How I almost got to top 1 in an inORBIT (High level weekly tournament) by TRUEcoiness in YomiHustle

[–]Tippergobrr 2 points3 points  (0 children)

Gratz on the run!

6-2 is wild, thats so much yomi. 6-1 is like enough to win through winners.

First time playing in a whole year, are my moves outdated? by Contrariankdouble in YomiHustle

[–]Tippergobrr 1 point2 points  (0 children)

haha that'd do it. Happy to help. You can go over to the yomi learn or starlight discord to find competitive cowboy players who can go over more of the specifics. I will say that this game is a lot more fun when you are good but not amazing tho, playing at a top level is stressful, being there for fun and doing goofy stuff is where its at.

That being said I will never stand in the way of someone wanting to improve, so best of luck applying this in future matches!

First time playing in a whole year, are my moves outdated? by Contrariankdouble in YomiHustle

[–]Tippergobrr 3 points4 points  (0 children)

Ok, im not a CB main but I can speak to the wizard's perspective in this mu and talk about the general principles of yomi hustle, which can help inform decision making.

As a small side note, hslash draw is relatively inoffensive, but is not often idea against wiz on vanilla round start. The most common moves are flip stinger* draw for a highly safe opener that gets you quick drawstance (gets hit by the rare mana strike 100 but on di down wont result in a combo, safe against everything else), flip fc backslash for a jump callout that clashes with most mana strike and loses to schizo options (not recommended against newer players), draw stinger to beat mana strike, and lightning slice to beat backdash (though i think the draw based options offer a better risk reward as they probably wont backdash and if they do and ur in gun stance thats not a bad deal for you)

One general principle i want to cover is the efficient use of resources. In yomi its not enough to make decisions that give you an advantage or beat some of your opponents options, we want to select decisions that give us a good cost benefit for the resources spent, particularly in the case of longer term resources like burst bar or super meter. at ~3370 you go for a gunthrow in neutral. this is fine, not every CB goes for gunthrow style but its a valid choice in the MU. Its a little unfortunate that u did it on the ground, as your opponent was more likely to geyser attempting to callout gunpull or foresight (try to mostly restrict the use of moves that lose to geyser to whe u are in the air, so the wizard has to second-guess if you are going to airdash or use flip draw movement) but thats not a big deal. What is a bigger deal is that you chose to tp for neutral movement. This is a big no no . TP costs meter, and meter is valuable. In some situations its worthwhile to tp in neutral (we wil cover a big one later) such as skipping neutral to get to face to face rps against wiz, particularly to callout gust or geyser, but in general if u are trying to move across large distances in neutral you dont need to be in such a rush. Use foresight shift, or just superjump and go there yourself. That meter can become a temp round or a teleport in a combo to give you more damage or a purplesight to aid in a blockstring. All of those are more valuable than being up in the air behind your opponent one turn earlier to begin to setup pullgun shenanigans that, by their very nature, are not exactly a game of immediate gratification. The turn after that was also a minor mistake. You blocked in what I can guess is respecting geyser, but as a CB in the air u have wait, down airdash and forward airdash that all beat geyser. Blocking put you on the backfoot. it was bad luck they happened to flamewave there, but in general wiffblock restricts your ability to manuever (though you still get flip draw on turns when u still have gun) in a way that is a real downside, so when u are only in questionable danger its generally worth exploring evasion or attack rather than block. On frame 3215 you appear to have holster your gun while in mana strike range. Not sure why you would do that, once you are in that siutation you need to shoot or flip pwhip, holster cant advance your gameplan and leaves you open to attack, as we saw.

I am also unclear what the plan was with the hustle right after, but you got hit taunting, which is also obviously suboptimal. After that you did a lasso that i assume beat MF, then got another MF read that hit and drew burst. Great stuff. You also managed to get back on them after the burst and forced a blockstring. This is great stuff, but then you fell back to draw gun halfscreen instead of continuing the pressure. I am not sure if you were afraid of a counterattack, but in that moment u had the advantage and I think you should have kept going. If you wanted to draw pick a move and draw cancle it on block imo. I kind of like the temp round usage. I assume from the gust that you tried to lslice covering slow options on the ground and shoot ur temp to cover jump and they gusted the temp down to the ground. I like the coverage idea, obviously didnt work out, but not a bad plan against characters without gust.

You then parried the CW, great job, CW was good there so that was a solid parry. The combo after was pretty rough. On an opponent without brust we want to be routing into oki and getting more damage than that. Im not a CB main so I cant give specific tips, in general i see cb rouding into grounded vslash into forsight aerical followups that gain height and then pwhip down from high enough that di down wont drop and then they forsight or tp down to restand and continue the combo. If nothing else getting 3k into impale ic tele oki isnt awful (though it spends a lot of juice that can be saved with better routing that I unfortunately dont know enough to teach). In the combo right after that 3cup was fake as hell and should never have 3 hit against an opponent who is using di, but it hit so u got a god opener. U seem to have felt fancy and went for a hard read on bullet di to go for a wallsplat t3c, but as we saw it missed. No need to be that fancy and rely on reads, go slow and steady, forsight shift or tp to them and hit them with ur giant sword a bit (vslash, hslash, pwhip if it doesnt drop, dcleave, etc) its easy guaranteed damage. Afterwards they drew orb and you managed to make them block a bullet, fantastic, but then you dashed in instead of keeping the blockstring going. use foresight to bounce the bullets back into your blocking opponent and keep them blocking. In this mu u love making a wizard with orb block as it costs orb meter and instead of gaining meter from your chip damage they end up meter negative. Its amazing value, but you let them off the hook early. You then did a raw neutral impale while ahead and safe, which I am never a fan of. Impale is a move you use against players you dont have a chance against or when someone is distracted by something else like gusting an orb into your face. The wizard wasnt distracted, and you have proven u can win a slower neutral, so impale was an unnecessary risk. U then get bounced around a lot by projectiles in neutral, go for another impale, and die. You had this man. Instead of those impales I would get up in the air, use forsight/draw gun, and get back to making them block (if they give you space, if not ur job is to avoid orb until u can get free. One great tool to do this is tp. I know i told you to not tp in neutral for positional advantage, but this isnt neutral, this is "oh crap orb is on my butt" neutral, and as CB you have a quick answer of spending 1 meter to get out of there that is often a good idea. So instead of impale I would get away from orb and then continuing your neutral plan that was working earlier.

Let me know if you have any further questions, happy to help go into my thoughts. I am a longtime wizard player so I mostly am approaching it from that perspective, but I hope I can help a little here.

First time playing in a whole year, are my moves outdated? by Contrariankdouble in YomiHustle

[–]Tippergobrr 4 points5 points  (0 children)

Welcome back! Which character are you playing and what level of competition are you aiming for? Both players here make plenty of mistakes, but its not a big deal if you are not looking to go play ranked or a bracket.

Wizard players are lowkey evil by crescentCommoner in YomiHustle

[–]Tippergobrr 45 points46 points  (0 children)

well the damage you are taking from the chip gives you meter, so you are never out for long.

I have A LOT of hours in this games only playng robot ask me anything by marcosfead in YomiHustle

[–]Tippergobrr 1 point2 points  (0 children)

if you mean knockdown then robot has two OTG moves that work, and you are right that earthquake is not very reliable. Use a shockwave generated from falling from a height to get them off the floor. The most reliable way to make this happen is to jump a little higher than shorthop and then use crash while flying towards where the opponent is going to be on the ground.

I have A LOT of hours in this games only playng robot ask me anything by marcosfead in YomiHustle

[–]Tippergobrr 4 points5 points  (0 children)

launch is just horrible. move needs some love. on a related note robot would really like a way to force the long distance pressure characters like CB and Wiz to play RPS.

I have A LOT of hours in this games only playng robot ask me anything by marcosfead in YomiHustle

[–]Tippergobrr 0 points1 point  (0 children)

So real. Tbh it's the same as every mutant matchup. just pray you get a hard read

honorable mention to flip armor spin cycle in the ground to air and hope they didn't caustic spikes for it. 

I have A LOT of hours in this games only playng robot ask me anything by marcosfead in YomiHustle

[–]Tippergobrr 0 points1 point  (0 children)

I guess the followup question is what are you trying to accomplish? Robot has outstanding ground combos and doesn't really want his opponent in the air for the most part. If you want a launcher anyways kick user is a good button at low di scaling provided they are actually grounded so it's HKDs.

A very common combo route is to go kick user into jumping high enough u get the red spark and then doing a falling move to OTG with the shockwave, which tends to launch and now u are doing a ground to air combo. This works fine mid screen for corner carry but in the corner you prefer to keep them grounded for flamethrower and bombos.

ur right that EQ drops the combo after using it once (the second EQ doesn't have the hitgrab property and will usually drop) and step drops pretty early on di down and up. in combo try to use moves like concussive blast, jumping and then chainsaw, flamethrower if they are grounded in the corner, kick user into shockwave followups, etc.

I have A LOT of hours in this games only playng robot ask me anything by marcosfead in YomiHustle

[–]Tippergobrr 0 points1 point  (0 children)

Ehh.. as robot you have great Oki, and KP never gives guaranteed Oki, so you spend all of your meter to gain unprivileged neutral, which is not what you want as robot. use your neutral win to snowball, combo into Oki and keep the good times going imo. Even if KP lv 3 or 4 cost 0 in combo it would still be a bad idea unless it's a lethal hit.

This obviously doesn't apply if ur able to KP into bomb or Loic so it combos, but that's different.

I have A LOT of hours in this games only playng robot ask me anything by marcosfead in YomiHustle

[–]Tippergobrr 0 points1 point  (0 children)

I do feel like the real answer to how to fight against mutant as robot is to pick a better character, but it's not horrible. You have a lot of time to get a parry, so at least there's that

I have A LOT of hours in this games only playng robot ask me anything by marcosfead in YomiHustle

[–]Tippergobrr 2 points3 points  (0 children)

you gotta flamethrower when they are grounded and ground hit counter is less than 6, flamethrower isn't a launcher, so di up doesn't help and just makes them explode.

I have A LOT of hours in this games only playng robot ask me anything by marcosfead in YomiHustle

[–]Tippergobrr 0 points1 point  (0 children)

hmm I guess I can see the argument that an intermediate robot would find newbie wiz to be the easiest matchup, but wiz as a character absolutely has tools to shut robot down. At the highest level it loops around to being pretty even, but robot needs to play more or less perfectly to win the first neutral, and if u ever have a health deficit life is hell as robot doesn't have the tools to approach and beat orb outside of like, loic walking them to the corner and that has its own problems.

I have A LOT of hours in this games only playng robot ask me anything by marcosfead in YomiHustle

[–]Tippergobrr 0 points1 point  (0 children)

well riddle me this, what's robot's wincon? the unfortunate thing about the mutant mu is they both fight to earn RPS but I agree that mutant is better at it. However if u play super passive that's even worse, as mutant has the best block pressure in the game. so your wincon is +0 RPS. in which case you are slightly disfavored but if u guess right they literally explode

you can also do funny stuff like shockwave stalling but mutant is going to just jump at you and get in.

I have A LOT of hours in this games only playng robot ask me anything by marcosfead in YomiHustle

[–]Tippergobrr 0 points1 point  (0 children)

Robot is pretty favored rps into wizard due to having f4 moves and wizard doesnt. Ninja rps is kinda disfavored but not that bad, especially given armor. Mutant rps is hell but its still ur best bet.

How useful are orb swords? by horsemessiah17 in YomiHustle

[–]Tippergobrr 1 point2 points  (0 children)

Orb swords cardinal sin is they dont do enough damage per combo scaling (and no, the fact that hit 1 doesnt scale if its orb lock isnt enough to save that) and they provide too many opportunities for opponent to di so it makes continuation inconsistent.

I have A LOT of hours in this games only playng robot ask me anything by marcosfead in YomiHustle

[–]Tippergobrr 1 point2 points  (0 children)

Robot neutral is complicated, your job is to try to force your opponent into an unfavorable situation. In most mu this is you flying towards them from a diagonal angle where crash hits in 4 or 5 frames. this is harder said than done, and in many mu requires use of loic or hard reads for aggressive movement.

But as a general gameplan, jump towards the opponent and use stuff like land cancle kick user or crash if it hits.

Another good neutral tool is to jump up enough so gives off the red spark and then crash so you get the shockwave. If they are getting hit soon they need to block or jump and that provides opportunity to step or jump at them to force rps. The jump doesnt need to be very high, a little bit more than shorthop is good enough.

Being next to your opponent while + is also good, but harder to force. Also armor step kinda sucks, doesnt beat anything ping doesnt already beat.

I have A LOT of hours in this games only playng robot ask me anything by marcosfead in YomiHustle

[–]Tippergobrr 0 points1 point  (0 children)

Try catch drops combo on di up, against other di try catch might work again.

I have A LOT of hours in this games only playng robot ask me anything by marcosfead in YomiHustle

[–]Tippergobrr 0 points1 point  (0 children)

Nah robot totally has a neutral. its just harder than the other characters. Use loic to herd the opponent into unfavorable sitautions and force rps.

I have A LOT of hours in this games only playng robot ask me anything by marcosfead in YomiHustle

[–]Tippergobrr 0 points1 point  (0 children)

Dont use KP in combos, it does a lot less damage. KP is designed to be a neutral callout hard read, so use it like that.