(OUTDATED) Basic Beginner Guide - YOMI Hustle Tutorial (Block, Parry, Dodge)
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- Опубліковано 3 сер 2024
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00:00 Blocking High or Low
00:22 Block State
00:51 Block's Weaknesses
01:04 Parry
01:26 How to Parry
01:44 Dodge
01:57 Comparing Dodge to Block
02:11 Dodge's Movement
02:24 Dodge's Weaknesses
02:46 Closing Statement and Notes
If you’re certain you’re about to get hit, there are a few options to defend yourself with.
When on the ground you’ll have block high and block low. Against the majority of attacks you must use block high, but some attacks will hit low and require block low instead. Use your predictions to check which block will defend against which attacks.
While in the air, you’ll just have block, which behaves as both block high and low as it defends against all blockable attacks. However, all blocks will fail against grab or other attacks with grab properties.
When you’ve blocked an attack or projectile within 10 frames you enter a block state, during which you’ll take a dramatically reduced damage from attacks (often called chip damage), a little knockback and you will ignore the hitstop and hitstun those attacks would normally apply.
You will automatically block all blockable attacks, low or otherwise and both you and your opponent will gain a super meter for each one. It is possible to be grabbed before you can act again, but the circumstances are highly specific.
You will leave the block state and become actionable again once your opponent becomes actionable, or once 20 frames have passed since you started the block. Whichever happens first.
When starting a block, the first 10 frames will protect you, but if nothing hits you, 9 recovery frames will follow, and some attacks are slow enough to hit later than 10 frames.
If you block at the wrong time, you’ll spend 19 frames doing nothing, so take caution, blocking can ironically leave yourself open to attack.
But what if you block at the perfect time? You parry.
When you parry you take no damage or knockback, and instead of entering a block state, you become actionable on that same frame.
You will gain more meter than normal blocking which varies based on what you parried, and your opponent won’t receive meter at all. Your opponent will be stuck in recovery frames, potentially leaving them vulnerable to your own attack.
Parrying causes a unique visual effect, so if you want to see if blocking can lead to a parry, look for it in the predictions.
To parry a projectile, you must block within 3 frames from when it would hit you.
To parry a melee attack you must begin a block on the same frame or earlier than your opponent's attack began.
If you and your opponent are both actionable and they use an attack that hits within 10 frames and you block, you will parry the attack. However, if they use an attack that hits you later than 10 frames, you will be hit instead.
If you want a less committal defense, you can dodge instead. Usable on the ground or in the air, dodge has a 2 frame startup that is invulnerable to projectiles and grabs, then, invulnerability to everything for 8 frames. This ends in 5 frames of recovery. (Wizard has faster dodge atm)
While blocking is vulnerable to grabs, and requires you use the correct block on the ground, dodge doesn’t have these problems. Sometimes parrying a projectile isn’t possible within 3 frames, and blocking will incur some damage and meter gain for the opponent. Dodging that projectile will solve those problems, though you won’t gain meter for it.It also makes you move a set distance either left or right, which can help manage your distance to your opponent. It will remove your collision, meaning that during its frames you can pass through your opponent, which can be useful if you want to trade sides. While this movement can certainly be helpful, it might leave you too far to attack.
While a parry makes you immediately actionable and the block state makes you actionable when your opponent is, dodge roll, even when timed well, requires you wait through its recovery frames, which can lead to you being left vulnerable.
Like blocking and parrying, dodge shares a weakness for slow attacks that hit once dodge’s invulnerability wears off. However, the movement can potentially push you out of range of those attacks, and even when it won’t, your opponent must still predict which direction you’re going.
While blocking and dodging are the primary defensive options, remember that there are other alternatives like movement and actions with special properties. Remember that sometimes the best route to your offense starts with a strong defense.
Tags: yomi hustle your only move is hustle ivy sly ivysly ninja cowboy wizard robot
tutorial guide how to play help how start beginner noob learn
indie game fgc fighting game community stickman steam
block parry dodge i frames invulnerability projectile grab knockback chip meter active recovery - Ігри
Fantastic video - though the best defensive option of all, Wait, is not discussed. I suspect it deserves a video all on its own.
I do plan on talking about it in the future. Guess you'll have to lock in wait for now. I don't know how many frames I'll use before I get to it.
Wait isnt good lol, its very rare that wait is better than back/forward dash because wait takes 2 frames more than forwards dasg and 1 frame more than back dash so just do one of those
Quick starting video, immediately to the point with no fluff, with a short, but to the point but descriptive tutorial on the game. I very much like these videos, entertaining and help me understand the game alot more, even though ive been playing for around a month or so
A fellow man of culture I see
youre doing a great service to the YOMI community man, your tutorials are clean and on point
concise, to the point, easy to understand, great editing, thorough!
Thank you =D
Great videos! They certainly help me understand the game more.
Need more like this. There aren't even good character tutorials yet.
Excellent video! Really good overview of defensive options.
Useful, quick and good editting, very nice.
thanks bro!
bro i love you
nice video
also a quick note, you can block try catch
Try catch is a hit grab, meaning it behaves like a grab but is, like you said, blockable. Same is true of skull shaker.
DI should be mentioned here.
Even with how much I love feeding people a constant stream of tome slaps, I imagine that people would rather not eat that many tome slaps if possible
I'm planning on making a video about "combo breaking" soon that will talk about burst and DI.
To all new viewers the block has been reworked making the block section of the video out dated
I should probably re name the video to reflect that
How was it reworked?
@@ppgod6989 blocking is now completely safe, however it no longer parries all attacks, block now only parries on one frame of your choosing meaning basically you chose one attack to parry.
This rework also came with a new block advantage and disadvantage system along with guard breaks which beat blocking but can parried
@@Magicjacken ohhhh I see , thanks, I just bought the game so that's very helpful!
@@ppgod6989 👍
for predicting low blockable and high blockable attacks i just look for which attack gives my opponent the most frame advantage and see which block works
We Block, Parry, DODGE!
DEEPWOKEN!!!!
We stay CALM 😤😤
sleepwoken
Me watching this video even though I know exactly how all the mechanics work
I appreciate the view contribution
1:56 My guy out here playing dark souls 3
2:00 imagine this happen in an actual game XD
Just use your parry to decline the projectile and beat the piss out of the damn wizard.
if blocking only blocks for 10 frames, and in order to parry a melee attack you need to block on the same frame the attack begins, does that mean if an attack has more than 10 frames of startup its impossible to parry? because in order to meet the parry window you would have to exceed the active block frames?
Basically, yes.
There are special cases where attacks that first become active frame 11 and more can be parried if they used toggle free cancel while using the attack.
If you used wait, which can spend up to 10 frames, but your opponent used an attack that hits frame 11. You would get a turn before the attack hit you and could block before getting hit.
Hit invulnerability in roll needs 3 frames, not 2. Or i mean this can depend how u think of frames but u need attack to be -3 atleast to roll away from it, if it hits in 2 frames u cant roll it anymore.
Wait nvm i read ur wording again and yeah it makes sense. Just like idk i think you shouldve made that more clear that u need 3 frames to be able to avoid attack with roll because thats the most important thing for me
People often think that start up refers to which frame the active frames start, but it'd actually be the number of frames where nothing is happening yet. But it can be talked about in either way.
Also, I think pointing out the projectile and grab invulnerability in the first 2 frames is very important. But I can see it couldve been more clear.
@@YomiLearn yeah i get ur point. Also great videos overall and keep working on them because game rly lacks tutorial
@@aksimilumaspvp7278wait who are you????
@@aksimilumaspvp7278 Thanks a lot.
We parry, block, dodge.
what is spot dodge tho
It's a dodge that only Cowboy has access to so I didn't include it here. I'll wait to explain that in a cowboy specific video in the future.
Spot dodge is grab invulnerable and makes you totally invulnerable frames 5, 6, and 7 while standing still.
It's a very small window of invulnerability, so it doesn't work on a lot of existing attacks. Normal dodge is generally better, but spot dodge lets you keep your current position instead of rolling else where (may or may not benefit you) and it recovers faster. It only takes 10 frames to become actionable.
Why is this outdated. I’m looking into the game and thinking about trying it out and want as much info before I start and I’m curious why this video is out dated
Or i can press the armor button and COMMAND:GRAB and call it a day
deepwoken reference
I still don’t understand the use of hustle and i feel bad about that. Like literally is the name of the game.
Hustle is effectively a taunt for fun. Each character has a different version, but for the most part they just give you +1 bar of super meter if you perform them for long enough.
I say they are for fun because you usually won't have enough time to get the meter. But if your opponent can act while you're doing hustle, it will give you the opportunity to stop part way and do something else. So it's usually as safe as 'wait' is to perform. Usually.
They all have different properties too. The cowboy can actually hit you with his finger gun up close, the ninja activates his nunchuk stance, the wizards doesn't really do anything but you can use momentum and hover to slide around while doing it. The robots just freezes the last frame of animation for its taunt, it doesn't have a unique animation for hustle.
@@YomiLearn
Well, thanks for the dedicated explanation. I used as a taunt but didn’t noticed that charged a level and i thot that something more complex maybe could be used for.
@omitorrent7492 I learned recently that because of how super dash works, the cowboys finger gun can occasionally be used as a hard counter to it, particularly against ninja.
DEEPWOKEN
DEEPWOKEN REFERENCE?????????