YomiHustle/Ninja: Difference between revisions
m (→Backsway: gave palm strike its own databox, so the attack image fits into it) |
ToxicTophats (talk | contribs) (Added gif animations to all moves & an unused sprite section.) |
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(7 intermediate revisions by one other user not shown) | |||
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====<font style="visibility:hidden; float:right">Punch</font>==== | ====<font style="visibility:hidden; float:right">Punch</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_GroundPunch.gif | ||
|caption= A really fast and useful jab. | |caption= A really fast and useful jab. | ||
|hitbox=YH Ninja Punch hb.png | |hitbox=YH Ninja Punch hb.png | ||
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====<font style="visibility:hidden; float:right">Kick</font>==== | ====<font style="visibility:hidden; float:right">Kick</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_GroundKick.gif | ||
|hitbox=YH Ninja Kick hb.png | |hitbox=YH Ninja Kick hb.png | ||
|input=[[Image:YH_Icon_Kick.png]] | |input=[[Image:YH_Icon_Kick.png]] | ||
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====<font style="visibility:hidden; float:right">Sweep</font>==== | ====<font style="visibility:hidden; float:right">Sweep</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_Sweepy.gif | ||
|hitbox=YH Ninja Sweep hb.png | |hitbox=YH Ninja Sweep hb.png | ||
|caption=Damn he's gonna be in hitstun for years, huh? | |caption=Damn he's gonna be in hitstun for years, huh? | ||
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====<font style="visibility:hidden; float:right">Slide Kick</font>==== | ====<font style="visibility:hidden; float:right">Slide Kick</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_SlideKickA.gif | ||
|hitbox=YH_Ninja_SlideKick_hb.png | |hitbox=YH_Ninja_SlideKick_hb.png | ||
|caption=The Leg | |caption=The Leg | ||
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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 | ||
|image= | |caption= | ||
|name= NunChuk Stance | |||
|data= | |||
{{MoveData | |||
|input=[[Image:YH_Icon_NunChuk.png]] | |||
|image=YH_Ninja_ChukLight.gif | |||
|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 | ||
Line 338: | Line 331: | ||
|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_ChukHigh.gif | |||
|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 | ||
Line 357: | Line 358: | ||
|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_NunChukHeavy.gif | |||
|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 | ||
Line 407: | Line 425: | ||
* 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_NunChukJump.gif | |||
|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. Due to Chuk Jump's small hop, there's a small deadzone beneath Ninja where Chuk Jump cannot reach, | 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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====<font style="visibility:hidden; float:right">Drop Kick</font>==== | ====<font style="visibility:hidden; float:right">Drop Kick</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_DropKickA.gif | ||
|hitbox=YH_Ninja_DropKick_hb.png | |hitbox=YH_Ninja_DropKick_hb.png | ||
|input=[[Image:YH_Icon_DropKick.png]] | |input=[[Image:YH_Icon_DropKick.png]] | ||
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====<font style="visibility:hidden; float:right">Dive Kick</font>==== | ====<font style="visibility:hidden; float:right">Dive Kick</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_DiveKickA.gif | ||
|hitbox=YH_Ninja_DiveKick_hb.png | |hitbox=YH_Ninja_DiveKick_hb.png | ||
|input=[[Image:YH_Icon_DiveKick.png]] | |input=[[Image:YH_Icon_DiveKick.png]] | ||
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====<font style="visibility:hidden; float:right">Stomp</font>==== | ====<font style="visibility:hidden; float:right">Stomp</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_StompA.gif | ||
|hitbox=YH_Ninja_Stomp_hb.png | |hitbox=YH_Ninja_Stomp_hb.png | ||
|input=[[Image:YH_Icon_Stomp2.png]] | |input=[[Image:YH_Icon_Stomp2.png]] | ||
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{{MoveData | {{MoveData | ||
|image=YH_Throw.png | |image=YH_Throw.png | ||
|image2=YH_Ninja_Throw.gif | |||
|hitbox=YH Throw hb.png | |hitbox=YH Throw hb.png | ||
|input=[[Image:YH_Icon_Grab.png]] | |input=[[Image:YH_Icon_Grab.png]] | ||
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====<font style="visibility:hidden; float:right">Punch</font>==== | ====<font style="visibility:hidden; float:right">Punch</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_APunch.gif | ||
|hitbox=YH Ninja jPunch hb.png | |hitbox=YH Ninja jPunch hb.png | ||
|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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====<font style="visibility:hidden; float:right">Kick</font>==== | ====<font style="visibility:hidden; float:right">Kick</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_AKick.gif | ||
|hitbox=YH Ninja jKick hb.png | |hitbox=YH Ninja jKick hb.png | ||
|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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====<font style="visibility:hidden; float:right">Chuk Spin</font>==== | ====<font style="visibility:hidden; float:right">Chuk Spin</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_NunChukSpin.gif | ||
|hitbox=YH_Ninja_ChukSpin_hb.png | |hitbox=YH_Ninja_ChukSpin_hb.png | ||
|input=[[Image:YH_Icon_ChukSpin.png]] | |input=[[Image:YH_Icon_ChukSpin.png]] | ||
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====<font style="visibility:hidden; float:right">Shuriken</font>==== | ====<font style="visibility:hidden; float:right">Shuriken</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_ShurikenA.gif | ||
|hitbox=YH_Ninja_Shuriken1_hb.png | |hitbox=YH_Ninja_Shuriken1_hb.png | ||
|input=[[Image:YH_Icon_Shuriken.png]] | |input=[[Image:YH_Icon_Shuriken.png]] | ||
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====<font style="visibility:hidden; float:right">Grappling Hook</font>==== | ====<font style="visibility:hidden; float:right">Grappling Hook</font>==== | ||
{{MoveData | {{MoveData | ||
|image=YH_Ninja_GrapplingHook2.png | |image=YH_Ninja_ShurikenA.gif | ||
|image2=YH_Ninja_GrapplingHook2.png | |||
|hitbox=YH_Ninja_GrapplingHook_hb.png | |hitbox=YH_Ninja_GrapplingHook_hb.png | ||
|input=[[Image:YH_Icon_GrapplingHook.png]] | |input=[[Image:YH_Icon_GrapplingHook.png]] | ||
| | |caption2=The cornerstone of the Ninja Space Program™ | ||
|name=Grappling Hook | |name=Grappling Hook | ||
|data= | |data= | ||
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====<font style="visibility:hidden; float:right">Uppercut</font>==== | ====<font style="visibility:hidden; float:right">Uppercut</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_UppercutA.gif | ||
|hitbox=YH_Ninja_Uppercut1_hb.png | |hitbox=YH_Ninja_Uppercut1_hb.png | ||
|hitbox2=YH_Ninja_Uppercut2_hb.png | |hitbox2=YH_Ninja_Uppercut2_hb.png | ||
|caption=The only DP in the game | |caption=The only DP in the game | ||
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====<font style="visibility:hidden; float:right">Jump Kick</font>==== | ====<font style="visibility:hidden; float:right">Jump Kick</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_JumpKickA.gif | ||
|hitbox=YH_Ninja_JumpKick_hb.png | |hitbox=YH_Ninja_JumpKick_hb.png | ||
|caption="Block this overhead" | |caption="Block this overhead" | ||
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====<font style="visibility:hidden; float:right">Sticky Bomb</font>==== | ====<font style="visibility:hidden; float:right">Sticky Bomb</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_StickyBombA.gif | ||
|hitbox=YH_Ninja_StickyBomb1_hb.png | |hitbox=YH_Ninja_StickyBomb1_hb.png | ||
|image2= | |image2=YH_Ninja_StickyBombA2.gif | ||
|hitbox2=YH_Ninja_StickyBomb2_hb.png | |hitbox2=YH_Ninja_StickyBomb2_hb.png | ||
|input=[[Image:YH_Icon_StickyBomb.png]] | |input=[[Image:YH_Icon_StickyBomb.png]] | ||
|caption= "Hey wanna think about another option in neutral?" | |caption=whiff | ||
|caption2= "Hey wanna think about another option in neutral?" | |||
|name=Sticky Bomb | |name=Sticky Bomb | ||
|data= | |data= | ||
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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 | |||
|image2=YH_Ninja_Kunai.gif | |||
|caption2=kunai throw | |||
|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 929: | Line 957: | ||
}} | }} | ||
}} | |||
{{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 952: | Line 987: | ||
}} | }} | ||
}} | |||
{{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 973: | Line 1,015: | ||
}} | }} | ||
}} | |||
{{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 996: | Line 1,045: | ||
}} | }} | ||
}} | |||
}} | }} | ||
Line 1,028: | Line 1,078: | ||
====<font style="visibility:hidden; float:right">Whip Wave</font>==== | ====<font style="visibility:hidden; float:right">Whip Wave</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_WhipWaveA.gif | ||
|hitbox=YH_Ninja_WhipWave1_hb.png | |hitbox=YH_Ninja_WhipWave1_hb.png | ||
|image2=YH_Ninja_WhipWave2.png | |image2=YH_Ninja_WhipWave2.png | ||
|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 | ||
Line 1,065: | Line 1,116: | ||
|name=Backsway | |name=Backsway | ||
|input=[[Image:YH_Icon_Backsway.png]] | |input=[[Image:YH_Icon_Backsway.png]] | ||
|image= | |image=YH_Ninja_BackswayA.gif | ||
|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 | {{MoveData | ||
|name= Palm Strike | |name= Palm Strike | ||
|input=[[Image:YH_Icon_Punch.png]] | |input=[[Image:YH_Icon_Punch.png]] | ||
|image= | |image=YH_Ninja_PalmStrikeA.gif | ||
|hitbox=YH_Ninja_PalmStrike_hb.png | |hitbox=YH_Ninja_PalmStrike_hb.png | ||
|caption= a.k.a Pilebunker | |caption= a.k.a Pilebunker | ||
Line 1,093: | Line 1,151: | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 2000 | |damage= 2000 | ||
|startup= 3 | |startup= 3 | ||
|active= 5 | |active= 5 | ||
|guard= High | |guard= High | ||
|firstactionable= 29 | |firstactionable= 29 | ||
Line 1,111: | Line 1,167: | ||
* 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. | ||
}} | }} | ||
Line 1,118: | Line 1,174: | ||
====<font style="visibility:hidden; float:right">Skull Shaker</font>==== | ====<font style="visibility:hidden; float:right">Skull Shaker</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_SkullShakerWhiff.gif | ||
|image2=YH_Ninja_SkullShakerGrab.gif | |||
|hitbox=YH_Ninja_SkullShaker_hb.png | |hitbox=YH_Ninja_SkullShaker_hb.png | ||
|caption= | |caption= | ||
Line 1,163: | Line 1,220: | ||
|recovery= 13 | |recovery= 13 | ||
|firstactionable= 13 | |firstactionable= 13 | ||
|proration= - | |||
|airok= Yes | |airok= Yes | ||
|supercost= 1 | |supercost= 1 | ||
Line 1,179: | Line 1,237: | ||
|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 | |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 | ||
Line 1,194: | Line 1,253: | ||
}} | }} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right">Quick Slash</font>==== | ====<font style="visibility:hidden; float:right">Quick Slash</font>==== | ||
Line 1,246: | Line 1,304: | ||
====<font style="visibility:hidden; float:right">Caltrops</font>==== | ====<font style="visibility:hidden; float:right">Caltrops</font>==== | ||
{{MoveData | {{MoveData | ||
|image=YH_Ninja_Caltrops1.png | |image=YH_Ninja_CaltropsA.gif | ||
|image2=YH_Ninja_Caltrops1.png | |||
|hitbox=YH_Ninja_Caltrops1_hb.png | |hitbox=YH_Ninja_Caltrops1_hb.png | ||
|input=[[Image:YH_Icon_Caltrops.png]] | |input=[[Image:YH_Icon_Caltrops.png]] | ||
| | |caption2= These are the grey X's of pain | ||
|name=Caltrops | |name=Caltrops | ||
|data= | |data= | ||
Line 1,277: | Line 1,336: | ||
====<font style="visibility:hidden; float:right">Hustle</font>==== | ====<font style="visibility:hidden; float:right">Hustle</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_Hustle.gif | ||
|hitbox=YH_Ninja_Taunt_hb.png | |hitbox=YH_Ninja_Taunt_hb.png | ||
|caption=Look at which finger i'm holding up. | |caption=Look at which finger i'm holding up. | ||
Line 1,297: | Line 1,356: | ||
}} | }} | ||
==Unused Sprites== | |||
* As of 1.9.0, these are the sprites in the game files that are unused. | |||
* An unused slidekick animation, called 'sway_slide_kick' in the game files. | |||
[[File:YH Ninja SwaySlideKick.gif]] | |||
* An unused stickybomb animation, called 'sticky_bomb' in the files. | |||
[[File:YH Ninja Sticky Bomb.gif]] | |||
* An expansion on the current Skull Shaker animation, involving the Ninja jumping onto the opponent and stomping on them. | |||
[[File:YH_Ninja_UnusedSkullShaker.gif]] | |||
* An unused 'Dive Kick Up' animation, hilariously flipping the entire sprite vertically. Labelled as up_kick. | |||
[[File:YH Ninja Divekickupunused.gif]] | |||
* Two sprites labelled 'messatsu'. | |||
[[File:Messatsu1.png]] | |||
[[File:Messatsu2.png]] | |||
==Navigation== | ==Navigation== | ||
{{Navbox-YH}} | {{Navbox-YH}} |
Latest revision as of 17:51, 25 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.
Please enable Dark Mode in the top right corner in order to see the character sprites.
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
whiff whiff "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 kunai throw kunai throw
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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 grey X's of pain These are the grey X's 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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Unused Sprites
- As of 1.9.0, these are the sprites in the game files that are unused.
- An unused slidekick animation, called 'sway_slide_kick' in the game files.
- An unused stickybomb animation, called 'sticky_bomb' in the files.
- An expansion on the current Skull Shaker animation, involving the Ninja jumping onto the opponent and stomping on them.
- An unused 'Dive Kick Up' animation, hilariously flipping the entire sprite vertically. Labelled as up_kick.
- Two sprites labelled 'messatsu'.