YomiHustle/Ninja: Difference between revisions
Jump to navigation
Jump to search
m (→Grappling Hook: Made wording clearer.) |
(More move information added, frame data updated.) |
||
Line 78: | Line 78: | ||
|onhit= | |onhit= | ||
|guard= | |guard= | ||
|firstactionable= | |firstactionable=11 | ||
|hitstun= | |hitstun= | ||
|description= | |description= | ||
Line 154: | Line 154: | ||
|version= | |version= | ||
|startup=7 | |startup=7 | ||
|firstactionable= | |firstactionable=Until Landing | ||
|description= | |description= | ||
* Can be interrupted when your opponent becomes actionable. | * Can be interrupted when your opponent becomes actionable. | ||
Line 181: | Line 181: | ||
* 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. | ||
* Ignores 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, but most of the time it's more than enough to do whatever you need in any given scenario. | ||
}} | }} | ||
Line 223: | Line 224: | ||
|blockadvantage=+1 | |blockadvantage=+1 | ||
|description= | |description= | ||
Something you throw out mid-combo to save more damaging moves from hitstun scaling. Sometimes it's even optimal, considering its less susceptible to ground DI compared to Air Kick or Chuck Spin. Also a decent way to stuff out predicted aerial approaches. | Something you throw out mid-combo to save more damaging moves from hitstun scaling. Sometimes it's even optimal, considering its less susceptible to ground DI compared to Air Kick or Chuck Spin. Also a decent way to stuff out predicted aerial approaches. | ||
}} | }} | ||
Line 319: | Line 319: | ||
* Does not hit cancel. | * Does not hit cancel. | ||
* Usable in Backsway stance. | * Usable in Backsway stance. | ||
* Incurs significant sadness when flipped in neutral. | |||
* Minimum damage 150 (this basically doesn't matter) | * Minimum damage 150 (this basically doesn't matter) | ||
Very long and active poke, can be used to punish out of Backsway when Uppercut won't hit. | Very long and active poke, can be used to punish out of Backsway when Uppercut won't hit. | ||
Line 443: | Line 444: | ||
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. To escape, you need to DI in, or even neutral, after that, since Ninja hops forwards a minimum distance before striking, they would need to use a lower damage follow-up. On DI out, Chuk Jump can hit several times, leading to incredibly high damage, and might not even escape the combo. | |||
}} | }} | ||
Line 470: | Line 473: | ||
* Hits three times, but only counts as one hit for combo scaling. | * 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, or Chuk Jump on ground combos. | ||
The ability to flip the move and still hit makes it incredibly useful for mixing up DI mid-combo, as it changes the knockback significantly. | |||
}} | }} | ||
}} | }} | ||
Line 525: | Line 529: | ||
|description= | |description= | ||
* Has five possible angles. | * Has five possible angles. | ||
** Up Divekick has 8f Startup, | ** Up Divekick has 8f Startup, is actionable after 21f, and travels faster, but is otherwise identical to the other four. | ||
* Startup is halved with Initiative. | * Startup is halved with Initiative while airborne. | ||
* Stops vertical momentum on startup. | * Stops vertical momentum on startup. | ||
* Bounces off of Ninja's hittable projectiles. (Kunai, Super Shuriken, etc.) | |||
Useful for restanding opponents close to the ground, in combination with shuriken. | Useful for restanding opponents close to the ground, in combination with shuriken. | ||
}} | }} | ||
Line 542: | Line 547: | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage=1000 | |damage=1000 | ||
|startup= | |startup=12 | ||
|active=4 | |active=4 | ||
|recovery= | |recovery= | ||
Line 553: | Line 558: | ||
|description= | |description= | ||
* Hits OTG. | * Hits OTG. | ||
* | * Cancellable into Jump/Super Jump, Wait, Grab, as well as the Super and Defense categories. | ||
A useful combo tool due to its ability to continue combos on knockdown. | A useful combo tool due to its ability to continue combos on knockdown. | ||
}} | }} | ||
Line 622: | Line 627: | ||
*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. The Super Shuriken can be bounced off of with Dive Kick, and can be hit around with other attacks, being slightly influenced by DI. | *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 if the Ninja who spawned it is the one hitting it. | ||
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. | ||
Line 628: | Line 633: | ||
* 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 | * Place a shuriken, forget about it, come back later and realise you can Substitute your way out of the interaction | ||
* Niche use placing a grapple-able hitbox for use in the Ninja Space Program™ | * Niche use placing a grapple-able hitbox for use in the Ninja Space Program™ | ||
Line 645: | Line 650: | ||
|damage= | |damage= | ||
|startup=6 | |startup=6 | ||
|active= | |active= inf (90 Frames after attaching to Terrain, 120f on Character) | ||
|onhit= - | |onhit= - | ||
|firstactionable=14 | |firstactionable=14 | ||
Line 651: | Line 656: | ||
|description= | |description= | ||
* Projectile spawns Frame 6 | * Projectile spawns Frame 6 | ||
* Significantly | * Significantly reduces friction if thrown out during a combo. | ||
* Usable | * Usable once per airtime, refreshes on landing. | ||
* Automatically detaches if Ninja is too close to the attached point. | * Automatically detaches if the Ninja gets hit, is too close to the attached point, or uses Dodge/Tech Dodge. | ||
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 invulnerable, the hook will still attach.) | * The Opponent? All good go right ahead. (even if they're projectile invulnerable, the hook will still attach.) | ||
Line 687: | Line 692: | ||
|onhit=+62(+16) | |onhit=+62(+16) | ||
|guard=High | |guard=High | ||
|firstactionable=90 | |firstactionable=90 | ||
|hitstun=40,30 | |hitstun=40,30 | ||
|proration=2 | |proration=2 | ||
|blockadvantage=-97 | |blockadvantage=-97, +0** | ||
|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. | * Does not hit cancel. | ||
* First hit is punishable on block. | |||
** Second hit is cancelable on block, and will likely only hit an airborne opponent, making it +2. | |||
* 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. | ||
Line 919: | Line 926: | ||
* Air OK. | * Air OK. | ||
* Costs 1 bar. | * Costs 1 bar. | ||
* Unusuable the turn after starting a Super Jump. | |||
* Adds 1 hit of scaling if used mid-combo. | |||
* Adds 10f of hitstop if the attack used is parried. | |||
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. | 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. | ||
Line 960: | Line 970: | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|onhit= | |onhit=33 | ||
|guard= | |guard= | ||
|firstactionable=15 | |firstactionable=15 | ||
|hitstun= | |hitstun=33 | ||
|description= | |description= | ||
* Air OK. | * Air OK. | ||
* Swaps | * Swaps Ninja with the most recently generated projectile within 300px around your opponent. | ||
* Can be interrupted when your opponent becomes actionable, after startup. | * 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. | ||
* Can swap with the summon before the kunai projectiles are thrown. | * Can swap with the summon before the kunai projectiles are thrown. | ||
Line 1,030: | Line 1,040: | ||
|description= | |description= | ||
* First 9 frames are invulnerable with Initiative. | * First 9 frames are invulnerable with Initiative. | ||
* Air OK, uses an air option. | |||
* Transitions into Backsway stance. | * Transitions into Backsway stance. | ||
* Can be used in Chuk stance. | * Can be used in Chuk stance. | ||
Line 1,106: | Line 1,117: | ||
* Interrupted sooner by landing. | * Interrupted sooner by landing. | ||
* Only usable in combos. | * Only usable in combos. | ||
* Selected attack followups don't scale the combo. | |||
* Upon being actionable, your options are reduced to Quick Slash, Caltrops, Burst Cancel, Instant Cancel, Grab, and Fall, as well as all defensive options. | * Upon being actionable, your options are reduced to Quick Slash, Caltrops, Burst Cancel, Instant Cancel, Grab, and Fall, as well as all defensive options. | ||
Revision as of 09:40, 20 May 2024
![]() |
Under Construction
|
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.
Please enable Dark Mode in the top right corner in order to see the character sprites.
Move List
Movement
Dash
Toggle Hitboxes Toggle Hitboxes
|
---|
Back Dash
Toggle Hitboxes Toggle Hitboxes
|
---|
Super Dash
Toggle Hitboxes Toggle Hitboxes
|
---|
Jump
Toggle Hitboxes Toggle Hitboxes
|
---|
Super Jump
Toggle Hitboxes Toggle Hitboxes
|
---|
Super Fall
Toggle Hitboxes Toggle Hitboxes
|
---|
Airdash
The other four wish they had something like this The other four wish they had something like this
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Attack
Punch
Ground version. A really fast and useful jab. Ground version. A really fast and useful jab. Air version. A situational air-to-air, or a combo extender. Air version. A situational air-to-air, or a combo extender.
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Kick
Ground version Ground version Air version Air version
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Sweep
Damn he's gonna be in hitstun for years, huh? Damn he's gonna be in hitstun for years, huh?
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
SlideKick
The Leg The Leg
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
NunChuk
NunChuk NunChuk NunChuk (High) NunChuk (High) Red Wave Red Wave Chuk Heavy Chuk Heavy Chuk Jump Chuk Jump
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Chuk Spin
Toggle Hitboxes Toggle Hitboxes
|
---|
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.
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Dive Kick
Possibly inspired by the hit ps3 game, Divekick. Possibly inspired by the hit ps3 game, Divekick.
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Stomp
Toggle Hitboxes Toggle Hitboxes
|
---|
Universal Mechanics
Throw
Toggle Hitboxes Toggle Hitboxes
|
---|
Special
Shuriken
The shoto fireball, but now with angles and controllable speed! The shoto fireball, but now with angles and controllable speed!
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Grappling Hook
The cornerstone of the Ninja Space Program™ The cornerstone of the Ninja Space Program™
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Uppercut
The only DP in the game The only DP in the game
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Jump Kick
"Block this overhead" "Block this overhead"
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Sticky Bomb
"Hey wanna think about another option in neutral?" "Hey wanna think about another option in neutral?"
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Summon
Up Forward Up Forward Forward Forward Down Forward Down Forward Slide Slide
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Store Momentum/Boost
The flex tape of the ninja community The flex tape of the ninja community
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
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.
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Whip Wave
I'm not gonna sugarcoat it! I'm not gonna sugarcoat it!
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Backsway
Backsway Backsway Palm Strike a.k.a Pilebunker Palm Strike a.k.a Pilebunker
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Skull Shaker
Toggle Hitboxes Toggle Hitboxes
|
---|
Super
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.
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Caltrops
These are the gray X of pain These are the gray X of pain
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|
Hustle
Look at which finger i'm holding up. Look at which finger i'm holding up.
|
|
---|---|
Toggle Hitboxes Toggle Hitboxes
|