Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Protowolf
Jareix  [developer] 20 Nov, 2023 @ 9:04pm
Ideas suggestions
So she’s meant to be a “cybernetic werewolf,” though I feel I could lean into the cybernetic themes more. Regardless, if you have suggestions for new moves or changes to her existing ones, MAKE SURE THEY FIT WITH HER PLAYSTYLE/HAVE A USE.
I will not be arbitrarily adding ♥♥♥♥ to cover options she shouldn’t be able to, or basically just add an option for the sake of it.
Right now, main thing I need is suggestions for air-game options and normal-stance moves.
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Showing 1-15 of 21 comments
panzerotto-[8]- 24 Nov, 2023 @ 11:53am 
for normal stance i would suggest an howl that sends the enemy away (like burst but it doesn't give invincibility frames), for the air game you could add grappling hooks and a divebomb grab? (p.s. i love this good boy)
Ghost 24 Nov, 2023 @ 6:09pm 
Originally posted by panzerotto-8-:
for normal stance i would suggest an howl that sends the enemy away (like burst but it doesn't give invincibility frames), for the air game you could add grappling hooks and a divebomb grab? (p.s. i love this good boy)
I think that type of howl might not be a great idea as it could create a scenario where playing passive is way too safe to where an opponent might even feel like they can't approach you, however maybe something that is a bit slower with added armor near the end of the animation if you're in the trance sort of thing could be a great way to play around the kit.

As for the air game grappling hooks might be a bit strong and might not entirely fit the character but what if after we landed certain launcher attacks if we could send a decoy toward our target to teleport to them and create some insane string potential but not have it scale in speed and such with the player's di? Would kinda be in line with ninja's substitute with shurikens but with the decoy instead.

For divebomb grab I personally would like to see more options for the air rather than mostly just spamming divebomb stuff, could have an attack where you tackle them down and if you make contact with the ground it pins and bleeds them, if not then maybe it just launches them toward the ground like a throw but with some damage which could in turn set them up for a dive bomb or some other potential combo string

Edit: also if you read the description it's not a good boy, it's the goodest girl
Last edited by Ghost; 24 Nov, 2023 @ 6:09pm
Jareix  [developer] 25 Nov, 2023 @ 9:12am 
Originally posted by panzerotto-8-:
for normal stance i would suggest an howl that sends the enemy away (like burst but it doesn't give invincibility frames), for the air game you could add grappling hooks and a divebomb grab? (p.s. i love this good boy)
No, she’s intentionally going to lack space *creating* tools. If she’s going to be making space, she’s going to be having her decoy there to threaten in her stead.
Grappling hooks, or rather extendo-claws, was being considered at one point, but then I figured that giving her even further reach would push her further into the zoner category than I would like and give her way too oppressive an offense
Jareix  [developer] 25 Nov, 2023 @ 9:29am 
Originally posted by Ghost:
Originally posted by panzerotto-8-:
for normal stance i would suggest an howl that sends the enemy away (like burst but it doesn't give invincibility frames), for the air game you could add grappling hooks and a divebomb grab? (p.s. i love this good boy)
I think that type of howl might not be a great idea as it could create a scenario where playing passive is way too safe to where an opponent might even feel like they can't approach you, however maybe something that is a bit slower with added armor near the end of the animation if you're in the trance sort of thing could be a great way to play around the kit.

As for the air game grappling hooks might be a bit strong and might not entirely fit the character but what if after we landed certain launcher attacks if we could send a decoy toward our target to teleport to them and create some insane string potential but not have it scale in speed and such with the player's di? Would kinda be in line with ninja's substitute with shurikens but with the decoy instead.

For divebomb grab I personally would like to see more options for the air rather than mostly just spamming divebomb stuff, could have an attack where you tackle them down and if you make contact with the ground it pins and bleeds them, if not then maybe it just launches them toward the ground like a throw but with some damage which could in turn set them up for a dive bomb or some other potential combo string

Edit: also if you read the description it's not a good boy, it's the goodest girl
Hmm… regarding string potential I’m thinking to probably give more “auto chase” cases, but in general her combo game and damage should be rather lackluster, and strings only really able to be done with a decoy at the ready and in the position. However, I will be looking to add more ways to adjust how she tosses enemies about, and allow more “ping-pong” play between her and her decoy, particularly getting it to “go long” when prompted.

There are some plans in place, among them being changing the AV grab to be more like old grabs where it gives you an option on how to handle it, and I’m also looking into revisiting the idea of it ground bouncing instead of hard knockdown.

(Ps. Technically you play as a clone of her, which could be a boy for all I know lol)
Last edited by Jareix; 25 Nov, 2023 @ 9:31am
Ghost 25 Nov, 2023 @ 4:37pm 
Originally posted by Jar of Gay:
Originally posted by Ghost:
I think that type of howl might not be a great idea as it could create a scenario where playing passive is way too safe to where an opponent might even feel like they can't approach you, however maybe something that is a bit slower with added armor near the end of the animation if you're in the trance sort of thing could be a great way to play around the kit.

As for the air game grappling hooks might be a bit strong and might not entirely fit the character but what if after we landed certain launcher attacks if we could send a decoy toward our target to teleport to them and create some insane string potential but not have it scale in speed and such with the player's di? Would kinda be in line with ninja's substitute with shurikens but with the decoy instead.

For divebomb grab I personally would like to see more options for the air rather than mostly just spamming divebomb stuff, could have an attack where you tackle them down and if you make contact with the ground it pins and bleeds them, if not then maybe it just launches them toward the ground like a throw but with some damage which could in turn set them up for a dive bomb or some other potential combo string

Edit: also if you read the description it's not a good boy, it's the goodest girl
Hmm… regarding string potential I’m thinking to probably give more “auto chase” cases, but in general her combo game and damage should be rather lackluster, and strings only really able to be done with a decoy at the ready and in the position. However, I will be looking to add more ways to adjust how she tosses enemies about, and allow more “ping-pong” play between her and her decoy, particularly getting it to “go long” when prompted.

There are some plans in place, among them being changing the AV grab to be more like old grabs where it gives you an option on how to handle it, and I’m also looking into revisiting the idea of it ground bouncing instead of hard knockdown.

(Ps. Technically you play as a clone of her, which could be a boy for all I know lol)
From my experience her grab does bounce and for the aerial grapple thing I mostly am trying to take into consideration that she has very few options if an opponent has alot of projectiles or aerial options, just having like even two options could go a long way
Jareix  [developer] 26 Nov, 2023 @ 8:45pm 
Originally posted by Ghost:
Originally posted by Jar of Gay:
Hmm… regarding string potential I’m thinking to probably give more “auto chase” cases, but in general her combo game and damage should be rather lackluster, and strings only really able to be done with a decoy at the ready and in the position. However, I will be looking to add more ways to adjust how she tosses enemies about, and allow more “ping-pong” play between her and her decoy, particularly getting it to “go long” when prompted.

There are some plans in place, among them being changing the AV grab to be more like old grabs where it gives you an option on how to handle it, and I’m also looking into revisiting the idea of it ground bouncing instead of hard knockdown.

(Ps. Technically you play as a clone of her, which could be a boy for all I know lol)
From my experience her grab does bounce and for the aerial grapple thing I mostly am trying to take into consideration that she has very few options if an opponent has alot of projectiles or aerial options, just having like even two options could go a long way
So far using “feign” and “sync” to get her decoy through projectiles and hound through the air has been my general strat, as well as synced-killstriding/swap Parrying when they’re forced to try and destroy the decoy. I’ll probably look into it more but I’ll need more replays and feedback. Don’t want her to be too unfun to fight after all.
Ghost 26 Nov, 2023 @ 11:05pm 
Originally posted by Jar of Gay:
Originally posted by Ghost:
From my experience her grab does bounce and for the aerial grapple thing I mostly am trying to take into consideration that she has very few options if an opponent has alot of projectiles or aerial options, just having like even two options could go a long way
So far using “feign” and “sync” to get her decoy through projectiles and hound through the air has been my general strat, as well as synced-killstriding/swap Parrying when they’re forced to try and destroy the decoy. I’ll probably look into it more but I’ll need more replays and feedback. Don’t want her to be too unfun to fight after all.
Ya I understand you not wanting her to be unfun to fight, I literally don't use feint, there's just not enough scenarios where feint is more useful than other options, Where I could make my opponent think I'm doing something for a turn instead I could be positioning myself for a counter or clone setup, I have a recent replay where I went flawless against a wizard without a single feint
Jareix  [developer] 27 Nov, 2023 @ 2:01pm 
Originally posted by Ghost:
Originally posted by Jar of Gay:
So far using “feign” and “sync” to get her decoy through projectiles and hound through the air has been my general strat, as well as synced-killstriding/swap Parrying when they’re forced to try and destroy the decoy. I’ll probably look into it more but I’ll need more replays and feedback. Don’t want her to be too unfun to fight after all.
Ya I understand you not wanting her to be unfun to fight, I literally don't use feint, there's just not enough scenarios where feint is more useful than other options, Where I could make my opponent think I'm doing something for a turn instead I could be positioning myself for a counter or clone setup, I have a recent replay where I went flawless against a wizard without a single feint
Mhmm, entirely fair, it’s been a while since I used her but the main use of feign is specifically to position the clone without necessarily engaging yourself, since the clone is both projectile immune and has unlimited air options.
Ghost 27 Nov, 2023 @ 4:52pm 
Originally posted by Jar of Gay:
Originally posted by Ghost:
Ya I understand you not wanting her to be unfun to fight, I literally don't use feint, there's just not enough scenarios where feint is more useful than other options, Where I could make my opponent think I'm doing something for a turn instead I could be positioning myself for a counter or clone setup, I have a recent replay where I went flawless against a wizard without a single feint
Mhmm, entirely fair, it’s been a while since I used her but the main use of feign is specifically to position the clone without necessarily engaging yourself, since the clone is both projectile immune and has unlimited air options.
Never really thought about using it that way, I've been primarily forcing people into a scenario where I wait for them to choose either me or the decoy to attack then either abuse hyper armor, grab, or parry to get a free huge damage combo, I usually just use essentially her sort of 'feral' state to proc up like 7-9 stacks of bleed then swap out to normal attacks since generally speaking you get more damage out of it if done right, after all's said and done I'll do a combo to reset into neutral if I'm unsure about how they'll burst and use mock to finish up the tick damage
Ghost 27 Nov, 2023 @ 4:52pm 
I'd love to do a match against you btw since you know all the ins and outs, maybe it could help identify where she's too weak and too strong
Jareix  [developer] 27 Nov, 2023 @ 8:33pm 
Originally posted by Ghost:
Originally posted by Jar of Gay:
Mhmm, entirely fair, it’s been a while since I used her but the main use of feign is specifically to position the clone without necessarily engaging yourself, since the clone is both projectile immune and has unlimited air options.
Never really thought about using it that way, I've been primarily forcing people into a scenario where I wait for them to choose either me or the decoy to attack then either abuse hyper armor, grab, or parry to get a free huge damage combo, I usually just use essentially her sort of 'feral' state to proc up like 7-9 stacks of bleed then swap out to normal attacks since generally speaking you get more damage out of it if done right, after all's said and done I'll do a combo to reset into neutral if I'm unsure about how they'll burst and use mock to finish up the tick damage
Wouldn’t it be more conducive to open with normal damaging attacks and then finish with the bleeding finishers?
Still, given her brutal neutral, she’s really meant to have strong neutral and poor combos. I’m surprised that you’re able to get “huge damage” off with even half decent DI. Over in the modded server lotsa peeps comment that the damage she gets off of in a combo is “unrewarding” even with good setup
Last edited by Jareix; 27 Nov, 2023 @ 8:43pm
Ghost 27 Nov, 2023 @ 8:34pm 
Originally posted by Jar of Gay:
Originally posted by Ghost:
Never really thought about using it that way, I've been primarily forcing people into a scenario where I wait for them to choose either me or the decoy to attack then either abuse hyper armor, grab, or parry to get a free huge damage combo, I usually just use essentially her sort of 'feral' state to proc up like 7-9 stacks of bleed then swap out to normal attacks since generally speaking you get more damage out of it if done right, after all's said and done I'll do a combo to reset into neutral if I'm unsure about how they'll burst and use mock to finish up the tick damage
Wouldn’t it be more conducive to open with normal damaging attacks and then finish with the bleeding finishers?
Still, given her brutal neutral, she’s really meant to have strong neutral and poor combos. I’m surprised that you’re able to get “huge damage” off with even half decent AI. Over in the modded server lotsa peeps comment that the damage she gets off of in a combo is “unrewarding” even with good setup
Oh ya I consistently get over half hp off of one combo, it's pretty easy tbh
Ghost 27 Nov, 2023 @ 8:37pm 
Originally posted by Jar of Gay:
Originally posted by Ghost:
Never really thought about using it that way, I've been primarily forcing people into a scenario where I wait for them to choose either me or the decoy to attack then either abuse hyper armor, grab, or parry to get a free huge damage combo, I usually just use essentially her sort of 'feral' state to proc up like 7-9 stacks of bleed then swap out to normal attacks since generally speaking you get more damage out of it if done right, after all's said and done I'll do a combo to reset into neutral if I'm unsure about how they'll burst and use mock to finish up the tick damage
Wouldn’t it be more conducive to open with normal damaging attacks and then finish with the bleeding finishers?
Still, given her brutal neutral, she’s really meant to have strong neutral and poor combos. I’m surprised that you’re able to get “huge damage” off with even half decent AI. Over in the modded server lotsa peeps comment that the damage she gets off of in a combo is “unrewarding” even with good setup
Don't mean to like self promote or anything but here's an example of even just a basic combo of keeping the gameplay not like super boring but still kinda showing off how much damage you can do in one combo without using any of the proper neutral resets or anything
https://youtu.be/wTic4PVKSMA?si=Mq8F-FwTyI1wGLyJ
Ghost 27 Nov, 2023 @ 8:45pm 
The reason it's not good to finish with the bleeding finishers is alot of times the basic attacks don't leave enough stun to transition into the enhanced attacks, however the inverse is complete opposite, if I would normally drop my combo in neutral there's not really anything I can do about it, if I were to normally drop it in enhanced mode though I can just bloodhound/swap to neutral basic attacks and continue the chain for huge damage

Just editing this to reduce some clutter but ya in that clip as you can see I still did 35% damage off of a combo that I ended intentionally purely because their burst was coming back and I wasn't able to land the full on munch attack
Last edited by Ghost; 27 Nov, 2023 @ 8:48pm
Jareix  [developer] 27 Nov, 2023 @ 8:55pm 
Originally posted by Ghost:
Originally posted by Jar of Gay:
Wouldn’t it be more conducive to open with normal damaging attacks and then finish with the bleeding finishers?
Still, given her brutal neutral, she’s really meant to have strong neutral and poor combos. I’m surprised that you’re able to get “huge damage” off with even half decent AI. Over in the modded server lotsa peeps comment that the damage she gets off of in a combo is “unrewarding” even with good setup
Don't mean to like self promote or anything but here's an example of even just a basic combo of keeping the gameplay not like super boring but still kinda showing off how much damage you can do in one combo without using any of the proper neutral resets or anything
https://youtu.be/wTic4PVKSMA?si=Mq8F-FwTyI1wGLyJ
Damn, that’s pretty brutal, though again it didn’t look like they used DI all too much. Yeah ill likely still be unable to play or work on her until January, but you can probably find some others to play with in the modded hustle discord server.
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