YomiHustle/Glossary: Difference between revisions

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=== Benji Hopping ===
=== Benji Hopping ===
Performed by Fast Falling, landing, and using Missile Form on the same turn, Benji Hopping allows Wizard to move incredibly quickly across the stage, triggering attacks from Orb, if summoned, while also threatening with their aerial tools.
Performed by Fast Falling, landing, and using Missile Form on the same turn, Benji Hopping allows Wizard to move incredibly quickly across the stage, triggering attacks from Orb, if summoned, while also threatening with their aerial tools.  


Due to Missile Form Land Cancelling, and the various angles Wizard can launch themselves at, or attack out of, trying to directly punish Benji Hopping can be risky, and difficult.
Because of Missile Form Land Cancelling, and the various angles Wizard can launch themselves at, or attack out of, trying to directly punish Benji Hopping can be risky, and difficult. Additionally, the Backblast can punish certain moves such as Impale whilst moving towards the opponent.
 
Additionally, due to the Backblast, this punishes certain moves such as Impale whilst moving towards the opponent.


However, Wizard cannot do this forever, as each hop costs 25% of their Gravity meter, and running out entirely will slow its regeneration to a crawl.
However, Wizard cannot do this forever, as each hop costs 25% of their Gravity meter, and running out entirely will slow its regeneration to a crawl.

Revision as of 09:48, 23 May 2024

YOMI Hustle uses a lot of general fighting game terminology, but also has a number of unique mechanics and community terms you may hear commonly.

YOMI Hustle Specific Terms

Initiative

A mechanic which gives additional benefits to some attacks when your opponent is not already committed to an action. The most common benefit of Initiative is giving invulnerability to moves like Ninja's uppercut when used to predict an attack, although some moves have reduced startup when used with Initiative.

To see what specific moves have Initiative benefits, check your character's frame data page.

Free Cancel

Often shortened to "FC".

A mechanic that allows you to act out of an attack as soon as your opponent becomes actionable. This makes attacks safe against evasive movement, but you can still get hit by an attack that beats yours.

When acting out of free cancel, you can choose to cancel into any other move, or you can HOLD to continue your attack, which makes it good at setting up 50/50 scenarios. However, Free Cancelling a move also allows it to be parried at any time, even on reaction.

Free Cancels are generally only available on melee attacks (although they are sometimes enabled/disabled on specific attacks for balance reasons), and can be activated by toggling the "Free" option when selecting an attack.

Players start with 2 Free Cancels each, and are fully refreshed any time either player gets hit by a melee attack. 1 Free Cancel is given to the aggressor upon hitting an opponent's block, and to both players if melee attacks clash. Upon using both Free Cancels, the button turns purple, allowing you to continue Free Cancelling, costing 1 Bar instead.

Certain attacks, such as Punch are already fairly safe without a Free Cancel, so you need to decide if you want to use them and guarantee you won't be put in a bad situation if you whiff, or to save them for much slower, or riskier attacks.

Whiff Cancel

Often shortened to "WC".

A mechanic which allows you to cancel out of a committed action when your opponent is actionable and you are not. Whiff cancelling a move restricts you to only melee attacks, no movement or defensive options. Whiff Cancelling a move costs 75% of your Burst meter, and takes 2 frames to perform.

This can allow you to avoid being punished for whiffing an attack without a Free Cancel, or even on moves unable to be FC'd. However, this is far from a free out, as the 2f startup, and restricted options allows setting up inescapable attacks. Usually these are fast moves, which tend to have little range, and some amount of proration, and thus, weaker combos afterwards, although, sometimes these will miss if no Whiff Cancel is used.

Thus, there is a choice. To save your Burst and not Whiff Cancel, potentially making you get hit by a slower attack, and a more damaging combo by not Whiff Cancelling, or to Whiff Cancel and potentially be set up to get hit by a weak move. On the other hand, if your opponent chooses to try to go for higher damage with a slower attack, Whiff Cancelling can let you escape with a flipped attack, or even attack them with one of your own, instead. Or, choosing not to Whiff Cancel while your opponent goes for a fast, weak move, scaling their combo while letting you keep the threat of your Burst, or even potentially causing them to whiff.

However, just because Whiff Cancelling is available, doesn't mean you need to always use it. Sometimes an attack is fairly safe without Whiff Cancelling, and can be held instead, and holding onto Burst is also very valuable, as it can get you out of a bad situation, instead of the potential of one.

Instant Cancel

Often shortened to "IC". Costs 1 Bar.

A mechanic that allows you to instantly cancel any recovery mid-combo and returns you to your default state, removing any stances or restrictions.

If an Instant Cancel (1f) and Burst (2f) are triggered on the same turn, it is possible to Block/Pushblock the Burst, significantly reducing or increasing the pushback, respectively.

Burst Cancel

An attack which lets you continue a combo or cancel attacks that you might not be able to otherwise, in exchange for your entire Burst meter, and Burst regeneration being set to 25% for the rest of the combo.

On hit this grants +24 Frame Advantage, resets combo pushback, and refreshes the user's air options. Because Burst Cancel recovers faster than Burst, using Burst Cancel can be an option to Burst bait, if you have no other options than Parrying. Compared to Parry, Burst Cancel has no risk of dropping the combo but has potentially more dangerous consequences later on, as you give up your ability to Burst.

Land Cancel

A property triggered by landing on the ground during certain moves. Upon landing, the attack is cancelled and replaced with a small amount of landing lag. Land cancelling can be used to eliminate the recovery of moves entirely, making them incredibly safe while also allowing for faster follow-ups in combos.

Sadness

A mechanic intended to prevent stalling play by punishing players for running away for too long.

Sadness builds up gradually over time, and builds up faster when moving backwards. It is only reduced by moving forwards, and hitting/being hit by melee attacks. Sadness starts at 0, but can go to a negative value, often going to its minimum value after a combo. The specific amount of sadness a player has is not displayed.

When a player has positive sadness, all of their super meter gain will be slightly reduced. Once sadness reaches 66%, a warning will pop up that says SAD!. If the player reaches 100% sadness, an additional warning will pop up that says SADNESS!, at which point they will receive several debuffs:

  • Instantly lose all meter
  • Unable to gain meter
  • Unable to use defensive options
  • Air options are not regained when taking a hit
  • Take 1.5x damage from all attacks
  • Take a small amount of damage over time

These effects last for 120 frames.

Bleap

Short for "Bunker Leap", this term originally referred to a specific wizard technique which allowed wizard to use grounded attacks while airborne. It is now used as an umbrella term to refer to any technique which allows you to use grounded attacks while airborne.

Generally, bleaps happen when a move which gives upward momentum is cancelled by using a Free Cancel right as the character leaves the ground.

Benji Hopping

Performed by Fast Falling, landing, and using Missile Form on the same turn, Benji Hopping allows Wizard to move incredibly quickly across the stage, triggering attacks from Orb, if summoned, while also threatening with their aerial tools.

Because of Missile Form Land Cancelling, and the various angles Wizard can launch themselves at, or attack out of, trying to directly punish Benji Hopping can be risky, and difficult. Additionally, the Backblast can punish certain moves such as Impale whilst moving towards the opponent.

However, Wizard cannot do this forever, as each hop costs 25% of their Gravity meter, and running out entirely will slow its regeneration to a crawl.

IASA Manipulation

Doing something specifically to manipulate when your opponent is actionable, usually movement, or using a long move like Hustle, an attack, or even Burst can cause your foe to do something longer than they want to. Such as making them Dash right into a projectile, when they were about to interrupt right before Parrying it.

If the prediction says your action interrupts, it means it is vulnerable to IASA Manipulation. Since the interrupt means your action isn't finished yet, just actionable when your opponent is. If the opponent makes themselves inactionable for longer, your move will continue to play out until finishing.

An example is having projectiles like a Magic Dart, Kunai, or a Shuriken flying at you. If you Dash right up to it to Parry, if your opponent continues to Wait, it'll happen as predicted. But, since it says "interrupt" above your prediction, if your opponent uses Dash Back, or an attack of some kind, you'll continue forwards, being hit by the projectile.

This also works if you move backwards to try Parrying something, instead, as your opponent can Dash/Super Dash and leave you inactionable for an incredibly long period of time. Making projectiles a lot more threatening, as this ends up making two different outcomes to position yourself in to safely Parry, and IASA can potentially be manipulated as long as you, or your opponent has a turn.

NIL

An acronym for "No Impact Land," the naming is fairly self descriptive. A NIL skips the landing lag from landing, making combo follow-ups easier, and landings less punishable.

A NIL is performed by Air Dashing into the ground, and adjusting your angle until you are visibly grounded, but still in the Air Dash animation.

Dash Stacking

A technique performed by interrupting a Super Dash before the dash starts, and then using Dash or Walk. Backwards movement will not work, only forwards movement will trigger this. Dash Stacking significantly increases the speed granted. For example, Ninja's Super Dash gives 25 Speed, while Dash gives 17.50. A Dash Stack grants Ninja 35 speed.

In order to interrupt a Super Dash to Dash Stack, you need to start a Super Dash while at anywhere from +1 to +7 Frame Advantage. Any more than that, and the Super Dash will have already started.

T3C

Short for Turborata Three Combo. After Cowboy lands a Vert. Slash, Teleporting a specific distance up and away from your opponent, position influenced by DI, the first two hits of 3 Combo will whiff, while the final hit of 3 Combo hits, the highest damage one, without worrying about your opponent DI'ing out of it.

Requires 1 Bar to perform, due to teleport, but usually 2 Bars to follow up on midscreen.

Complicated to explain in text format, but can be seen here.

MBD

An acronym for "Mongolian Ball Detonation," this is a specific set-up to force an incredibly unfavourable 50/50 for the opponent.

After Sweep, Caustic Spike is set to hit the opponent meaty, and a Free Cancelled Shockwave is placed a short distance away from the opponent.

Since the Caustic Spike explodes the instant the opponent wakes up, they are forced to block. However, the Mutant can toggle the Spike off, and use Envenom instead, and if Envenom hits the opponent, they are tossed into the Shockwave, starting a combo.

Rolling doesn't reliably escape this, either, as Envenom catches Rolling backwards, and at certain distances, Shockwave catches Roll forwards. If the Mutant instead decides to let the ball detonate and Dashes forwards, Rolling is entirely punishable, no matter the spacing.


If the victim guesses correctly on the Spike detonation, they're put into two frames of blockstun, and then into a blockstring with Shockwave backing the Mutant up, meaning the Mutant is still in an incredibly powerful situation.

On the other hand, while incredibly risky, if the victim guesses correctly on Envenom and punishes Mutant for it, they can get a combo.

Guessing wrong means taking a combo, the only difference being if the victim is envenomed or not.

MBE

An acronym "Mongolian Ball Edging," involving another unfavourable 50/50, except loopable!

The situation after a blocked MBD, in which the previously placed Shockwave, if close enough, has to be Blocked. However, Mutant can Dash into the opponent, which pushes them away, and stops them from Blocking the Shockwave. If the Shockwave is close enough, the first one is guaranteed.

Mutant's Dash can be adjusted to push the victim the minimum distance away from being hit by the Shockwave, forcing them into guessing again, restarting the situation.

If you keep Dashing at very minimum distance to push them away from being able to block the Shockwave, it'll almost always hit (1f-3f) before the victim can do any offensive actions. There's a small amount of leniency in this, but make sure to check the victim's options.

Due to Envenom's forward movement and being incredibly close to your opponent, it'll push them out of range to Block Shockwave, and hit. Additionally, due to Shockwave backing you up, at certain distances, many moves will either whiff Envenom, or end up being hit by Shockwave.


This leads into a very similar guessing game as before, except the first guess is HEAVILY Mutant favoured because of the Block Advantage.

On the first guess, Envenom covers both Dash Back and Blocking at the same time. The Block Advantage also makes it incredibly difficult to hit Mutant for doing so.

Rolling can escape Envenom, even on the first guess, but loses to Dash.

If the victim guesses correctly on Dash, they may be able to Dash Back, and enter a pointblank situation with Mutant, instead.

On the other hand, if the victim guesses correctly on Envenom, they may be able to punish with a combo.

Guessing wrong leads to the same thing as before, a combo, potentially with envenomed.

Flippies

While facing left, (approaching from the right,) Mutant/Ninja can flip an attack, and use Juke/Boost to sideswitch, phasing through the opponent. More speed causes a faster switch.

With enough speed, this works with all characters, no Juke or Boost needed, but is most accessible to Mutant and Ninja due to their respective abilities giving you enough momentum to do so, whenever you want.

This can also be done in reverse. If an opponent is approaching you from the right, flipping Wait, or certain other attacks, will cause them to go straight through you.

General Fighting Game Terms Used in Yomi Hustle

Many of these definitions are borrowed or modified from glossary.infil.net, which is a massive glossary of common fighting game terms.

Bread and Butter

A common, practical combo that you will use often in matches. It's almost always shortened to "BnB".

Burst

A defensive "attack" which can be used while in hitstun. It does 0 damage and resets both players to neutral on hit.

Chip Damage

Damage that occurs when you block, but not parry attacks. Only deals a portion of the damage that would normally be dealt.

Command Grab

A special move that acts as a throw. The most obvious example being Robot's COMMAND: GRAB.

Counterhit

An attack which hits an attacking opponent. Adds more hitstun to the attack, making it easier to combo.

Directional Influence

Commonly abbreviated to "DI".

A mechanic which allows you to influence your knockback velocity when hit. Unlike games like Super Smash Brothers, DI in YOMI Hustle can be applied in any direction, allowing you to change not only the direction but also the amount of knockback you take from attacks. Note that DI must be applied before being hit by an attack, changing your DI after you've been hit does nothing.

Dragon Punch

Commonly abbreviated to "DP".

A powerful rising uppercut attack that is great as an anti-air and is usually invincible, making it great for reversal attacks. Ninja's Uppercut is a textbook example of a Dragon Punch.

Footsies

A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like.

Frame Advantage

Describes who becomes active first when a move hits or whiffs. If you have positive frame advantage, you act first, if you have negative frame advantage, you act second. This value also tells you how soon you get to act. For example, if you are "+24", that means you get to act 24 frames before your opponent.

IASA

A term commonly used in Super Smash Bros. to indicate when an attack's recovery can be interrupted with another action before it's complete. Stands for "interruptible as soon as". It's also commonly called FAF, which stands for "first actionable frame".

Essentially, this is the total duration of a move.

Knockdown

The state a character enters when they touch the ground after a move. In Soft Knockdown, characters have getup options, while in Hard Knockdown, the character is forced to lie down for the full duration of the knockdown.

Low Profile

A move that shifts your hurtbox very low to the ground... so low, in fact, that you can use it to dodge many moves that try to target the middle of a character's body.

Meaty

Generally refers to an attack that hits an opponent on the very first frame possible after they rise from a knockdown. This forces the opponent to block, unless they have an attack which is always invulnerable (such as Robot's Kill Process). When used with a Free Cancel, can make the opponent guess on a 50/50.

This can also refer to an attack that makes contact with the opponent not on its first active frame like normal, but on a later active frame instead. This will generate the same hitstun, but you'll recover sooner and have more frame advantage, if the move is not hit cancellable.

Okizeme

Often shortened to "Oki"

From Japanese "起き攻め." Attacking an opponent about to recover from a knockdown in order to hit them with a meaty or mix up.

OTG

Short for "Off the Ground", refers to hitting an opponent while they are knocked down. Only a few moves in the game can hit OTG.

Proration

A property of certain attacks which causes combos to do more or less damage when that attack is used to start a combo. For more detailed information on Proration in YOMI Hustle, see Proration.

RPS

A situation where there is a "cycle" of options which beat each other, similar to Rock Paper Scissors.

A common example of this is Attack/Jump/Grab up close. Attacking beats Jump, Jump beats Grab, and Grab beats Attack. This situation is generally a neutral RPS, since both players picking the same option will result in a neutral outcome (unless one player uses a faster attack).

In some cases, characters can set up "weighted RPS". In these situations, one or more of the attacker's options will beat 2 of the defender's options. This makes the odds of guessing favorably much higher for the attacker, so players will often try to set these situations up.

50/50

A mixup that has two possible primary options for the attacker, with each option requiring a different defensive action.

Armor

A state where a character can absorb a hit without entering hit stun, which lets them continue to attack or move. Notable on Wizard and Robot.

Restand

Bringing your opponent from an airborne state down to a grounded state, usually during a combo. This usually causes the opponent to be actionable sooner.

Wall Splat

On moves that wall splat, if the opponent collides with the wall during hitstun, they will be stuck to the wall and slide down for an extended period of time, usually allowing the attacker to follow up with any of their moves.

Block String

A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense.

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