YomiHustle/Combo Mechanics

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Combos

Hitstun

All attacks apply a certain amount of hitstun to the opponent, during which they cannot act, except by using Burst. The amount of hitstun is determined by the attack, and the amount of hitstun a move applies is decreased each time it is used in the same combo. On counter hit (hitting the opponent while they are starting an attack), 8 extra frames of hitstun are applied.

Airborne players will take an additional one frame of hitstun.

Cancels

Most attacks, with some exceptions, are cancellable on hit.

  • By default, grounded attacks can be cancelled into any other attack, defensive option, or jump, but not dash.
  • Air attacks can generally cancel into all air options as well (Double Jump, Airdash, Teleport, etc.).
  • Moves which are special cancellable can generally also cancel into supers or defensive options (but not normals or basic movement options).
  • Moves which are super cancellable generally can only be cancelled into supers and nothing else.
  • Some moves have unique sets of cancel options. Check the character pages for more information.

Choosing [HOLD] on a hit cancel will cause the move to play the remainder of its duration, at which point you will have access to all your normal options.

Launchers

Certain attacks will always cause the opponent to become airborne on hit, while others will keep the opponent on the ground.

After 6 grounded hits, the game forces the next move to launch, meaning the 7th hit of a ground combo will always send airborne. If the opponent is sent airborne before the forced launch, this value will not reset, so the combo may launch sooner after a restand.

Knockdowns

If a player lands during hitstun, they will be knocked down if the move has the knockdown property. After being knocked down, they will have access to getup options, unless the move has hard knockdown, in which case they will get up automatically after 30 frames. If the move does not have the knockdown property, they will instead be put into an inactionable landing state for 3 frames, during which, they can be hit to continue the combo. See Restands for more info.

Restands

If the opponent is hit as they are landing during an air combo, they will transition back into a grounded combo.

When landing from a move without knockdown, there is a 3 frame window to hit them with a grounded move for a restand.

When landing from a move with knockdown, there is only a 1 frame window to restand them. If they are in regular knockdown, you are shown to have 20 frames of advantage when they land, so you can determine the restand timing by subtracting 20 from your frame advantage. (For example, if you have +25 frame advantage, a 5 frame move will restand).

OTG

Certain moves (notably, ninja's stomp) can hit opponents who are on the ground from a knockdown to continue the combo.

If these moves hit before the opponent's getup options become available, this will continue the combo as normal. If the opponent has getup options available, they can get up to avoid being hit by an OTG, but can still be hit if they delay their wakeup.

Wall Bounce

If an opponent hits a wall while in air hitstun, they will bounce off it and take 2 additional frames of hitstun.

Wall Splat

If hit against a wall by a move with the wall splat property, a player will go into a special animation where they slowly slide down the wall. If they slide to the floor, they will go into the knockdown state, otherwise, they will pop off the wall automatically after 30 frames.

The splat can be DI'd up or down to influence the position of the wall splat. When hit close to the ground, this splat can be used for an easy restand.

There is a limit of 3 wall splats per combo.

Instant Cancel

An option which lets you become fully actionable at the cost of 1 bar of super meter. Can be used on almost any attack that can be hit cancelled. Useful for attacks with limited cancel options. Takes 1 frame to activate.

Burst Cancel

Spends your burst meter to cancel an attack and hit the opponent with an offensive burst.

On hit, resets the proration of the combo to 0 (but not the scaling) and resets the combo pushback (not knockback scaling).

Escaping Combos

Burst

Burst is available for the player in hitstun while the burst meter is full. Using it activates a fast, invincible attack which does no damage and resets both players to neutral.

Up close, burst can only be countered by blocking, or by using a move with invulnerability on startup. At farther ranges, burst can be spaced around to avoid getting hit by it. If burst is parried or dodged, this usually gives the attacker enough time to hit the opponent during the recovery of burst, which starts a new, unscaled combo.

Burst fills up gradually over time, and fills up faster when taking damage.

Directional Influence

Generally shortened to DI, this mechanic allows you to influence your position and knockback while in a combo. By setting a DI direction on the DI wheel 'before' getting hit by an attack, your position will be shifted slightly in the direction of your DI, and your DI will also be added to the velocity of your knockback. The effectiveness of both the position shift and the velocity adjustment are increased by combo scaling.

On the ground, only the horizontal component of DI is applied, so DI'ing Up or Down does nothing. When hit grounded in the corner, DI away from the corner will force your knockback to push you out of the corner.

Unlike Burst, DI does not end combos instantly. Instead, it is intended to make the combo harder to follow up on, by making your opponent spend resources to continue their combo, or make the combo do less damage, by making your opponent pick a sub-optimal followup option.

Combo Pushback

As combo scaling increases, both players will be pushed apart by an increasing horizontal force.

This force does not affect velocity, so it cannot be counteracted with moves like Ninja's store momentum.

Health and Damage

Every character has 1000 health. Damage values are rounded to the nearest whole number value, and then multiplied by 10 for the in-game damage display.

Damage Scaling

The damage each hit does in combos is given by the formula: d*(0.8*((15-c)/15)^2+0.2) where d is the initial damage, and c is the number of hits in the combo plus the proration of the combo starter.

In practice, this is similar to multiplying the damage by 0.9x for each hit in the combo, with the scaling maxing out at 20% damage after 15 hits.

Proration

Proration is a mechanic which causes combos to do more or less damage depending on what move was used to start the combo.

If a move with proration is used as the first hit of a combo, the combo will start with additional damage scaling. For example, if the first hit of a combo is Punch, which has +2 proration, the combo will start off with 3 hits worth of damage scaling.

Proration can also be negative, so starting a combo with a move that has -1 proration will cause the second hit to be unscaled.

Proration does not change how much damage scaling moves add after the first hit of the combo.

Guts

In addition to damage scaling, characters also take less damage at lower life. The damage reduction amount increases at specific thresholds as indicated below:

Remaining Health Damage Dealt
70% 90%
60% 80%
50% 70%
40% 60%
30% 55%
20% 52%
10% 50%

This damage is applied after combo scaling and minimum damage are applied.

Minimum Damage

Some moves have a minimum damage value, which means that even as the combo scaling increases, the damage of the move will always do at least as much as the minimum damage.

The minimum damage value does not override guts, however, so it will still have its damage decreased by guts scaling after combo damage scaling is calculated.

Super Meter

Super meter can be gained in several ways, including hitting moves, whiffing moves, moving forward, parrying, and taunting.

1 bar of super meter requires 125 units of super meter (from this point forward, referred to as "super").

Meter Gain

  • Taunt gives 125 super, or one full level
  • Whiffing a move that has a hitbox will grant 10 super
  • Every frame you move closer to your opponent, you will gain super equal to v/4, where v is your velocity towards your opponent, with a minimum of 1. Meaning as long as you're moving towards your opponent, you will gain 1 super per frame (at least)
  • Perfectly parrying an attack will give you an amount of meter equal to the hitbox's parry_meter_gain (default 50) stat.
    • If you block instead of perfect parrying, both players gain this amount divided by 3, e.g. 16.66667 super at the default value.
  • Dealing damage will give you super equal to the amount of damage done
  • Taking damage will give you super equal to the amount of damage taken divided by 3

Modifiers

Combo Scaling

Super meter gain from all sources is reduced by combo scaling. The full formula for combo scaling is as follows:

m*(0.8*((15-c)/15)^2+0.2)

Where m is your base meter gain, and c is your combo count (capped at 15). At 15 hits, your meter gain is reduced to 20%.

Sadness

Sadness is a hidden value which accumulates whenever you are moving away from your opponent, and reduces while moving towards and attacking the opponent.

When your sadness value gets high enough, the game will display a warning message that says "SAD" below the character's health bar. Continuing to move away will invoke sadness, indicated by "SADNESS" being displayed below the health bar. Sadness will instantly remove all super meter, and also prevent all super meter gain for 120 frames after its activation.

You will also have reduced meter gain based on your sadness value. This penalty will scale from 100% meter gain to 0% meter gain as more sadness is accumulated.

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