Introduction
This is a very simple guide that is aimed at explaining some of the various mechanics that form the core game play loop of YOMI hustle. This guide is not meant to be exhaustive or explain anything in depth but just provide a starting point for you to experiment with.
Any recommendations for improvement are welcome.
Free Cancels
Underneath your health bar you will see an indicator of how many Free Cancels you have, this is represented by two crosses
These can be used in conjunction with most some but not all moves by toggling the Free button when selecting a move
Using a Free Cancel allows you the opportunity to cancel your selected move into any other move whenever your opponent in next actionable. This allows you to select an move that might take a long time to cover an opponents option and being able to change your mind if they do something else.
In the GIF above you can see that if the Wizard had not Free Cancelled their initial attack the Cowboy would have been able to easily punish it with a High Block, by swapping to a Low Kick they were able to force the Cowboy try and guess what option they would pick.
Importantly though you will only be able to react if your opponent becomes actionable, if they commit to an attack that will hit you before they are actionable you won't have the opportunity to cancel your move.
Finally, Free Cancels only regenerate when you get hit, getting hit will regenerate both your free cancels.
There is a lot more depth involved in properly using Free Cancels but they are outside the scope of this guide, play around and experiment and you'll quickly start to see that it opens up the whole game.
Whiff Cancels
Whiff Cancels act much like Free Cancels for the previous section, except that they do not have to be toggled on and instead use your BURST meter. You also do not get access to all your options like you would with a Free Cancel.
When you are in the middle of executing your chosen move and the opponent becomes actionable you will have the option to Whiff Cancel. This can be a good option, especially if you don't have any Free Cancels or simply forgot to select one. However the downside of Whiff Cancels lies in that it uses a large portion of your BURST meter to do (about 75%), BURST will be explained more in the next section.
Importantly as mentioned before, you do not get ALL your options when doing a Whiff Cancel. You will not be able to dodge, move, block or use all your offensive options.
I've included an image below comparing all Wizards normal options VS their options after Whiff Cancelling.
Burst
Once your BURST meter is full (indicated by it saying BURST!!) you will have access to the burst move when you are in hit stun.
By using the burst move when your opponent has hit you, you can break out of a combo early and reset back to neutral where neither you or your opponent have much of an advantage. Doing this will completely empty your BURST meter. This helps reduce the damage you take and forces your opponent to play around the burst move.
However a burst can be parried if an opponent predicts it, this will leave you in the combo without access to burst until your meter fills up. This means your opponent can do very safe combo's leading to massive damage. So while burst is extremely good you should remember it is not 100% safe.
It is also important to remember that Whiff Cancelling from the previous section uses your BURST meter as a resource.
Air Options (WIP)
Super Meter (WIP)
Hustle (WIP)
Directional Influence (WIP)
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2928043089
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