Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Vessel (JJK, WIP)
TakatiDaTako  [developer] 6 Jan, 2024 @ 2:40pm
Balance Suggestions Please!
While I continue to work on the remaining specials/supers some balancing ideas would be nice.
Tweaks related framedata, damage, and stun -- That kind of stuff would be pretty helpful.
I want to make him not feel like a chore to use (But obviously not broken enough to TOD with normals alone)
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Showing 1-15 of 42 comments
Saul 6 Jan, 2024 @ 3:06pm 
speed up most of the moves
TakatiDaTako  [developer] 6 Jan, 2024 @ 4:19pm 
Originally posted by SomeGuy:
speed up most of the moves

Will work towards that, thanks
doofus0510 7 Jan, 2024 @ 9:28pm 
i have a question what arc is this one gonna be from
dob 8 Jan, 2024 @ 5:52am 
idk if this is what you want but here is some things that i think would help the characters flow:

- A bit more range to some of the attacks. For many of his attacks you have to be intensely close to the enemy to hit, which can make it pretty difficult to start a combo. Its not too bad of a problem but still something i noticed

- An attack that hits angled. Right now both High kick and Manji kick hits the enemy upward with no way to hit them except jumping. Would be really cool to have an attack to hit that angel to keep the flow

-Maybe an extra alternative jab attack. Right now the only moves that directly combo into eachother is Jab and Low blow and then ofc specials. Would be super cool to have another attack where he hits with his right hand. This would make it possible to do his iconic left, right combo that he does in the anime and add more variation to comboing

-You can safely add some more damage to Hook punch and Roundhouse. Both are very clear combo enders. They both knock the enemy far back with no way of continuing a combo but they both also do very average damage, in the end i find myself not using them cuz the damage they do aint worth ending my combo for.

Otherwise a SUPER cool character. LOVE what you have done so far!
Hey! Super cool mod, I absolutely love the animations and the moveset. Now, a lot of the people have spoke on the main issues like "Speed up the moves, increase damage, fine tune range," etc. The one thing I would say is don't forget endlag and hit cancelling. on a few moves, I notice that vessel can't hit-cancel into anything except wait and instant cancel. This isn't a bad idea, allowing for instant cancels to make moves faster, the only issue is that using the "wait" option can reduce the endlag of certain moves by several frames depending by forcing Vessel into the 10 frame max "wait" state. On moves that should be combo extenders, I would perhaps adjust the opponents hitstun and maybe make moves hit-cancellable for a more fast-paced fighter. Or, if you do want the option to free cancel on hit still, maybe figure out if you could remove the "wait" command, or make a custom "wait" state for each move so as to prevent wait cancelling.

Some other minor changes I would suggest are maybe making some of the combo enders or certain moves into guard breaks. Divergent fist, handspring kick, and manji kick might be some good guard breakers. Additionally, sliders or horizontal plots for range would be rather helpful for some of his "range" issues. I would say this is especially important on the consecutive black flashes, to prevent the opponent from escaping.
Sockmany50 9 Jan, 2024 @ 5:30pm 
make the moves have a bit less knock-back to allow for more combos, and also make the moves shorter
TakatiDaTako  [developer] 9 Jan, 2024 @ 5:55pm 
Originally posted by Tinkersaint:
Hey! Super cool mod, I absolutely love the animations and the moveset. Now, a lot of the people have spoke on the main issues like "Speed up the moves, increase damage, fine tune range," etc. The one thing I would say is don't forget endlag and hit cancelling. on a few moves, I notice that vessel can't hit-cancel into anything except wait and instant cancel. This isn't a bad idea, allowing for instant cancels to make moves faster, the only issue is that using the "wait" option can reduce the endlag of certain moves by several frames depending by forcing Vessel into the 10 frame max "wait" state. On moves that should be combo extenders, I would perhaps adjust the opponents hitstun and maybe make moves hit-cancellable for a more fast-paced fighter. Or, if you do want the option to free cancel on hit still, maybe figure out if you could remove the "wait" command, or make a custom "wait" state for each move so as to prevent wait cancelling.

Some other minor changes I would suggest are maybe making some of the combo enders or certain moves into guard breaks. Divergent fist, handspring kick, and manji kick might be some good guard breakers. Additionally, sliders or horizontal plots for range would be rather helpful for some of his "range" issues. I would say this is especially important on the consecutive black flashes, to prevent the opponent from escaping.


Imma be honest I'm pretty sure I ♥♥♥♥♥♥ up the states since I was not intending to wait cancel.

Everything was supposed to be chainable, I'm just trying to fix that first.
TakatiDaTako  [developer] 11 Jan, 2024 @ 2:38pm 
Turns out the version of YOMI I'm modding from doesn't have guardbreaks so I gotta update
TakatiDaTako  [developer] 11 Jan, 2024 @ 2:59pm 
Any more updates I do will probably come tomorrow though unfortunately
Jimothy 13 Jan, 2024 @ 5:25pm 
You can trap someone in an infinite by doing a backwards throw, super-dashing, and then backwards throwing. The only way out of this is burst, please reduce the frame advantage on backwards throw.
ThatOneRandom 14 Jan, 2024 @ 8:39pm 
Many moves have a disjoint that do not line up with his animations. Jab. for example, hits far outside of it's necessary range, while also being a 4-frame.
JXJ101 15 Jan, 2024 @ 8:43am 
maybe nerf the jab. i tried it out and i just spam jab infinitely until the enemy was dead. its the funniest combo i ever did but i know its kinda broken
Dancin' 15 Jan, 2024 @ 9:56pm 
For everything that is holy make him slower and make some of the hit boxes not as big/as good, he has both great up close combat and zoner with his hilariously fast speed on some moves, while having overly oppressive normals
Last edited by Dancin'; 15 Jan, 2024 @ 9:57pm
Krisfies 18 Jan, 2024 @ 4:42am 
Why can't we use the velocity of a dash to do a "Divergent Fist 1.0" anymore ? Now it make the character stationary
That festive jerk 18 Jan, 2024 @ 7:58pm 
This character could definitely use some options that don't exclusively attack straight ahead. The variety of low/high attacks and having good gap closers is excellent for the kind of character I think you're building here, and the pre-existing aerial moves having a bit of air wiggle to them is fantastic for positioning yourself, but I feel like there's just this hole in his moveset above and just behind him, where getting around and over him is a little too easy, and DI-ing out of his combos can be too easy as well.

Oh, and Dropkick should *absolutely* be a landing move if it collides with the ground.
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