Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

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Delinquent V2
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Mods: Character
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11.596 MB
Dec 6, 2024 @ 1:57pm
Dec 15, 2024 @ 1:13pm
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Delinquent V2

Description
He's back and he's better.
The long awaited Delinquent revamp is here!

This is a all new character with a fully reanimated moveset.
although he is reanimated, there are plenty of moves pulled from the old delinquent, and some reimagined.

This version of him is a look of what old Delinquent could've been if i had more experience with not only spriting but coding as well.
I hope you all enjoy and as always, please let me know if I did a good job and/or any bugs you may come across.

Move set:

A lot of his moves are self explanatory but i'll outline his mechanics a bit.

Delinquent is a stance heavy character that is versatile against any opponent.

Base stance (Normal):
This is the shortest ranged stance good for up close combat.

Kick: This move houses 4 different kick moves that have different applications, Launching kick, Sweep, etc.

Yo-yo Sweep: Made for knocked down opponents (Works well with sweep or Windmill Trip)

Snatch-up (Aerial): Grabs opponents off the ground and puts them in position for you to extend combo.

Whip Stance (Semi-mid ranged):
longer ranged than Normal but still pretty short. Most moves in this stance are pretty obvious.

Shock Cannon: Probably the only move that isnt super obvious but its an anti-air/ combo finisher that hits diagonally upward.


Windmill Stance (Mid range):
This move is not only a stance but a soft projectile shield. the movement can be confusing, sometimes mistaken to be a move with a hit box but it only hits projectiles. On top of that all the normal attacks in this stance charges "Discharge" meter. (Discharge can also be gain every frame while holding)

Headache: The furthest hit box forces grounded, a good knock-up reset tool. Gains the least amount of discharge on use.

Pull: 2 hit move that pushes, then pulls the opponent toward you. Moderate discharge gain on use.

Trip: A sweep move with halved DI modifier. Helps reset momentum and helps set up for a finisher. Gains most discharge on use.


Dragon Stance (Long range):
Longest range stance by far. This stance can dominate at range but be careful mostly all the moves have a decent sized start up and cannot hit at close range. Most of these moves are used for reads and combo tools.


Lethal Mode:
A transformation that is kept even when attacked. this stance is a balance of short and long ranges by utilizing speed. Gains an air option.

Flash Kick: Quick steps directly in front, or behind the opponent and delivers a launching kick. This move also uses air options if used in the air. (Can hit aerial opponents and is full map ranged.)

Hallowed Ground: Strikes the ground sending electricity currents throughout. Some electricity lingers causing a magnetic field that slows opponents and builds "discharge".

Stab: A command grab that beats any regular grab. also a combo starter.



Discharge moves:
Moves that utilize the Discharge meter.

Unholy Light (Hallowed Ground): Must have at least 8% of discharge to perform. After using Hallowed Ground, Delinquent focuses the electricity into a narrow area creating a mark, at any point Delinquent can unleash the electricity that shoots out of the ground in that marked area piercing anything it comes in contact with. (Costs 8% of discharge)

Lightning Orb (Normal or Lethal): Must have at least 50% discharge. Summons an orb that hovers above the opponent striking them on command with a 50 tick cool down. (can be destroyed with attacks) (Each strike costs 10% of discharge)

Lightning Orb: Divine punishment: Every tick the lightning orb is above a "Hallowed Ground" magnetic zone the orb will grow in size until it reaches critical mass. The Orb becomes highly unstable and the slightest touch could make it explode. The strike becomes 3x stronger at triple the cost of discharge.

Thunder Crack (Windmill Stance): Must have full discharge. A super that costs no base game meter but will take all of your discharge.



If you have any questions regarding bugs, move set, etc, please text me in the discord server:
https://discord.com/channels/1042370928195162132/1277683643833122917

Credits:
Animations by Crash_V

Coding by crash_v, ._jynx and venrox45

Sfx by crash_v

Icons by crash_v and kanavaer
83 Comments
Stewert Apr 6 @ 12:31pm 
SUPER peak, just needs more moves for whip stance and better sfx
FulgurHalcyon Mar 16 @ 11:31pm 
Really fluid and snappy animations. The sound effects need more oomph tho
yeast Mar 14 @ 8:19pm 
this character is cool and all but dude, this guy sucks ass, the fact that i have to go into a ten frame or more stance just to do any move that can hit further than a single inch is crazy bro
Lee Mar 2 @ 3:29am 
lmao, literal "nuhuh"
CrashV  [author] Mar 1 @ 5:35pm 
You cant make me
antbanks0711 Mar 1 @ 5:28pm 
please continue madara
CrashV  [author] Feb 23 @ 8:39pm 
I feel that ive done a lot to nerf it since it has come out but ig its still too good i made sure there were counters to it but ig it is really hard to predict when a good opponent will use it
The Secretive Stranger Feb 23 @ 5:53pm 
lethal mode is way too overtuned, it has 2 cowboy impales that are both faster than cowboy's, can side switch, and the air variant is fast enough to hit players who hold. aside from lethal mode this seems a pretty fun character but lethal mode sours the experience by effectively ending the game as soon as you get it with any competent player.
Stxrss Feb 18 @ 9:55am 
i mean this is basically just killua
Dextrous Feb 8 @ 9:17pm 
thank you, crash_v for this masterpiece