Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Pupil - Alpha Build 0.7 [SUPERS UPDATE] (BETA RE-RELEASE COMING SOON)
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Update: 23 Jul @ 10:14pm

Sorry for the long gap in between updates. Because of college and the new job I wasn't able to keep up with the updates and many Unbalanced moves were unaddressed for months. Hopefully this update fixes that.

As an apology I have Reworked Cascade and made some content meant for his Beta release available for alpha for you guys to play with :)

Lots of changes where made but a majority of the important ones are right here

BURN-L NERF
longer startup for Burn-L
9f -> 12f
burn L reduced damage
100 -> 90
Burn - L knockback decreased from 6 -> 4
Burn-L IASA increased to 20
total anim increased to 25
increased time with reduced hitbox to 17 frames starting on f5
hitstun reduced from 18 -> 15

BURN- BUFF
Burn dmg 90 -> 110
Stun 18 -> 20

BURN-U
DMG 90 -> 80
STUN 18 -> 20

SHUTTERBEAM CHNAGES
still feels oppressive when in range especially the main grounded version

reduce hitstun for all shutterbeam ATTACKS

Shutterbeam multi hitboxes are organized [C] close and [F] far hitbox for Hit 1

and Hit 2
Sh-G

reduced H1-C stun 15 -> 14
H1-C no longer cancelable
increased H2-C damage 60-> 70
reduced H2-C stun 15 -> 13
increased H1-F damage 55-> 65
reduced H2-F damage 50-> 45

Sh-GU (ground up)
increased H1-C dmg 70 -> 100
reduced H1-C stun 25 -> 20
decreased H1-F dmg 60 -> 30

reduced H2-C stun 25 -> 20
decreased H2-F dmg 50 -> 35

Sh-AD (air down)
increased H1-C dmg 70 -> 100
reduced H1-C stun 25 -> 20
decreased H1-F dmg 60 -> 40

decreased H2-F dmg 60 -> 35
reduced H2-C stun 25 -> 20
decreased H2-F dmg 50 -> 35

HOTSPOT NERF
longer startup on Hotspot. Make air version of hotspot that has longer startup

reduced lower hitbox damage from 80 -> 70
reduced damage for secondary hitboxes from 2x 40 -> 2x 30m

Hot projectile spawns 4 frames slower when airborne
12 frames on ground
16 frames in air
Iasa decreased from 15 -> 13 on ground
isaa increased from 15 -> 17 in air

BEAM SWEEP NERF & CHANGES

Beam sweep-Air Upwards
- is now 2 hit on f11 and f14

Beam sweep-Air Downwards
- first hit damage up from 70 -> 100

Beam sweep-Ground Downwards
- first hit damage up from 70 -> 100
priority changed on group 0 for hitbox1 so the 100 damage first hit has priority
Scorch cost increased from +1 -> +2

Due to a nasty combo a player found I'm changing a lot for this attack

Beam sweep-Ground Upwards
Scorch cost increased from +1 -> +2
Reduce Proration from -3 to -1 on hitbox1
Reduce the damage from 200 to 110


C-BEAM
C-beam Increase super cost 1-> 3
increase super freeze tick from 15 --> 20
C-beam DRAW Increase super cost 1-> 2
C-beam in highbeam cools down the player by 1
C-beam in normal cools down the player by 2

increase c-beam startup by 6 frames both quick draw and normal.

add trail to c-beam [NOT YET]

increased C-beam sound volume

TAUNT
Taunt heats up player by 3 at glint and cools down player at frame 45 by 7


REPEATER BEAM BUFF
increase the damage and min damage of repeater beam
add trail to repeater [NOT YET]

increased damage from 60 -> 65
increased min damage from 30 -> 35

decreased histstun from 30 -> 20

victim Hit lag increased from 8 -> 10

NEW MOVE!
SIGNAL SHOT!
a quick repeater round is shot towards the enemy without requiring highbeam

needs a minimum of 2 super bar to be available.

increase flare startup

HIGHBEAM CHANGEs
more startup on highbeam attacks
startup frames 2 -> 4
hitbox lands one frame later 10f -> 11f
Levels have a larger pushback modifier
lvl1=1
lvl2 = 2
lvl3 = 1.5x3hit
OV = 1.5x 6
ONSL = 2x9
ONSLB = 3

Highbeam will also force you in the opposite direction of your attack similar to Beacon-D

DRIVER

super armor now begins at f6 instead of f7

removed reduced frames on initiative

Enabled collision for the initial hitbox to reduce chances of boosting past the enemy.

First hit
damage : 80 -> 50
min damage: 40 -> 20
hit stun: 20 -> 15

Second hit
damage: 100 -> 80
min damage: 50 -> 40
hit stun: 30 -> 25 to 30 depending on if he was hit on startup

NEW MOVE!
ADDED BACK DRIVER
A driver attack with a larger retreat window but a less forward momentum than normal driver

NEW MOVE!
ADDED BOOSTED DRIVER
needs to have 6 heat to use but it only reduces heat by 4
increased speed and damage compared to normal driver and with a new animation!. Lets see how many people discover this new attack :)

ARC
more Di confusion
added Super armor from f7 to f28

Increased heat generation from 4 ->5

IDLE ANIM REMOVED UNTIL FURTHER NOTICE
it is in the middle of being changed but i didn't finish so it currently deactivated in this build.

CASCADE WIP OVERHAUL
it is in the middle of being changed so only grounded versions are available

Reduce volume for Vent aftersound

HEAT NERF
Many moves have increased heat capacity making it more important to cool down before stronger heat based moves

Burn-L
Max heat consumption = 1 ->2
Min heat consumption = 1

All Shutter beams
Beacon-U
Beacon A
BeamSweep-AU
HotSpot
Flare
Heat = 1->2

Beacon-D
Standard Heat = 2->3
Scorch Heat = 3 -> 4

BeamSweep-GU & GD
Standard Heat = 2->3
Scorch Heat = 4 -> 5

BeamSweep-AD
Heat = 2->3

Blind
Heat = 4->5

Signal Shot
Heat = 3->4

Reapeater levels
lvl1 = 1->2
lvl2 = 2->3
lvl3 = 3->4
lvl4 = 4->6

PULSE
Heat = -3 -> -4

Streamlined Heatsinks code to not be an If statement mess

HITBOX RESIZING
making many hitboxes smaller to reduce funky situations where you hit the enemy but the animation doesn't

LAND cancel changes
C-beams: no loner land cancels
Beacon-A: cancels after f20
Kick-A: cancels after f11
Fanflash-A: cancels after f15
Beamsweep-AU: cancels after f19

reduce ranged attack spam
These attacks cannot be used after each other
C-beam
highbeam
onslaught

These attacks cannot be used after each other either
repeater (can repeat after itself)
Flare (can repeat after itself)
Cascade

Reduced main grounded Shutter beam range

Return of the Boosted blast button

Vent provides a bit of float when airborne

BETA CONENT

POINT DEFENSE
a defensive move the pauses projectiles

ONSLAUGHT
This one is for you to figure out :)

Update: 24 Nov, 2024 @ 7:45pm

BURN-L NERF
longer startup for Burn-L
9f -> 12f
burn L reduced damage
100 -> 90
Burn - L knockback decreased from 6 -> 4
Burn-L IASA increased to 20
total anim increased to 25
increased time with reduced hitbox to 17 frames starting on f5
hitstun reduced from 18 -> 15

BURN- BUFF
Burn dmg 90 -> 110
Stun 18 -> 20

BURN-U
DMG 90 -> 80
STUN 18 -> 20

SHUTTERBEAM CHNAGES
still feels oppressive when in range especially the main grounded version

reduce hitstun for all shutterbeam ATTACKS

Shutterbeam multi hitboxes are organized [C] close and [F] far hitbox for Hit 1

and Hit 2
Sh-G

reduced H1-C stun 15 -> 14
H1-C no longer cancelable
increased H2-C damage 60-> 70
reduced H2-C stun 15 -> 13
increased H1-F damage 55-> 65
reduced H2-F damage 50-> 45

Sh-GU (ground up)
increased H1-C dmg 70 -> 100
reduced H1-C stun 25 -> 20
decreased H1-F dmg 60 -> 40

reduced H2-C stun 25 -> 20
decreased H2-F dmg 50 -> 35

Sh-AD (air down)
increased H1-C dmg 70 -> 100
reduced H1-C stun 25 -> 20
decreased H1-F dmg 60 -> 40

decreased H2-F dmg 60 -> 35
reduced H2-C stun 25 -> 20
decreased H2-F dmg 50 -> 35


HOTSPOT NERF
longer startup on Hotspot. Make air version of hotspot that has longer startup

reduced lower hitbox damage from 80 -> 70
reduced damage for secondary hitboxes from 2x 40 -> 2x 30m

Hot projectile spawns 4 frames slower when airborne
12 frames on ground
16 frames in air
Iasa decreased from 15 -> 13 on ground
isaa increased from 15 -> 17 in air

BEAM SWEEP NERF & CHANGES

Beam sweep-Air Upwards
- is now 2 hit on f11 and f14

Beam sweep-Air Downwards
- first hit damage up from 70 -> 100

Beam sweep-Ground Downwards
- first hit damage up from 70 -> 100
priority changed on group 0 for hitbox1 so the 100 damage first hit has priority
Scorch cost increased from +1 -> +2

Due to a nasty combo a player found I'm changing a lot for this attack

Beam sweep-Ground Upwards
Scorch cost increased from +1 -> +2
Reduce Proration from -3 to -1 on hitbox1
Reduce the damage from 200 to 110


C-BEAM
C-beam Increase super cost 1-> 3
increase super freeze tick from 15 --> 20
C-beam DRAW Increase super cost 1-> 2
C-beam in highbeam cools down the player by 1
C-beam in normal cools down the player by 2

increase c-beam startup by 6 frames both quick draw and normal.

add trail to c-beam [NOT YET]

increased C-beam sound volume

TAUNT
Taunt heats up player by 3 at glint and cools down player at frame 45 by 7


REPEATER BEAM BUFF
increase the damage and min damage of repeater beam
add trail to repeater

increased damage from 60 -> 80
increased min damage from 30 -> 50

decreased histstun from 30 -> 25

NEW MOVE!
SIGNAL SHOT!
a quick repeater round is shot towards the enemy without requiring highbeam

needs a minimum of 1 super bar to be available.

increase flare startup

HIGHBEAM CHANGEs
more startup on highbeam attacks
startup frames 2 -> 4
hitbox lands one frame later 10f -> 11f
Levels have a larger pushback modifier
lvl1=1
lvl2 = 2
lvl3 = 1.5x3hit
OV = 1.5x 6
ONSL = 2x9
ONSLB = 3

Highbeam will also force you in the opposite direction of your attack similar to Beacon-D

DRIVER

super armor now begins at f6 instead of f7

Enabled collision for the initial hitbox to reduce chances of boosting past the enemy.

NEW MOVE!
ADDED BACK DRIVER
A driver attack with a larger retreat window but a less forward momentum than normal driver

NEW MOVE!
ADDED BOOSTED DRIVER
needs to have 6 heat to use but it only reduces heat by 4
increased speed and damage compared to normal driver and with a new animation!. Lets see how many people discover this new attack :)

ARC
more Di confusion
added Super armor from f6 to f27

CASCADE REMOVED FOR FOR FURTHER NOTICE
it is in the middle of being changed but i didn't finish so it currently deactivated in this build.

Reduce volume for Vent aftersound

Update: 14 Jun, 2024 @ 2:58am

no change notes

Update: 14 Jun, 2024 @ 2:28am

Added scorch mechanic and some bug fixes

Update: 9 Jun, 2024 @ 1:44pm

0.5.1 Cascade Hotfix

Update: 9 Jun, 2024 @ 1:30pm

0.5 Projectile and balance update

-Repeater beam revamp
-hotspot can now color
-Cascade works now
-much more!!

-Frame data balance and IASA balance changes

Update: 1 May, 2024 @ 5:40pm

no change notes

Update: 1 May, 2024 @ 12:48am

0.4.2 SMALL BEAM UPDATE!

more versions of shuterbeam, burn and Beacon to upgrade your combo game!

NEW ATTACK
HOTSPOT - cooler version of vile clutch

various balance changes to frame data and block data for various moves

[LAG SLIDER ON SHUTTERBEAM DOSENT WORK AND IS A PLACE HOLDER]

he also now has a taunt :)

Update: 1 Apr, 2024 @ 6:49pm

Hotfix
- The new SFX for pulse broke on export and is now reverted back to its previous sound to save your ears

Update: 1 Apr, 2024 @ 5:49pm

- HUGE SFX UPDATE!
Most moves now have custom made sound effects made by yours truly :)

- Some other balance changes

PULSE IS BACK!
another attempt at balancing pulse.

Also various other things you can explore in this update