Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

[ The 7:3 Sorcerer, Kento Nanami ]
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Update: Jul 7, 2024 @ 2:37pm

reverted EVERYTHING. SORRY!!!!!

Update: Jul 7, 2024 @ 2:28pm

OOPS LOL NANAMI NOT MEANT TO BE SUKUNA

Update: Jul 7, 2024 @ 2:25pm

THIS NEVER HAPPENED

Update: Mar 3, 2024 @ 1:45am

nanami hotfixes:
- damage of alot of moves slightly reduced
- lowered amount of guardbreak options, only moves that guardbreak now are 7:3 implosion, 7:3 ratio technique and high kick
- fixed nanami aerial attacks taking air options, oopsies (doesnt apply to air projection sorcery + air sukunas vessel, those two still do)
- hitstun on some moves adjusted (buffs and nerfs, mostly buffs)

- 7:3 implosion and 7:3 bisection base dmg buffed + minimum dmg increased, should be alot more deadly and worthwhile now
- 7:3 laceration base dmg buffed but minimum dmg nerfed significantly. this makes it better when used raw or to punish, but worse at the end of a combo, considering its kind of just a backup plan on a whiffed combo.
- 7:3 moves now properly reset to neutral rather then leaving nanami in endlag
- 7:3 implosion armor now f5 instead of immediate, loses to most jabs/low iasa moves but should armor through just about everything else

Update: Mar 2, 2024 @ 7:07pm

# [ NANAMI PATCHNOTES ]

**MAJOR CHANGES:**
- Fixed 7:3 Laceration, this was a LONG time coming ngl i probably shouldve hotfixed this a lot sooner :sob:
- FINALLY FIXED THE PREDICTION BUG REGARDING SUKUNAS VESSEL AND PROJECTION SORCERY!!!!!!!!!!!
- New super move inspired by Nanami's one-sided fight against Haruta.

**MINOR CHANGES:**
- Added unique intro dialogue between specific characters, mostly other JJK ones but a few other mods outside of it (diavolo, kether, nakmuay, just to name a few)
- Adjusted a few sprites, particles, and sfx
- Ratio Technique: Collapse no longer marked incorrectly as a guardbreak
- Added zoom-in on some moves for further impact.

**BALANCING:**
- Most of Nanami's aerial attacks had their framedata reduced and their forces adjusted. Also lowered Nanami's gravity to make it a bit easier for him to combo mid-air.
- Adjusted Nanami's grab so he is unable to combo off of it.
- Sukuna's Vessel: IASA f10 -> IASA f25
- Overtime: IASA f45 -> IASA f30, Overtime buffs now apply f25 as well. (mightve increased buffs as well but i forgor)
- Hilt Jab: F5 -> F4, forward momentum reduced. Aerial version still F5.
- Ankle Slice: F?? i forgor -> F9
- High Kick gains armor on f7 instead of immediately now
- I think I buffed Rounding Assault as well
- A BUNCH MORE STUFF!!!! this patch has kinda been in the works for a minute though so i kinda forgot alot of it

depending on how nanami plays after this, i may go back and adjust some more stuff but this is the last major content update ill likely be pushing out for nanami

Update: Jan 13, 2024 @ 12:51pm

( Nanami Patchnotes )

hey, these were a pretty long way coming, my bad lol.

at the VERY LEAST: it's for a good reason, as my next project is Mahito, so stay tuned for that.

regardless!! take these

- Nanami now ACTUALLY has options out of whiff cancel. This change was a long time coming, my bad lol
- 7:3 Laceration comes out significantly slower ( frame 12??? -> frame 22 )
- Fixed some weird issues that made Nanami's guardbreaks not actually guardbreak.
- Adjusted the on-hit IASA for a lot of moves, should make it harder to combo for long amounts of time.
- Black Flash is no longer a combo-only tool.

Likely wont be too many more changes from here on out. I consider Nanami a finished character at this point, and unless its to resprite some moves or some minor balance changes, there likely wont be much more done for him.
Like I said before, keep an eye out for Mahito. Join discord.gg/yomisorcery for more info.

Update: Dec 27, 2023 @ 10:15am

= MAJOR PATCH UPD. 1 NANAMI PATCHNOTES: =

a few weeks in the making!!!! finally out now.

((( MAJOR CHANGES )))

- !! MORE MOVES !! -
Nanami now has his entire kit of attacks, including specials, aerials, and more! The release prior was mostly open beta, but now everythings here- and in a much more polished state!
Check the description to see the updated list of moves!

- !! REWORKS !! -
Plenty of moves got reworked this patch! Some include:

- Black Flash is now a combo-exclusive super, with more windup and a cooldown however combo extending.

- "7:3 Slash" was reworked to differentiate it from "Ankle Slice" better.

- "Overtime" now cannot be used until ~600 ticks have passed in a match. Has been buffed accordingly.
heal increased: 150 hp -> 200 hp,
dmg reduction increased: 25% -> 30%,
level 5 -> level 4 super,
dmg buff increased: 30% -> 40%

Check the movelist for a more indepth look at their reworks!

- !! EFFECTS !! -

- LOTS OF HIT EFFECTS!!! Adds general oomph to lots of moves :)
- Hitlag, freezes, in general everything looks WAY better.
- Messed with the audios for many attacks used, and alot of audios generally sound much better (again, HUGE thanks to idlekinji for these!! wouldnt have been possible without him)

.

( Balance Changes )
- Changed the DI scaling, damage and knockback of every move to a varying degree. I dont remember the specifics of every move exactly but theyve all been tweaked a bit.
- Added a cooldown to "Sukuna's Vessel" and changed its icon.
- Ratio Technique: Collapse is now a level 6 super. (level 4 -> level 6) Damage increased. Windup is now 35f from 24f.
- Lots more I likely forgot to list here. oopsies.

.

( Misc. Changes )
- Replaced certain areas of all sprites with "Negative Space" (basically just looks better in general, looks even better with different styles)
- "Rending Blows" has been renamed to "Vivisection", now forces the second hit, just to separate it further from other basic attacks.
- Changed Nanamis portrait, original looked weird.

Update: Dec 10, 2023 @ 5:17pm

- Increased the recovery of every move. (thank you Videofreak for bringing this to my attention.)
- Overtime now takes more super. (Level 4 -> Level 5)

Update: Dec 10, 2023 @ 11:25am

- Nerfed damage of Sukuna's Vessel (180 -> 145)
- 7:3 Slash startup increased from 4f to 8f, now given force on frame 8 rather than immediately. Should also make it much harder to extend with it off of grab or bludgeon.
- Black Flash damage increased. (185 -> 200), removed it wall-slamming.
- Ratio Technique: Collapse takes 1 more bar of super. (Level 3 -> Level 4)
- Bludgeon damage reduced. (180 -> 145)
- High Kick now has its armor removed on frame 13 to make it easier to punish on whiff.

Update: Dec 9, 2023 @ 10:46pm

- (HOPEFULLY) Fixed the bug where having both this and Kevtheworm & Deroup's Nanami mod, the game would display my Nanami mod as "null" and force a restart.