lash (Holy Water Super)
For: Improved consistency in suppressive effect.
(-) The damage of each individual projectile is reduced to 40, from 60. Chip damage modifier reduced from 2 to 1.8.
(+) The amount of projectiles is doubled.
(+) The projectiles move slower and consequently take up space for longer, improving oki consistency mainly.
(+) The spread of projectiles is wider to improve AOE the move effects.

The Bible
The Bible was generally considered by most dedicated players to be the overall best subweapon. At least, in it's main orbiting mode. I specifically though wanted spiral to be a bit better. So I made sure that happened :trolling:.

(+) Spiraling Bible Pages look a little cooler.
(+) Spiraling Bible Pages ramp up to full speed much quicker.
(+) They now no longer disappear after taking or inflicting one hit. They now have a lifespan of 5 hits. Effectively making it last until it's natural lifespan depletes. This should make Spiral much better as a setup tool for combos. Which is justified because spiral in combos is sauce.

I hope this makes spiral more considerable, and that it encourages players to do more than just horde the orbiter pages.

Stopwatch
Ok this is the one subweapon that needed a nerf. Once you got it, it was obnoxiously overcentralizing. When it's really just meant to be an anti keepaway/camping threat.

(-) Stopwatch Projectile lifetime before "detonating" into the Time Stop increased from 80 to 100 frames.

Should be pretty ploopy now.

But wait, that's not all!

Changes to Normals:

(=) Dive Kick now bounces you upwards when it hits, while sending the opponent downwards. This is a game accuracy change mainly. It looks way cooler in motion now. This bounce also works on Crosses, sending them downwards and bouncing you off of them. Which is cool.

(+) Swinging off of summoned Ceilings with Reverie or the Reverie Summon itself now is interruptible on opponent's turn. Making it much less freakishly unsafe. It's essentially free canceled at no cost now. Which, is justifiable given it costs a bar and can only be swung off of twice, at a specific location no less.

(why the hell is there a character limit for these)

Update: 14 Sep, 2024 @ 12:45pm

Mainly a series of bug fixes but also some minor changes.

(-) Bible pages now go innactive when you dodge.

(=) Superdash previously caused some prediction errors. We re-made the whole move to remove the ivy jank. It also now has a new snazzy animation.

(+) "Rondo" Holy Water (the one that moves forward like flame wave) now lasts for 90 frames, up from 45.

(+) Fixed more brandish knife jank.

(=) Adjusted the color on Moonshot's afterimage trail effect.