YomiHustle/Defense: Difference between revisions

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Wiff cancel is available when you're at a frame disadvantage but not getting comboed. It makes you actionable, takes up 3/4ths of your burst meter and limits you to only using abilities that have a hitbox (orb portal may be an exception). If you have no other options and the opponent is in a prime position to land a blow, it may be tempting to use it to escape the situation since it's cheaper than bursting out. This is often ill-advised, since most characters can't escape 4 or 5 frame attacks especially not if their momentum is hurtling them towards the opponent. However, there are some moves that are viable to consider.
Wiff cancel is available when you're at a frame disadvantage but not getting comboed. It makes you actionable, takes up 3/4ths of your burst meter and limits you to only using abilities that have a hitbox (orb portal may be an exception). If you have no other options and the opponent is in a prime position to land a blow, it may be tempting to use it to escape the situation since it's cheaper than bursting out. This is often ill-advised, since most characters can't escape 4 or 5 frame attacks especially not if their momentum is hurtling them towards the opponent. However, there are some moves that are viable to consider.


=====Ninja=====
====Ninja====


'''Slide kick''' - The ultimate escape, slide kick typically provides a healthy amount of distance between the escapist and the aggressor. Also has very few lag frames which means you often won't even need a free cancel. However, it's momentum dependant and it simply doesn't provide the boost of speed needed to outrun a hit in many situations
'''Slide kick''' - The ultimate escape, slide kick typically provides a healthy amount of distance between the escapist and the aggressor. Also has very few lag frames which means you often won't even need a free cancel. However, it's momentum dependant and it simply doesn't provide the boost of speed needed to outrun a hit in many situations
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'''Drop kick''' - Highly situational, but outright punishes anything it can high-profile or any grabs. Otherwise, you're better off using something else.
'''Drop kick''' - Highly situational, but outright punishes anything it can high-profile or any grabs. Otherwise, you're better off using something else.


=====Cowboy=====
====Cowboy====


'''Backwards stinger''' - Provides a nice boost of momentum, not swift enough to escape more secure threats.
'''Backwards stinger''' - Provides a nice boost of momentum, not swift enough to escape more secure threats.
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'''Back slash''' - Also provides a solid amount of momentum and often clashes with any aerial threats.  
'''Back slash''' - Also provides a solid amount of momentum and often clashes with any aerial threats.  


=====Wizard=====
====Wizard====


'''Confusing touch''' - Beats out any moves 5 frames or slower, which beats out the fastest robot and wizard have to offer on the ground while being less commital than grab.
'''Confusing touch''' - Beats out any moves 5 frames or slower, which beats out the fastest robot and wizard have to offer on the ground while being less commital than grab.


=====Robot=====
====Robot====


'''Armor''' - Not a move, but robot's armor gives makes it threatening even when on the backfoot. Can still be baited, but allows the robot to remain legitamitly threatening. If you don't have armor, don't wiff cancel.
'''Armor''' - Not a move, but robot's armor gives makes it threatening even when on the backfoot. Can still be baited, but allows the robot to remain legitamitly threatening. If you don't have armor, don't wiff cancel.

Revision as of 21:03, 26 April 2023

Defense

Defense is all about minimizing the damage you take from combos or preventing them outright. Defense can be done in neutral or while at a frame disadvantage, but is otherwise not applicable.

Burst

Burst is the semi get-out-of-jail-free card for defense. Assuming you're able to hit the other person, bursting will knock them back and effectivly set both players to neutral. While it has no offensive capabilities on its own and gives a puny 1 frame advantage, it can knock the opponent into hazards or increase the frame advantage to 4 if the other person bounces against the wall. However, the burst can be read and negated if the timing is too predictable, so it's not always wise to burst immediatly.

Wiff cancel

Wiff cancel is available when you're at a frame disadvantage but not getting comboed. It makes you actionable, takes up 3/4ths of your burst meter and limits you to only using abilities that have a hitbox (orb portal may be an exception). If you have no other options and the opponent is in a prime position to land a blow, it may be tempting to use it to escape the situation since it's cheaper than bursting out. This is often ill-advised, since most characters can't escape 4 or 5 frame attacks especially not if their momentum is hurtling them towards the opponent. However, there are some moves that are viable to consider.

Ninja

Slide kick - The ultimate escape, slide kick typically provides a healthy amount of distance between the escapist and the aggressor. Also has very few lag frames which means you often won't even need a free cancel. However, it's momentum dependant and it simply doesn't provide the boost of speed needed to outrun a hit in many situations

Skullshaker - A potent option as the movement it provides completly overrides any prior momentum. Usually more reliable than slide kick, but the end lag means you'll always need a free cancel to use it without immediatly getting hit again.

Quick slash - Quick slashing puts the ninja in a relativly poor position and eats a free cancel, but also escapes lots of poor situations. Can also prevent combos by quick slashing upwards and DIing down, using the land cancel to stop the hitstun.

Drop kick - Highly situational, but outright punishes anything it can high-profile or any grabs. Otherwise, you're better off using something else.

Cowboy

Backwards stinger - Provides a nice boost of momentum, not swift enough to escape more secure threats.

Back slash - Also provides a solid amount of momentum and often clashes with any aerial threats.

Wizard

Confusing touch - Beats out any moves 5 frames or slower, which beats out the fastest robot and wizard have to offer on the ground while being less commital than grab.

Robot

Armor - Not a move, but robot's armor gives makes it threatening even when on the backfoot. Can still be baited, but allows the robot to remain legitamitly threatening. If you don't have armor, don't wiff cancel.

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