Are you ready to become a master at Source gaming? Look no further! This comprehensive guide will cover everything you need to know about steph’s character, Source. From gameplay tips to tricks and more, we’ve got you covered. Let’s dive in and learn all about Source!
Introduction
Source, by steph, is a modded YOMI Hustle character inspired by Carmen and her facility within the game Lobotomy Corporation. She is a snowball character who gets stronger the more damage she does.
Credit to:
- steph for answering my large amount of questions.
- Ozzatron for stat box format
- Ashesx for some testing and showing me crazy stuff possible in combos
Core Mechanics
Source’s Threat Level is displayed in this icon in the corner of whatever side of the screen you are on. I will briefly describe what each Threat Level interval unlocks below.
- Zayin, 12-11: the beginning stage where you don’t get anything.
- Teth, 10-9: at this stage, you receive a few things, but nothing major.
- He, 8-7: You receive a handful of good moves, and this is where you have good variety.
- Waw, 6-4: You become a lot better, receiving buffs to most of your moves in addition to getting some powerful moves.
- Aleph, 3-1: If you reach this, your opponent is pretty much dead.
- Ayin, 0 (is not meant to be reachable): If you do reach this, good on you. You are something to be feared.
Threat level can be lowered naturally over time by dealing damage. The equation for this is quite complex, so I’ll give a general summary but also post the code. Essentially, the higher the combo and the higher damage per hit in a high combo gives more value towards reaching the next level. Each time you hit the next Threat Level, it takes more hits and more damage to hit the next Threat Level.
This part is for the tech wizards and math nerds:
it scales based off of a value called risk level, and this is it’s equation: 10+(damage/14*combo hit count), rounding down. It gives a minimum of 1 risk level each hit, with a cap of 1000. Every time you hit the next Threat Level, the required risk level to hit the next Threat Level is 40*amount of times you’ve decreased threat level*(13 – current threat level)/2 rounded down).
There are 2 other options to lower threat level. One, using the super Forced Decrease, and Two, using the super Hundreds of Good Deeds. These will both be discussed in their own sections, but to summarize, Forced Decrease will lower Threat Level by a set amount each use up to Threat Aleph, and Hundreds of Good Deeds will give value towards the next decrease in Threat Level until you use the super it unlocks or 160 frames have passed.
One thing to note: successfully hitting Burst will lower Threat Level by one if not lowered previously.
Source increases her meter gain the lower the threat level she is at.
- Threat Zayin-Teth: Her meter gain is .8x the regular meter gain.
- Threat He: Her meter gain becomes standard.
- Threat Waw: Her meter gain is 1.2x the regular.
- Threat Aleph: Her meter gain is 1.4x the regular.
- Threat Ayin: Her meter gain is 3x the regular.
Interestingly, Source’s gravity is lower than most characters, sitting at 0.8x the regular gravity. In One Upon A Time, her gravity is 0.4x the regular.
Zayin-Teth Attacks
In this, you start at Threat Level 12. It takes very few hits (sometimes just one) to lower Threat Level by one at the start.
This is your standard throw.
Your classic quick jab.
- Can catch a small jump if someone tries to jump a grab.
- Can combo into nearly everything.
A low, long reaching single hit.
- Has an extended range hitbox.
A heavy overhead hit.
- Will drag your opponent downwards, so good for continuing combos.
- Has hyper armor from frames 6-14 and can wall slam opponents. Be wary of trying to tank a hit, as the opponent will be actionable faster than normal.
An upwards swing.
- Can be adjusted to hit higher in the air, also sending you into the air.
A fast forward slash.
- Is an incredibly good attack, as it its fairly fast with a large hitbox.
- Don’t use it too much in combo as it has large knockback.
A large vertical up slash that covers a lot of range.
- Is an incredible anti air tool, covering from the ground to above you. Will send the opponent into the air.
- Be warned, air combos require more caution as they are easier to drop.
While airborne, Source has access to the following ground attacks that function the same in the air as on the ground.
- Penitence (Vertical)
- Penitence
- Red Eyes (Up)
An aerial attack that slashes down.
- Is one of the moves usable in air combos. Takes 1 more frame of startup compared to it’s upwards version.
Zayin-Teth Specials & Supers
Source doesn’t get most of her specials until later on, but the ones she has here are either good zoning tools or good mixup options.
A fast moving projectile attack.
- The first hitbox is a melee hitbox, so it usually will not hit. Can clash with other melee attacks.
- The projectile cannot be parried, so this is always a safe option at range.
This spawns a cross icon that on contact sends whoever hit its it in the direction of your DI wheel.
- Can only have 2 set up until a later Threat Level.
- Can be used to send grounded attacks into the air.
Throws a match stick that explodes after a set duration.
- Will reset opponent’s momentum on hit.
- Has a minimum damage value of 300.
Lowers Threat Level by a set amount.
- Lowers by 2 at this stage.
- The actual lowering of Threat Level occurs before the animation ends.
A super that halts your velocity and gives access to the move One Sin.
- Requires the full 20 frames to take effect
- Slowly increases the value to get the next Threat Level over 160 frames or until you use One Sin.
For the numbers people, the exact equation for how much risk_level you get towards the next Threat Level is this: 1* (1+current Threat Level/2) rounded down.
A screen wide teleport that freezes the opponent in place, allowing for a continuation in combo. Is Cowboy’s impale but much better.
Only usable after Hundreds of Good Deeds.
- The best way to effectively use this is bounce someone off the wall with something (Harvest works well for this), use Hundreds of Good Deeds, then use One Sin.
He
This is where you unlock the majority of your specials and get a damage buff to most of your attacks.
All of the attacks listed here are moves whose damage has been buffed, they just have different icons and visuals.
Is a vertical upslash that replaces Penitence (Vertical).
- Same as previous attack, just more damage.
Horizontal slash attack that replaces Penitence.
- Same as previous attack, just more damage.
Large vertical slash attack that replaces Red Eyes (Up).
- Same as previous attack, just more damage.
Vertical downward slash attack that replaces Red Eyes.
- Same as previous attack, just more damage.
All of the specials here complete the character, giving them more flexible range and mixup options.
A rush attack that moves back then forwards.
- If you cancel Rush and use Super Jump right after, you can cover an incredible distance nearly instantly.
An attack that throws the opponent for the second hit.
- If used at a high combo count, will usually throw the opponent into the air for enough to hit them with either Magic Bullet or One Sin. Otherwise, it will ground the opponent.
- Gives 150 risk level towards the next Threat Level.
A fast projectile attack.
- You can choose where on the screen it comes out to a certain degree. You can also flip the attack to hit the opponent towards you.
- Gives 3 proration, so it is not advised to start a combo with this attack.
A ranged attack that summons projectiles out of the ground.
- Can only be used on the ground unless you set up a bless correctly.
- Has 1 proration.
Forced Decrease lowers by 1 at this stage.
A 3 hit super that shoots the opponent 3 times.
- You can expend another 2 bars of super for another 2 hits regardless of where they are on the scree. You can keep doing this till you run out of meter.
- This will usually end your combo unless your opponent DI’s straight up.
Waw
This is where you get access to your second strongest super and 1 more special attack. Covers Threat Level 6-4.
A low long poke.
- Is Fragments, but it just does more damage.
A fast attack that is mainly used in combos.
- A very good way to increase progess towards next Threat Level.
- Exact equation for this is current risk level + (50*amount of times you decreased Threat Level / 2) rounded down.
- Will usually combo end unless opponent DI’s wrong.
Rush now has super armor from frames 6-14.
Bless Can now have 3 of the move on stage at once.
A teleport attack.
- Has a large range, so it’s very good for catching the opponent off guard.
Source’s strongest single attack. Fires a massive laser across the entire screen. Will almost always kill the opponent when used, due to it’s high damage.
- The damage listed is an approximation, as the math for the damage is too much for me factoring in combo damage reduction.
- If you are comboing the opponent, only actually takes 3 frames to activate due to applying 25 frames of hitlag to the opponent and not you.
- The attack can only be stopped if you lose hyper armor, but you are given 2 instances of hyper armor so that is highly unlikely.
Aleph Attacks
Here, nearly all of your moves receive a buff, along with getting access to a teleport. Forced Decrease now gives 500 health per use at this stage, making Ayin much harder to reach. You also get access to Source’s strongest super.
Source has standard movement with one additional option.
A very fast teleport.
- You become invulnerable frame 4, so you can avoid most attacks with this.
- This does not use air options, which will be fixed in a later update.
- You get significantly more horizontal distance during the teleport at Threat Ayin.
Nearly all of Source’s grounded attacks are buffed at this stage, sometimes receiving better frame data, more damage, and sometimes a bigger hit box.
A low, long reaching single hit.
- Is Frost Splinter but buffed.
A heavy overhead hit.
- Is Regret, but also hits grounded opponents and is buffed.
- Will drag your opponent downwards, so good for continuing combos.
- Has hyper armor from frames 6-14 and can wall slam opponents.
An upwards swing.
- Is Logging (Vertical) but buffed.
- Can be adjusted to hit higher in the air, also sending you into the air.
A fast forward slash.
- Is Logging but buffed.
- Is an incredibly good attack, as it its fairly fast with a large hitbox.
- Don’t use it too much in combo as it has large knockback.
Aleph Specials & Supers
Most of your specials are buffed at this stage.
A massive forward up slash that spawns 4 musical notes.
- The successor to Forsaken.
- The damage range comes from how many projectiles you hit, and does not factor in combo damage redution.
- The projectiles slowly home in on the opponent after use. You should not expect all the projectiles to hit on start up.
- The projectiles cannot be parried, so this is always a safe option at range.
- You cannot spawn more than 4 projectiles on stage with this attack.
An attack that throws the opponent for the second hit.
- Is Harvest but has more damage.
- If used at a high combo count, will usually throw the opponent into the air for enough to hit them with either Magic Bullet or One Sin. Otherwise, it will ground the opponent.
- Gives 150 risk level towards the next Threat Level.
A teleport attack with one big hitbox for it’s entire length instead of one at the teleport point.
- The successor to Despair.
- Has a large range, so it’s very good for catching the opponent off guard. Is much safer than it’s predecessor, Despair, as you can hit them without being right next to them.
- Cannot clash with other attacks, so you beat attacks at the same frame.
A ranged attack that summons pillars out of the ground.
- Is Heaven but has better damage and a bigger hitbox.
- Can only be used on the ground unless you set up a bless correctly.
- Has 1 proration.
This spawns a star icon that on hit resets either you or your opponent’s velocity.
- You can have 5 on the field at once at this stage.
- Can be used to send grounded attacks into the air.
Both of the supers Source gains here are quite good.
A huge hitbox that resets the momentum of the opponent and holds them in place for a bit.
- Has a minimum damage of 200.
THE SWITCH THAT BEGINS THE TRUE TORMENT.
- Switches you to the Twilight stance, which is frankly incredibly busted. You will find out why in the next section.
- If used in a combo, gives incredible frame advantage. I’m not entirely sure why either.
- Sets your gravity to 0.4 on use.
Once Upon A Time (Twilight) Attacks
Source’s gravity is set to 0.4 in this state. Nearly none of their attacks use air options, and I will note which ones do.
An upwards slash.
- Is directionable.
- Has 1 proration.
A horizontal slash.
- Is directionable.
A downwards slash.
- Is directionable.
- Has 1 proration.
A horizontal accelerating thrust, similar to Despair but not a teleport.
- Has a horizontal slider.
- Has 1 proration.
A basic 4 frame poke.
- Has 3 proration.
A spin attack that drags you and your opponent in the direction you choose.
- Damage listed does not account for combo damage reduction.
- Has 2 proration.
Once Upon A Time (Twilight) Specials & Supers
A large slam attack.
- Can only be used on the ground, and cannot be used after Small Beak.
- minimum damage of 400.
- More details
A huge slash attack.
- Due to freeze frames actually hits frame 20, so block must be set to 20 to parry.
- Is a hard kockdown.
- Minimum damage of 550.
Is this state’s version of Bless with one additional feature.
- If DI is set to zero (can be done with right click), Big Eyes will fire a beam of energy after 20 frames.
- Has 2 proration.
Increases of the damage of the next attack by 66%.
- This damage buff goes both ways, but it only lasts 1 move.
A flashy attack that does a lot of damage.
- Puts the opponent into knockdown.
- Cannot use The Beast for 1 move after this attack, therefore this will always end the combo.
- Minimum damage of 800.
Ends Twilight Stance.
- Not entirely sure why you would want to use this, as this stance cannot be matched.
Fires a large amount of energy beams and moves you in the chosen direction.
- It can be parried if the opponent has a turn to react.
- Surprisingly doesn’t cost an air option, so you can use this to stay in the air.
A massive horizontal slash that can only be used in a combo.
- Costs an air option despite not doing much damage and is hard to combo off of.
- Gives 2 proration.
A crushing attack that hits in the direction you choose.
- Unlike it’s special attack counterpart, Small Beak, it will continue a combo.
- Has 1 damage proration.
- Minimum damage of 400.
Ayin
At this point in time, Ayin is unfinished, and according to the dev, will remain unfinished. There are no new attacks added here, but I will detail the various changes that do occur if you do manage to reach this.
Upon reaching this Threat Level (0), you will get a custom song along with 3 times the super level gain. That is all that occurs here, so this is mainly just a power move to get to this point.
And that wraps up our share on “Your Only Move Is HUSTLE: A Comprehensive Guide To Source Gaming”. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Penutbroski, who deserves all the credit. Happy gaming!