Guide to Big Sword

Guide to Big Sword

Introduction

"What is bravery, without a dash of recklessness!"

https://steamcommunity.com/sharedfiles/filedetails/?id=3117225627

This is a guide that will be covering InklessBrush's character Big Sword, a proverbial brick wall of a character that plays more like a Boss from the Dark Souls series than anything, from which they draw heavy inspiration from.

Devastate your opponents with overwhelming strength and endurance, then further swing the odds in your favor when things go south. Be careful as to not exclusively rely on brute force, lest you find yourself being the one overwhelmed.

Credits:

To Penutbro for being a good for nothing SCOUNDREL who didnt want to HELP ME!!!

To Ozzatron for the stat box format

To Uh.. m..me- (oh god im doing this all alone for once help)

To InklessBrush for making the character (duh)DISCLAIMER: As ive got my hands full with the much more complicated Vixen guide, this one wont be updated AS regularly. Have a good read!

General Mechanics


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Big Sword is without a doubt one of the most unique characters currently on the Yomi Hustle Workshop. Many fundamental game mechanics have been entirely overhauled. Lets go over them one by one.

Turning AroundNone of Big Sword's actions have the traditional Flip option available to them, nor do they automatically turn to face the opponent. Instead, one must utilize the unique movement option Turn in order to manually turn around. In addition, a select few moves have a Turn around... toggle which delays the move by two frames but, as the name suggests, turns you around. These moves are:

Thrust

Grasp

Wind up

Dark Soul Catch is unique in that it has a regular two-way Direction select with no added delay.

PoiseBig sword's central mechanic. They do not have a burst meter. Instead, it is replaced by their Poise Meter, which is colored Yellow instead of Blue. While Yellow, they will be immune to being stunned and grabbed. Additionally, they will take a mere 20% of the damage they'd usually take, rendering Big Sword effectively immortal until the Poise Meter is emptied.

Poise is lost in a few different ways. These include being hit (the amount of which depends mostly on how slow the opponents move is, repeated moves draining nothing) or grabbed, moving away from the opponent and using attacks outside a combo. Poise can also be gained however by moving towards the opponent, using Walk, Wind Up or one of the three Install Supers.

It is of utmost importance to note that being hit instantly cancels the opponents attack, allowing them to perform a different action as soon as they land a blow. Being grabbed on the other hand cause the opponent to tech rendering them invulnerable until they become actionable again.

By no means is Poise a get out of jail free card. If you are not careful, the opponent will be freely able to wail on you and reduce your Poise to nothing.

Should this occour, the Poise Meter will turn grey and Big Sword will be left vulnerable. In this state it will not drain and naturally regenerate. Once at 75% Poise or more you must use Burst in order to reactivate its effects.

Cleanly landing burst will net you 100% of your Poise. Whiffing will grant you 75% and being parried only 50%.

FearFear is an entirely original debuff mechanic exclusive to Big Sword. Fear is applied in stacks, up to three at a time. You can see how many stacks the opponent has by the lines underneath them, one for one stack, three for two and five for three. These stacks are put on the opponent automatically if they do any defensive action while Big Sword is not attacking or if they move away too fast. Fear Stacks prior to the third one do not decay but disappear one by one should Big Sword be hit.

The first and second Fear Stack do not do anything. However, upon reaching their third stack the opponent will start to noticeably tremble in fear. At this point, all their Movement and Defense options will be entirely nullified, leaving them wide open to being hit. Attacks, specials and supers however are not nullified, allowing the opponent to potentially move out of the way with smart use of their options. The full debuff lasts three of Big Sword's turns.

Movement


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While Big Sword's movement generally feels sluggish, they actually have rather high burst mobility despite what their heavyweight nature might suggest.

Grounded movementOn the ground, their movement options consist of Turn, Walk and Dash.

As mentioned in the mechanics section, Turn is required to manually turn around as Big Sword will not automatically face the opponent. It should be noted that this action has a small hitbox at frame 6. It is -2 on block and deals little damage.

Walk is very slow but more than makes up for it with steady Poise and Level generation. Starts out IASA 17, then becomes IASA 12 on every subsequent turn, the same as their wait.

Dash is similar to most of InklessBrush's characters. It features a speed slider with which you can go both forwards and backwards, with 30 and above making you go forward and 29 and below backwards. Moving forwards with this option will always have a IASA of 14 no matter the distance set, while backwards will always be frame 15. This may make it a good bit slower than average but it covers great distance to compensate. Costs a small amount of Poise to use. Using it with no Poise will cause Big Sword to trip and fall to the ground.

JumpingBig Sword's jump is mostly standard. They go a slightly longer distance than most others. Uniquely, they are always IASA 14, no matter how you use the dial.

Aerial MovementBig Sword's aerial movement is unimpressive and limited. With their slow options going for an airborne approach is generally ill advised. They have the standard 2 air options. Their only movement options in the air are Turn and Jump, acting the same as always. The can also be used for movement here.

DriftBig Sword can use the DI Wheel to passively affect their aerial momentum, even during attacks. This allows for slight microspacing and can situationally come in clutch. Not very notable otherwise.

Defense

Big Sword has a nearly entirely standard set of defensive options.

Big Sword's Block is standard with custom VFX and SFX. They do not have a Push Block.

Their Roll, Dark Soul, isnt always available but gets unlocked out of most of their options, those being Dash, Turn, Walk, Lift, Wind Up, Sweep, Leap and Crush. Invuln frame 3 to 15. Uniquely features a hitbox frame 7 to 15 that deals 950 damage. Wont combo usually but great for getting the opponent off your back.

Their Burst is technically considered a super, but ill keep it listed here. Uniquely useable at 75% and has a huge hitbox frame 7 with invulnerability frame 1 to 12. Restarts their Poise armor. The three variants of burst are all identical and merely represent your level of install, more info in the supers section below.

Their getup is also standard but doesn't let you tech roll.

Their health is average at 15000 hitpoints.

Big Sword takes 20% of the damage they'd usually take while under the effects of Poise, along with no hitstun ofcourse. Without Poise they take 90% of the damage instead.

Ground Attacks

Big Sword's attacks are huge and hard hitting but most of them require prior setup in order to be utilized ontop of being somewhat slower than average.

Raise 14f IASANO FREE CANCELOTHER STUFF

Big Sword raises their sword above their head. MENACINGLY! Puts you into a stance that gives you access to other options.Lets you use the following:

Lift

Crush

Tremble

Catch

Thrust

Block

Lift 14f IASANO FREE CANCELOTHER STUFF

Big Sword lifts their sword off the ground. Uh- somewhat scarily. Puts you into a stance that gives you access to other options.Lets you use the following:

Raise

Sweep

Split

Thrust

Block

Dark Soul

Thrust ~7f STARTUP20f IASA+19f ON HITNO FREE CANCELHITS OTGHIGH BLOCK+3f ON BLOCK1000 DAMAGE IN 1 HIT2 PRORATION

Big Sword thrusts the tip of their sword straight forwards. A critical move in their moveset as it is the only normal attack that is always available. Great as a large scale poke and a solid meaty option. Expect to use this alot.Has the Turn Around... toggle, delaying it by two frames but turning you around before attacking.

Interestingly enough, when turned around the slight forwards momentum it'd usually give isnt flipped, slightly nudging Big Sword away, rarely allowing you to avoid getting hit before delivering the blow.

Scales the combo by 2 for each time hit.

The ol' reliable. Always available.

Crush ~7f STARTUP24f IASA+27f ON HITNO FREE CANCELHITS OTGAll hitboxesHIGH BLOCK+4f ON BLOCK2000 DAMAGE IN 1 HIT0 PRORATION

Big Sword smashes their sword onto the ground, crushing the opponent. Beefy attack that sends at a favorable angle. Can also catch people above you rather easily and send them back downwards.Sends the opponent at a diagonally downwards angle.

Makes Big Sword face the other way by the end of it.

A great high-low mixup together with Tremble.

Scales the combo by 3 for each time hit.

Available out of Raise, Thrust, Sweep, Leap, Forwards Dash and Dark Soul

Tremble ~9f STARTUP24f IASA+18f ON HITNO FREE CANCELHITS OTGFirst hitboxLOW BLOCK+6f ON BLOCKSecond hitboxLOW BLOCK+7f ON BLOCK1850 DAMAGE IN 1 HIT0 PRORATION

Big Sword bashes the pommel of their sword onto the ground, causing a stage-wide quake. Not only is this move a perfect high low mixup with Crush but it also reliably catches rolls and can hit the opponent from anywhere on the map, as long they are grounded.Has a inner and outer hitbox. The inner hitbox is listed above. The outer hitbox spans the entire length of the stage but deals less damage and has a proration of 4.

Launches the opponent upwards even on block, nearly guranteeing that they'll get a Fear Stack from further away.

A great high-low mixup together with Crush.

Pretty predictable at obscenely long ranges.

Scales the combo by 3 for each time hit.

Available out of Raise and Split in the form of Quake.

Ground Attacks 2

2 big 2 handle. Had to split into 2 sections.

Catch ~9f STARTUP33f IASA+19f ON HITNO FREE CANCEL1000 DAMAGE IN 1 HIT2 PRORATION

Big Sword jumps forward and gets a hold of the opponent, then bashes them away with the pommel of their sword. A command grab to call out blocks with, leading to a easy combo after.Techs with other grabs.

Can grab people in the air.

The only one of Big Sword's moves to be able to be flipped without any downside.

Has a hitbox in the back where their sword is. Not a grab, a low, instead +2 on block and deals 1450 damage. This hitbox also scales by 3.

Available out of Raise and Split.

Sweep ~7f STARTUP24f IASA+26f ON HITNO FREE CANCELHITS OTGFirst hitboxHIGH BLOCK+3f ON BLOCKSecond hitboxLOW BLOCK+3f ON BLOCK1750 DAMAGE IN 1 HIT0 PRORATION

Big Sword swings their sword in a large, horizontal arc. One of their largest normals and available out of many moves.Has a sneaky back hitbox.

Sends the opponent flying horizontally. Works well with Leap!

A good high-low mixup together with Split.

Scales the combo by 3 for each time hit.

Available out of Lift, Sweep, Turn, Leap, Forwards Dash, Dark Soul and Block.

Split ~7f STARTUP20f IASA+27f ON HITNO FREE CANCELHITS OTGFirst hitboxLOW BLOCK+2f ON BLOCKSecond hitboxHIGH BLOCK+2f ON BLOCK1650 DAMAGE IN 1 HIT0 PRORATION

Big Sword swings their sword down and up in a large, vertical arc. Good anti air and keeps the opponent close to you with the right drift, making it a ideal combo starter.Launches Big Sword upwards.

Yeah thats kinda it.

Scales the combo by 3 for each time hit.

Available out of Lift, Thrust, Tremble, Dark Soul and Block

Aerial Attacks

Big Sword's airgame is rather limited and simplistic. That being said, there are some worthwhile options here to consider.

Both Thrust and Raise are also available here. Raise however gives different optíons than on the ground, those being:

Quake

Catch

The

Thrust

Block

The ~10f STARTUP23f IASA+22f ON HITNO FREE CANCELHITS OTGFirst hitboxHIGH BLOCK+1f ON BLOCKSecond hitboxHIGH BLOCK+1f ON BLOCKThird hitboxLOW BLOCK+1f ON BLOCK1850 DAMAGE IN 1 HIT0 PRORATION

Big Sword does a vertical 360 spin with their sword, swinging it around them in a circular arc. Huge coverage and occasional oddball mobility tool.Always available in the air.

If Big Sword touches the ground during this move, they will bounce off of it in the opposite direction that they are facing. Goes a rather impressive distance.

Wait, so its just called... the? why is it called that, what?

Scales the combo by 3 for each time hit.

Available out of Lift, Thrust, Tremble, Dark Soul and Block

Quake ~9f STARTUP24f IASA+16f ON HITNO FREE CANCELHITS OTGAll hitboxesLOW BLOCK+5f ON BLOCK1850 DAMAGE IN 1 HIT0 PRORATION

Big Sword falls to the ground and bashes the pommel of their sword onto it, causing a stage-wide quake. Very similar to to Tremble but with an added hitbox.Like before, has a inner and outer hitbox. The inner hitbox is listed above. The outer hitbox spans the entire length of the stage but deals less damage and has a proration of 4.

Again, launches the opponent upwards even on block, nearly guranteeing that they'll get a Fear Stack from further away.

Has a hitbox around and a good distance above Big Sword that drags the opponent down and right into the quake hitbox. deals 50 damage per hit.

Scales the combo by 3 for each time hit.

Available out of Split and midair Raise.

Specials

Big Sword doesn't have many specials but the ones they do have are very important for covering their weaknesses.

Wind Up 12f IASANO FREE CANCELOTHER STUFF

Big Sword stances and gathers their power. Puts you into a stance from which you will be accessing most of your specials and supers. Also generates valuable resources.Lets you use the following:

Raise

Lift

Thrust

Grasp

Leap

Leveling

Ultra Deluxe Flying Building Crusher Slam

Jump 'Em

Judgement

Block

Dark SoulNOT interruptible unlike Raise and Lift.

Generates around two thirds of one bar of meter and a small amount of Poise.

Grasp ~7f STARTUP22f IASA+0 ON HITNO FREE CANCEL1200 DAMAGE IN 1 HIT4 PRORATION

Big Sword pulls the opponent towards them with a gust of air created by the sheer strength of their hand, then delivers a mean headbutt. A disjointed command grab with good range. Good for block call outs but low reward.Has the Turn Around... toggle, delaying it by two frames but turning you around before attacking.

Techs with other grabs.

Can grab people in the air.

Does not combo.

Available pretty much always except for out of Raise and Lift.

Leap ~5f STARTUP16f IASA+12f ON HITNO FREE CANCELHITS OTGHIGH BLOCK+0f ON BLOCK1250 DAMAGE IN 1 HIT2 PRORATION

Big Sword climbs ontop of their sword and launches forwards on it, spinning. A advancing move that covers a large distance very quickly and is critical in their combo game.Has a direction wheel with which you can adjust their speed and trajectory.

Hitcancels rather late. Adjust carefully.

Hitbox is active until the end of the move.

Scales the combo by 2 for each time hit.

Available out of Wind Up and Dark Soul

Leveling ~10f STARTUP21f IASA+22f ON HITNO FREE CANCELHITS OTGLOW BLOCK+5f ON BLOCK1500 DAMAGE IN 1 HIT0 PRORATION

Big Sword winds up their fist, then smashes it into the ground with such force everything above them is shot down and bounced off the floor. A god-like anti air move.Sucks the opponent downwards no matter how far up they are a good distance around Big Sword.

Becomes unparriable from somewhat high up

Scales the combo by 3 for each time hit.

Only available out of Wind Up.

Supers

Big Sword's supers are absolutely instrumental to their overall gameplan and serve a variety of uses.

Jump 'Em 12f IASANO FREE CANCELOTHER STUFFREQUIRES 1 LEVELCONSUMES 1/2/3 LEVELS

Big Sword leans back slightly and points at the opponent. Used to summon giant Big Sword apparitions that attack the opponent automatically. Creates invaluable passive pressure that will alow you some breathing space.Has a slider with which you can spend extra meter to summon extra apparitions. Up to 3 can be summoned at a time this way. There is no limit on how many total apparitions you can have.

Apparitions can be hit and have a listed 300 health underneath them. It takes 2500 actual damage to take one out. The opponent will hitcancel off of these but is put at -4 should they do so.

Apparitions go up to and attack the opponent twice before disappearing. Only two will attack at a time, any additional apparitions will stay back and wait until the others disappear, then fill in their place. The first apparition will always use a weaker variant of Crush while the second uses a weaker variant of The.

Available at pretty much any time.

Ultra Dexlue Flying Building Crusher Slam ~5f STARTUP12f IASA+0f ON HITNO FREE CANCELREQUIRES 2 LEVELSCONSUMES 2 LEVELS3500 DAMAGE IN 1 HIT0 PRORATION

Big Sword moves forward and grabs the opponent, then jumps up before crashing down with them underneath their sword as they relax ontop of it, crushing the opponent underneath the full weight of it. Fast and hard to punish grab super that deals a tremendous amount of damage.REALLY Disrespectful animation.

Techs with other grabs.

Can grab people in the air.

Wont combo. Allows for a mean meaty though.

Refunds itself entirely and then some on hit.

Available out of Wind up and Dark Soul.

Judgement ~7f STARTUP20f IASA+22f ON HITNO FREE CANCELHITS OTGHIGH BLOCK+4f ON BLOCKREQUIRES 2 LEVELSCONSUMES 2 LEVELS2500 DAMAGE IN 1 HIT0 PRORATION

Big Sword dashes forward and performs a massive vertical slash, making full use of the size of their sword. Enormous range and great damage make this a incredibly good super.Has a direction wheel with which you can adjust their dash. Doesn't allow you to go further back than you currently are.

Has a blind spot just in front of Big Sword.

Scales the combo by 3 for each time hit.

Available exclusively out of Wind Up.

Heal / Giant Husk / Colossal Monolith NO FREE CANCELINVULNOTHER STUFFREQUIRES 1 LEVELCONSUMES ALL LEVELS

Big Sword jumps into the air and curls up, hovering in place and using all their gathered levels to undergo a transformation. A three stage install that also doubles as a heal.You are invulnerable for the entirety of the transformation sequence. You can also use the DI wheel in order to hover left and right during it.

The transformation depends on the amount of meter you spend and have spent previously. Each level used during this move will heal you a small amount.At less than 5 levels, Big Sword will not transform at all, only getting a small heal.

From 5 to 9 levels, the name of this move changes to Giant Husk. Using Giant Husk will put you into a permanent install state that makes Big Sword twice as large. In this state, Big Sword will deal 20% more damage but each move will scale an additional time.

At 10 levels or more the name of this move changes yet again, this time to Colossal Monolith. This is similar to Giant Husk, except Big Sword becomes three times their normal size. In this state, Big Sword will deal 37.5% more damage but each move will scale an additional two times.Using this move restarts the effects of Poise.

Available only if the opponent is in hitstun or after using burst. Can only be used ONCE per match.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3232811983					

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