YomiHustle/Ninja: Difference between revisions
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{{WIP}} | |||
{{Profile-YH | {{Profile-YH | ||
|charactername=Ninja | |charactername=Ninja | ||
|intro=Ninja is a ''' | |intro=Ninja is a '''high-speed, reads heavy generalist''', capable of using her superior movement abilities and high number of options to force highly advantageous situations, while almost always having an escape option. As the only character with a meterless, invincible "reversal" in the form of [[Image:YH_Icon_Uppercut.png]] '''Uppercut''', two projectile invulnerable moves, and Boost's instant, unpredictable kick of momentum, Ninja is capable of using her versatile tools to alternate between forcing her opponent's hand, zoning, and explosive offense and punishes. | ||
''Please enable Dark Mode in the top right corner in order to see the character sprites.'' | ''Please enable Dark Mode in the top right corner in order to see the character sprites.'' | ||
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*'''Fast''': Possessing the fastest dash in the game, an omnidirectional airdash, and two separate movement specials in '''Substitution''' and [[Image:YH_Icon_StoreMomentum.png]][[Image:YH_Icon_ReleaseMomentum.png]] '''Store Momentum/Boost''', Ninja can rapidly create pressure and score hits where other characters may struggle, while constantly building meter. | *'''Fast''': Possessing the fastest dash in the game, an omnidirectional airdash, and two separate movement specials in '''Substitution''' and [[Image:YH_Icon_StoreMomentum.png]][[Image:YH_Icon_ReleaseMomentum.png]] '''Store Momentum/Boost''', Ninja can rapidly create pressure and score hits where other characters may struggle, while constantly building meter. | ||
*'''A tool for everything''': Ninja has a | *'''A tool for everything''': Ninja almost always has a move to beat any option an opponent has while in neutral and advantage. This is amplified at close-range, with [[Image:YH_Icon_Punch.png]] '''Punch''' beating, or going neutral against all offensive options and movement except for grab, and [[Image:YH_Icon_DropKick.png]] '''Drop Kick''' beating or evading all basic defensive options except for parry. | ||
*'''Setplay''': [[Image:YH_Icon_StickyBomb.png]] '''Sticky Bomb''', [[Image:YH_Icon_Summon.png]] '''Summon''', and [[Image:YH_Icon_Shuriken.png]] '''Shuriken''' are incredible tools to control space and force opponents into unfavorable guessing situations, frequently denying | *'''Setplay''': [[Image:YH_Icon_StickyBomb.png]] '''Sticky Bomb''', [[Image:YH_Icon_Summon.png]] '''Summon''', and [[Image:YH_Icon_Shuriken.png]] '''Shuriken''' are incredible tools to control space and force opponents into unfavorable guessing situations, frequently denying certain options from being used. | ||
*'''Resets''': Ninja is able to use her various tools to keep pressure and extend combos, with Free Cancel enabling potent frame traps and callouts. | *'''Resets''': Ninja is able to use her various tools to keep pressure and extend combos, with Free Cancel enabling potent frame traps and callouts. | ||
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*'''High corner carry''': From mid-stage, Ninja can consistently bring opponents into view of the corner from a single clean combo starter, especially on DI out. This enables her to loop pressure and constantly retain advantage. | *'''High corner carry''': From mid-stage, Ninja can consistently bring opponents into view of the corner from a single clean combo starter, especially on DI out. This enables her to loop pressure and constantly retain advantage. | ||
*'''High reward for high risk''': Ninja is the only character with | *'''High reward for high risk''': Ninja is the only character with attacks possessing meterless <span style="color:#64D26B"> Initiative Bonus </span>invincibility, beating offensive options outright if used before your opponent is acting. This opens the door for terrifying situations, as Ninja can simply power through a majority of aggressive options and convert into high damage combos, complementing her speed and pressure. | ||
|cons= | |cons= | ||
*''' | *'''Incredibly short range (without meter)''': Without long range options, Ninja's threat range is the smallest in the game without dash momentum, the [[Image:YH_Icon_GrapplingHook.png]] '''Grappling Hook''', or projectile setplay; as well as Ninja's longer range moves often being very comittal. [[Image:YH_Icon_ReleaseMomentum.png]] '''Boost''' can remedy this by increasing the movement of her moves, but she needs to spend the meter, and find the turns to set it up. | ||
*'''Setup reliant''': Most character are able to move or control space in a way that denies Ninja her preferred point-blank range. Against defensive play and optimal spacing, Ninja may need to rely on setplay to get into range to begin pressure and mixups. | *'''Setup reliant''': Most character are able to move or control space in a way that denies Ninja her preferred point-blank range. Against defensive play and optimal spacing, Ninja may need to rely on setplay to get into range to begin pressure and mixups. | ||
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* Always interruptible when the opponent is able to act. | * Always interruptible when the opponent is able to act. | ||
* IASA scales based on distance in neutral, but is always 8 in combos. | * IASA scales based on distance in neutral, but is always 8 in combos. | ||
* "auto" toggle will cause Ninja to turn around mid dash to always be | * "auto" toggle will cause Ninja to turn around mid dash to always be advancing towards the opponent. | ||
Great way to close distance, being less committal than a Teleport and travelling further than Wizard's Dash. Can be paired with Store Momentum to create an even better approach/escape option for later. | Great way to close distance, being less committal than a Teleport and travelling further than Wizard's Dash. Can be paired with Store Momentum to create an even better approach/escape option for later. | ||
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* Always interruptible when the opponent is able to act. | * Always interruptible when the opponent is able to act. | ||
* Does not become actionable if the opponent uses forward movement. | * Does not become actionable if the opponent uses forward movement. | ||
* Grab immune frames 1-7. | |||
A very fast and safe movement option, can be used to dodge attacks and react to their recovery. Often puts you out of range to punish, but can be used to get advantage to start your offense. | A very fast and safe movement option, can be used to dodge attacks and react to their recovery. Often puts you out of range to punish, but can be used to get advantage to start your offense. | ||
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{{AttackData-YH-Movement | {{AttackData-YH-Movement | ||
|movementstartsat= 5 | |movementstartsat= 5 | ||
|firstactionable= | |firstactionable= 13 | ||
|consumesairoption= No | |consumesairoption= No | ||
|description= | |description= | ||
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* Airdashing backwards has +5 frames before movement starts, and +4 IASA. | * Airdashing backwards has +5 frames before movement starts, and +4 IASA. | ||
* Nullifies gravity for 7f after use. | * Nullifies gravity for 7f after use. | ||
'''The''' movement option. It's as fast as a forward dash, except it's also omnidirectional. Opens up punish opportunities, escape routes, combo extensions, Airdash does it all. You only get one per air time, but most of the time it's more than enough to do whatever you need in any given scenario. | |||
'''The''' movement option. It's as fast as a forward dash, except it's also omnidirectional. Opens up punish opportunities, escape routes, combo extensions, Airdash does it all. You only get one per air time in neutral, but most of the time it's more than enough to do whatever you need in any given scenario. | |||
After performing a [[YomiHustle/Glossary#NIL|NIL]], the brief gravity nullification effect can apply to certain grounded moves. Notably, Uppercut and Drop Kick propel Ninja much higher than they would otherwise, allowing Drop Kick to hit aerial opponents, but also causing it to whiff on grounded ones as a result. | |||
}} | }} | ||
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====<font style="visibility:hidden; float:right">NunChuk</font>==== | ====<font style="visibility:hidden; float:right">NunChuk</font>==== | ||
{{MoveData | {{MoveData | ||
|input=[[Image:YH_Icon_NunChuk | |image=YH_Ninja_Taunt.png | ||
|caption= | |||
|name= NunChuk Stance | |||
|data= | |||
{{MoveData | |||
|input=[[Image:YH_Icon_NunChuk.png]] | |||
|image=YH_Ninja_NunChuk.png | |image=YH_Ninja_NunChuk.png | ||
|hitbox=YH_Ninja_NunChuk_hb.png | |hitbox=YH_Ninja_NunChuk_hb.png | ||
|caption= | |caption= | ||
|name= NunChuk | |||
|name=NunChuk | |||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 800 | |damage= 800 | ||
|startup= 7 | |startup= 7 | ||
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|description= | |description= | ||
* Enters into NunChuk stance | * Enters into NunChuk stance. | ||
* Usable in NunChuk stance. | |||
* Fires Red Wave if used after Chuk Heavy. | * Fires Red Wave if used after Chuk Heavy. | ||
Very solid combo tool with decent damage and an easy followup in to Chuk Jump early in combos. | Very solid combo tool with decent damage and an easy followup in to Chuk Jump early in combos. | ||
}} | }} | ||
}} | |||
{{MoveData | |||
|input=[[Image:YH_Icon_NunChuk.png]] | |||
|image=YH_Ninja_NunChukHigh.png | |||
|hitbox=YH_Ninja_NunChukHigh_hb.png | |||
|caption= | |||
|name= NunChuk (High) | |||
|data= | |||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 1000 (700 on sourspot) | |damage= 1000 (700 on sourspot) | ||
|startup= 5 | |startup= 5 | ||
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|description= | |description= | ||
* Enters into NunChuk stance | * Enters into NunChuk stance. | ||
* Usable in NunChuk stance. | |||
* Close hit does 700 damage and launches grounded opponents. | * Close hit does 700 damage and launches grounded opponents. | ||
* Does not hitcancel on block. | * Does not hitcancel on block. | ||
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An okay anti-air, but the best one Ninja has at range. Can be decent in combos due to high damage. | An okay anti-air, but the best one Ninja has at range. Can be decent in combos due to high damage. | ||
Hits faster than normal Nunchuk, giving Ninja a 5f High to go with Kick being a 5f Low. Makes for a few knowledge checks. | Hits faster than normal Nunchuk, giving Ninja a 5f High to go with Kick being a 5f Low. Makes for a few knowledge checks due to its speed, such as in a blockstring. | ||
}} | }} | ||
}} | |||
{{MoveData | |||
|input=[[Image:YH_Icon_NunChuk.png]] | |||
|image=YH Ninja HWhipWave.png | |||
|hitbox=YH Ninja HWhipWave hb.png | |||
|caption= Projectile | |||
|name= Red Wave | |||
|data= | |||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 900 (800 on sourspot) | |damage= 900 (800 on sourspot) | ||
|startup= 5 | |startup= 5 | ||
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}} | }} | ||
}} | |||
{{MoveData | |||
|input=[[Image:YH_Icon_ChukHeavy.png]] | |||
|image=YH_Ninja_ChukHeavy.png | |||
|hitbox=YH_Ninja_ChukHeavy_hb.png | |||
|caption= | |||
|name=Chuk Heavy | |||
|data= | |||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 350, 350, 500 | |damage= 350, 350, 500 | ||
|startup= 6 | |startup= 6 | ||
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* Only usable in Chuk stance. | * Only usable in Chuk stance. | ||
* Continues NunChuk stance. | |||
* Counts as only one hit for combo scaling. | * Counts as only one hit for combo scaling. | ||
* First 2 hits have significantly smaller SDI and DI modifiers, as well as less knockback. | * First 2 hits have significantly smaller SDI and DI modifiers, as well as less knockback. | ||
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High damage in combos, but where this move really shines is in charging Red Wave. If the opponent is significantly far away, it may be worth it to whiff this in neutral to gain access to it. | High damage in combos, but where this move really shines is in charging Red Wave. If the opponent is significantly far away, it may be worth it to whiff this in neutral to gain access to it. | ||
Can be used | Can be used several times in a row mid-combo by Holding afterwards. | ||
}} | }} | ||
}} | |||
{{MoveData | |||
|input=[[Image:YH_Icon_ChukJump.png]] | |||
|image=YH_Ninja_ChukJump.png | |||
|hitbox=YH_Ninja_ChukJump_hb1.webp | |||
|caption= | |||
|name= Chuk Jump | |||
|data= | |||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 1200 | |damage= 1200 | ||
|startup= 16 | |startup= 16 | ||
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* Becomes Airborne Frame 1 | * Becomes Airborne Frame 1 | ||
* | * Usable in Chuk Stance, and while airborne after Chuk Spin or another Chuk Jump. | ||
* Has a distance slider, which determines the speed (and therefore distance) that Ninja launches herself | * Has a distance slider, which determines the speed (and therefore distance) that Ninja launches herself. | ||
Ninja's Guard Break in Nunchuk stance, hard callout to throws and blocks, otherwise very punishable if left uncancelled. Due to the slow startup, an opponent who uses Wait or other noncommittal options may be able to counter hit you "on reaction." | Ninja's Guard Break in Nunchuk stance, hard callout to throws and blocks, otherwise very punishable if left uncancelled. Due to the slow startup, an opponent who uses Wait or other noncommittal options may be able to counter hit you "on reaction." | ||
Incredible for damage in combos, as it's easy to route into, and out of, has high damage, and is unintuitive to DI. | Incredible for damage in combos, as it's easy to route into, and out of, has high damage, and is unintuitive to DI. Due to Chuk Jump's small hop, there's a small deadzone beneath Ninja where Chuk Jump cannot reach, the zone changing position depending on how fast Ninja is going. A savvy opponent may try to DI into this deadzone to force a less powerful follow-up. | ||
}} | |||
}} | }} | ||
}} | }} | ||
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* Only Guardbreaks on first active frame. | * Only Guardbreaks on first active frame. | ||
A | A highly damaging ground combo tool, but difficult to follow up on outside of the corner due to having high knockback. | ||
One of two Guard Breaks Ninja has access to in neutral, with faster Startup and longer range than Stomp. | One of two Guard Breaks Ninja has access to in neutral, with faster Startup and longer range than Stomp. In addition, it hops over lows and grabs, and beats out most other attacks that jump over grab, such as Cowboy's Downward Cleave, Robot's THUNDERCLAP, and Mutant's Kick, with the exception of Wizard's Down-angled Icicle. | ||
}} | }} | ||
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* Universal throw. | * Universal throw. | ||
* Usable in Backsway and NunChuk Stance. | * Usable in Backsway and NunChuk Stance. | ||
* | * Causes soft knockdown. | ||
* Does 1100 damage as the first hit of a combo. | * Does 1100 damage as the first hit of a combo. | ||
* Counts as two hits, only increments combo scaling by one. | * Counts as two hits, only increments combo scaling by one. | ||
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* With dash toggled, forward momentum starts on frame 2. | * With dash toggled, forward momentum starts on frame 2. | ||
Weak to DI down, but can | Weak to DI down, but still grants soft knockdown pressure. If the opponent doesn't DI down, a grounded grab can easily lead into a combo. | ||
Deals slightly lower damage than other universal grabs. | |||
}} | }} | ||
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|input=[[Image:YH_Icon_Punch.png]] | |input=[[Image:YH_Icon_Punch.png]] | ||
|caption= A situational air-to-air, or a combo extender. | |caption= A situational air-to-air, or a combo extender. | ||
|name=Punch | |name= Punch (air) | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
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|input=[[Image:YH_Icon_Kick.png]] | |input=[[Image:YH_Icon_Kick.png]] | ||
|caption= Airborne Sweep | |caption= Airborne Sweep | ||
|name=Kick | |name= Kick (air) | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
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|firstactionable= 90 | |firstactionable= 90 | ||
|frameadvantage= +0 | |frameadvantage= +0 | ||
|blockadvantage= | |blockadvantage= +0 | ||
|proration= 2 | |proration= 2 | ||
|airok= Yes | |airok= Yes | ||
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|description= | |description= | ||
* First hit is punishable on block, and leaves you up to '''-97'''. | |||
* Invincible during startup with Initiative (Full Invincibility means both strikes and throws.) | * Invincible during startup with Initiative (Full Invincibility means both strikes and throws.) | ||
** Air Uppercut lacks Strike Invuln, hits once, but, in exchange, is safe on block and grants some momentum. | ** Air Uppercut lacks Strike Invuln, hits once, but, in exchange, is safe on block and grants some momentum. | ||
*** Due to both air and ground Uppercuts having a lengthy maximum inactionable period of 90f, it's ''usually'' canceled early by landing. Lowered gravity or Wizard's Gust can let the Ninja experience the full amount of recovery. | |||
* Does not hit cancel. | * Does not hit cancel. | ||
* | * Puts you in the same endlag as your opponent's hitstun. | ||
* Usable in Backsway Stance. | * Usable in Backsway Stance. | ||
Sharing Startup with Punch, and having invulnerability (with Initiative) makes Uppercut outright beat every single other offensive option in the game, excluding another Uppercut, KILL PROCESS, or BOOST. | Sharing Startup with Punch, and having invulnerability (with Initiative) makes Uppercut outright beat every single other offensive option in the game, excluding another Uppercut, KILL PROCESS, or BOOST. | ||
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====<font style="visibility:hidden; float:right">Summon</font>==== | ====<font style="visibility:hidden; float:right">Summon</font>==== | ||
{{MoveData | |||
|image=YH_Ninja_StoreMomentum.png | |||
|caption= Summoning Pose | |||
|input=[[Image:YH_Icon_Summon.png]] | |||
|name= Summon | |||
|data= | |||
{{MoveData | {{MoveData | ||
|image=YH_Ninja_SummonUF.png | |image=YH_Ninja_SummonUF.png | ||
|hitbox=YH_Ninja_SummonUF_hb.png | |hitbox=YH_Ninja_SummonUF_hb.png | ||
|caption= | |caption= | ||
| | |name= Up-Forward | ||
|data= | |data= | ||
{{AttackData-YH-Special | {{AttackData-YH-Special | ||
|damage= 700 x 3 | |damage= 700 x 3 | ||
|startup= 5 + 24 | |startup= 5 + 24 | ||
Line 923: | Line 953: | ||
}} | }} | ||
}} | |||
{{MoveData | |||
|image=YH_Ninja_SummonF.png | |||
|hitbox=YH_Ninja_SummonF_hb.png | |||
|caption= | |||
|name= Forward | |||
|data= | |||
{{AttackData-YH-Special | {{AttackData-YH-Special | ||
|damage= 700 x 3 | |damage= 700 x 3 | ||
|startup= 5 + 24 | |startup= 5 + 24 | ||
Line 946: | Line 983: | ||
}} | }} | ||
}} | |||
{{MoveData | |||
|image=YH_Ninja_SummonDF.png | |||
|hitbox=YH_Ninja_SummonDF_hb.png | |||
|caption= | |||
|name= Down-Forward | |||
|data= | |||
{{AttackData-YH-Special | {{AttackData-YH-Special | ||
|damage= 700 x 3 | |damage= 700 x 3 | ||
|startup= 5 + 24 | |startup= 5 + 24 | ||
Line 967: | Line 1,011: | ||
}} | }} | ||
}} | |||
{{MoveData | |||
|image=YH_Ninja_SummonD.png | |||
|hitbox=YH_Ninja_SummonD_hb.png | |||
|caption= | |||
|name= Downward | |||
|data= | |||
{{AttackData-YH-Special | {{AttackData-YH-Special | ||
|damage= 800 | |damage= 800 | ||
|startup= 5 + Until Landing | |startup= 5 + Until Landing | ||
Line 990: | Line 1,041: | ||
}} | }} | ||
}} | |||
}} | }} | ||
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|hitbox2=YH_Ninja_WhipWave2_hb.png | |hitbox2=YH_Ninja_WhipWave2_hb.png | ||
|caption=I'm not gonna sugarcoat it! | |caption=I'm not gonna sugarcoat it! | ||
|caption2= Projectile | |||
|input=[[Image:YH_Icon_WhipWave.png]] | |input=[[Image:YH_Icon_WhipWave.png]] | ||
|name=Whip Wave | |name=Whip Wave | ||
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* Projectile has hard knockdown and OTG. | * Projectile has hard knockdown and OTG. | ||
* Projectile forces the opponent to stay in hitstun for at least 4 frames before knockdown. | * Projectile forces the opponent to stay in hitstun for at least 4 frames before knockdown. | ||
The only move in Ninja's kit that causes a hard knockdown, allowing you an extensive period to set-up whatever you want while still being able to get [[YomiHustle/Glossary#Okizeme|okizeme]] afterwards. | |||
Unfortunately, very niche due to the projectile lacking enough hitstun to ground the opponent on its own, only doing so on DI down, while also competing with the much more consistent Sticky Bomb for setting up advantage after a combo. | |||
}} | }} | ||
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|image=YH_Ninja_Backsway.png | |image=YH_Ninja_Backsway.png | ||
|hitbox=YH_Ninja_Backsway_hb.png | |hitbox=YH_Ninja_Backsway_hb.png | ||
|data= | |data= | ||
{{AttackData-YH-Special | {{AttackData-YH-Special | ||
|startup= | |startup= 3 (invuln) | ||
|active= | |active= 7 (invuln) | ||
|firstactionable= 12 | |firstactionable= 12 | ||
|airok= Yes (requires air option) | |airok= Yes (requires air option) | ||
|proration= - | |||
|description= | |description= | ||
* | * Full invuln starting frame 3 with Initiative, lasting for 7 frames. | ||
* Transitions into Backsway stance. | * Transitions into Backsway stance. | ||
* Can be used in Chuk stance. | * Can be used in Chuk stance. | ||
* If held, automatically transitions into Palm Strike. | * If held, automatically transitions into Palm Strike. | ||
Ninja follows a short burst of backwards movement, before lunging forwards again. Flipping Backsway can allow Ninja to dodge attacks that might've otherwise countered it. | |||
Can't be used to invuln through Burst mid-combo, but the sudden movement can take you out Burst's range, with the right spacing. | |||
Backsway ''can'' be used to invuln through Burst with at least +1 Block Advantage, if you really wanted to. | |||
}} | }} | ||
}} | |||
{{MoveData | |||
|name= Palm Strike | |||
|input=[[Image:YH_Icon_Punch.png]] | |||
|image=YH_Ninja_PalmStrike.png | |||
|hitbox=YH_Ninja_PalmStrike_hb.png | |||
|caption= a.k.a Pilebunker | |||
|data= | |||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 2000 | |damage= 2000 | ||
|startup= 3 | |startup= 3 | ||
|active= 5 | |active= 5 | ||
|guard= High | |guard= High | ||
|firstactionable= 29 | |firstactionable= 29 | ||
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* Minimum Damage: 700 | * Minimum Damage: 700 | ||
* Only usable in Backsway stance. | |||
* Doesn't hitcancel. | * Doesn't hitcancel. | ||
* Wall Splats. | * Wall Splats. | ||
Usually a combo ender, | Usually used as a combo ender, Palm Strike causes a neutral reset in normal circumstances, giving up potential [[YomiHustle/Glossary#Okizeme|oki]] for its high minimum damage. Can be comboed off of with Caltrops for massive damage late in combos, however. | ||
}} | }} | ||
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|recovery= 13 | |recovery= 13 | ||
|firstactionable= 13 | |firstactionable= 13 | ||
|proration= - | |||
|airok= Yes | |airok= Yes | ||
|supercost= 1 | |||
|description= | |description= | ||
* Unusuable the turn after starting a Super Jump. | * Unusuable the turn after starting a Super Jump. | ||
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|active= 10 minimum, continues until the end of next turn | |active= 10 minimum, continues until the end of next turn | ||
|airok= Yes | |airok= Yes | ||
|proration= - | |||
|supercost= 1 | |||
|description= | |description= | ||
* Toggle | * Toggle. | ||
* Usable without meter, but consumes up to 1 bar, if available. | |||
* Adds 1 hit of scaling if used mid-combo. | * Adds 1 hit of scaling if used mid-combo. | ||
* Only usable after Store Momentum | * Only usable after Store Momentum | ||
* Adds 10f of hitstop if the attack used is parried. | * Adds 10f of hitstop if the attack used is parried. | ||
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Boost is a toggle unlocked when any speed is stored via Store Momentum, allowing you to apply the storage from Stored Momentum to any non-defensive or movement option at the cost of 1 bar of meter. Direction of momentum can be nudged from (0.71, -0.71) to (0.91, 0.42) when facing right or (-0.71, -0.71) to (0.91, -0.42) when facing left. This is an incredibly useful tool to keep in any situation, allowing Ninja to escape nearly any dangerous situation through the speed gained, as well as opening up new combo routes and reads from the increases stickiness and chase this inherently gives Ninja. Its constant drain can be an issue, so keeping it relatively high without wasting the meter is important. | Boost is a toggle unlocked when any speed is stored via Store Momentum, allowing you to apply the storage from Stored Momentum to any non-defensive or movement option at the cost of 1 bar of meter. Direction of momentum can be nudged from (0.71, -0.71) to (0.91, 0.42) when facing right or (-0.71, -0.71) to (0.91, -0.42) when facing left. This is an incredibly useful tool to keep in any situation, allowing Ninja to escape nearly any dangerous situation through the speed gained, as well as opening up new combo routes and reads from the increases stickiness and chase this inherently gives Ninja. Its constant drain can be an issue, so keeping it relatively high without wasting the meter is important. | ||
It uses 1 bar of meter, but only consumes it if you have any | It uses 1 bar of meter, but only consumes it if you have any; if used with 0 meter, it'll take whatever progress you have on the bar. | ||
}} | }} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right">Quick Slash</font>==== | ====<font style="visibility:hidden; float:right">Quick Slash</font>==== | ||
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|blockadvantage= +0 | |blockadvantage= +0 | ||
|airok= Yes | |airok= Yes | ||
|supercost= 1 | |||
|description= | |description= | ||
* Only usable in combos. | * Only usable in combos. | ||
* Interrupted sooner by landing. | * Interrupted sooner by landing. | ||
* Selected attack follow-ups don't scale the combo. | * Selected attack follow-ups don't scale the combo. | ||
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|blockadvantage= +0 | |blockadvantage= +0 | ||
|airok= Yes | |airok= Yes | ||
|supercost= 3 | |||
|description= | |description= | ||
* Can be hit and broken by opponents. | * Can be hit and broken by opponents. | ||
* | * Caltrops can be hit around as the owner, launch angle influenced by DI. | ||
* Attacking your own Caltrops | ** Attacking your own Caltrops automatically free cancels your attack. | ||
** Opponent's projectiles bounce the Caltrops around, in the direction of the Caltrop owner's DI | |||
Incredible combo tool due to high hitstun, great area denial, and gives you a more permanent substitution target, compared to other options. Has an unusual interaction with other projectiles, even including things such as Robot's landing shockwave and LOIC; when the caltrop is hit by them, it will act as if the Ninja was the one hitting it, causing it to bounce around in the direction of the Ninja's DI. | Incredible combo tool due to high hitstun, great area denial, and gives you a more permanent substitution target, compared to other options. Has an unusual interaction with other projectiles, even including things such as Robot's landing shockwave and LOIC; when the caltrop is hit by them, it will act as if the Ninja was the one hitting it, causing it to bounce around in the direction of the Ninja's DI. |
Latest revision as of 20:40, 22 June 2024
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Under Construction
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Profile
Ninja is a high-speed, reads heavy generalist, capable of using her superior movement abilities and high number of options to force highly advantageous situations, while almost always having an escape option. As the only character with a meterless, invincible "reversal" in the form of Uppercut, two projectile invulnerable moves, and Boost's instant, unpredictable kick of momentum, Ninja is capable of using her versatile tools to alternate between forcing her opponent's hand, zoning, and explosive offense and punishes.
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Move List
Movement
Dash
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Back Dash
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Super Dash
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Jump
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Super Jump
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Super Fall
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Airdash
The other four wish they had something like this The other four wish they had something like this
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Grounded Normals
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Punch
A really fast and useful jab. A really fast and useful jab.
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Kick
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Sweep
Damn he's gonna be in hitstun for years, huh? Damn he's gonna be in hitstun for years, huh?
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Slide Kick
The Leg The Leg
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NunChuk
NunChuk Stance
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Drop Kick
A live demonstration of why you should respect Ninja's grab game. Always. A live demonstration of why you should respect Ninja's grab game. Always.
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Dive Kick
Possibly inspired by the hit ps3 game, Divekick. Possibly inspired by the hit ps3 game, Divekick.
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Stomp
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Throw
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Aerials
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Punch
A situational air-to-air, or a combo extender. A situational air-to-air, or a combo extender.
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Kick
Airborne Sweep Airborne Sweep
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Chuk Spin
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Specials
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Shuriken
The shoto fireball, but now with angles and controllable speed! The shoto fireball, but now with angles and controllable speed!
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Grappling Hook
The cornerstone of the Ninja Space Program™ The cornerstone of the Ninja Space Program™
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Uppercut
The only DP in the game The only DP in the game
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Jump Kick
"Block this overhead" "Block this overhead"
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Sticky Bomb
"Hey wanna think about another option in neutral?" "Hey wanna think about another option in neutral?"
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Summon
Summoning Pose Summoning Pose
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Store/Release Momentum
So like, imagine Cowboy's teleport, except the commitment is gone. Yeah. So like, imagine Cowboy's teleport, except the commitment is gone. Yeah.
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Whip Wave
I'm not gonna sugarcoat it! I'm not gonna sugarcoat it! Projectile Projectile
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Backsway
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a.k.a Pilebunker a.k.a Pilebunker
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Skull Shaker
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Supers
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Store Momentum/Boost
The flex tape of the ninja community The flex tape of the ninja community
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Quick Slash
THIS UGLY SON OF A #@!%$ WAS ONCE USING 1 BAR TO COMPLETELY SKIP NEUTRAL. HOW? ...JUST WATCH. THIS UGLY SON OF A #@!%$ WAS ONCE USING 1 BAR TO COMPLETELY SKIP NEUTRAL. HOW? ...JUST WATCH.
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Caltrops
These are the gray X of pain These are the gray X of pain
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Hustle
Look at which finger i'm holding up. Look at which finger i'm holding up.
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