Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Salesman
BoonkSchlunk  [developer] Feb 15, 2023 @ 9:07pm
balance stuff and yknow
i guess i should start this off by saying "hey, if you have some feedback send it." Keep in mind for me to really take it I need to see some hard true testimony. I know we like to say "Oh my god he has a blackhole joke tier what the deuce. You cant do that are you serious right meow. Opened Door solos every character in the game!". I want to know why. What situations do these moves create? Be specific with reasoning
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Showing 1-9 of 9 comments
Polock4061 Feb 17, 2023 @ 10:37am 
in my experience i have been playing salesman for about 6 hours so far and the only issues ive seen open door raise is how much pressure it gives you, especially in the air allowing some pretty nasty combos when paired with the chain grab, i think making open door more risky on start up could be a good way to lessen the power of the move.
HelloBrab Feb 21, 2023 @ 12:10am 
Is Big Door the fastest move in the game? It seems unfair to have a frame one bail-out. It even beats a grab, completely eliminating the rock-paper-scissors aspect of a close-range neutral. Its only counter is a block, giving advantage in what should be a neutral part of combat.
BoonkSchlunk  [developer] Feb 21, 2023 @ 2:36pm 
Originally posted by HelloBrab:
Is Big Door the fastest move in the game? It seems unfair to have a frame one bail-out. It even beats a grab, completely eliminating the rock-paper-scissors aspect of a close-range neutral. Its only counter is a block, giving advantage in what should be a neutral part of combat.
so this is an interesting one i havent heard yet. so big door is slower than grab but it has very early invul so it beats it. since you mention this im going to check to make sure that you can punish it if you roll into salesman. if it does not it will be changed to be that way next update
Last edited by BoonkSchlunk; Feb 21, 2023 @ 2:37pm
BoonkSchlunk  [developer] Feb 21, 2023 @ 2:40pm 
Originally posted by Polock4061:
in my experience i have been playing salesman for about 6 hours so far and the only issues ive seen open door raise is how much pressure it gives you, especially in the air allowing some pretty nasty combos when paired with the chain grab, i think making open door more risky on start up could be a good way to lessen the power of the move.
so opened door is, from a frame standpoint, a slower cowboy teleport with a hitbox. it does give some pretty nasty combos. instead of changing the startup i decided to lower its distance.
ONE BEER! Feb 23, 2023 @ 12:28am 
hey so door teleport is really broken, you can extend air combos indefinitely with it
Nat Feb 23, 2023 @ 6:52pm 
Fire spawning near the corner creates a psudo-infinite, even bursting out didn't save him since the hitboxes didn't move, might want to failsafe the fire to be more affected by DI or something like that
https://imgur.com/a/l16s7wn
BoonkSchlunk  [developer] Feb 26, 2023 @ 9:19am 
Originally posted by Gangsterizer (from Detroit):
hey so door teleport is really broken, you can extend air combos indefinitely with it
if your opponent can di accordingly, door teleport can not make combos last indefinitely
BoonkSchlunk  [developer] Feb 26, 2023 @ 9:20am 
Originally posted by Nat:
Fire spawning near the corner creates a psudo-infinite, even bursting out didn't save him since the hitboxes didn't move, might want to failsafe the fire to be more affected by DI or something like that
https://imgur.com/a/l16s7wn
although the spseudo infinite is a bit of a hyperbole, this does show something else to me: the opponent is left to do nothing. It is very important to allow the opponent to do something when they are getting hit so this will be changed. Making DI may help the problem, but the real solution is making the opponent aerial when they are hit. This change will be done in the next update.
ToasterPig Mar 14, 2023 @ 11:46pm 
Just downloaded the character, love it BUT my like 5th match I got the purple beam three times in one combo which allowed me to juggle my opponent across the entire stage with their only option being burst because they for some reason weren't able to recover in the air. They were only able to recover after landing. Also a list of all the items and their effects would be nice to have on the mod page.
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