Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Nari: Aquamarine Sharpshot
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Update: 25 May @ 6:01pm

- disabled focus warp and tandems on whiff cancel
- cut focus warp momentum
- R4s range limit has been cut
- Accelerator Rounds can be hit once by a projectile and survive, while melee attacks disable the projectile instantly
- New taunt: Spare Change
- deadeye doesn't go down if Nari is in this hustle state
- there is a 1 in 2147483647 odds of becoming actually immortal for 411 ticks. this does not show in prediction. If anyones confused as to why the coin is a projectile, it's just cuz the coin was far easier to code that way, but can be hitcanceled by both parties once
- Both hustles no longer decrease deadeye
- gavel shot momentum cuts
- possible fixes to focus warp
- R4 max range cut
- taunt is different and cant fk
- taunt has a 1 in 21 billion chance for nari to become immortal
- taunt has a hitbox on f31
- removed herobrine
- removed gavel shot from wc
- removed focus warp and tandem from wc and block
- removed gavel shot from wc
- coins are now hittable and ricochet to opponent under following rules:
- if its hit by most projectiles
- if its hit by nari
- coins will give a bar of meter to opponent if the opponent hits it
- coins have a 15 frame delay before the redirect happens
- this is not including the time it takes to set up the coin
- codex now supports the nari voicepack + arena and whatnot
- fixed a bug where R4 could speak withou the voiceover
- shooting gallery shoots one less shot
- fixed target practice from taking 3 bars of meter during focus warp
- fixed scoped sending nari flying during focus warp
- fixed a bug where you could crash the game by eating your own gun
- R3-40 now has an HP pool over getting killed in one hit

Update: 22 May @ 2:48pm

reverted the warp fix due to it causing a huge desync when resyncing
Reworked Recall R3-40 so that it has more functions.
Might add some more stuff later (who am i kidding ofc i will)

Update: 21 May @ 8:50pm

# Nari (v1.0.3.7):
- Crosshairs aims in a curve that peaks at the center, and curves in the higher or lower the shot is aimed
- Chamber Spin uses its own dedicated XY plot instead of the DI wheel
- R3 now pulses green and red when it is in or out of range respectively for Tandems
- R3 and R4 are slightly transparent in prediction, or if they are too close to Nari
- Fixed Moonshine being garbage on hit
- Fixed a bug where having momentum into a wall would prevent Nari from teleporting to R3 properly
- Massive overhaul to the UI placements
- Added a small optimization that disables style particle auras on roundstart. You can re-enable this in options.
- Added a note that notifies players about the style particle auras. You can disable this tip via the special toggle in the UI
- Removed Herobrine

Update: 19 May @ 8:31pm

Fixed misinfo
Removed Herobrine

Update: 19 May @ 8:28pm

Removal of UNIFY (we can't have fun things these days fuck you)
R4 homing rockets and chaingun does less damage
Focus Warp needs 1 meter to use now
Tandem now has a range limit
R3 now moves with less prescision
All OTG moves no longer hit OTG
R4s summon now hits f11 at earliest
Scoped now aims vertically instead of horizontally
Moonshine no longer hit cancels but has faster iasa on hit

Update: 11 May @ 8:17pm

shooting gallery before tracking no longer has hitstun

Update: 10 May @ 11:41am

fixed an issue regarding focus warp heel plant
removed Herobrine

Update: 9 May @ 9:54pm

fixed UNIFY giving opponent too much invuln

Update: 9 May @ 9:41pm

- Focus Tandems and Focus Warp now use playerextra
- Added some new achievements (use Trimays Character Codex)
- Fixed CALL R3-40 from being unusable if R3 is out (was supposed to call R3 if R3 was out alr)
- Focus Warp is accessible on more moves
- Focus Warp now has an XY plot for momentum changes instead of the DI wheel
- Spur and Stroll are now unusable after blocking
- Eject now has an alt variant that makes her do Bandit Bringer
- All mech attacks besides ATOMIC_FULBRINGER now have 2 prt instead of 20
- ATOMIC_FULBRINGER is no longer affected by redlines attack speed buff
- GARUDA_CRUSHER and QUAKE_RISER now have an inner hitbox thats slightly smaller
- This is for QoL
- Mech no longer uses its Ai during autopilot if opponent is performing a combo on Nari
- Fixed the mech AI from just not using melee attacks
- Fixed mech Ai from judging when it should use melee attacks based on distance from Nari
- It was supposed to do this based on distance from opponent, which is now does
- Mech Ai now uses ATOMIC_FULBRINGER less frequently
- Mech Ai no longer uses ranged attacks at close range
- This was intentional but wasn't very effective
- Mech now has a hitbox when leaving the stage
- Mech autopilot has less hitlag on hit
- CALL R4-ML no longer has a hitbox if the opponent hits nari during the fall

Update: 8 May @ 12:20pm

nerfed mech again :pensive:
mech now has less HP
mech passive projectiles shoot thrice every 50 ticks in both manual and auto pilot modes instead of just the autopilot mode
mech now has 375 HP instead of 450
mech soft and hard range limit reduced
ATOMIC_FULBRINGER now scales in hitlag ticks added on block but not parry