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
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
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
@@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
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
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.
Why is this outdated.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
Still helpful if the vid says it's outdated, I'm trying to make concepts to later, well, make into mod characters. (A few OCs and takes on characters I have, mainly Sonic ones that AREN'T super popular fighters. Sorry Shadow, another day.)
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.
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.
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.
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
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
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.
Excellent video! Really good overview of defensive options.
Need more like this. There aren't even good character tutorials yet.
Useful, quick and good editting, very nice.
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
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.
We Block, Parry, DODGE!
DEEPWOKEN!!!!
We stay CALM 😤😤
sleepwoken
1:56 My guy out here playing dark souls 3
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
@@Magicmarina ohhhh I see , thanks, I just bought the game so that's very helpful!
@@ppgod6989 👍
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.
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.
bro i love you
thanks bro!
Me watching this video even though I know exactly how all the mechanics work
I appreciate the view contribution
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
Still helpful if the vid says it's outdated, I'm trying to make concepts to later, well, make into mod characters. (A few OCs and takes on characters I have, mainly Sonic ones that AREN'T super popular fighters. Sorry Shadow, another day.)
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.
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.
nice video
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.
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.
We parry, block, dodge.
Or i can press the armor button and COMMAND:GRAB and call it a day
DEEPWOKEN
deepwoken reference
DEEPWOKEN REFERENCE?????????