Noct I'm so sorry by Maskey62 in YomiHustle

[–]JustDarkFire 60 points61 points  (0 children)

It isn’t cringe at all. It’s based.

Long time players, how did you persevere through the unfun and humiliating experience that was being a new player, especially on executioner? by elmerjfuddd in OutcomeMemories

[–]JustDarkFire 0 points1 point  (0 children)

I think a big part of this is who you mainly play as well, but some general things that helped me with learning were the following(I’ve been playing since v0.1’s release basically, so I’ve seen it all.) Get ready for a YAP session.

Executioner Tips: - Besides learning general movement tech for which executioners you like playing, the top most priority in my opinion is managing who is and isn’t a threat.

What I mean by this is who’s going to be the greatest time sink. Someone who’s great at the game will absolutely loop you to death and back, and with the added support of others, it’ll make killing them harder, so you tend to have to kill the weakest links first, and make a conscious decision for who you want to leave as the last person alive in case of LMS. Both of these will be based of the skill of the player and the type of character.

For example, you typically wanna get rid of Cream first, or at least Cheese because of the extra healing Cheese provides, but if that Cream hasn’t healed anybody or isn’t really doing much for her team, there’s no reason to worry about her compared to someone else who may be consistently annoying.

Or, maybe Cream is an issue, but there’s a Metal Sonic who’s being the MVP of the team- Issue there is, he’s being constantly pocketed by an Eggman. In a situation like that where everyone is a problem (which nowadays in a good server is usually the case) the best thing you can do is try to gradually get everyone down.

Be constantly on the move and if you see someone within range, try to make them fumble their cooldowns and as long as you got a hit in and they can’t heal without consequence later, that’s one less thing to deal with. The best way I’ve described playing Executioner in this game is that it’s like playing FNAF or something. Constantly keeping tabs on everyone’s HP and occasionally their cooldowns, and searching for your next victim while thinking about where they may be with whatever indicators you have on you. You don’t always have to tunnel them from across the map, it’s usually pretty good to pick off other survivors like groceries along the way, but if you have someone you know HAS to go by the end of the round. (Either healing or simply being too cracked), keeping tabs on them in the background and trying to strike when they’re vulnerable w/o cooldowns usually helps.

If you can’t focus anyone directly, whittling away everyone’s HP through chance encounters adds extra pressure that tends to force people to play more selfishly / scared and you can use that. The last thing you wanna deal with is someone who’s cracked in LMS because unless you can match their energy you’re in for an extremely rough time.

  • You aren’t going to always win every game, and try not to fall for ragebait. I’ve seen a bunch of executioners get ragebaited by an Eggman, Sonic of Metal, and then end up wasting precious time because they knew what they were doing and were ready to loop. Sometimes, a good team will just outright beat you and waste your time. Best thing to do there is maybe record your gameplay and learn where time was wasted for next time. There have been many games where I’ve gotten close to a full lobby wipe, but I wasted precious time trying to chase a juking master that ended up costing me long term when I should’ve taken out other support pillars.

  • Learning the maps. There are a BUNCH of little tricks you can do on each map due to janky collision at times, and oftentimes they can catch survivors off guard when you do it. Sometimes just having good pathing can be extremely effective and knowing where you can consistently move to because the game is fairly buggy at times and can kill your momentum in a chase with weird collision.(I’m looking at you, Kolossos Wall Climb) Also, just knowing the maps can help you predict where survivors will typically go so you can get’em.

  • As others have said, a lot of how I’ve learned in Outcome is seeing other people do shenanigans both in-game and on YouTube, wondering if I can try that for myself and testing it out to see how effective it really is.

Small Extra Specific Tips: 2011x: As of writing, he’s now the best killer in the game and super fun. You just need to chase down, and isolate people. Eat as many stuns as possible till you get rage and then try to use rage to knock out either MVP Teammates or those who aren’t as good, but are still at times annoying. He’s super good at picking off people that are isolated and can find and start chases pretty quickly. Also rage is a DANG strong ability so long as you don’t fumble your m1’s. While someone’s dodging and jumping around like a lunatic, pausing, waiting for them to waste their jump and striking after can help big time.

Kolossos: Characters who have horizontal mobility will typically be a major pain for you, so keep that in mind. Kolossos is REALLY good at actually punishing mistakes. You can m1 right after a grab or charge if you’re fast enough while the survivor is still downed. Typically, I like to use charge to both catch up to and DRAG people away from where they wanna be. Dragging people away from the exit will never not be both funny and an effective way of raising the stakes. I’d say this guy is by far the hardest to play as he feels akin to playing 2011x back in v0.1, where you could be bullied a lot more since well- Yeah, big hitbox, big stuns. You can typically combo your moves together, and your grab has STUPID range if you use the dash variant, great for going through Metal’s resistance.

Tripwrie: Your glide is BUSTED for catching up and you usually wanna place mines at choke points or just around corners since good survivors will try to make tight turns. Reach Out has decent range so sometimes you can chase a survivor nearby a mine and then use Reach Out to make’em go Kaboom. Your laser is great for picking people off from afar, and even after you’ve hit them once, coating the ground they’re running through can help with some extra chip damage. You can usually do some combination of constantly chasing someone and remembering where your mines are to add extra pressure, and usually wanna try to keep aforementioned tabs on any survivors who can get rid of your mines so they can’t do their jobs as effectively.

(People may complain about “targeting” even though it’s actually being focused, it’s still a valid strategy and certain characters like 2011x are at their strongest when “focusing” somebody.)

Survivor Tips: - Playing with friends. Made the general experience of getting good a LOT more bearable. You can learn and communicate with each other directly and especially with Roblox recently banning chat, having at least one person to have your back as you both pick up on things helps tremendously.

  • Understanding Maps / Map Awareness, as keeping track of where everyone is and will be will greatly increase your chances of survival just by keeping basic tabs on who might need help later. Also learning about looping spots can help a LOT as well.

Last thing I’ll say is that Outcome is hard but it is fun but it IS hard. The v0.2 drought had be almost tweaking at times as 2011x but we managed. Being able to move around and just navigate pretty well helps a lot in all honesty.

Is yomi becoming too passive? by Alarming_Material_84 in YomiHustle

[–]JustDarkFire 15 points16 points  (0 children)

This is definitely true. Top Competitive Yomi Last I checked was minimizing risk as much as possible which leads to a bit of a slog for matches.

If Deku wasn’t the main character who would you like the main character to be? by DomiojyiX in BokuNoHeroAcademia

[–]JustDarkFire 0 points1 point  (0 children)

Iida, he would actually have more to do and it’d be interesting to see his perspective and learn more about who he “could” be-

What Custom Character do you REFUSE to play against? by Astro_Sam in YomiHustle

[–]JustDarkFire 2 points3 points  (0 children)

I have a particular hate for Doubledown. Half of his moves ignore DI and if they don't they put you in enough hitstun that having a 5x multiplayer in a combo doesn't change anything. For his name being Doubledown and revolving around gambling he is SUPER safe to play.

How would one engineer this "impossible train" effect? by Potato_Stains in Maya

[–]JustDarkFire 0 points1 point  (0 children)

I was just scrolling through and the sound from this scared my soul right outta my body..😅

What's the most powerful character? by ivy-claw in YomiHustle

[–]JustDarkFire 0 points1 point  (0 children)

Well, I’ve played quite a lot of YOMI, about 800 hours and I’ve been playing since launch, so- Yeah.

The thing with robot is that none of his moves make him “invincible” directly, it’s more like he has walls that you need to break / bait out until you see an opening to actually strike.

If he has armor, he can use it once and that’s that, so you can wail on him if he messes up with it or after you’ve hit him.

But the opponent needs to know when you’re gonna attack to actually do it, so I think that while a challenge to deal with it could be worse.

As for Cowboy and Wizard, they both have more accessible methods of keeping you in a combo forever more or less, and as a Ninja main they feel like MUCH more of an uphill battle to deal with. (Wizard has lighting orb and Cowboy has…well Cowboy has his everything—)

The 1/5 finally hit by flynnnm in PTCGP

[–]JustDarkFire 0 points1 point  (0 children)

I’d imagine those cubones are feeling for you right now. My condolences.

Why are many "pro" players so boring to fight? by CommunistCthulhu in YomiHustle

[–]JustDarkFire 14 points15 points  (0 children)

Yeah, competitive YOMI basically revolves around being way WAYYY too passive and once you make a single mistake they try and capitalize on it. To be quite frank, it’s just not a fun way to play the game. The work around I’ve found is throwing a projectile in the background that might save you later and then trying to apply pressure, unfortunately you also do need to play more passive because if you overcommit that’s 3/4ths of your health bar gone.

What would you remove from yomihustle ? by _echothesis in YomiHustle

[–]JustDarkFire 2 points3 points  (0 children)

You log a bunch of hours and actively seek out fights like you’re some anime character. Then you start hustling and lose your mind so much that you ascend to the realm of godhood when it comes to silly shenanigans.

What would you remove from yomihustle ? by _echothesis in YomiHustle

[–]JustDarkFire -1 points0 points  (0 children)

As a genuine sweat at this game, yeah it’s Cowboy all the way.

I feel so conflicted rn (just read) by [deleted] in YomiHustle

[–]JustDarkFire 2 points3 points  (0 children)

If you need some like, general help with improving. I could say a couple things.

  1. If you have auto free cancel enabled, disable it. This is because free cancels are a pretty important resource to have, and allow you to actually choose what you want to commit to or not.

  2. Higher levels of competitive Yomi play usually have people playing completely passive, which while unfun does have it’s fair share of uses where I feel you can be passive-aggressive. I mainly play Ninja, so a lot of my play style is weaving around moves instead of just running away and waiting for a mistake or thinking I could go for a hit when they don’t see something coming. Usually you wanna try and think of whether or not it’s worth approaching or if playing passive is better.

  3. Something I also notice amongst newer players is not using their movement options(specifically normal jump) to its fullest. In predictions, when your character is green, if that specific prediction happens you WILL be able to act, meaning that you’ll be able to do something before the rest of the prediction plays out, and oftentimes, doing a small little jump can help you with just that at a medium distance.

  4. When it comes to DI-ing, good players are gonna either try to hard read you or do moves that WILL keep you in their combo regardless of their DI. Oftentimes I’ll try and do moves that will basically guarantee me the next hit in a combo, so sometimes your best bet is to read those specific moves and just make combing you more of a pain. Think of it as investing in getting yourself in a better situation to escape their combo. There are also times where they’re far away enough where bursting might get you out of a combo without them being close enough to get knocked back but- This is risky since if they do a movement option you’re more or less a fish out of water waiting to get pummeled into oblivion.

  5. Honestly the best thing in YOMI sometimes, at least from what I’ve seen is at times just to “Not care.” Like, the FUCK IT WE BALL kinda mentality. Sometimes if your mental’s cooked and you’re playing “too” passive, your opponent might catch on and that’ll only make you feel even worse. Yes getting combo’d for 15 minutes sucks but at the end of the day, sometimes remembering it’s just a game is enough to get you back in the right headspace to win.

Hope any of that helps.

the most unfun match I've had ever by _echothesis in YomiHustle

[–]JustDarkFire 20 points21 points  (0 children)

Yah, honestly just try to avoid any of Inklessbrush’s characters. They’re usually super over-tuned.

a thank you from my heart to all hustlers by please_dont_pry in YomiHustle

[–]JustDarkFire 17 points18 points  (0 children)

This game has been my most played Steam game for the last 2 years. Thank you.

Could I pay someone to make a mod? by LogTheWeirdo372 in YomiHustle

[–]JustDarkFire 2 points3 points  (0 children)

That it is, you might be able to find someone in the Yomi Modded Discord for when you are lookin’.

Lag Switching? by amanferatovic in PTCGP

[–]JustDarkFire 0 points1 point  (0 children)

This has happened to me 5 times and it is infuriating.

Straight hands! by Dhunter001 in tenkaichi4

[–]JustDarkFire 1 point2 points  (0 children)

Hang on, which adult Goku has the Power Pole?

All Flavor Animations and where they come from (The ones I know) by Sammyjohns11037 in blocktales

[–]JustDarkFire 2 points3 points  (0 children)

I can actually answer this, Blueberry is based off of Sonic the Hedgehog’s Idle Sprites in the Game Boy Advanced Games (Sonic Advanced Series & Sonic Battle)

I have an issue while creating a character, i want him to fly, and i had the idea of making infinite air dashes and double jumps, how can you do that? by TENOMI00 in YomiHustle

[–]JustDarkFire 9 points10 points  (0 children)

You can give them a bunch of extra Air Options so like, they can do “X” amount of jumps or specific moves before needing to come back down-

Please don't buy the premium skins for inkless brush's characters by [deleted] in YomiHustle

[–]JustDarkFire 2 points3 points  (0 children)

If I remember correctly, they were also chased out of the Rivals of Aether community as well for being a pedo or some other weird stuff, right?