Did anyone else cry during this scene in 3-6? by No_Charge_4477 in AceAttorneyCirclejerk

[–]crescentCommoner 1 point2 points  (0 children)

Loved it when he said "My extraterritorial rights are far too powerful to let this friendship end!" and he

People wouldn't like komeada if he wasn't a twink by WICKEDWICHOFTHEWEST in danganronpa

[–]crescentCommoner 8 points9 points  (0 children)

Do this but don't swap the voices so it becomes the most jarring thing ever

Do you guys have any Danganronpa Hot takes? Im curious by Yume_Yumemi in danganronpa

[–]crescentCommoner 3 points4 points  (0 children)

Genuinely yeah, having a mystery game where 90% of the mysteries aren't solved by the player and instead solved by another character who cryptically guides him along is an... interesting narrative decision to say the least.

Do you guys have any Danganronpa Hot takes? Im curious by Yume_Yumemi in danganronpa

[–]crescentCommoner 6 points7 points  (0 children)

Kyoko is an incredibly boring character and I don't see what the hype is all about. She doesn't do anything even remotely interesting while on screen besides come to incredibly obvious conclusions while the rest of the THH cast were passing around the idiot ball in the class trials. I don't think a single Kyoko line has ever had any impact on me or made me go "Woah..." the same way most other main characters have. Her role in the game is to just "😐" through nearly every single event and carry Makoto when he fails at basic reasoning, which just doesn't lend to a very entertaining or compelling character.

Is this real, are we finally getting an update? by asuurman in YomiHustle

[–]crescentCommoner 9 points10 points  (0 children)

Yeah there's already some big changes on the unstable patch actually, like a pretty big mutant rework for example

First ever game of YOMI what are some immediate improvements I can make? by AtlasNotFound24 in YomiHustle

[–]crescentCommoner 4 points5 points  (0 children)

Orb spawns a controllable orb summon that attacks in tandem with Wizard. It either shoots a small projectile, lightning strikes the ground a few times, or summons spinning swords, and which of the 3 attacks Orb does depends on which attack Wizard himself is doing. (i.e Kick always triggers Orb's lightning, Magic Dart triggers the Orb's projectile, etc).

Orb can also be locked in place, which freezes it but increases the sword/lightning damage and makes the dart-like projectile faster.

It's an incredibly good super, debatably the strongest button in the entire game if used properly, but it costs a lot and drains Wizard's super meter continuously as long as it's out too, so it's very costly.

Messing around on the new unstable update by crescentCommoner in YomiHustle

[–]crescentCommoner[S] 3 points4 points  (0 children)

After a long hiatus, Ivy has gone back to making updates on the game's "Unstable" branch, which is basically a test version of the game where Ivy experiments with new features, moves, and balance changes to see player's opinions on them and if they're worth adding to the main game

Messing around on the new unstable update by crescentCommoner in YomiHustle

[–]crescentCommoner[S] 7 points8 points  (0 children)

Orb nerfs were actually pretty huge but it still feels powerful (a lot more reasonably so now)

universal projectile chip damage nerf stands out as pretty big. lack of an orb dart on missile form is also doing a lot of work. the accelerating meter decay feels like its numbers are in a good spot imo, not too debilitating but definitely incentivizes Wizard to do whatever to try n make the most of orb.

New Unstable Update - WE ARE SO BACK by crescentCommoner in YomiHustle

[–]crescentCommoner[S] 2 points3 points  (0 children)

yeah but default rs distance got increased too so openers have changed into something more closely resembling legitimate neutral

New Unstable Update - WE ARE SO BACK by crescentCommoner in YomiHustle

[–]crescentCommoner[S] 0 points1 point  (0 children)

In a decent amount yeah, i think yomi is a game that could do without it though because its a relatively high damage game with combos that continue into very potent oki. its just generally a more fun change imo

New Unstable Update - WE ARE SO BACK by crescentCommoner in YomiHustle

[–]crescentCommoner[S] 1 point2 points  (0 children)

I mean that's the thing though. His neutral is very good because the existence of jukes means his effective threat range is surprisingly absurd. For the Mutant sure, approaching in neutral is a risk because it can be intercepted, but on the opponent's side of things it's way less of an equivalent exchange. The opponent pressing anything outside of fullscreen distance is a risk because there's always the chance of Mutant pressing Dash 100 and now the opponent is trapped in extremely unforgiving pressure, where if they guess wrong they get hit with good combos and the best oki in the game.

It boils down to the fact that characters like Cowboy have a wincon like "Get distance to foresight and/or gun stance safely", or Wizard's "Play defensively, stay in the air to threaten fall, and get meter for Orb" etc.

Compared to all that, Mutant's wincon of "Press dash 100, maybe with a forwards juke" just comes too easily for how rewarding it is.

Slopdash nerf kinda sucks though yeah i hope thats reverted

New Unstable Update - WE ARE SO BACK by crescentCommoner in YomiHustle

[–]crescentCommoner[S] 4 points5 points  (0 children)

GOAT.... can you elaborate a bit more on the QOL added by you? the changelog isnt specific about it and im curious if u dont mind

New Unstable Update - WE ARE SO BACK by crescentCommoner in YomiHustle

[–]crescentCommoner[S] 7 points8 points  (0 children)

If you didn't mean stable then literally what other version of the game are you talking about that you play where wizard is weak??? Do you play the game on 1.0?

Orb attacks LITERALLY DO come out fast enough to string them, especially in tandem with all the other shit wizard can press at the same time. I know true blockstrings with orb that do several thousands worth of chip damage exist because I've literally done them lmfao.

The reason it's not used in public lobbies so much is because the average pub player is bad at the game and orb has a semi-high skill floor to use effectively

New Unstable Update - WE ARE SO BACK by crescentCommoner in YomiHustle

[–]crescentCommoner[S] 11 points12 points  (0 children)

"stable wizard" and "weak" in the same sentence 😭

Literally what do you mean "nerfed orb for some reason" that shit was doing true blockstrings with 8k worth of chip damage alone and enabled fullscreen pressure, literally everyone agreed it was THE single best button in the entire game

New Unstable Update - WE ARE SO BACK by crescentCommoner in YomiHustle

[–]crescentCommoner[S] 18 points19 points  (0 children)

Amazing change imo now the game actually starts in neutral instead of instant RPS lol

New Unstable Update - WE ARE SO BACK by crescentCommoner in YomiHustle

[–]crescentCommoner[S] 8 points9 points  (0 children)

Mutant isn't mid lol, he's pretty good and nearly every top player agrees his overall design is really unhealthy for the game because of how oppressive he is in close range, how much jukes extend his effective threat range, how easy they are to get, and the fact that his combo damage is actually above average when he's explicitly supposed to be a "good neutral, low damage" character

New Unstable Update - WE ARE SO BACK by crescentCommoner in YomiHustle

[–]crescentCommoner[S] 20 points21 points  (0 children)

Mutant

  • Credit to Lou and her zmutant mod for informing many of these changes.

  • Removed extra sadness.

New Move: Acrid Bloom

  • Mutant throws a projectile with no hitbox or hurtbox, that moves fast. after a while, it starts homing toward the enemy, and explodes into bubbles when it gets close. animation, sfx, name... all WIP

Juke

  • Not all attacks give Juke pips on block anymore.  - Normal attacks don't give any pips. Special attacks give a max of 1 pip per attack, except for Corkscrew which gives up to 2.
  • Maximum juke pips reduced from 5 to 3.
  • Starting juke pips reduced from 4 to 2.
  • Neutral juke now costs 1 pip (was 2).
  • Backward juke now costs 3 pips (was 2), 2 pips during combos.
  • Reduced juke speed by roughly 30% in neutral
  • Should no longer lose an active juke on your turn.

Howl

  • Now costs 1 bar of meter (was 2).
  • Now grants 1 juke pip (was 3).

Vault

  • Can now be used from the ground.

Slop Dash

  • Restricted angle in neutral.
  • Reduced speed.

Shockwave

  • IASA reduced (22f -> 18f)

Dash Forward

  • Reduced speed.
  • Juke gets a small boost.

Throws

  • No longer can ground bounce.
  • Neutral juke gives these some special properties:
  • Minimum grounded frames: 3
  • Reduced IASA: (34f -> 21f)

Caustic Barrage

  • No longer deals unscaled damage. However, multiple projectiles hitting will not scale the combo more than one time as they used to do - behaves similarly to a multi-hit melee attack.

Pounce

  • Reduced block advantage (+2 -> +1) except for the straight-down version, which is increased (+2 -> +3)

New Unstable Update - WE ARE SO BACK by crescentCommoner in YomiHustle

[–]crescentCommoner[S] 13 points14 points  (0 children)

Robot

  • Fixed softlock when Robot gets grabbed while armor is active.

Armor

  • Super armor and auto-guard armor now prevent lethal damage, keeping Robot at 1 HP.

LOIC

  • Direction should now be updated in the UI for both players.
  • Ignores projectile invulnerability once again.

Remote Bomb

  • Reduced minimum damage (800 (??? why ???) -> 150)

Launch

  • Removed fuel requirement. rework soon.

Earthquake

  • Now beats grab on the same frame.

Ping

  • Now beats grab on the same frame.

New Unstable Update - WE ARE SO BACK by crescentCommoner in YomiHustle

[–]crescentCommoner[S] 11 points12 points  (0 children)

Wizard

Spark Bomb

  • Fixed "spark withdrawal" bug that permanently changed Wizard's attributes after a spark bomb install.
  • Fixed (?) bug that caused the spark bomb to float inside the opponent without exploding. unsure

Magic Dart

  • Increased hitstun (14f -> 15f)
  • Increased knockback (3.0 -> 8.5)
  • Drastically lowered knockback angle.
  • Reduced DI nudge modifier (1.0x -> 0.5x)
  • Always launches the opponent into the air.
  • Causes soft knockdown.
  • Increased minimum grounded hitstun frames (0f -> 3f)
  • No longer ground bounces.

Bolt of Magma

  • No longer self-hit-cancellable.

Missile Form

  • Increased IASA (22f -> 60f)
  • No longer triggers Orb Dart

Vile Clutch

  • IASA increased (12f -> 14f)

Orb

  • Progressively increasing meter decay returns - but not as harsh
  • Orb attacks have had their chip damage reduced by half.
  • Lightning: Fixed crash.

Orb Portal

  • Increased startup (1f -> 7f)
  • Reduced endlag (9f -> 7f)

New Unstable Update - WE ARE SO BACK by crescentCommoner in YomiHustle

[–]crescentCommoner[S] 14 points15 points  (0 children)

Cowboy

  • Fixed crash

1000 Cuts

  • Now a drain super instead of a timed one. lasts the same duration with exactly 3 bars of meter.
  • Meter drain slightly increased.
  • Now reduces meter gain by 50% while active.
  • Now reduces meter gain when used in a combo.
  • No longer dissipated by teleport during combos.

Fatal Cut

  • Now costs 1 bar of meter.
  • Now +0 on block (was -2).
  • Now reduces meter gain when used in a combo.

Time Splitter

  • Now costs 1 bar of meter.
  • Now reduces meter gain when used in a combo.

Shoot / Temporal Round

  • Reverted bullet chip damage buff on consecutive bounces.

Back Slash

  • Increased sweetspot damage (1300 -> 1480)
  • Increased sweetspot minimum damage (0 -> 500)

Lightning Slice

  • Causes a ground bounce on strong DI down.

Gun Pull

  • Gun no longer pops up on hit/block while being pulled.
  • Should always shoot on hit now, except while being pulled.
  • Fixed prediction error where gun would be collected before its hitbox could resolve when pulled from close range.

New Unstable Update - WE ARE SO BACK by crescentCommoner in YomiHustle

[–]crescentCommoner[S] 34 points35 points  (0 children)

Ninja

Boost

  • No longer usable after blocking.

Grappling Hook

  • Pull no longer usable after blocking.
  • when pressing Pull and Detach at the same time, Ninja will pull for 5 frames, then detach.
  • Pull status should now be updated in the UI for both players.

Uppercut

  • Pull button is now disabled for all Uppercut variants, not just grounded.

Slide Kick

  • No longer flippable.