Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

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Delinquent V2
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11.596 MB
6. pro. 2024 v 13.57
15. pro. 2024 v 13.13
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Delinquent V2

Popis
He's back and he's better.
The long awaited Delinquent revamp is here!

This is a all new character with a fully reanimated moveset.
although he is reanimated, there are plenty of moves pulled from the old delinquent, and some reimagined.

This version of him is a look of what old Delinquent could've been if i had more experience with not only spriting but coding as well.
I hope you all enjoy and as always, please let me know if I did a good job and/or any bugs you may come across.

Move set:

A lot of his moves are self explanatory but i'll outline his mechanics a bit.

Delinquent is a stance heavy character that is versatile against any opponent.

Base stance (Normal):
This is the shortest ranged stance good for up close combat.

Kick: This move houses 4 different kick moves that have different applications, Launching kick, Sweep, etc.

Yo-yo Sweep: Made for knocked down opponents (Works well with sweep or Windmill Trip)

Snatch-up (Aerial): Grabs opponents off the ground and puts them in position for you to extend combo.

Whip Stance (Semi-mid ranged):
longer ranged than Normal but still pretty short. Most moves in this stance are pretty obvious.

Shock Cannon: Probably the only move that isnt super obvious but its an anti-air/ combo finisher that hits diagonally upward.


Windmill Stance (Mid range):
This move is not only a stance but a soft projectile shield. the movement can be confusing, sometimes mistaken to be a move with a hit box but it only hits projectiles. On top of that all the normal attacks in this stance charges "Discharge" meter. (Discharge can also be gain every frame while holding)

Headache: The furthest hit box forces grounded, a good knock-up reset tool. Gains the least amount of discharge on use.

Pull: 2 hit move that pushes, then pulls the opponent toward you. Moderate discharge gain on use.

Trip: A sweep move with halved DI modifier. Helps reset momentum and helps set up for a finisher. Gains most discharge on use.


Dragon Stance (Long range):
Longest range stance by far. This stance can dominate at range but be careful mostly all the moves have a decent sized start up and cannot hit at close range. Most of these moves are used for reads and combo tools.


Lethal Mode:
A transformation that is kept even when attacked. this stance is a balance of short and long ranges by utilizing speed. Gains an air option.

Flash Kick: Quick steps directly in front, or behind the opponent and delivers a launching kick. This move also uses air options if used in the air. (Can hit aerial opponents and is full map ranged.)

Hallowed Ground: Strikes the ground sending electricity currents throughout. Some electricity lingers causing a magnetic field that slows opponents and builds "discharge".

Stab: A command grab that beats any regular grab. also a combo starter.



Discharge moves:
Moves that utilize the Discharge meter.

Unholy Light (Hallowed Ground): Must have at least 8% of discharge to perform. After using Hallowed Ground, Delinquent focuses the electricity into a narrow area creating a mark, at any point Delinquent can unleash the electricity that shoots out of the ground in that marked area piercing anything it comes in contact with. (Costs 8% of discharge)

Lightning Orb (Normal or Lethal): Must have at least 50% discharge. Summons an orb that hovers above the opponent striking them on command with a 50 tick cool down. (can be destroyed with attacks) (Each strike costs 10% of discharge)

Lightning Orb: Divine punishment: Every tick the lightning orb is above a "Hallowed Ground" magnetic zone the orb will grow in size until it reaches critical mass. The Orb becomes highly unstable and the slightest touch could make it explode. The strike becomes 3x stronger at triple the cost of discharge.

Thunder Crack (Windmill Stance): Must have full discharge. A super that costs no base game meter but will take all of your discharge.



If you have any questions regarding bugs, move set, etc, please text me in the discord server:
https://discord.com/channels/1042370928195162132/1277683643833122917

Credits:
Animations by Crash_V

Coding by crash_v, ._jynx and venrox45

Sfx by crash_v

Icons by crash_v and kanavaer
Populární diskuze Zobrazit vše (1)
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7. srp. v 22.52
moves that activate stances?
Lolmetroplex
Počet komentářů: 94
Salty_shy guy 12. srp. v 7.09 
I sure do love having 1 yomillion frame fives, their so fun to fight against :lario:
~Quasar~ 17. čvc. v 8.04 
guy below didn't realize the specials do just that
Xander3359 8. čvc. v 1.43 
So like, the yoyo now is incredibly shit. And the sound effects are so much worse compared to the crispy sound effects we had in V1. It really feels like you just enter lethal mode and completely ignore the stance swapping mechanics. IMO you should be able to freely stance swap once you land a hit so that mid combo stance swapping doesnt feel so shit.
calebesales07 29. čvn. v 12.44 
do u use clear cache
THE NOISE 28. čvn. v 18.43 
literally broke my whole game and all my mods?????????
swumprat 25. čvn. v 1.12 
I was a huge fan of the original to the point it was my favorite modded character. You somehow managed to make it both cooler and more fun for myself and a friend. Fantastic work!
Nickbreak 8. čvn. v 14.43 
so coooool :D
Stewert 26. kvě. v 15.18 
YOMIH players when a modded character made by one dude purely for fun isn't twenty times better balanced then the base game characters: https://www.youtube.com/watch?v=PD00RxXEiwo
CrashV  [autor] 26. kvě. v 13.10 
I
V... one of the reasons i quit making mods
real 23. kvě. v 14.10 
still has an infinite, do not sub to this character at all, they're trash :steamdeadpan: