YomiHustle/Ninja/Strategy

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Strategy

As Ninja you have one main goal: close the distance between you and your opponent and overwhelm them with Ninja’s oppressive close range options. At close range Ninja has options such as grab (the quickest option), uppercut, punch (her quickest attack) and drop kick. Of course Ninja can also use a defensive option in this situation, however it’s often best to lay on pressure wherever possible.

Roundstart:

Roundstarts are critical in Yomi, choosing an option that leaves you a sitting duck, or getting hit at the start of the round can make or break a match, so it’s important to understand your options and how they’ll affect the match. Starting from the beginning of every round, Ninja will always have an offensive or defensive choice to make. Common openings include dashing backwards, short hopping, FC Dropkick or Nunchuk (as these both hit roundstart) and Shuriken. It should be noted that the character you're fighting against will often require a change in opening strategy.

Opening VS Cowboy:

Dashing back - Loses only to Lightning Slice.

Dashing forward - Loses to nearly any offensive option, however can catch out a Lightning slice read or walk back, 2 common cowboy openers.

Short hop - Not ideal, but depending on the angle is safe. Can lead into being 50/50’d so use with discretion.

Nunchuk - Beats out certain offensive options but loses to all defensive or movement options, use if you’re feeling slightly insane today.

Drop kick - Want an opening that’ll make you feel like a madman and a genius? Use drop kick, high profiles over Horizontal slash and beats it out, if Fc’d you don’t need to worry about being punished. Catches people out way more often than it probably should. Also beats out impale… for some reason.

Shuriken - Situational, but if it works you get a projectile setup out early on which can be substituted to. Leaves you at disadvantage against any passive play, however not enough that you can be punished (Usually, Lightning slice can sometimes be a rare exception to this). Can trade with Hslash as well. Ninja gets more frame advantage- Cowboy gets more damage.

Blocking - Just don’t do this, seriously, best case scenario you manage to get a Hslash read and worst case you get full combo’d for the mistake, don’t even consider it.

Opening VS Wizard:

Wizard has a lot of options, which can be very daunting when trying to approach or choose an option, the best thing to remember is that even though Wizard can hit you, doesn’t mean it’ll always happen, so don’t let the intimidation of their moves stop your approach, just keep it in mind and try to understand how your opponent plays.

Slide Kick (flip) - Safe from all Wizard round start options at the cost of frame advantage.

Dashing back - Loses to a properly spaced Mana Strike, but nothing else. Unfortunately Mana Strike is a favourite of many a wizard, so watch out.

Dashing forward - Loses to Icicle and Tome Slap, as well as Mana Strike at certain dash speeds and strike ranges (will update with a guide on these once more pressing segments are completed). Not the best choice against Wizard.

Skull Shaker - Beats Mana Strike, shorthop and conjure weapon. Loses to pretty much everything else. Only use if you're feeling crazy, a bit silly if you will.

Opening VS Robot:

Dashing back - Can't be punished by Robot. Worst case scenario, they use VACUUM for a meaty.

Skull Shaker - If the Robot starts off using armor with an attack, depending on which move the Robot uses the armor with, Skull Shaker could ignore the armor and hit the Robot anyway. Armor VACUUM or KICK USER are the two most notable moves.

Shuriken (0.09, 0.8) - A common Robot opener is STEP (flip). At this angle, it's slow enough that the Robot can't parry it the following turn, giving you a Substitute target. Additionally, trades with any non-armored aggressive openers ie: STEP, KICK USER, COMMAND: GRAB, VACUUM, etc.

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