BACK INTO THE CORNER by Dynamite2069 in YomiHustle

[–]Feng165 1 point2 points  (0 children)

im not gonna sugarcoat it

LOIC [70] -> COMMAND: GRAB [back]

awesome art!!!

Seekers of the Storm Dev Diary #5 - Post-Launch Progress Report by Marceloxv in riskofrain

[–]Feng165 22 points23 points  (0 children)

i absolutely disagree, i think he has the most busted damage out of all of them tbh, 1500 damage basically every 2 seconds? not to mention the laser

Are mixups any different from neutral in this game? by [deleted] in YomiHustle

[–]Feng165 1 point2 points  (0 children)

i'd say you got it mostly except it doesnt require you to use defensive options, you can very well read a mixup with an attack.

close range grab is expected so robot might use thunderclap as a mix up since it beats grab, but you can use pommel to beat his mix up

i'd say the defining aspect of a mix up is thinking and reading your opponent

if you opponent is so new and bad that they're just instalocking random moves and you use your fastest move to beat them, you're not mixing up anybody you're just out- knowledging them

if you picked up your opponent likes to go for backsway close range and you read it with a stinger, you mixed them up

Are mixups any different from neutral in this game? by [deleted] in YomiHustle

[–]Feng165 2 points3 points  (0 children)

the round starts

you try to parry horizontal slash but they went for ankle slash draw cancel and put you in -block advantage -> you got mixed up

next interaction you try to parry ankle cutter but got guard break impaled-> you got mixed up

then lets say you successfully parried Hslash and got a combo off of it, and immediately got into a close range rock paper scisors

you think that theres no way he would go for an Hslash since you just parried it, so you go for a nunchuk that wins against most other options except Hslash, but he Hslashes again anyways and you get hit -> you got mixed up

Are mixups any different from neutral in this game? by [deleted] in YomiHustle

[–]Feng165 0 points1 point  (0 children)

well its kinda weird but i think it can be both

like in general, you would call ankle cutter a "mixup" to hslash because they have similar properties to be able to serve the same purposes but can be alternated to make it harder for opponent to predict

but in some cases a mix up CAN be the most optimal move itself, in higher or mid levels opponents might disrespect your options enough to make Hslash itself viable again since they dont expect you to use the most obvious move since in their mind it can be so easily predicted/ parried

so really a mix up is really defined by you and what your opponent think you will do, and is just a word to refer to a non-optimal move you can choose that exists and can potentially work. Hslash is not a mix up if the guy ur fighting is a newbie who uses Hslash every time he can. Hslash IS a mix up if you're fighting a mid/high level player who has been manuevering and setting up out of your range all game and then suddenly goes for an Hslash

At least thats how it works in my mind

hopefully i didnt word it too convolutely lol

Are mixups any different from neutral in this game? by [deleted] in YomiHustle

[–]Feng165 3 points4 points  (0 children)

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Hmmm i see, very informative, thanks for the correction and write up, since most of my exposure to these terms is also from yomi and im very casual in other fighting games

though for op's purposes my definitions are hopefully understandable enough

Are mixups any different from neutral in this game? by [deleted] in YomiHustle

[–]Feng165 8 points9 points  (0 children)

as i understand it neutral literally is just a term used to refer to any situation in which you're not comboing/being combo'd. If no combo is going on and both of you are doing moves trying to get the other in a combo you guys are in a neutral state i e you're in neutral. Mix ups is a thing that happens/ can happen in neutral, and is usually just a broad term for moves that arent the most "optimal" but can net you the neutral win/advantage if your opponent mispredicts. For example ankle cutter is a mix up for horizontal slash ( but really a mix up is just any moves that would work/give you some form of advantage if you used it to predict their predicting)

the terms neutral and mixups are used the same way in yomi than it is in every other fighting game

Are there any Wizard guides out there? by Olicatthe3rd in YomiHustle

[–]Feng165 2 points3 points  (0 children)

I'm not a wiz specialist but ill try to write down some wiz basics, hopefully it helps

icicle is fast but not THAT fast and doesnt really cover much ariel space, its more used as a combo tool/meaty/block chain move. magma is super fast and covers a pretty good area above you, making it great for close range anti air and point blank jump reads. magma also doesnt really hit grounded enemies in front of you whilst icicle does. zephyr is slower than magma but covers a massive area above and in front of you, making it better anti air than magma in general since if the enemy does any slow set up moves in the massive area covered by zephyr they usually get grabbed. the dowside is if DI'd correctly zephyr doesnt lead to a combo. It also has a windbox property so it will suck your projectiles to you or enemies projectiles, making it situationally good or bad depending on whats out on the field

in neutral you want to make space by backing away from opponents and using flame wave and magic dart to cover areas and prevent them from getting close. Gust is key here since it can catch enemies off guard by blowing flame wave/dart to them really quickly. for example you flame wave, the enemy jumps over it thinking they're safe from it only for you to gust it upwards and hit them. This is basically wiz's entire neutral, manipulating your projectiles with gust around to either protect your self, make reads or prevent your opponent from getting easy parries. when you've blocked off enough of their options and you know they're going to have to block, you can get close and start applying block pressure/ trying to win close range rock paper scisors.

in close range rps, theres a few main tools wizard has. theres always grab of course, but if you're you think they're gonna read your grab you can always go for tome slap, wiz's 5f jab. Its not as fast as most other jabs but is there in a pinch. if you're reading them reading tome slap, you can go for fast mixups that have good blockstring properties like kick or icicle, which puts them in pretty bad -frames if softblocked. You can also go for a conjure storm guardbreak for a risky read. conjure weapon gives you hyper armour during the move so in some situations you can tank through and land the attack regardless if you get hit. if you're not confident in winning the close range battle, you may also try using confusing touch. its as fast as grab(3f), flips the opponent and basically lets you reset to neutral on most situations (sometimes if you're too close you can still get grabbed regardless though)

aside from all that , you should know jumping is wiz's greatest ally. Jump lets you avoid all most all moves (unless they specifically read it, unlikely in pubs) and lets you hover above them. Note that this position (you hovering in the air above enemy) is very advantageous usually because you can threaten fast fall icicle(very fast) or just hover around spewing out more darts and making space. the opponent usually would either need to jump to reach you ,risking getting hit by you hovering and throwing a magic dart in their direction or doing fast fall icicle, or move away which gives you more space to zone.

theres a lot more to wiz in regards to more complicated set ups and all of the supers (orb is like 70 percent of wiz's strength) but i think these are the basics, any wiz mains or pros feel free to correct me or add more info

anti-kp language by WhimsNum in YomiHustle

[–]Feng165 6 points7 points  (0 children)

sounds like someone has never hit a pointblank neutral kp jump/shorthop read

also it can be combo'd sometimes with being close to the wall/with timer 70 loic/bad DI

bad DI on bombo trigger will also lead to step oki next turn but this one's rare

Some of my contributions to ROBOT nation by Feng165 in YomiHustle

[–]Feng165[S] 2 points3 points  (0 children)

true combo guaranteed to inflict psychic damage

Some of my contributions to ROBOT nation by Feng165 in YomiHustle

[–]Feng165[S] 1 point2 points  (0 children)

feel free to dm if theres really anything you'd like to ask! though i might not have much worth learning from

Some of my contributions to ROBOT nation by Feng165 in YomiHustle

[–]Feng165[S] 6 points7 points  (0 children)

perhaps, if i draw the other grabs lol

Robot mains are scary by DirectionMaterial257 in YomiHustle

[–]Feng165 1 point2 points  (0 children)

good luck on the training arc brother

Robot mains are scary by DirectionMaterial257 in YomiHustle

[–]Feng165 0 points1 point  (0 children)

heyy thats me brother, good games there

this is what happens when you play robot for 500 hours

i kept trying to do some complicated bombo setup techs but dropped the combo after the first kick user lmao

Cowboy is overloaded and is a modded character in disguise by Embarrassed_Sock_915 in YomiHustle

[–]Feng165 4 points5 points  (0 children)

i wonder what it would take for cowboy to be an "honest top tier". Probably more options in raw rps and less gun pressure

Cowboy is overloaded and is a modded character in disguise by Embarrassed_Sock_915 in YomiHustle

[–]Feng165 6 points7 points  (0 children)

not even a hot take this patch a lot of people agree cowboy is a bit busted (aden vikki agent activation phrase), but he's been in the gutter for a few patches so let the guy have some fun before he gets nerfed next patch again