YomiHustle/Ninja: Difference between revisions
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m (Typo in the word "initiative" in the Jump Kick description) |
(Update to almost all framedata, grammar stuff, and other details to be up to v1.9.0. Hopefully didn't miss anything major. Super Fall's entry has been added, but lacks a icon.) |
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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/Release Momentum''', 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/Release Momentum''', Ninja can rapidly create pressure and score hits where other characters may struggle, while constantly building meter. | ||
*'''A tool for everything''': Ninja has a tool to beat nearly every option an opponent has while in neutral and advantage. This is amplified at close-range, with [[Image:YH_Icon_Punch.png]] '''Punch''' beating all offensive options and movement except for grab, and [[Image:YH_Icon_DropKick.png]] '''Drop Kick''' beating or evading all basic defensive options. | *'''A tool for everything''': Ninja has a tool to beat nearly every option an opponent has while in neutral and advantage. This is amplified at close-range, with [[Image:YH_Icon_Punch.png]] '''Punch''' beating 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 some options from being used. | *'''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 some options from being used. | ||
*'''Resets''': Ninja is able to use her various tools to keep pressure and extend combos, with Free Cancel | *'''Resets''': Ninja is able to use her various tools to keep pressure and extend combos, with Free Cancel enabling potent frame traps and callouts. | ||
*'''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. | ||
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|cons= | |cons= | ||
*'''Small range (without meter)''': Without long range options, Ninja's threat range is the smallest in the game without dash momentum or projectile setplay. [[Image: | *'''Small range (without meter)''': Without long range options, Ninja's threat range is the smallest in the game without dash momentum or projectile setplay. [[Image:YH_Icon_ReleaseMomentum.png]] '''Boost''' can remedy this by increasing the movement of her moves, but she needs a turn to setup a significant amount of momentum, another turn to store it, and the super meter to use it. This can be costly, as it will use one bar minimum to store the momentum, and another bar will be consumed when using Boost, if the meter is available. | ||
*'''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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|onhit= | |onhit= | ||
|guard= | |guard= | ||
|firstactionable= | |firstactionable=10-15 | ||
|hitstun= | |hitstun= | ||
|description= | |description= | ||
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|onhit= | |onhit= | ||
|guard= | |guard= | ||
|firstactionable= | |firstactionable=10 | ||
|hitstun= | |hitstun= | ||
|description= | |description= | ||
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|active= | |active= | ||
|guard= | |guard= | ||
|firstactionable= | |firstactionable= 22 | ||
|hitstun= | |hitstun= | ||
|description= | |description= | ||
* | * Can be interrupted when your opponent becomes actionable. | ||
}} | }} | ||
}} | }} | ||
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|version= | |version= | ||
|startup= | |startup= | ||
|firstactionable= | |firstactionable= 10-15 | ||
|description= | |description= | ||
* Short jumps are | * Short jumps are 10f to act. | ||
* Grounded large jumps are | * Grounded large jumps are 12f to act, but are upped to 15f if jumping straight up or backwards. | ||
* In the air, large jumps are always 11f. | * In the air, large jumps are always 11f. | ||
}} | }} | ||
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{{AttackData-YH | {{AttackData-YH | ||
|version= | |version= | ||
|startup= | |startup=4 | ||
|firstactionable=13 | |||
|description= | |||
* Can be interrupted when your opponent becomes actionable, after startup. | |||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">Super Fall</font>==== | |||
{{MoveData | |||
|image=YH_Ninja_SuperDash.png | |||
|hitbox=YH_Ninja_SuperDashHB.png | |||
|input=[[Image:YH_Icon_SuperFall.png]] | |||
|caption= | |||
|name=Super Fall | |||
|data= | |||
{{AttackData-YH | |||
|version= | |||
|startup=7 | |||
|firstactionable= | |firstactionable= | ||
|description= | |description= | ||
* | * Can be interrupted when your opponent becomes actionable. | ||
}} | }} | ||
}} | }} | ||
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|onhit= | |onhit= | ||
|guard= | |guard= | ||
|firstactionable= | |firstactionable=10-19 | ||
|hitstun= | |hitstun= | ||
|description= | |description= | ||
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* IASA scales based on distance in neutral. | * IASA scales based on distance in neutral. | ||
* Airdashing backwards has +4 frames of startup and IASA. | * Airdashing backwards has +4 frames of startup and IASA. | ||
'''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 | '''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. | ||
}} | }} | ||
}} | }} | ||
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|guard=High | |guard=High | ||
|firstactionable=16 | |firstactionable=16 | ||
|hitstun= | |hitstun=20 | ||
|proration= | |proration=0 | ||
|blockadvantage= | |blockadvantage=+1 | ||
|description= | |description= | ||
* Cannot be cancelled into itself. | * Cannot be cancelled into itself. | ||
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|description= | |description= | ||
The Shoto Kick. It's actually really great, all things considered. Fast, good reach, especially with momentum, gets slightly more damaging combos than Punch, due to both better Proration and higher advantage on hit. | The Shoto Kick. It's actually really great, all things considered. Fast, good reach, especially with momentum, gets slightly more damaging combos than Punch, due to both better Proration and higher advantage on hit. | ||
Also, it's a frame 5 low, meaning it is a good mixup option that doesn't leave you completely open for a punish in case they roll away or something. Also, a great restand. | |||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
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|firstactionable=17 | |firstactionable=17 | ||
|blockadvantage=-3 | |blockadvantage=-3 | ||
|hitstun= | |hitstun=17 | ||
|description= | |description= | ||
* Projectile Invulnerable (with Initiative) starting frame 3 (frames 3-13). | * Projectile Invulnerable (with Initiative) starting frame 3 (frames 3-13). | ||
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{{AttackData-YH | {{AttackData-YH | ||
|version=NunChuk (High) | |version=NunChuk (High) | ||
|damage= | |damage=00(700) | ||
|startup=6 | |startup=6 | ||
|active=3 | |active=3 | ||
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|firstactionable=19 | |firstactionable=19 | ||
|blockadvantage=+1 | |blockadvantage=+1 | ||
|hitstun= | |hitstun= 24 | ||
|description= | |description= | ||
* Enters into NunChuk stance (on hit or whiff) | * Enters into NunChuk stance (on hit or whiff) | ||
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|description= | |description= | ||
* Only usable in Chuk stance. | * Only usable in Chuk stance. | ||
* | * 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. | ||
* 3rd hit has a slightly larger hitbox. | * 3rd hit has a slightly larger hitbox. | ||
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|firstactionable= 14 | |firstactionable= 14 | ||
|hitstun= 23 | |hitstun= 23 | ||
|blockadvantage=GUARDBREAK | |proration=1 on GUARDBREAK, 0 | ||
|blockadvantage=GUARDBREAK, +2 | |||
|description= | |description= | ||
* Becomes Airborne Frame 1 | * Becomes Airborne Frame 1 | ||
* Can be performed in Chuk Stance, and in the air after Chuk Spin or another Chuk Jump. | * Can be performed in Chuk Stance, and in the air after Chuk Spin or another Chuk Jump. | ||
* Has a distance slider, which determines the speed (and therefore distance) that Ninja launches | * 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." | |||
}} | }} | ||
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* Air only. | * Air only. | ||
* Can cancel into grounded options if interrupted right before landing. | * Can cancel into grounded options if interrupted right before landing. | ||
* Hits three times, but only counts as one hit for combo scaling. | |||
Your standard air combo move, has good damage and is easy to combo off of, but usually needs a resource to combo off of on DI up. This is your best tool to combo into sticky bomb in air combos. | Your standard air combo move, has good damage and is easy to combo off of, but usually needs a resource to combo off of on DI up. This is your best tool to combo into sticky bomb in air combos. | ||
}} | }} | ||
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|onhit=+21 | |onhit=+21 | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=Until Landing | ||
|hitstun=21 | |hitstun=21 | ||
|blockadvantage=GUARDBREAK | |proration=1 on GUARDBREAK, 0 | ||
|blockadvantage=GUARDBREAK, +1 | |||
|description= | |description= | ||
* Airborne frame 1. | * Airborne frame 1. | ||
* Wall Splats. | * Wall Splats. | ||
* Only GUARDBREAKS on first active frame. | * Only GUARDBREAKS on first active frame. | ||
A high damaging ground combo tool, but difficult to follow up on outside of the corner due to having high knockback. | A high 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. | ||
}} | }} | ||
}} | }} | ||
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|blockadvantage=+3 | |blockadvantage=+3 | ||
|description= | |description= | ||
* Has | * Has five possible angles. | ||
** Up Divekick has 8f Startup, otherwise identical to the other | ** Up Divekick has 8f Startup, and is actionable after 21f, but is otherwise identical to the other four. | ||
* Startup is halved with Initiative. | * Startup is halved with Initiative. | ||
* Stops vertical momentum on startup | * Stops vertical momentum on startup. | ||
Useful for restanding opponents close to the ground, in combination with shuriken. | Useful for restanding opponents close to the ground, in combination with shuriken. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage=1000 | ||
|startup=11 | |startup=11 | ||
|active=4 | |active=4 | ||
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|firstactionable=23 | |firstactionable=23 | ||
|hitstun=30 | |hitstun=30 | ||
|proration=3 on GUARDBREAK | |proration=3 on GUARDBREAK, 0 | ||
|blockadvantage=GUARDBREAK | |blockadvantage=GUARDBREAK, +0 | ||
|description= | |description= | ||
* Hits OTG. | * Hits OTG. | ||
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|hitstun=24 | |hitstun=24 | ||
|firstactionable=19 | |firstactionable=19 | ||
|proration=2 | |||
|description= | |description= | ||
* Universal throw. | * Universal throw. | ||
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* Knocks down. | * Knocks down. | ||
* 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. | |||
* Not free cancellable. | * Not free cancellable. | ||
Weak to DI down, but can often still be a combo starter due to Stomp OTG. | Weak to DI down, but can often still be a combo starter due to Stomp OTG. | ||
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|version=Ground | |version=Ground | ||
|damage=600 | |damage=600 | ||
|startup= | |startup=10 | ||
|active=Falls to the ground after 120f | |active=Falls to the ground after 120f | ||
|onhit= - | |onhit= - | ||
|guard=High | |guard=High | ||
|firstactionable=16 | |firstactionable=16 | ||
|hitstun= | |hitstun=20 | ||
|blockadvantage=+2 | |blockadvantage=+2 | ||
}} | }} | ||
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|version=Air | |version=Air | ||
|damage=600 | |damage=600 | ||
|startup= | |startup=20 | ||
|active=Falls to the ground after 120f | |active=Falls to the ground after 120f | ||
|onhit= - | |onhit= - | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=14 | ||
|hitstun= | |hitstun=20 | ||
|blockadvantage=+2 | |blockadvantage=+2 | ||
|description= | |description= | ||
*Projectile spawns on Frame 9, active on frame 10 | *Projectile spawns on Frame 9, active on frame 10 | ||
*No limit to the amount of shuriken you can spawn, also no 'repeated move lockout' like Magic Dart | *No limit to the amount of shuriken you can spawn, also no 'repeated move lockout' like Magic Dart | ||
*Hitting a shuriken into another shuriken creates a powered up Super Shuriken that boomerangs back, its direction and speed influenced by the combined speed and direction of both shurikens. Only one Super Shuriken can be active at a time. | *Hitting a shuriken into another shuriken creates a powered up Super Shuriken that boomerangs back, its direction and speed influenced by the combined speed and direction of both shurikens. Only one Super Shuriken can be active at a time. The Super Shuriken can be bounced off of with Dive Kick, and can be hit around with other attacks, being slightly influenced by DI. | ||
A key part of Ninja's projectile game while a Summon is active, it can: | A key part of Ninja's projectile game while a Summon is active, it can: | ||
* Be used at slow speed to lock down an area, even stealing your way out of combos with shuriken you set up earlier | * Be used at slow speed to lock down an area, even stealing your way out of combos with shuriken you set up earlier. | ||
* Be used at fast speed to hurl hitboxes at the opponent, forcing a committal response that you can capitalise | * Be used at fast speed to hurl hitboxes at the opponent, forcing a committal response that you can capitalise off of. | ||
* Sent with a range of angles to cover the deadzones in your approach, funnel the opponent directly into your other moves | * Sent with a range of angles to cover the deadzones in your approach, funnel the opponent directly into your other moves. | ||
YMMV: | YMMV: | ||
* Place a shuriken, forget about it, come back in 217 frames and realise you can Substitute your way out of the interaction | * Place a shuriken, forget about it, come back in 217 frames and realise you can Substitute your way out of the interaction | ||
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|damage= | |damage= | ||
|startup=6 | |startup=6 | ||
|active= Inf (90 Frames after attaching to Terrain) | |active= Inf (90 Frames after attaching to Terrain, 120F on Character) | ||
|onhit= - | |onhit= - | ||
|firstactionable=14 | |firstactionable=14 | ||
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|description= | |description= | ||
* Projectile spawns Frame 6 | * Projectile spawns Frame 6 | ||
* Significantly accelerates Ninja if used during a combo. | |||
* Usable once airborne, refreshes on landing. | |||
* Automatically detaches if Ninja is too close to the attached point. | |||
Throw out a grappling hook that can stick to almost anything: | Throw out a grappling hook that can stick to almost anything: | ||
* The Opponent? All good go right ahead (even if they're projectile | * The Opponent? All good go right ahead. (even if they're projectile invulnerable, the hook will still attach.) | ||
* Projectiles? ABSOLUTELY, whether they be yours, or the enemy's; for the silliest results, grapple onto Cowboy's Bullet and/or gun and/or Foresight | * Projectiles? ABSOLUTELY, whether they be yours, or the enemy's; for the silliest results, grapple onto Cowboy's Bullet and/or gun and/or Foresight. | ||
* Terrain? | * Terrain? Any of it. (Ceiling not included.) | ||
It has no hitstun, but once attached, creates two toggle options, Pull and Detach. So you can alter your position even whilst committed to another button | It has no hitstun, but once attached, creates two toggle options, Pull and Detach. So, you can alter your position even whilst committed to another button. | ||
This allows for crazy movement mixups or combos that aren't normally possible: | This allows for crazy movement mixups or combos that aren't normally possible: | ||
* Add extra range to any button by pulling yourself towards the opponent as you perform the move | * Add extra range to any button by pulling yourself towards the opponent as you perform the move. | ||
* Make yourself safe by pulling yourself away whilst doing a defensive option like Dodge and Jump; or keepaway with Shuriken and Summon | * Make yourself safe by pulling yourself away whilst doing a defensive option like Dodge and Jump; or keepaway with Shuriken and Summon. | ||
* Notably, you can pull to an airborne target while using a grounded move to perform that grounded move in the air, which can really catch your opponent off guard, or allow for using powerful moves like palm strike in an air combo. | * Notably, you can pull to an airborne target while using a grounded move to perform that grounded move in the air, which can really catch your opponent off guard, or allow for using powerful moves like palm strike in an air combo. | ||
* Using Pull and Detach with certain moves like Jump Kick and Superjump (within a precise window) can send you directly to orbit, as Ivy intended. | * Using Pull and Detach with certain moves like Jump Kick and Superjump (within a precise window) can send you directly to orbit, as Ivy intended. | ||
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|onhit=+62(+16) | |onhit=+62(+16) | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=90 (63 Grounded) | ||
|hitstun=40,30 | |hitstun=40,30 | ||
|proration=2 | |proration=2 | ||
|blockadvantage=- | |blockadvantage=-97 | ||
|description= | |description= | ||
* Invincible during startup with Initiative (Full Invincibility means both strikes and throws | * Invincible during startup with Initiative (Full Invincibility means both strikes and throws.) | ||
* | * Does not hit cancel. | ||
* Usable in Backsway Stance. | * Usable in Backsway Stance. | ||
* Puts you in the same endlag as your opponent's hitstun. | * Puts you in the same endlag as your opponent's hitstun. | ||
* Due to both air and ground Uppercuts having a lengthy 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. | |||
Sharing Startup with Punch, and having invulnerability (with Initiative) makes Uppercut outright beat every single other offensive option in the game, excluding another Uppercut | Sharing Startup with Punch, and having invulnerability (with Initiative) makes Uppercut outright beat every single other offensive option in the game, excluding another Uppercut, or KILL PROCESS. | ||
However, due to being completely unable to start combos from its massive endlag, its reward is far lower than any alternative options to compensate for its offensive dominance, only use solely for damage is as a combo ender. | However, due to being completely unable to start combos from its massive endlag, its reward is far lower than any alternative options to compensate for its offensive dominance, only use solely for damage is as a combo ender. | ||
* Just be careful not to get blocked, as its massive recovery (and inability to be cancelled) on block leaves you completely open, which the opponent will NOT sugarcoat | * Just be careful not to get blocked, as its massive recovery (and inability to be cancelled) on block leaves you completely open, which the opponent will NOT sugarcoat. | ||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
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|onhit= | |onhit= | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=90 | ||
|hitstun=40 | |hitstun=40 | ||
|proration=2 | |proration=2 | ||
|blockadvantage=- | |blockadvantage=-95 | ||
|description= | |description= | ||
* Grab Invulnerability | * Grab Invulnerability | ||
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* Pops you up and throws you forward | * Pops you up and throws you forward | ||
Do not expect to win the air-to-ground with this | The air version of Uppercut has an easier time canceling the recovery by landing, than with the ground version. | ||
Do not expect to win the air-to-ground with this. | |||
}} | }} | ||
}} | }} | ||
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* Air OK. | * Air OK. | ||
* With initiative, the first 24 frames (and while landing) have projectile invulnerability. | * With initiative, the first 24 frames (and while landing) have projectile invulnerability. | ||
* Only Special cancellable (note that you're aerial during the cancel, so only Air OK specials) | * Only Special cancellable (note that you're aerial during the cancel, so only Air OK specials.) | ||
* Wall Splats. | * Wall Splats. | ||
Useful in neutral due to its ability to (somewhat) safely get through more dangerous projectiles at the cost of a free cancel. | Useful in neutral due to its ability to (somewhat) safely get through more dangerous projectiles at the cost of a free cancel. | ||
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|version=Detonation | |version=Detonation | ||
|damage=800 (1000) | |damage=800 (1000) | ||
|startup= | |startup=12 | ||
|active=2 | |active=2 | ||
|recovery= | |recovery= | ||
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* Can be detonated manually at any time when Ninja can choose an action. | * Can be detonated manually at any time when Ninja can choose an action. | ||
This move is a godsend. It ends combos with an amazing setup that makes the opponent second-guess every option they take, it | This move is a godsend. It ends combos with an amazing setup that makes the opponent second-guess every option they take, it's a gimmicky movement option that spawns a great substitution point, it even extends combos at will. If you can land this move, do it. It's always worth it. You can even loop the pressure by landing it again. | ||
The manual detonation has lower damage and | The manual detonation has lower damage and 1 proration, the same as Kick, however, due to any detonation sending airborne, reaching the maximum damage of your combos may be limited unless you can get a restand. | ||
}} | }} | ||
}} | }} | ||
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|onhit= | |onhit= | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=14 | ||
|hitstun=27 | |hitstun=27 | ||
|blockadvantage=+2 | |||
|description= | |description= | ||
* Air OK. | * Air OK. | ||
* | * Stops you from being affected by gravity and keeps your current momentum whilst airborne. | ||
* Unparriable, but can be destroyed with melee attacks. Melee attacks hitting Kunai are automatically free cancelled. | * Unparriable, but can be destroyed with melee attacks. Melee attacks hitting Kunai are automatically free cancelled. | ||
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|onhit= | |onhit= | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=14 | ||
|hitstun=27 | |hitstun=27 | ||
|blockadvantage=+2 | |||
|description= | |description= | ||
* Air OK. | * Air OK. | ||
* | * Stops you from being affected by gravity and keeps your current momentum whilst airborne. | ||
* Unparriable, but can be destroyed with melee attacks. Melee attacks hitting Kunai are automatically free cancelled. | * Unparriable, but can be destroyed with melee attacks. Melee attacks hitting Kunai are automatically free cancelled. | ||
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A decent way to cover up the general area in front of you. Can be substituted before throwing the kunais to cover grounded approaches. In combos you either use it the same way you would use an Up-Forward summon, meaning substituting right in their face, or you substitute with the lower kunai to get a little more corner carry or to continue the combo where it would've dropped for various reasons. It's pretty versatile as a combo extender in general, so feel free to cook up your own stuff. | A decent way to cover up the general area in front of you. Can be substituted before throwing the kunais to cover grounded approaches. In combos you either use it the same way you would use an Up-Forward summon, meaning substituting right in their face, or you substitute with the lower kunai to get a little more corner carry or to continue the combo where it would've dropped for various reasons. It's pretty versatile as a combo extender in general, so feel free to cook up your own stuff. | ||
Robot is just barely tall enough to be hit by these, covering both the ground and air versus it. It can enter Car Mode to sneak under them, but that could then be blocked by Caltrops, making it near impossible for Robot to get in without blocking something. | |||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
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|onhit= | |onhit= | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=14 | ||
|hitstun=27 | |hitstun=27 | ||
|blockadvantage=+2 | |||
|description= | |description= | ||
* Air OK. | * Air OK. | ||
* | * Stops you from being affected by gravity and keeps your current momentum whilst airborne. | ||
* Unparriable, but can be destroyed with melee attacks. Melee attacks hitting Kunai are automatically free cancelled. | * Unparriable, but can be destroyed with melee attacks. Melee attacks hitting Kunai are automatically free cancelled. | ||
Line 851: | Line 884: | ||
|onhit= | |onhit= | ||
|guard=Low | |guard=Low | ||
|firstactionable= | |firstactionable=14 | ||
|hitstun= | |hitstun=56 | ||
|blockadvantage=+1 | |||
|description= | |description= | ||
* Air OK. | * Air OK. | ||
* | * Stops you from being affected by gravity and keeps your current momentum whilst airborne. | ||
* Unparriable. | * Unparriable. | ||
Ninja summons a clone that falls down and initiates a slide upon landing. | Ninja summons a clone that falls down and initiates a slide upon landing. | ||
A really great combo extender. For some reason it was given | A really great combo extender. For some reason it was given 56 frames of hitstun on hit, and it leaves them standing if they land anywhere during that hitstun, leading either to a really comfortable air string (which Ninja appreciates a lot,) or the easiest restand of your life. You have all the time in the world to setup the nastiest extension of your life if this hits. This clone is not all that great for neutral purposes, but, luckily, can be summoned seperately from the kunai clones. It can be used for setups as a really active lingering hitbox, or to simply teleport respectable distances if the situation is not pleasant. | ||
}} | }} | ||
}} | }} | ||
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|onhit= | |onhit= | ||
|guard= | |guard= | ||
|firstactionable= | |firstactionable=13 | ||
|hitstun= | |hitstun= | ||
|description= | |description= | ||
* Air OK. | * Air OK. | ||
* Costs 1 bar. | |||
Saves your current speed and direction, and halts your movement. Can be used again to increase the '''total stored speed'''. This stored speed will decay, decaying faster with more speed stored. There is no cap to this storage. Stored speed is reduced by 3.0 every time Ninja blocks or is hit. Occasionally useful to stop yourself from getting into a terrible spot or to get a better combo extension, because, being a special move, it can be cancelled into. However, this move's greatness is not what it does, but the toggle it unlocks. | |||
Each use of Store Momentum adds to your total stored speed, even after being reduced by decay, or being hit. Using Store Momentum will bring you up to your total stored speed, and whatever you added to it, regardless of how low it gets. You only lose your speed total if you use Boost. | |||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
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|onhit= | |onhit= | ||
|guard= | |guard= | ||
|firstactionable= | |firstactionable=N/A | ||
|hitstun= | |hitstun= | ||
|description= | |description= | ||
* Air OK. | * Air OK. | ||
* Toggle | * Toggle | ||
* | * Consumes up to 1 bar, if available. | ||
* Only usable after Store Momentum | * Only usable after Store Momentum | ||
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. If used with 0 meter, it'll take whatever progress you have on the bar, if any. | |||
}} | }} | ||
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{{AttackData-YH | {{AttackData-YH | ||
|damage=N/A | |damage=N/A | ||
|startup= | |startup=7 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
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* Air OK. | * Air OK. | ||
* Swaps ninja with the most recently generated projectile within a certain range. | * Swaps ninja with the most recently generated projectile within a certain range. | ||
* Can be interrupted when your opponent becomes actionable, after startup. | |||
* Snaps to the ground when within 16px | * Snaps to the ground when within 16px | ||
* Using flip will swap the direction of the swapped projectile. | * Using flip will swap the direction of the swapped projectile. | ||
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{{AttackData-YH | {{AttackData-YH | ||
|damage=950,600 | |damage=950,600 | ||
|startup=9, | |startup=9,11 | ||
|active= | |active=3 | ||
|recovery= | |recovery= | ||
|onhit= | |onhit= | ||
|guard=Low | |guard=Low | ||
|firstactionable= | |firstactionable=12 | ||
|hitstun= | |hitstun=26,20 | ||
|blockadvantage=+1,+3 | |||
|description= | |description= | ||
* Only available in Chuk stance and Backsway. | * Only available in Chuk stance and Backsway. | ||
Line 995: | Line 1,037: | ||
|damage=2000 | |damage=2000 | ||
|startup=3 | |startup=3 | ||
|active= | |active=6 | ||
|recovery= | |recovery= | ||
|onhit=0 | |onhit=0 | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=29 | ||
|hitstun= | |hitstun=26 | ||
|blockadvantage=+4 | |||
|description= | |description= | ||
* Minimum Damage: 700 | * Minimum Damage: 700 | ||
Line 1,024: | Line 1,067: | ||
|onhit=+10 | |onhit=+10 | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=26 | ||
|hitstun= | |hitstun=32 | ||
|description= | |description= | ||
* Always puts opponent grounded, does not launch. | * Always puts opponent grounded, does not launch. | ||
Line 1,066: | Line 1,109: | ||
You get to choose between "No Attack", "Punch", "Kick", or "Nunchuk". Depending on if you're on the ground or in the air, your buffered attack will change. | You get to choose between "No Attack", "Punch", "Kick", or "Nunchuk". Depending on if you're on the ground or in the air, your buffered attack will change. | ||
No Attack can be used to attempt a follow-up from a distance, although this is usually obvious due to the range it reaches from, compared to Ninja's other moves. Instant Cancel can be used to potentially get a follow up off of certain DI directions, but hitting an opponent near the floor can lead to them cancelling their hitstun by landing. The attacks can be used as a hard read on DI to extend a combo, or get a knockdown you wouldn't have otherwise, but can be unsafe if the attack whiffs due to DI. | |||
Grounded: | Grounded: | ||
Line 1,093: | Line 1,137: | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage=500 | |damage=500 | ||
|startup= | |startup=7 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 1,099: | Line 1,143: | ||
|guard=High(Airborne) Low(Ground, Unparryable) | |guard=High(Airborne) Low(Ground, Unparryable) | ||
|firstactionable=21 | |firstactionable=21 | ||
|hitstun= | |hitstun=37 | ||
|description= | |description= | ||
* Costs 3 bars. | * Costs 3 bars. | ||
Line 1,107: | Line 1,151: | ||
* Attacking your own caltrops as Ninja automatically free cancels it. | * Attacking your own caltrops as Ninja automatically free cancels it. | ||
Incredible combo tool due to high hitstun. | Incredible combo tool due to high hitstun, great area denial, and gives you a more permanant substitution target, compared to other options. Has an unusual interaction with Robot's landing shockwave and LOIC; when the caltrop is hit by either move, 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. | ||
}} | }} | ||
}} | }} | ||
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* Cancellable into NunChuk options on Frame 13. | * Cancellable into NunChuk options on Frame 13. | ||
* Builds 1 bar of super on frame 45. | * Builds 1 bar of super on frame 45. | ||
* Can be interrupted when your opponent becomes actionable. | |||
Useful to build meter in combos when your opponent is in a lot of hitstun, such as from an air kick launcher. | Useful to build meter in combos when your opponent is in a lot of hitstun, such as from an air kick launcher. | ||
Revision as of 19:44, 19 May 2024
Under Construction
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Profile
Ninja is a mix-up heavy rushdown character, 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 projectile invincible attack, an invincible "reversal" in the form of Uppercut, and a frame 4 interruptible movement option, Ninja is capable of using her superior tools to alternate between forcing her opponent's hand, 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
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Attack
Punch
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Kick
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Sweep
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SlideKick
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NunChuk
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Chuk Spin
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Drop Kick
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Dive Kick
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Stomp
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Universal Mechanics
Throw
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Special
Shuriken
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Grappling Hook
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Uppercut
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Jump Kick
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Sticky Bomb
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Summon
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Store Momentum/Boost
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Store/Release Momentum
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Whip Wave
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Backsway
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Skull Shaker
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Super
Quick Slash
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Caltrops
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Hustle
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