YomiHustle/Basics: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
(started a draft, each sentence is bulleted for legibility as it's pretty much just a general idea of what to talk about there.)
m (rephrased a sentence on burst, i don't want someone to look at this messy draft and think that bursting excessively late into a combo just to avoid a knockdown is a good idea)
Line 53: Line 53:
* can be pointed in a direction preemptively to make it harder for the opponent to combo off of moves that you think might hit you (ex: grab) (can make it worse, too, so be careful)
* can be pointed in a direction preemptively to make it harder for the opponent to combo off of moves that you think might hit you (ex: grab) (can make it worse, too, so be careful)


* burst will get you out of a combo much earlier than DI can, but is a limited resource that needs to regenerate, can be useful near the start of combos when damage is the highest, or to deny horrible situations after the combo
* burst will get you out of a combo much earlier than DI can, but is a limited resource that needs to regenerate, can be useful near the start of combos when damage is the highest, or to attempt to get out of bad situations before a combo starts in the first place.
* however, using burst predictably may encourage the opponent to try to bait it, or parry it.
* however, using burst predictably may encourage the opponent to try to bait it, or parry it.
* check if any attacks hit at a range to make burst whiff, see if trying to parry burst lets them continue the combo or not
* check if any attacks hit at a range to make burst whiff, see if trying to parry burst lets them continue the combo or not

Revision as of 15:35, 24 May 2024

really important page

we need to explain:

  • frame advantage and the predictions system in general
  • actionability and "interruptible on the opponent's turn"
  • free cancels
  • di
  • block, parry, and block advantage
  • projectile parry
  • backdash-beating movement

------------ ^^^^^ drafting is in progress, remove when page is finished ^^^^^ ------------------

Predictions

  • controlling yourself, clicking on your opponents moves to see what would happen, etc
  • frame advantage is telling you how much time you or your opponent would get to act while the other is inactionable, based off the current prediction.
  • if it's a positive number, or plus, that means you'd have that number of frames to act while your opponent can't.
  • if it's negative, that's how much time your opponent would get to act, while you are inactionable.
  • in singleplayer, this is based off the first character chosen. (left one on the hud)
  • you don't need to attack all the time
  • try to predict what the opponent is going to do, they're probably not going to just stand there (such as dashing out of range of a predicted attack)
  • being negative/positive has more/less impact depending on the distance between you, and your opponent. if your opponent doesn't have the range/speed to attack you while you're negative, that means you're safe!

Actionability

  • interrupt vs ready
  • if the prediction says ready, that is exactly when you'll be actionable.
  • if the prediction says interrupt, that means you're actionable because the opponent is. this also means you might be left inactionable for longer if your opponent does something else, such as a slow attack, or hustle.

Free Cancels

  • you get two, refresh on hit, get one on hitting block, use super when you run out
  • used to make your moves interruptible if your opponent is actionable
  • doesn't save you from being hit on the same turn
  • held free cancelled attacks are always parriable, no matter the timing

Whiff Cancels

  • uses up 75% of your burst gauge, meaning your unable to burst for a while if you use this
  • lets you cancel your attacks if your opponent is actionable when you're not
  • only usable on attacks that are not free cancelled
  • takes two frames!! sometimes it's better to not use it

DI

  • changes the direction and strength of the knockback you take when you get hit, gives you a small initial nudge in the direction it's pointed
  • gets stronger as the combo goes on
  • make combos hurt less, and maybe even escape them
  • there's always something to do, even while being comboed
  • your opponent can do this too!! check if di makes your moves drop the combo
  • can be pointed in a direction preemptively to make it harder for the opponent to combo off of moves that you think might hit you (ex: grab) (can make it worse, too, so be careful)
  • burst will get you out of a combo much earlier than DI can, but is a limited resource that needs to regenerate, can be useful near the start of combos when damage is the highest, or to attempt to get out of bad situations before a combo starts in the first place.
  • however, using burst predictably may encourage the opponent to try to bait it, or parry it.
  • check if any attacks hit at a range to make burst whiff, see if trying to parry burst lets them continue the combo or not

Blocking

  • block protects you from both high and low, whichever is selected is blocked normally, while the other is blocked worse (more chip, more block advantage)
  • blocking is fairly safe, as you'll be actionable when your opponent is.
  • air blocking is worse than blocking on the ground, restricting movement whether or not you block something, and gives the attacker +2 more block advantage no matter the guard height
  • being hit by an attack inflicts a certain amount of blockstun, the prediction telling you how much block advantage/disadvantage you have.
  • block advantage is how delayed any actions will be. if you're -3, that means all of your actions (movement, attacks, etc) will be delayed by an additional 3 frames. so an attack like Ninja's punch, which normally hits frame 4, will now hit frame 7, significantly slowing it down.
  • if you see a positive number, that means your opponent's actions will be delayed by that amount. attacks vary on how much block advantage they give, some even being negative for the attacker if they're blocked correctly.
  • grabs ignore blocking, while guardbreaks will break it, if it hits on the same turn as blocking
  • grabs can be avoided by jumping, using moves that jump early enough, backdashing, etc


  • parrying can be done on anything that isn't a grab, including guardbreaks.
  • to parry, you need to correctly select the frame the attack hits you, and the correct guard height. this is done automatically for you if you click on your opponents move and then select block. (may need adjusting, does not auto adjust for held attacks)
  • missing a block disables the ability to parry, but also makes all guardbreaks no longer break guard.
  • both blocking and parrying grants super meter. the attacker gets significantly more meter in the case of their attack being blocked.
  • certain moves are punishable on block, even if not parried (ex: uppercut)
  • pushblock automatically blocks both heights, removes chip damage, and applies a significant amount of knockback on the opponent if anything hits your guard
  • each hit applies the push, so multi-hit moves push more, and projectiles can be pushed, too.


Parrying Projectiles

  • parrying a projectile works different from parrying melee attacks. if a projectile hits you within 3 frames, and you block, you'll parry the projectile. (height doesn't matter)
  • certain projectiles are unparriable, such as Mutant's Shockwave, or Caustic Spike.
  • after successfully parrying anything, if you keep blocking, you'll automatically parry projectiles for 20 frames, even if they're normally unparriable.


Beating Backdash with Movement

  • backdashing/jumping backwards has a unique property of becoming inactionable if any forward movement options are used, until the opponent is actionable.
  • this means if an opponent is backdashing, using dash, superdash, jump forwards or super jump will take you much further than if the opponent used something like wait.
  • if an opponent is being very passive, weaving in and out of attack range, this can put you into a close-range situation where they're forced to make a choice, instead of continuing to dance out of range.
  • of course, dashing forwards can be unsafe if an opponent decides to swing preemptively, either trying to read an attack, or catch your approach.


Wakeup Options

  • after being knocked down, you have the option to hold, get up, or tech roll.
  • getting up will beat attacks supposed to hit you on the ground, and is also unpunishable
  • holding can beat attacks that are supposed to hit you after getting up, but can be punished by certain attacks that hit grounded opponents
  • tech rolling can avoid sometimes avoid both, but is riskier, being beaten by movement and certain attacks with long range.
  • knock downs will only last for 20 frames before automatically getting up
  • being hit out of hold or tech roll will continue the combo, meaning the previous combo scaling will continue reducing damage.

Navigation

General
FAQ
Glossary
HUD
Community
Characters
Ninja
Cowboy
Wizard
Robot
Mutant
Mechanics