Recent community posts
whiff cancel used to be a lot more powerful, but i've toned it down. Generally it is a counterable move - you must act with the knowledge that the opponent has it available to them. Tournament-wise, no top players have complained about it, and i don't consider it to be degenerative play, but we're still working out the details.
1. probably not
2. probably not
3. see above
unfortunately i will be focusing on moving to steam because the server costs are too high, and the netplay experience will be far better. itch build will stay playable, and i plan to release the server software.
HOW TO PLAY
Welcome to Your Only Move Is HUSTLE.
The game starts paused. You control one or both of these stick men, depending on the game mode.
This tutorial uses singleplayer mode to demonstrate, with explanations provided for multiplayer.
Here is a list of your available fighting moves. To perform an action, select the move by clicking its button, then click "Lock In" or press spacebar.
In multiplayer, you will be given a limited amount of time per match to make your decisions.
Some actions have additional parameters you may change before locking in.
You are provided with a prediction ghost that attempts to simulate the outcome of the selected action. This ghost also indicates which fighter will be actionable first.
In multiplayer, you can this to determine the most advantageous move based on you and your opponent's available actions.
Once both players have locked in, the simulation runs until one of the fighters is able to act. Shown above, the blue stickman is able to interrupt his attack when it hits the opponent.
If one fighter isn't ready yet, be they still reeling from a blow, or in the middle of an attack, they will still be given a turn. However, this fighter will have limited defensive options, and will not have access to most of their moves.
One such defensive option is BURST. You may use it at any time, even while being comboed, to escape. However, it is quite a vulnerable state, and if the opponent predicts you will use it, they may net another high damage combo.
Once you have used burst, you must wait some time before using it again.
The other defensive option while taking hits is DIRECTIONAL INFLUENCE, or DI. DI affects the direction and speed you are knocked back the next time you are hit. The force DI applies becomes stronger as the combo goes on. The opponent does not know which direction you will DI, so it is important you mix it up to escape combos early.
If you are not being comboed, but suspect the opponent will attack you, you can PARRY. Parry allows you to counterattack any strike, rendering you immediately actionable while your opponent is forced to finish their attack recovery. Missing a parry, however, renders you vulnerable to delayed attacks. Additionally, parry always loses to grab moves.
As you land attacks, successfully parry opponents' attacks, and move toward your opponent, a SUPER METER on the corner of your screen will begin to fill. When it is all the way full, you gain a SUPER LEVEL.
Super levels can be spent on SUPER MOVES. Super moves are very powerful, and different super moves require varying amounts of super levels.