Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Boonewielder
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Update: 2 Apr @ 6:19pm

Small patch.
- Accelerating backwards now delays your move by 2 frames instead of 3.
This was an outdated and unmentioned featured that only enabled confusion, and misinformation...
A minor patch, but I hope this helps your enjoyment of the character-

Update: 28 Mar @ 2:30pm

1.9 update-

+ Changed Accelerate to a gauge
~ Refills slowly in air, refills quickly on ground
~ Restores instantly when hit
~ Gains 100% charge when entering a combo, and 33% when opponent blocks your melee attack
~ Certain moves interact with the gauge

+ Added Codex entry
~ Go wild.

Update: 16 Jan @ 10:41pm

It's been a while! Let's try something different.

- Added special interaction with Nobody.
@ryedork
- Removed combo scaling from Trap.
i like when people route into it :)
- Made Represent -1 Proration.
you WILL fear this metered special and you WILL enjoy it
- Made Step 10% faster.
This option deserves to be a *little* better for controlling your position.
- Added Approach, an 14 IASA actionable metered command dash.
This one is primarily a fan request, paying homage to a similar move from the character that inspires Boonewielder's playstyle, Hakumen, and an option to give Boonewielder a more diverse means of approach, not dependent on being airborne.
- Added Starter, a 5f unique normal only available out of Approach.
Good for combo extensions and easy launches for higher-damage aerial combo routes. Also good at starting pressure against opponents conditioned against mashing.

It's always sweet to see somebody I've never met playing and enjoying the character. Even if you don't feel like the best player, or feel lost, I'm glad you decided to have fun with this one. Do enjoy~

Update: 26 Nov, 2023 @ 10:03pm

Feels good to be fixing this.
- Fixed Intercept.
It no longer combos on reaction! Woohoo! It still hits opponents on any 3f gap, as does Guard. Enjoy!
- Increased Antiair startup by 1f.
A hard choice, but given how many ways Boonewielder has to deny offense and create an advantage, I feel like this is a fair change. Let me know what you think about this one, since I may be willing to revert it!
- Fixed more Punish bugs.
I don't remember what I fixed, but it should worked gooder now!
- Made Represent actually cost 2 bars of meter.
Oopsie! Well, enjoy your mid-screen wall combos in peace now.

The next updates for this character, should they come in the forseeable future, may be a bit larger than this. I hope to see you then!

Update: 6 Nov, 2023 @ 6:46pm

One more round of patches! Version has been incremented to 1.0.

- More bugfixes!
There should be significantly less prediction errors involving the character. Big thanks to TriMay for the pointers here!

- Added a Cancel toggle to Punish (Forward.)
You're only able to select a few options out of this. Ender, which is the standard followup, and a new metered option!

- Added Link.
A combo extender off of Punish, costing meter. The amount of meter you put into the move directly affects its output, ranging from the ability to deal some damage and drop the combo, or a full DI-resistant high-damage combo starter. Pick your poison, dump some meter!

- Added Intercept.
A unique defensive metered special. Choose a 3 frame window, and you instantly parry your opponent, gaining serious advantage. The more accurate your callout, the better the proration and positioning of the following combo: not parrying exactly on the mark adds 3 proration, and the incorrect height adds 2 proration. Missing your window gets you hit, so only use if confident!

- Added an angle option to Manifest Boone (Aerial.)
You can now use Manifest Boone (Grounded)'s swing mid-air! Its properties, such as advantage and hitbox size, are significantly toned down while airborne. This should help for dealing with situations where an opponent would end up directly above you. Please tell me if this is too strong, or causes any bugs!

- Reduced Represent meter cost to 2 bars.
The move is intended to be a unique (strange) hybrid neutrla and combo tool, having innate throw invulnerability and armor-ignorance to force interactions in the air. The high cost for middling reward was mildly overtuned, even for all of its valuable properties. It's also just really cool to use in combos, so this should help with your Boone-winder Loops.

- Other tweaks!
Many miscellaneous undocumented changes have been made, mostly with visuals and sound effects, to provide cleaner play and greater aesthetic impact. Do enjoy!

This is intended to be the last scheduled update for Boonewielder. While there are future plans for the addition of a skin using their humanoid design, and an ultimate reversal super, these are currently held indefinitely, as I move onto other works. I'm happy with the state of the character, and I hope you all are as well.

I'm still taking feedback for bugs and balance! Please, do reach out in the comments or on the YOMIH modding discord to mention anything important.

Thank you, and good night.

Update: 29 Oct, 2023 @ 6:12pm

Hotfix!

- Reverted Neutral Skip accidentally costing 6 bar.
Oops! Sorry to everyone trying to play the character today specifically!

Update: 29 Oct, 2023 @ 7:20am

Boonewielder's almost fully complete, with only three more moves currently planned! These changes should help solidify some of their design choices.

- Added Represent.
6f air only special, costing 3 bar. Throw-invulnerable and ignores armor. A scary move that swings the blunt end of the Boone to force a wall splat or bounce from almost anywhere! Expensive, but devastating.

- Fixed bugs relating to the Boone's projectile consumption feature.
This mainly concerns how deleting one projectiile would allow you to permanently reduce IASA. Cool feature! Not intended, and not great for balance. IASA should be more consistent now, only reducing on the same turn you delete a projectile. PLEASE report if any of Boonewielder's normals have an IASA lower than 16!

- Set Manifest Boone proration to 0 from -1.
The way that it's used, both as a defensive option to deny approaches, and as a high hitstun high damage starter and blockstring opener, means that the niche of being a negative proration punish starter is no longer necessary. Combo (cough pending rename(?)) remains at -1 proration for this purpose.

- Made Manifest Boone hitbox slightly more honest.
It now uses a swept hitbox, and is actually diagonal! It should avoid really only affect bummy anti-airing scenarios when the animation doesn't respect the hitbox.

- Fixed excessive hitstop on throw animations.
ivysly did something and now my throws work different! Fixed, so no basically-free Manifest Boone oki.

- Added visual effects to metered specials, and 1Frame.
I felt like it was too easy to miss when Boonewielder spent 7 bars of meter on a single interaction. Now, it should be impossible to miss! Enjoy.
Note: these effects don't appear on prediction! This is because I didn't want them to be noisy and prevent you from seeing what's actually happening.
I'm taking any suggestions or contributions towards making this look better!

- Reduced Combo damage from 2000 + 1200 to 1800 + 1200.
Honestly, this is mostly to quell complaints about Combo dealing too much sheer damage. I've always viewed it as an expensive tool that gives up oki and resources in exchange for an opportunity to gain distance and setup time. But, as it's increasingly becoming *the* punish tool of choice, and Boonewielder's current *only* negative proration attack, it doesn't need as much incentive to be used. May be subject to further change!

- Increased Combo and Extend meter gain cooldown time (20 frames -> 40 frames.)
Each metered special use causes Boonewielder to stop passively gaining meter for about 20 frames. This change forces Boonewielder to harder commit to spending meter when opting for Combo or Extend.

- Increased Combo minimum damage (100 + 200 min -> 300 + 300.)
It's always been intended to be a high-cost damage option and combo ender rather than a combo extender. This should help seal the deal towards that end.

- Doubled hitstop, and added additional screenshake to Combo.
They need it! Fun fact, this is the second attack I'd ever scripted, and probably the most deserving of some aesthetic tune-ups.

- Changed Combo IASA when first hit is blocked.
There's about a 9 frame gap between the first and second hits now, after Combo gets blocked. Do with that what you please. ;)

- Slightly altered Punish (Down) physics.
Somethin' changed that bugged my stuff! The result is that the physics have been minorly altered. Grounded Punish (Down) *SHOULD* be conistently a frame 15 low, now.

- Made Extend not scale the combo.
Wait! I can justify this!

- Reduced Extend damage (850 -> 500 damage, 250 min -> 150 min.)
I wanted to give a niche to Extend. Now, in exchange for giving up damage in your combo, you spend meter to freely continue it, literally comboing into imagination, or stocking up on Punish stacks and 1Frame usage.

- Reduced Pressure combo damage (600 -> 450 damage.)
This move is largely intended to be used to stop opponents from disrespecting you, with options such as abare grab (grab while in a blockstring) or attacks slower than jab. It's *also* extremely consistent meterless combo glue! This should make it less free.

- Actually made Pressure +14 on hit.
So I forgot about this little thing called hitstun decay, and thought it was a bug! Oopsie...

- Added Anji Mito.
Thanks Bread.

Update: 25 Oct, 2023 @ 7:14pm

Stealth patch!

- Blocking while using Accelerate can now be Guard Broken properly, and block disadvantage is increased by 1.
Robot is the only other character capable of manipulating velocity and blocking on the same turn. Robot is unable to parry while doing this, but Boonewielder can. To balance this, I've added an extra frame of disadvantage for blocking while Accelerating, and fixed a bug totally preventing being Guard Broken while Accelerating.

Update: 25 Oct, 2023 @ 1:40pm

Another minor update!

- Changed Trap projectile to use extra colors.
;)

Update: 25 Oct, 2023 @ 1:37pm

Minor update, in anticipation for Royce's Brackets!

- Added Start animation.
I literally could not pay ForsetCabiri enough if I tried. MASSIVE thank you-!!!

- Updated Spiketrap frame data.
Startup 6f, Active 4f. Should be better overall! And actually match the animation...

See you in 1.8.46, everybody!