YomiHustle/Defense

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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. This is often ill-advised, since most characters can't escape 4/5 frame attacks especially not if their momentum is hurtiling them towards the opponent. However, there are some moves that are viable to consider.

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