Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

The Mob Boss (Diavolo/JJBA Character)
Showing 11-20 of 22 entries
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Update: 25 Jun, 2023 @ 11:46am

Hotfix: Fixed mixing dependency glitch!

Update: 25 Jun, 2023 @ 9:32am

=Fixed Formentera not appearing in menu
=Fixed Time Skip Burst not appearing in menu
"This is because they derived from a counter attack instead of a character state, which did not act how I expected it to when the game updated."

+Doppio Rush's drag strength was increased
=Doppio Rush's position of drag was changed to work better
=Doppio Rush's middle hitboxes no longer knock down
"So that the move would properly connect its hits."

=King Crimson's copied player particles will now properly disappear on desummon.

=Fixed some of King Crimson's animations (on pose, hustle) not properly copying player colors

Update: 18 Jun, 2023 @ 7:20am

=Performance optimization updates, bug fixes, and other assorted bits of stability goodness (uGuardian!)

=Diavolo now has a portrait that can be used to preview King Crimson's colors, kinda.

=King Crimson now copies your particles.
=King Crimson's outline is now your body color.
=King Crimson's skin color is now your extra color 1.
=King Crimson's aura is now your extra color 2.
=These particles and recolors can be disabled by setting extra color 1 to "ffffff", or pure white.
"Have fun."

=Tweaked Fallen Angel, should no longer softlock on occasion
-Fallen Angel sets you farther away if done against a corner
+Fallen Angel awards bonus meter if done against a corner

-21 Century armor is now delayed (frame 1 -> 7)
"This was initially an oversight. I thought about keeping it in or making it sooner, but if you get close to stand-out Diavolo, it feels like it should be more of a reward. That, and King Crimson already has a chance to hit enemies out of an attack anyways. It should still cover just about anything that isn't a jab or otherwise quick."

Update: 13 Jun, 2023 @ 5:36pm

Hotfix: Using Time Skip no longer forces you to wait nor framekills you nor framekills the enemy. But fret not, I'm sure there are more bugs to find anyways.

Update: 13 Jun, 2023 @ 1:22pm

-Adjusted timeskip code again
--may we please all have a moment of thanks for our dearest coding guru uGuardian
--Now it also reduces the round timer!!! Again!!!

-Adjusted volume on End of the Line
--it was too loud for me :(

Balance Changes:
+Walk now gives 1 meter point every 2 ticks

+Kick no longer loses to wait, starts frame 7 and lasts for 6 frames (used to start at 9 and last 4)
+Kick damage 40 -> 60

+Hook damage 22 -> 50

-Jab comes out slower, was frame 4 -> now 5
-Fixed a bug where jab was actionable sooner than intended
+Jab now hits airborne foes

-Forward throw now gives a soft knockdown at a combo of 3 or higher, and at combo 3 or higher, causes you to wait for the enemy to land
"This wasn't something I wanted to do, but there were too many nasty loops and unbeatable combo-resets that came from this."

+Discipline's reduced hurtbox starts earlier (frame 3)
+Discipline now hits low (used to hit mid)
+Discipline's damage increased significantly 20 -> 90
-Discipline's hitbox is raised off the ground so it misses low profiles easier

+Easy Money dmg way up 30 -> 120
"Why did I make it weaker than jab...?
-Easy Money has quite a bit more pushback
-Easy Money damage in combo reduced n/a -> 90
=Reduced Easy Money's friction
"To make looping into itself at the wall less effective. It seemed like a boring thing to encourage."

+Cascade dmg 70 -> 125, higher min dmg
+Cascade knockback reduced 14 -> 10
+Cascade DI reduced 0.8 -> 0.6
=Cascade no longer backsteps
-Cascade now comes out 3 frames slower
"Cadence already seemed to do what cascade did but better, so instead I turned cascade into a more aggressive option to give it a different yet worthwhile purpose. Vitally, it beats backstep."

+Cadence dmg 40 -> 90
+Cadence no longer knocks down

+Exiles armor starts at frame 5 (down from 7)
+Exiles armor lasts 2 frames longer now (still ends frame 13)
+Exiles damage increased 50 -> 70
+Exiles knockback reduced from 16 -> 11
-Exiles' forward jump (and ergo hitboxes) come out 2 frames later
"Exiles felt kinda niche and useless, so now it'll beat a lot of options. Not enough to just win, I believe, but enough to give it use. Vitally, it now wins a lot in round start, BUT, it loses to wait by a single frame. It's also horrible for trading damage."

+Shelter Sky's damage increased 50 -> 65
+Shelter Sky now hits high (was: mid)

+Poseidon's damage increased significantly (no specific numbers since it has sweet spots, but it's essentially doubled)
"You can either jam, or you can slam"

+Desummon actionability works correctly now (now forced into actionable if desummoned mid-combo, essentially desummon went from frame 10 to frame 3)

+Air kick damage increased (20 -> 50)
+Air kick hitstun increased from 14 -> 24
=Air kick now sends the opponent downwards with much more speed and without a knockdown.
=Air kick hitbox changed to overlap you more and extend out less
"These changes are to give the kick more purpose when compared to the knee attack.

+Red now hits low (was: mid)

-Fracture's hitstop reduced from 18 to 12
=Fracture no longer knocks foes away, which is not a buff, because...
-Fracture knocks down (soft), and is difficult to continue a combo off of as a result
"fracture->grab->fracture chains are NOT a legally acknowledged combo"
=Fracture's hitbox slightly adjusted to better represent its position in the sprite

-King's Court damage reduced from 180 to 160
"To compensate for improved damage from the rest of Diavolo's kit. Still the unblockable beast that it is.

-Fallen Angel is now a soft knockdown

-Time Skip no longer resets your combo if your opponent is still in an attack string
=Fixed a bug where Time Skip would force the opponent to wait occasionally
+Time Skip no longer costs an air option
"???????"

-Time Erase cost increased 5 -> 6
+Time Erase shows how much time is left

+New moves...!

--To compensate for added versatility, his damage taken multiplier increased from 1.3x to 1.4x

== And some other small tweaks

These may seem like large buffs, but Fracture and King's Court were some of the biggest part of Diavolo's damage game, and those have been significantly nerfed (one more than the other, of course...). Hopefully these changes will support a more complete use of Diavolo's moveset.

Update: 8 Jun, 2023 @ 2:23pm

REPLAY STABILITY UPDATE

-Time Skip code modified for replays
--A LOT of thanks and special help from "uguardian" on Discord for helping to debug this! Should now appear correctly in replays.

-Damage of Red reduced
--2.1k was a bit excessive.

-Jab IASA increased
--To 12 on whiff. No longer a superior wait.

-No longer invulnerable if hit out of burst

-Enemy no longer set as a dummy during erased time
--buggy!
-Time erase bugs have been stomped maybe
--no promises
---like seriously no promises

Update: 5 Jun, 2023 @ 9:44pm

-Timeskip no longer shortens the round timer
--Sadly, this was related to a lot of replay errors and graphical glitches that happened- simply put, the game was NOT designed to have you mess with its timer, afaik. As such, the timer will no longer shorten when you skip time. Please forgive this.

-Time Erase now works totally differently
--I really didn't want to do this, but YOMI just doesn't seem capable of staying synced AND allowing a true time erase. I hope this new implementation is still acceptable.

-End of the Line
--Fixed it proccing on grab (it was not supposed to do that.

-Fallen Angel
--No longer procs on hitting projectiles

Please understand those first two patches are made with a heavy heart. I simply need Diavolo to be functional over faithful. If I can find a way to reimplement it later, I will, but for now...

Update: 5 Jun, 2023 @ 2:34pm

Bug fixes:
-Time Skip only working once per match
--This bug occured due to another fix that stopped crashing when two Diavolos skipped time at once. It should work properly now.

-Two Diavolos posing freezes the game
--Im honored more than one person is playing Diavolo at a time. This bug was due to the animation being loopable with the endless tag. Fixed by manually forcing interactability every so often.

-Time Erase Causes a desync
--Most likely I will have thought id solved this and then it happens again anyways. If it breaks again ill bash my head against the wall that is YOMI's netcode just for you

Update: 4 Jun, 2023 @ 11:23pm

Forgot to fix oooone small bug

Update: 4 Jun, 2023 @ 11:05pm

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