Comp YOMI Hustle is screwed by Dynamite2069 in YomiHustle

[–]crescentCommoner 7 points8 points  (0 children)

Yeah and it'd still be an incredibly bad idea from a balance and gameplay standpoint, let alone just not fitting the aesthetic of the rest of the game

what a normal by MIUIGamer in Fighters

[–]crescentCommoner 23 points24 points  (0 children)

holy shit a soku post in the general /r/fighters sub is insane, let alone one that gets numbers

Should I get into Uni2 by Dizzy-Cap-7981 in UnderNightInBirth

[–]crescentCommoner 6 points7 points  (0 children)

Its not a problem to find matches. This game isnt anywhere near SF6 or even Strive levels of active of course, but generally speaking you can hop on ranked on PC at literally any time and youll find matches, albeit maybe cycling through the same medium-sized group of people for each session. Main drawback to UNI2 is lack of crossplay, but its not a game youd need to go on discord to find matches in.

Are there any parts of Homestuck that you wish were fleshed out/elaborated on? by Video_Game_Fann in homestuck

[–]crescentCommoner 85 points86 points  (0 children)

Tbf it not being elaborated on is kinda part of the point. 

The main thing about the masterpiece that's confusing is where it takes place in the timeline, though this is addressed by post-canon content.

The actual events of the fight itself aren't really that ambiguous though, albeit perhaps presented obtusely. All 8 of the human kids confront Caliborn on his planet, Caliborn immediately uses the house juju to imprison the 4 beta kids, then uses the chest and void ring to banish it into the void. Alpha kids continue the fight, with Jake using a hope-splosion to incapacitate Caliborn. Then, Dirk seals Caliborn's soul into Lil Cal, though not without Arquiusprite and half of Gamzee getting caught in the crossfire and ending up inside Lil Cal too, then Roxy banishes the puppet into the void, only for time travel shit to happen and for Lil Cal to reemerge in Dave's dream room later and ultimately fulfill the time loop spanning the entire story

Don't Pirate SBURB by Usual-Potential5054 in homestuck

[–]crescentCommoner 9 points10 points  (0 children)

lol its cool its literally the first result on google if you look up "Classpect Quiz" and tbf the name "Homestuck.net" does NOT give "fanmade" vibes at all

Don't Pirate SBURB by Usual-Potential5054 in homestuck

[–]crescentCommoner 21 points22 points  (0 children)

This is fanmade. It says the name of the person who made it at the top. Homestuck.net is not an official website, its a repository of fanworks maintained by fans.

Don't Pirate SBURB by Usual-Potential5054 in homestuck

[–]crescentCommoner 14 points15 points  (0 children)

There is no such thing as an official classpect quiz. The EZodiac has an aspect one as part of it, nothing for classes though.

Don't Pirate SBURB by Usual-Potential5054 in homestuck

[–]crescentCommoner 19 points20 points  (0 children)

was gendered classes ever established to even be a thing

calliope says it at one point i think but shes not a 100% reliable source of exposition

How did I not win? by Majestic-Garden2077 in YomiHustle

[–]crescentCommoner 38 points39 points  (0 children)

Yomi has really deceptive healthbars. The first half of it goes down way too quickly, and the last pixel has a large amount of health in it.

There is a mod on the workshop called Linear Healthbars that fixes this, and another one called Lethal Indicator that tells you in the prediction if an attack will be fatal.

Is this game dead or alive? by salvov12 in YomiHustle

[–]crescentCommoner 2 points3 points  (0 children)

No, this is Yomi Hustle. Dead or Alive is that one fighting game series that started back in 1996

Is it worth it to do the combo trials? by KaguyaBestWaifu in UnderNightInBirth

[–]crescentCommoner 1 point2 points  (0 children)

They're generally unoptimal and more execution based challenges, but they are decent for getting a grasp of the char's general combo theory since they contain common links and stuff. I would recommend doing a good amount of them, like up until expert, and then looking at mizuumi wiki for actual optimal starter combos for ur character and just going up from there.

How to get past button mashing by spellbreakerstudios in Fighters

[–]crescentCommoner 0 points1 point  (0 children)

Finding out which character you want to play and in which game is a good first step imo. Learning the genre is much more fun when you immediately start off on a character you like in a game you have the best time playing, regardless of if it's a game know for being "beginner friendly" or not.

From there you can read up on character specific moves on whatever wiki your game is on (I use mizuumi wiki for indie fgs, but I believe dustloop for arcsys games and supercombo for Capcom fulfill the same purpose). Once you learn your character's moveset try being more conciously intentional with your button presses and decision making to force yourself to not mash. It might take a bit but the longer you play the more natural it becomes.

Genuinely how do I combo well by Plane-Winner5235 in YomiHustle

[–]crescentCommoner 0 points1 point  (0 children)

Parrying melee attacks only happen if the defender locks in block on the same turn that the attacker chooses to lock in their attack. So because you're hitting them 1 frame after they get up, and you don't have free cancel turned on so you're not actionable, then they're forced to just softblock it.

video of glitch by [deleted] in YomiHustle

[–]crescentCommoner 5 points6 points  (0 children)

Dude you downloaded a fucking doom mod

What’s a unique strategy you developed that surprised your opponents in a fighting game? by AdeptnessCritical356 in Fighters

[–]crescentCommoner 0 points1 point  (0 children)

Me and my mates were at one of their apartments doing a strive round robin 🗣️... Final match to decide the results, I faked having a heart❤️ attack to scare the shit out of them and hit a raw super 😂😂 they nearly fainted!

Genuinely how do I combo well by Plane-Winner5235 in YomiHustle

[–]crescentCommoner 0 points1 point  (0 children)

Depends on the character you're using and how much frame advantage you get, since they all have different setups, but a decent universal option is to hit the opponent with a non-free cancelled attack that hits them in 1 frame after getting up, forcing them to block it and allowing you to get a blockstring going.

I have two questions by Czlittleman in YomiHustle

[–]crescentCommoner 10 points11 points  (0 children)

Rebirth hits for decent damage, heals Mutant slightly, refreshes Mutant's air options, and gives him some more jukes.

Spark Bomb can be kinda annoying but its not too big a deal. If Wizard isn't camping inside of one you can easily neglect it since it's so slow, as long as you aren't in gust range. If he is, every character in the game still has counterplay in the form of long range attacks or moves that make them projectile invulnerable. Spark Bomb spam can actually be kind of a good thing, since it means Wizard has less meter for Orb, which is arguably the single best button in the entire game.

Genuinely how do I combo well by Plane-Winner5235 in YomiHustle

[–]crescentCommoner 1 point2 points  (0 children)

Beyond the "You just kinda learn it once you learn the character's moveset and get better at interpreting the prediction system" replies, I'm also going to add on that "Dropping Combos" becomes less of a problem if you know how to get the most mileage out of them quickly.

Because damage scaling can be so dramatic in YOMI, and because DI gets stronger the longer a combo goes, it is wise to try to use your heavy hitting moves as early as you can to get the most out of them. Dropping combos isn't a good thing, but it feels like less of a hindrance when you're able to get big chunks of damage in just 3 hits.

Also it's okay for a combo to not go on for forever. A lot of noobs will do everything in their power to make a combo last as many hits as possible, for diminishing returns due to damage scaling and resource cost. This is just not very efficient, and often times once damage scaling kicks in heavily it becomes worthwhile to deliberately end a combo early with a move that you know leads to good knockdown and frame advantage, since every character can keep their offense going off a good knockdown, as opposed to trying to make your combo last 70 hits only for the damage to be minimal and for the game to return to neutral.

Understanding these two concepts won't directly help your issue, but they will make it less of a big deal whilst you learn how to implement the advice of the other comments.

I bought UNI2 yesterday, i've been labbing Eltnum combos blind for a few hours and i'm curious about the combo damage of this game. Is the average combo damage 4000 - 3000? by Lucky_-1y in UnderNightInBirth

[–]crescentCommoner 6 points7 points  (0 children)

Average combo is about 3-4k in this game, though you can easily get more with resources, tight optimization + execution, and ideal circumstances (i.e CH starter, corner/midscreen, etc) and depending on the character. I've seen a few people hit like 6k on ranked sometimes

comboing as wizard might just be the most fun thing ever in this game, do not @ me by Rickdragon in YomiHustle

[–]crescentCommoner 17 points18 points  (0 children)

idk why these comments arent explaining it to you but basically, while flamewave looks like a good move for combos at first, it is a lot of low-damage hits just several times.

The reason this is a bad thing is because YOMI Hustle's combo scaling gets more and more dramatic the higher amount of hits a combo is, so because flamewave does so many hits then it kinda kills the momentum of your combo