Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Belmont: Vampire Killer (Amazing Acolades Update!!)
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Update: 6 Dec, 2024 @ 4:34pm

A minor update.

Overall Belmont's base jump has been tweaked to have similar properties/trait to vanilla jump. Not to be confused with changing it's function, it still has 3 jump angles only.

- Full Jump up and back angles can both be caught by grab.

+ Using crouch toggle makes up-jump beat grab.

- Leap Strike no longer avoids grabs.

+ Back-jump penalty reduced from 3f startup increase to 1f

Update: 3 Dec, 2024 @ 9:33am

We are fixing things.


- Removed Guard Break property from Blade Dash.

Just useful enough that we had to design around it but not strong enough that it meaningfully uproots blockstrings being his main gameplan. I consider that a success but consequently it's quickly became not worth it's weight. So it's getting removed.

- Slide no longer available in Brandish stance.

This borders on an oversight/bug fix. Scourge is already a button so you aren't losing much but the GB.

- Light whip given hitlag effect on parry, 3f.
- Brandish toggle recovery on light whip increased 14->15
- Brandish toggle recovery on whip crack increased 15->18

Brandish light whip has been unpunishable for months now. Wtf. Fixed.

+ Danger Knee hitbox active time increased 1f->8.

This was an oversight.

+ Danger Knee has fast fall option in the air with down toggle.

Danger Knee is meant to be the best GB button and now it's kind of the only one. That's probably ok. Hopefully now it's pretty good.


Fixed
Removed slider from Danger Knee ui.

It literally did nothing lmao.

Update: 30 Nov, 2024 @ 10:12pm

Scavenge Rework

+ Scavenge is now a level 1 super instead of level 2.

- Heart spawn reduced from One Large Heart (5 Hearts) to 3 Small Hearts.

= Only Axe, Cross and Hearts are available to start but only cost one bar.

= Bible is available when holding 15+ hearts.

- Holy Water is available after having spent 3 bars of super. Meaning you still need to spend 4 in total to get it.

(Unchanged) Coat of Arms (weapon upgrade) is available when all other sub weapons have been collected.

- Stop-Watch is available when all other sub weapons have been collected, and a full hustle has been completed

= Stop-Watch can now only be obtained via Scavenge and will not be dropped on hit. Meaning it can be gotten even if the opponent is running away. But in return you have to spend more resources to get it.

Time stop should now be less over-centralizing to the play-styles you can participate in with the character.

- Reduced damage on Angel Upper down toggle variant.

Update: 29 Nov, 2024 @ 11:26pm

Double or Nothing Update!

We've buffed, fixed, and adjusted Belmont to fix even more of his crippling flaws to hopefully bring him out of honest mid tier dimension to become an honest high tier.

New Mechanics:

"Pull"
When you land a regular whip (hit or block) attack or it's variants (reverie, decent, crouched, ect), you gain access to a pull toggle for your next option,
This pull toggle pulls you towords the enemy. Allowing for antics. Belmont's signature move is now more important than ever.

Double Throw
At the cost of one more heart you can throw two instances of a subweapon at once. This only applies to the 'Holy Trinity' though. That being Axe, Holy Water, and Cross.

Major Move Changes & New Moves

Spin Kick:
If spin kick exceeds a certain speed it will gain afterimages, more knockback and damage, and the wall splat trait.

Blade Dash:
On it's first active frame (f9) and that frame alone it can now guard break.

Grab:
Now gives a coat of arms as opposed to a big heart. Instantly upgrading your weapon. Dashing grab also has no speed cap anymore.

Danger Knee:
A new Brandish Stance attack. A F10 guard break.

Tri Dagger:
Recovery is improved from 16 to 17. And Barrage recovery improved from 21 to 17. However, no version of Dagger can be free canceled anymore.

Angel Upper:
Down toggle variation no longer has infinite hitstun. In return it can hard knockdown.

Minor Buffs and Nerfs
+ Down toggle on whip attacks makes you fall even faster now.

- Thousand Edge projectile damage and minimum damage reduced 20->18, 8->5

- Thousand Edge projectile hit lag and hit stun reduced 6->4, 6->5

- Thousand Edge projectile DI modifier increased 0 -> 0.1 (Rapid projectiles give zero fucks about hitlag when it comes to DI)

- Whip Strike damage and minimum damage reduced
Leather: 70->70, 15 -> 5
Chain: 85->80, 15 -> 5
Flail: 85->80, 15 -> 5
Plasma: 100->90, 15->15

- Angel Upper damage and minimum damage reduced
Leather: 100->80, 20->10 | 75->60, 20->5
Chain: 125->100, 40->20 | 100->80, 40->20
Flail: 125->100, 40->20 | 100->80, 40->20
Plasma: 130->110, 70->40 | 110->90, 60->30

+ Slide improved advantage on block, -1 -> +0

+ Pickups spawn a effect over Belmont when collected matching the item collected.

+ Style aura effects hidden during start of intro.

There might be other small changes we missed ngl we did a lot of stuff.

Update: 28 Oct, 2024 @ 10:44pm

I lied here's a little update.

+ Spin Kick now has a toggle. It controls how much momentum is saved and applied to the move from your current movement and the momentum given to you by the attack respectively.

= All instances of jump have a vertical speed cap now as to prevent the Transylvanian Space Program (TSP).

Update: 14 Oct, 2024 @ 11:36pm

The update should work this time.

Minor Update.

- Intro adjusted, door now fades into non existance over time.

+ Low speed version of March was IASA 11 due to a minor oversight. It is now 10, as intended.

+ Backflip is now IASA 9 in combo.

- Knife projectile trails had some jank fixed (hopefully for real this time)

Update: 14 Oct, 2024 @ 10:38pm

Update broke, going back for a minute.

Update: 14 Oct, 2024 @ 10:33pm

Minor Update.

- Intro adjusted, door now fades into non existance over time.

+ Low speed version of March was IASA 11 due to a minor oversight. It is now 10, as intended.

+ Backflip is now IASA 9 in combo.

- Knife projectile trails had some jank fixed (hopefully for real this time)

Update: 11 Oct, 2024 @ 11:51pm

The Not Subweapons Update

We updated many normal moves as to make them better as some were weird, others were jank, and some warranted changes to plug up crippling weaknesses. Mainly upwards DI.

+ Reverie (diagonal whip attack) now drags the opponent downwards if you also hit down toggle.

+ Angel Upper now has slightly better knockback properties. But this mainly effects DI angles that are intended to be bad against the move.

+ Angel Upper has invulnerability to air attacks on frame 5. Up from frame 6.

+ Angel Upper now has down toggle. This gives it slower startup, but greater horizontal movement. It also drags into and then cancels into the melee hit of air Tri-Dagger to send the opponent downwards. But only if the opponent is hit by the uppercut itself.

+ Spin Kick now has it's momentum reset property activated if you are doing it in a direction opposite to your current momentum. Regardless of flip toggle.

+ Down toggle now nudges you downwards on Spin Kick.

+ Spin Kick now sends you slightly upwards in the air by default for better coverage.

+ Leap Attacks now reset your momentum if you jump opposite to the direction you are currently moving. Which makes jumping opposite to your momentum actually work.

- Dive Kick min grounded frames increased 10 ->15
+ Reduced horizontal momentum off Dive Kick's on hit bounce. Knockback adjusted to push more in front of Belmont.

- Slide resets to wait if held against soft block.

Blade Dash Rework

+ Blows through/past the opponent as opposed to dragging them making the move much better against away DI.
- Can only hit the opponent up to 3 times before it stops being able to hit the opponent.
= Causes 2 hits of combo scaling and has 0 proration.
+ No longer limited to one use per combo.
+ Now has a brandish toggle that cancels the move instantly into Whiplash, as a way to fully commit to a big damage attack like you would originally with this move. It's much less jank though. This also puts you into brandish stance. It's even better against DI out but suffers against anything else.

+ Whiplash hit stun increased 18 -> 21
This was mostly to make converting off of brandish blade dash plausible under the right circumstances.

Bug Fixes
Updated code to reduce prediction errors on moves using whip levels.

Fixed double jump scaling y velocity off x momentum.

Whip attacks shouldn't randomly get permanent free FC status anymore.

Landing doesn't auto-cancel out of brandish stance.

Moving Holy fire now properly checks for collisions and doesn't hit knives and crosses just by existing.

Enjoy hunters!

Update: 30 Sep, 2024 @ 8:01pm

Many moves no longer hold you hostage in Brandish Stance.