Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Your Only Move Is HUSTLE (Open Beta Version)

An online, turn-based fighting game and superpowered fight scene simulator. · By ivysly

DELETE WIZARD

A topic by Buldozor created Nov 13, 2022 Views: 2,551 Replies: 13
Viewing posts 1 to 9

Please...

He's to op

(+7)

skill issue

(+5)

Just parry

(+3)

, Block

(+3)

And dodge

The deep calls...

dont let the depths claim you

(+1)

I'm still trying to find a good way to deal with Wizard, especially Spark Bomb and Magic Dart since you can't just block them. I'm thinking if Wizard gets his zoning up, it's best to play keep-away with the Spark Bombs until they expire, and trying to use movement options to evade Magic Darts because they're too fast. Dodging seems like a good idea for Darts but only sometimes because the Dodge recovery can leave you super vulnerable.

You can dodge into the Spark Bomb's and they disappear without harming you

If they are up in the air that's too bad. They can be blocked though if necessary, halves damage and doesn't incur hitstun.

Hmm, that's weird. I'm testing it now and it seems like I still get hit in mid-air when blocking, dodging on the ground does work though. My only issue with the dodge option is that the recovery (if you're going through Spark Bomb towards Wizard) is probably gonna get you punished, ESPECIALLY so if they read it. Say goodbye to half of your life and may God help you if he has enough time to land a good combo starter.

Blocking does work. You can perfect block projectiles if you block a frame before they connect, allowing a proper parry even on projectiles. The most accurate way to fine tune landing into a projectile in the next active frame is the jump feature. Line your jump once it's in a comfortable distance to get your ready lock to appear just before you make contact. In general I've gone out as both a cowboy and a ninja by just perfect blocking through a hoard of projectiles. Ninja is easier cause dash strike is such a goated meter dump but having thousand cuts and instant cancels on cowboy doesn't hurt.

After last patch it's Ninja who I think has an issue. I'd need to calculate the actual frame data to be certain but I believe quick slash is mathematically impossible to play around effectively. Pre-patch you could mix up incoming quickslashes by jumping, and then easily punish a whiffed one or carry on with something else out of your jump if they didn't do it. Now with jumpsquat jumping won't get you out of the way quickly enough, so you're forced to parry, and if they choose not to quick slash then Ninja is fast enough to just run up to you and punish the missed block. Basically if they have one in the chamber you are guaranteed to have to guess for parries or else they can just hit you with a quick slash and kick off a 15~ hit combo guaranteed

Been abusing this tonight, sorry to anyone who got owned

I basically tried to replicate my fight vs wizard and I honestly think that Cowboy is counter-pick against him. You can easily pre-shoot him because of fast pistol attack and some dashes in close combat are never bad. His attacks are surely "long-range" at some situations. And if you can stun-lock wizard in mid-air you can surely deal some massive damage

Or... If you don't want to play against wizard, you could just leave the match. 

There's no penalties for doing so and I'm sure the dude will find someone to play with quickly after.