Normal Uchuzine
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Health |
120
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Forward Walk Speed |
2 Px
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Backward Walk Speed |
2 Px
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Mega Cancel Orbs |
3
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Weight |
Normal
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Chain Type |
Punch --> Kick
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Introduction
Uchuzine is the main character of UMF! He's an alien that after arriving on earth had his bodyparts separated and become disjointed from him.
Normal Uchuzine is a basics first character, well rounded and covers all the basic mechanics that UMF offers, even if it's overall damage can be slightly underwhelming outside of metered combos, but makes up for it with an ease of use and good combo potential.
“to kill some time i'll pretend to play sf2”
Strength and Weaknesess
Strengths |
Weaknesses
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- Well rounded: Uchuzine's moveset covers all the basics, a DP, a confirm, a projectile, air combo, tic throws setups, a good sweep, many combos on all the characters thanks to it's knockdown specials, that also gives him oki. He can do something in every situation.
- High health: 120 HP are a good ammount of health, meaning that N-uchu can do mistakes and survive most TOS combos at full health.
- Great mobility: thanks to both his Uchu-Copter special moves being AirOk, he can quickly cross the screen and escape pressure in the corner or be unpredictable in the air
- Fast moves: all his toolkit apart from his 6K comes out very quickly and can be somewhat safe by canceling all moves to his fireball or Uchu-copter k
- Combo potential: thanks to his Air MC fireball, he can get a fullcombo from most stray hits of his or confirms of his K Uchu-copter
- TOS: with a specific hit or carefully use of his Mega cancels he can get a "Touch of stun" combo on all standard characters, or easily get one after a couple of pokes and a good combo.
- MC escape: most of his moves can be MC after the opponent blockstun, giving you a chance to use MC orbs to escape a punish scenario
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- Low meter-less damage: if uchuzine wastes all his 3 Mega-cancel orbs, his combo damage will be very limited
- He's not really suppposed to have many weaknesess: can't go wrong with N-uchu , every tool of his kit is solid and works as intended
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Movelist
Punch 5P
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Damage
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Startup
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Active
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Recovery
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Hitstun
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Blockstun
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On Hit
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On Block
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Chip
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Property
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3
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2
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2
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2
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7
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5
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+3
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+1
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0
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N/A
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- Standard jab, good for starting combos and confirms
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Kick 5K
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Damage
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Startup
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Active
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Recovery
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Hitstun
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Blockstun
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On Hit
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On Block
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Chip
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Property
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6
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3
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3
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5
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3
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5
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-5
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-3
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0
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N/A
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Quick chain from any P move,good enough if 6K won't combo, like after 5P at mid range. Always cancel since it leaves -5 in the worst case
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Jump Punch j.P
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Damage
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Startup
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Active
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Recovery
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Hitstun
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Blockstun
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On Hit
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On Block
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Chip
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Property
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5
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2
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17
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0
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7
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6
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-10/+7
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-11
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0
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N/A
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- Better air to air and can be chained into Jk for more damage, don't use it as a jump in against small characters, it won't hit
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Jump Kick j.K
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Damage
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Startup
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Active
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Recovery
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Hitstun
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Blockstun
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On Hit
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On Block
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Chip
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Property
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7
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2
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17
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0
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7
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6
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-10/+7
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-12
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0
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N/A
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- Standard JK, but really fast and can be canceled into Uchu copter(K) for better damage and oki, or to mix-up a jump in
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Heavy Punch 6P
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Damage
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Startup
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Active
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Recovery
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Hitstun
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Blockstun
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On Hit
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On Block
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Chip
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Property
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8
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3
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9
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3
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10
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8
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-2
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-4
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0
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N/A
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- Good poke, can combo into 6K and Uchu-Copter, usually 2P is faster the first hitbox is behind uchu, so in actuality it's 2 frames slower, but can be converted into his MC loops, making thismove qite deadly on a player who's ready to do the TOS combo.
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Crouch Punch 2P
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Damage
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Startup
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Active
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Recovery
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Hitstun
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Blockstun
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On Hit
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On Block
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Chip
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Property
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8
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4
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7
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5
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10
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8
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-2
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-4
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0
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N/A
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- Main grounded combo starter, sends at a nice angle and is fast enough, good AA too.
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Heavy Kick 6K
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Damage
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Startup
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Active
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Recovery
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Hitstun
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Blockstun
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On Hit
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On Block
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Chip
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Property
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10
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5
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3
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15
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10
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8
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-8
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-10
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0
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N/A
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- Decent poke but best used as a comboo tool, it will always combo from 2P and 6P.
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Crouch Kick 2K
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Damage
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Startup
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Active
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Recovery
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Hitstun
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Blockstun
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On Hit
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On Block
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Chip
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Property
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5
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0
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4
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13
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KD
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5
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KD
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-12
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-
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N/A
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- Technically this move comes out in 0.5 frames, but while playing it appears as a frame 1 move. This makes it useful as catch all button if the opponent is inside you, since the first hitbox is behind uchu.
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Throw c.4/6P
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Damage
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Startup
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Active
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Recovery
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Hitstun
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Blockstun
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On Hit
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On Block
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Chip
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Property
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16
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19
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17
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2
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KD
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-
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KD
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Grab
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-
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N/A
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- Standard throw, gives decent oki and OK damage, nothing special here.
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Uchu Ball 26P
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Damage
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Startup
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Active
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Recovery
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Hitstun
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Blockstun
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On Hit
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On Block
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Chip
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Property
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8
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6
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0
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11
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10
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8
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0
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-3
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4
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N/A
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- Ok projectile, nothing too crazy in neutral but leaves only 0 even point blank,usualy safe to throw out and start your approach, and the main move for your MC loops
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Uchu Copter (P) (j.)24P
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Damage
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Startup
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Active
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Recovery
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Hitstun
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Blockstun
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On Hit
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On Block
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Chip
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Property
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10+8+8+8
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4
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9
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8
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7/KD
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8
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-10/KD
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-20
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2x4
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Invul 1-5
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- A good DP, can trade but has a big first hitbox, great for corner combos, and can be converted into a loop if all the hits land.
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Uchu Copter (K) (j.)24K
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Damage
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Startup
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Active
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Recovery
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Hitstun
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Blockstun
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On Hit
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On Block
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Chip
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Property
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5+14+8
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4
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9
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6
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6/KD
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5-8
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-9/KD
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-2
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2x4
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N/A
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- Good tool to finish your mid-range combos and if hit early enough, nice screen carry and can start your MC loops too. On block, if close enough and the opponent is on point can be thrown during it's recovery.
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Combo Routes
5p->5k->Uchu-Ball\Uchu-Copter(K)+MC
J5P->J5K->Uchu-Copter(P-K)+MC
2P->6K->Uchu-Copter(P)+MC
2P->6K->Uchu-Copter(K)->(close to the ground)Uchu-Ball->repeat
- TOS\TOD 91 Dmg combo - Requires 3 MC Orbs
6P->Uchu-Copter(K)->MC-Uchu-Ball->6P->6K->Uchu-Copter(K)->MC-Uchu-Ball->6P->6K->Uchu-Copter(P)->MC-Uchu-Ball->6P->6k->Uchu-Copter(P)->Throw
+MC means that this combo can be repeated with a Mega Cancel into Uchu-Ball
Glitches and Trivias
As of 1.2.0
N-Uchuzine can perform a "Throw storage" off a back hit of Uchu-Copter(P) into MC Uchu-Ball(4) , then making the opponent jump forward and throwing them onto the projectile
By shooting from fullscreen a slow Uchu-Ball and using Uchu-Copter to close the distance with the opponent, it's possible to throw on the exact frame that the Uchu-Ball hits, making it into a combo
General
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Normal Characters
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Joy-Mega Characters
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Choy-Mega Characters
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