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Patch 1.9.19



Biggest change is that lobbies no longer default to custom characters being enabled. This is to promote a similar balance of modded to vanilla lobbies to before character loader was merged into base game, as modded lobbies have become a dominant majority and vanilla players are finding it difficult to find games. You can just as easily make a modded lobby, but now it is opt-in instead of opt-out.

No big shakeups, just more balancing and tweaks. I was a little late to get it in before the summer sale, sorry!

Hotfix 1.9.6

Just another aesthetic change: modded characters no longer inherit the extra aesthetic freeze-frames that came with the last patch.

I have added a toggle to the base character scene to have the freeze-frames that is disabled by default but hopefully made it stand out enough that new mods dont forget to enable it :P

And probably the smallest gameplay-changing update (which requires a new game version) that YOMIH has ever seen:
[h2]Ninja[/h2]
  • Super Jump
    • Slightly reduced range of angles (140 degrees -> 138 degrees) (should fix boring optimal combo Ninja players were unhappy about)

Mod Compatibility/Crash Fix

Some of the modders were doing naughty things with my code :( but this should help.

Robot should be back in the game for modded character users, and many modded characters who were causing a startup crash should not be doing so any longer.

Mutant is here! Patch 1.9.0



[h2]If your game is crashing on startup, unsubscribe from all mods and try again! I'm not sure what this patch may break...[/h2]

Hello gamers. the new character, Mutant is finally out! sorry it took me so long. there was a lot of work to do, not just on the new character, but on every part of the game.

The Slop Man Cometh


Art by blauxel!

Some highlights before i get into how Mutant works:
  • the Character Loader mod has been absorbed into the base game and somewhat optimized to reduce lag when lots of characters are installed.
  • big change to the neutral game: air options have been globally reduced by 1, to prevent passivity and stalling. this means, for example, Ninja only gets one double jump/air dash/etc before touching the ground. but don't worry, when you start a combo, you get your extra air option back.
  • several QOL features to display more relevant information on the screen, such as when you have initiative, who is being combo'd, a tooltip hint that explains DI, and more.


[h2]Mutant[/h2]
Mutant (endearingly referred to as Slop Man) is an extremely rushdown-oriented character with tricky movement, a poisonous bite, and fierce close-range attacks.



[h3]Juke[/h3]
A unique movement option called Juke allows Mutant to micro-adjust its positioning, setting up for counter-attacks and unpredictable neutral scrapping. This requires a resource, as shown by the green pips in the top left. You can get more pips by attacking the opponent, or by using his super, Howl.


[h3]Dash Forward[/h3]
Mutant's Dash has some interesting properties. Aside from avoiding some attacks with its low hurtbox, Dash Forward can be followed up with a unique Dash Attack, and a special, Sneak Attack, which can sneak past the opponent and break their guard.


[h3]Envenom[/h3]
Landing Envenom, Mutant's special throw, afflicts the opponent with a poison status. Additional to losing health over time, attacking a poisoned opponent causes acid bubbles to fly out of their bodies, turning into ad-hoc stage hazards that Mutant can use to its advantage.


[h3]Vault[/h3]
Vault is a unique special that lets Mutant harmlessly bounce off opponent projectiles. You can also use it to attack the opponent directly.


[h3]Howl[/h3]
Howl is a level 2 super that gives Mutant several Juke pips, and access to a new move, Slop Dash, which allows Mutant to move in any direction, similar to Ninja's Air Dash, but even from the ground.


[h3]Rebirth[/h3]
Rebirth is a level 3 super that pulls the opponent toward Mutant, and does several things on hit:
  • Knocks the opponent away from Mutant at a dynamic angle
  • Slightly heals Mutant
  • Refreshes Mutant's air options

This move is best used to extend combos, at the heavy cost of 3 bars.


Mutant has some weaknesses too. Both Mutant's damage resistance and damage output are lower than the other vanilla characters. DI is generally more effective against Mutant's attacks, and DI reads are required both to combo as Mutant and to get out of Mutant's combos. Additionally, Mutant struggles to approach against strong zoning tactics.

However, Mutant is designed, like all base characters, to have an answer to every situation. While Mutant's options are more polarized, you should still be able to fight and win against anyone with this new character.

Anyway that about wraps it up. I hope you enjoy all the new stuff ːorganiccucumberː if you have any complaints, please direct them to the nearest Cowboy main