Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Hoplite _unstable [YOMIH BSide]
Showing 1-6 of 6 entries
Update: 24 Nov, 2024 @ 11:55am
by SEB_

UNSTABLE v_00 UPDATE:
The first unstable patch, here to attempt to balance out Hoplite's numbers and change up some of his gameplay mechanics. Some changes will be more than just number tweaks, so feel free to let me know if it is a good change overall. Also adding in new Supers so that Hoplite can spend his meter on things that aren't Smite.

Expect this to be Super buggy because I didn't vet through everything yet, but let me know if there are any issues
Also, do unsubscribe from STABLE HOPLITE if you are gonna test this <3

ADDED
> Will - Resource
A new resource that Hoplite will use for certain supers.
1 full bar has a maximum of 200 Will (1 tick = 1 Will)
> Command Spear/Shield - Super
Will only be available when a Spear/Shield is on screen
Redirects the Spear/Shield in any direction via a XYPlot


CHANGED
> Spear & Shield
Recall no longer 'drags' across the floor
When Hoplite is hurt physically or when either Spear or Shield is parried, they are automatically recalled with no hitboxes enabled, and if they are already being recalled, the hitbox will be disabled instead
> Spear Alt
Now has a 50 tick timer before automatically recalling itself
if Spear Alt hits an opponent (regardless if the opponent is blocking), the timer will extend by 5 ticks per hit


> Smite
Now requires a full bar of Will to use
When used, consumes a full bar of Will
> Spear & Shield Projectile
SDI Modifier: 0.5 > 0.55
> Leaping Strike (All Variations)
Hitstun: 16 > 15
Opponent Hitlag: 8 > 7
Damage: 1000 > 900
> Diagonal Dive
Knockback 6 > 8
> Hook (Grounded)(Forward Variation)
Opponent Minimum Grounded Frames: 7 > 5
Damage(Second Hitbox): 750 > 600
> Hook (Grounded)(Upward Variation)
Opponent Minimum Grounded Frames: 3 > 6
Damage(Second Hitbox): 750 > 600
> Hook (Aerial)(All Variations)
Now Land Cancels with 4 frames of recovery
Damage(Second Hitbox): 750 > 600
> Backhand
Proration: 0 > 1
> Updrive (Grounded)
Hitstun: 30 > 26
Opponent Hitlag: 6 > 10
> Updrive (Grounded & Aerial)
Start Projectile Invuln: f4 > f3
> Overhand (Aerial)
Now Land Cancels with 2 frames of recovery
Proration: 0 > 1
> Shield Bash (Grounded & Aerial)
Projectile invuln starts on f4 instead of f2
Now only grants projectile invuln when initiative
Projectile invuln starts on f8 instead of f7
Proration: 0 > 2
Hitstun: 18 > 13
Opponent Hitlag: 6 > 8
> Heave
No longer cancels into ShieldSlam
> Footkick
Proration: 0 > -1
> Stomp
Damage: 600 > 650
> Punch
Damage: 500 > 400
Proration: 0 > 2
> Punch Aerial (All Variations)
Damage: 500 > 400
Hitstun: 16 > 11
Proration: 0 > 2
> Grit (Grounded & Aerial)
No longer hit-cancellable into movement options
Hitstun: 28 > 26
Opponent Hitlag: 8 > 9
> Launch Kick (Grounded & Aerial)
Hitstun: 28 > 20
> Comet
Hitstun: 28 > 27
Opponent Hitlag: 8 > 7
> Air Kick
Hitstun: 25 > 19
Proration: 0 > 1
> Knee Strike (Grounded & Aerial)
Hitstun: 28 > 18
IASA: 20 > 22
Plus Frames: 2 > 1
> Knee Strike (Aerial)
Hit Height: Low > High
> Sandsweep
Projectile Plus Frame: 2 > 1


REMOVED
>

BUG FIXES
>


MISC

Update: 28 Sep, 2024 @ 3:10am
by SEB_

BETA v_04.1 UPDATE:
Quick Hotfix-

ADDED
>

CHANGED
>

REMOVED
>

BUG FIXES
> Fixed Dodge Sprite not showing when in other stances
> Spear and Shield sprites now correctly orient themselves when aimed straight up or down


MISC
>

Update: 27 Sep, 2024 @ 6:27pm
by SEB_

BETA v_04 UPDATE:
This update batch for bugtesting before going live + few changes here and there

ADDED
>

CHANGED
> Heave
Active Frames: 10 > 7
Hitstun: 18 > 10
> Spear
Hitstun (Default): 14 > 10
> Shield
Hitstun (Default): 14 > 10
Damage (Alt): 500 > 650
Damage in Combo (Alt): 500 > 480
Alt Shield now always knocks opponent airborne
Alt Shield now causes SKD
> Comet
Now FCable
> Shield Slam
Minimum Grounded: 13 > 12
Angled Knockback to be more frontward
Now FCable upon landing
> Down Slash
Changed horizontal friction, now should be able to cover some distance after jump
Now properly hovers in the air if the move is used when player is falling downwards
> Dawnbreaker
Proration: 0 > -1
> Skyfall
Now FCable upon landing
Will now automatically FC during combo without consuming a FC charge
> Heave
Knockdown Penalty: 12 > 1
Damage: 750 > 850
Minimum Grounded: 0 > 3

REMOVED
>

BUG FIXES
> Adjusted sprite for Shield Throw to be in the correct order

MISC
> Reworked almost all particles to be more inline with vanilla's particles
> Now sprites should reflect properly what weapons Hoplite has on hand (excluding prediction)
> Added particles flair to certain moves
> SFXs no longer sounds repetitious

Update: 24 Sep, 2024 @ 11:23am
by SEB_

BETA v_03 UPDATE:

-=-
Note from SEB_:
As per request of you guys, this will hopefully be the last BetaTest patch you will see and play before Hoplite gets released into the workshop.
I really appreciate everyone of y'all for providing feedback and sticking with the development and progress. I've no clue how big this mod will be, all I know is that I want to make more YOMIH B-Side mods down the line, and while I may commit some questionable balancing attrocities down the line as per nature of creative experimentation, I will do my best to make everything as fair as possible for both players; those playing as and against any B-Side character.

Speaking of which, YOMIH B-Side will have an 'Unstable Version'. This will allow me to further tweak on the characters without touching the 'Main Version' so that people can still play any YOMIH B-Side character without having to deal with potentially busted changes, whilst allowing people like you to opt in and see what's coming next (no different from vanilla unstable).

Anyway's that's a lot of text.
TL;DR.
- Thank you for giving feedback and being supportive, I will do my best to better YOMIH B-Side.
- Also YOMIH B-Side will have 'Unstable' version's of the characters down the line for balancing without touching the main version of the character.

Aight. bai bai.
-=-

Objectives:
1: "...the combos are fine, could use a buff ngl" - Umbra
This update aims to address the absured combo game this guy has, nerfing certain moves and buffing others in hopes of inspiring new routes.

2: "i love being the greates bllockstringer to exist" - Nova
Spear Alt is stupid, this change should hopefully at least make the blockstring harder to achieve.

3: "prediction can suck my di-" - SEB_
Should have fixed all the prediction bugs that were previously found.

Many more Quality of Life changes were added, as well as some reworks and revisions to certain moves and projectiles, have fun and go wild! Will see you again at launch.

ADDED
>

CHANGED
> Walk
Meter Gain Multiplier: 1.0 > 1.8
> Twirl
Reworked completely
Now FCable
No longer has projectile immunity
> Throw Spear
IASA: 17 > 15
Hitstun (Default Spear): 18 > 14
Alt Spear will now automatically Recall if throw into the ground
> Throw Shield
IASA: 17 > 15
Hitstun (Default Shield): 18 > 14
Hitstun (Alt Shield): 18 > 15
Projectile Speed (Default Shield Only): 17 > 19
Alt Shield Richochet counter no longer decreases after richocheting off Hoplite
Alt Shield Richochet is now adjustable with DI when it hits the ground (hitting opponents will still have it interract the same as before)
Alt Shield will now check if the richochet counter equals to 0 before attempting to richochet
> Pierce
Proration: -1 > 0
> Shield Slam
Combo Scaling: 1 > 2
Opponent Hitlag: 9 > 7
> Smite
Hitstun: 27 > 19
IASA: 16 > 17
Proration: 0 > 1
Knockback Strength: 8 > 10
Damage: 1000 > 1200
Damage in Combo: 1000 > 850
Opponent Hitlag: 8 > 5
Now HKDs
No longer Ground Bounces if opponent was hit while airborne
> Heave
IASA: 17 > 15
> Down Slash
Damage (Grounded): 1300 > 1100
Damage in Combo (Grounded): 1100 > 1000
> Upward Slash
Damage (First Hit): 900 > 850
Damage (Second Hit): 1100 > 1000
No longer knocks down opponent
> Dawnbreaker
Damage: 1000 > 1150
Hitstun: 26 > 23
Opponent Hitlag: 8 > 11
> Updrive
Damage (Grounded): 900 > 980
Damage (Aerial): 800 > 880
> Head Splitter
Damage: 1000 > 1150
> Sledge Hammer
Damage: 850 > 1100
Damage in Combo: 850 > 900
> Skyward Slash
Damage: 1000 > 850
> Quake
Porjectile Hitbox is now taller in height
> Skyfall
Reworked due to previous itteration causing prediction errors.
> Headbutt
Reworked due to previous itteration causing prediction errors.
> Shield Bash
Replaced Projectile Armor with 6f Projectile Invuln (Starting from f4)
> Rupture
IASA: 17 > 15
> Leaping Strike
Flipped Penalty: 3 ticks > 5 ticks
> Forward Strike
Hitstun: 20 > 17
Opponent Hitlag: 6 > 7
Upward Variant unchanged
> Leaping Strike (All Variations)
Hitstun: 24 > 16
Opponent Hitlag: 6 > 8
> Backhand
Hitstun: 17 > 16
> Heavy Cut
Hitstun: 35 > 24
Hoplite Hitlag: 7 > 8
Opponent Hitlag: 7 > 10
> Punt
Opponent Hitlag: 5 > 4
> Skyward Slash
Hitstun: 20 > 16
Opponent Hitlag: 6 > 7
> Overhand (Grounded)
Opponent Hitlag: 6 > 8
> Overhand (Aerial)
Hitstun: 15 > 14
Opponent Hitlag: 5 > 6
> Diagonal Dive
Landing Recovery: 2f > 3f

REMOVED
>


BUG FIXES
> Alt Spear redirect seems to no longer have prediction issues(?) This needs further testing.
> Skyfall should no longer have prediction errors.
> Headbutt should no longer have prediction errors.
> Fixed Leaping Strike Flipped Penalty not being properly being applied to certain variations of the move.
> Fixed particles not loading in and causing crashes (Smite is the worst offender here)

MISC
> Grab is now at the bottom of the list of Normals to be in line with vanilla
> Certain SFXs have been added to certain moves. (Note not all moves have proper SFX yet, bound to change)
> Added screenshake and LOIC-esque strike particles on Smite
> Added Clash SFX
> Upon Clash, now causes universal hitlag for aesthetics
> Added PlayerInfo displaying the states of the Spear and Shield


TO DO BEFORE LAUNCH:
> Do the sprites properly display for all states
> Add in whiff SFX
> Add some more particles to certain moves and actions

Update: 9 Sep, 2024 @ 2:38pm
by SEB_

BETA v_02 UPDATE:
So last update as about just creating the moveset, htistun and damage ere considered, but not fine tuned and analysed under the lense of balance. This update will be centered around potentially balancing out some unhealthy moves to promote more interesting routing, added plus frames because I clearly did not add any for Melee stance, as well as fixing the return toggle bug.

ADDED
>

CHANGED
> Downward Dash
No longer interrupts into itself
Max IASA: 15 > 11
> Upward Slash
Damage(1st hitbox only): 1000 > 900
Plus Frames: 1 > 0
> Heave
No longer beats backdash
Slightly reduced range of summoning Heave
IASA: 20 > 17
Hitstun: 22 > 18
SDI Mod: 0.3 > 1.0
DI Mod: 0.5 > 1.0
Knockback: 5 > 4
> Smite
Can now be used while airborne
> Pierce
No longer hitcancels into Movement options
Now always knocks opponent airborne
Minimum Grounded: 0 > 15
Vertical Knockback: -0.1 > -0.15
Knockback Strength: 9 > 6
Speed: 2.5 > 3
> Leaping Strike
Now will not knock the opponent airborne if opponent is grounded
> Head Splitter
No longer groundbounces
Adjusted movement when used in the air
Minimum Grounded: 6/10 > 8
Block Advantage: 0 > 2
> Hook(Aerial)
Hitstun(Downward Hook): 21 > 28
Knockback Strength(Downward Hook): 13 > 9
Knockback Strength(Forward/Upward Hook): 13 > 10
> Return Toggle
Upon Return, the buffered move comes out 2f faster instead of 2f longer
Return Toggle can now be used in Movement and Defensive options
> Shaft
Hit Height: High > Low
Block Advantage: 1 > 0
Damage: 500 > 800/500(in combo)
> Upward Slash
Block Advantage: 1 > 0
Damage(first hitbox): 1000 > 900
> Down Slash
Aerial Varient's movement has been tweaked
Block Advantage: 1 > 2
> Overhand(Grounded)
Block Advantage: 0 > 1
> Leaping Strike
Block Advantage: 1 > 2
> Cut Up
Hit Height(first hitbox): High > Low
> Updrive(Aerial)
Block Advantage: 0 > 2
> Downward Swipe
Block Advantage: 0 > 1
> Grit
Block Advantage(Grounded): 0 > 3
Block Advantage(Aerial): 0 > 2
> Launch Kick
Hit Height: High > Low
Block Advantage: 0 > 1
> Headbutt
Block Advantage: -1 > 0
> Sandsweep
Block Advantage: 2 > 1
> Sandsweep Projectile
Hit Height: High > Low
Block Advantage: 1 > 2
> Stomp
Now OTGs
Damage: 750 > 600
Vertical Knockback: 0 > -0.1
Hitstun 20 > 15
> Air Kick
Hitbox Activate: f6 > f7
Block Advantage: 0 > 1
> Elbow Strike
Hitbox Activate: f7 > f8
Block Advantage: 0 > 2
> Knee Strike
Block Advantage: 0 > 2

REMOVED
>

BUG FIXES
> Sand Swipe now works properly when flipped
> Smite now has its particles displayed properly
> Rupture is now usable after using Smite
> Heave now works when close to the wall
> Previous Return bug has been fixed, now it should work properly with all moves

MISC
>

Update: 7 Sep, 2024 @ 3:58pm
by SEB_

# BETA_v01 UPDATE

Initially when Hoplite was first thrown into Open BetaTesting, he was rather incomplete with movesets that weren't finished for certain stances. This update completes the movesets for all stances plus adding in additional sauces that you can pull off with his projectiles.

## ADDED:
- FreeAction - Nudge
When throwing a spear/shield while nudge is active, will move you towards the direction of your throw
- FreeAction - Hop
When throwing a spear/shield while hop is active, will perform a jump before throwing the projectile
- FreeAction - Alt
When throwing a spear/shield while alt is active, will switch to an alternate version of the projectile
- Movement - Super Dash
Only available after throwing a spear/shield.

- Special - Heave (Normal/Shield - Grounded)
A f12 grounded backdash/setup callout
- Normal - Downward Swipe (Shield - Aerial)
A f6 swipe downward that knock players upward
- Special - Head Splitter (Shield - Grounded/Aerial)
A f13 guardbreak that SKD
- Special - Hook (Normal/Spear - Grounded/Aerial)
A f8 DI Mixup tool that pulls opponents into you.
- Special - Twirl (Spear - Grounded)
A f6 projectile invuln multihit attack
- Normal - Shaft (Spear - Grounded)
A f5 jab
- Special - Grit (Melee - Grounded/Aerial)
A f12 armored punch
- Special - Knee Strike (Melee - Grounded/Aerial)
A f9 attack with low profile
- Special - Sand Sweep (Melee - Grounded)
A f8 attack that creates a small shockwave
- Special - (Melee - Grounded)
A f8 attack that creates a small shockwave
- Special - Launch Kick (Melee - Grounded/Aerial)
A f10 launcher
- Special - Comet (Melee - Aerial)
A f9 divekick
- Special - Punch Aerial (Melee - Aerial)
A f4 punch that can be aimed in 3 ways
- Super - Smite (All - Grounded)
An aimable f14 lightning bolt

## CHANGED:
- Universal Changes
Knockback values and directions have been tweaked
Most moves now are unable to hit cancel into Walk Back
Ground Friction: 2.5 > 2
Air Friction: 0.2 > 0.16
Max Air Speed: 10 > 13

- Shield Toss & Spear Shot
Recall hitbox activates on f4 instead of f1
XPlot is widened into a semicircle to account for the fact that it's no longer flippable
Known BUG: Projectiles aimed directly upward does not orientate the sprite correctly
- Spear & Shield Projectiles
Upon Recall, instead of checking if the projectile's hitbox intersects with Hoplite's hurtbox to determine if the weapon is collected, it now checks for the projectile's hurtbox intersecting with Hoplite's hurtbox.
Spear and shield won't be collected when you're rolling (excludes TechRoll)
- Spear Projectile
Now refreshes Clash cooldown
- Shield Projectile
Now richochets off grounds and walls once before being stuck on wall/ground.
- Clash
Upon clash, both Hoplite's spear and shield richochets off each other; richochet direction is controlled by DI wheel

- Grab
Now SKD on DI down
- Downward Dash
XY plot is widened and now can't dash straight down
IASA and DDSpeed is now dynamic based on the length of your DDash
Short DDash IASA: 10(7 in combo) / Full DDash IASA: 18(15 in combo)
- Shield Slam (Grounded)
Now has a slider to change distance
Now beats dashback
Hit timing changed: f11 > f12
- Shield Slam (Grounded & Aerial)
Hitbox now hits both Grounded and Aerial opponents
No longer interrupts on opponent's turn
Is now free cancellable
IASA on Landing: 16 > 15
Decreased hitbox height slightly
- Updrive (Aerial)
Your next move will now inherit the velocity from Updrive
- Updrive (Grounded & Aerial)
If Hoplite has initiative, Updrive gains projectile immunity from frame 4 to frame 16.
- Skyfall
Hitstun: 25 > 21
Increased hitbox size
HKDs if no DI or DI down; DI up escapes it
Interrupts on opponent's turn if Skyfall connects, will still remain negative if whiffed
If Skyfall connects, the Landing will be IASA 16 instead of IASA 20
Hoplite will be slightly pushed away from the opponent if Skyfall is successful
- Downward Slash (Grounded & Aerial)
Vertical velocity will be halved except when using certain moves beforehand like Jump
Hitstun: 26 27
Hoplite Hitlag: 6 > 5
Opponent Hitlag: 6 > 9
- Downward Slash (Aerial)
Max Air Speed: 13 > 16
- Leaping Strike
Now penalizes you 3f for flipping (penalty removed when in combo)
- Diagonal Dive
Now resets your vertical momentum
Resets your horizontal momentum as well if flipped
Removed air friction
- Upward Slash
Increased hitbox & added secondary hitbox
Moves Hoplite backwards instead of forwards (Like Cowboy's Backslash)
- Rupture "previously known as Quake"
Summons the first projectile on f12 instead of f14
First projectile hitbox comes out on f2 instead of f4
Enter speed reduced so that it won't make you miss if you're too close
Block Pushback Modifier: 1.5 > 1.3
Opponent Hitlag: 6 > 8
Rupture Projectile Hitlag: 6 > 0
Opponent Hitstun: 22 24
Knockback Dir Y: -1.8 > -1.4
Can no longer be affected by Wizard's Gust
No longer hits OTG
Can no longer be disabled by the opponent hitting it
Reworked and increased hitbox size

- Cut Up
Now has a initial f6 launcher hitbox
Increased hitbox size
- Shield Bash
Now has Projectile Armor on f4
IASA: 28 > 20
Now has an aerial variant
- Headbutt
No longer SKD
Restands opponent
Can no longer be used when airborne
Hitstun Ticks: 30 > 26
- Elbow Strike
No longer sends opponent airborne when hit while grounded
- Stomp
Hitstun: 18 > 20
Hoplite Hitlag: 6 > 5
- Crosscut
Earliest hitbox: 6 > 5
Increased hitbox size
Added secondary hitbox
Reduced friction
Hoplite Hitlag: 6 > 5
Opponent Hitlag: 6 > 7
- Footkick
Reduced friction
Opponent Hitlag: 9 > 11
- Air Kick
Increased hitbox size
Reduced hurtbox size
Now can be used while grounded
No longer has friction
Is now land cancellable with 3f recovery
Max Air Speed: 13 > 16
- Sledge Hammer
Increased hitbox size
Hoplite Hitlag: 10 > 8
Is no longer land cancellable
- Punch
Now hit cancels into itself

## REMOVED:
- Aegis Blessing
Removed because it didn't fit the playstyle and gameplan of Hoplite

## BUG FIX:
- Shield Toss now doesn't become usable when the shield in prediction returns to you.
- Return no longer costs you meter.
- Headbutt, Sledgehammer, Elbow Strike, and Punch now don't hitcancel into themselves AND ommit Footkick via hitcancel exceptions.
- Fixed alternate moves performing a frame slower than they should be. (e.g Forward Strike Up was hitting on f8 when it should be f7)

## DAMAGE & PRORATION TWEAKS:
- Clash: 1000 1100
- Shield Projectile: 400 > 650
- Spear Projectile: 400 > 700
- Rupture Projectile: 400 > 800
- Skyfall (No Combo): 1600 > 1800
- Skyfall (Combo): 1100 > 1200 (Min DMG: 450 500 )
- Pierce: Proration 0 > -1

## MISC:
- Shield Toss(Aerial) in no longer "Shield Throw". *could've been catastrophic*
- Head Splitter renamed to Heavy Cut
- Quake renamed to Rupture
- Resprited Heavy Cut and Cut up to be more inline with the current spriting style.
- Recolored Grab to cure the OCD in you guys. *BSide has a different yellow to vanilla, shut the fuck up*
- Redid the icons of: Crosscut and Rupture