when i saw this game without knowing it’s a turn based game i was so frikin shocked because of how intense and how fast the players’ reaction speed need to be
quick tip: when you don't know how to escape an impossible to escape combo starter, try using the 'flip' switch to see if it's possible to escape with any move. This game is REALLY fun.
I feel like the way this game is played was made for the style of video Sifd makes, like it’s literally perfect because the entirety of this game can be commentated!! Love the content, keep up the great work Sifd! ❤
The best fighting game is still real life. Grab a gun you got a shooter grab a tire iron you got a beat em up. Grab a sword and be sneaky and you got sekiro. Just don't be dumb
Thank you SO MUCH for this video. Everytime I was online I got whopped and I had a feeling there was some things I was missing when it came to the gameplay.
If you never played Toribash, I highly recommend it. I haven't had a computer without it installed for over a decade. It's turn based btw. Also, good luck. Easy, it is not.
Been a long time player of this game and would definitely reccomend!! Also if it looks complicated to you it really isn't imo its really just clicking the move buttons and see if they hit or not. The hard part is trying to predict what the other person will do and reacting.
I bought this game without realizing it was turn based and was disappointed at first but i decided to at least give it a try and im really glad i did because it is so much fun
Nice commentary for people that don't understand how the game works. One big note is you don't seem to fully understand what DI actually does, it effects where they fly AFTER being hit so if a move would land against the opponent with the current prediction it would land regardless of their current DI; the only reason to check the opponent's DI is to see where they might fly after you hit them with your current attack to see how you might be able to follow it up or set stuff up before they can act again. So if say you're hitting them and they're DI'ing downwards your current hit would send them farther down than normal, so you would have to take that into account for what you could potentially follow up that attack with, it won't affect if you can land your current move in the prediction at all.
I had a dream about this game but IT IS INSANE! It was like spam with mods but it’s kinda strange that it cuts off to some cutscene that I don’t recognize.
If they cleaned the hud up and made it less cluttered and messy and gave the game a visual identity or art style that isnt stick figures, this could be one of the dopest games ever.
@@SquidwardProfilePic they're stick figures, they don't need to be. They can't and won't change it, because that is how Yomi hustle is. It's part of its appeal now.
@@Norrabal to you it may be part of its appeal, and to a lot of its core fan base, but if you want the game to actually explode in popularity and have it be one of the most successful games of all time, you would take this concept and put it towards something with actual art direction, because the stick figures don’t look like an aesthetic choice they look like placeholders for things that are actually visually interesting
the title almost implies that other turn based fighting games exist. And lmao and I don't mean RPG turn based combat, or are we gonna start calling competitive pokemon a fighting game now?
The game is a plaver versus player confrontation where the characters have set moves that are not interchangeable, with different characters (4 by the time the game comes out) . There is no progression in yomi, and no rpg elements. You go from the main menu into a fight where the only objective is to lower the enemy's health to 0. Is it really turn based? No. The game works on fighting games rules: the fight will last a determined amount of time and once that time ends, the player who has more health will be the winner. Time and "turns" are counted by frames, not seconds. The amount of frames each "turn" that will advance is based on what can a player do: someone attacked and knocked back another player, the knocked player cannot do anything until a few frames while they are being knocked back. Depending of what you want to do, they game will tell you how many frames you'll have to wait untill you can make a new move (frame advantage) or in how many frames will the opponent be able to have his moves available and block, evade, counter, or attack (frame disadvantage). Singleplayer is basically a training mode where you have control of player 1 and player 2. In multiplayer you only have control of one character, but you have the ability to try to predict what your opponent is going to do by simulating their moves. There are timers at the corners of the screen (next to the hp bar) that count down to zero. That's a timer each player has to decide their move before time resumes. The default is 30 seconds but you can even customize it to be an hour like the dude did to showcase the game on the video. Given what the objective of the game is, it's rules and limitations, and how there are no other ways to win but to lower your enemy's health to 0, I would totally call it a fighting game. It has all the elements a fighting game has (attacks, blocks, parries, grabs, jumps, super moves, frame based combat and frame invulnerability), just in a different way to set inputs.