YomiHustle/Ninja: Difference between revisions
m (→Uppercut: Added a link demonstrating how much freedom a blocked Uppercut gives the opponent.) |
(Reworked the page to be more in line with the pages on Mutant and Wizard. Framedata has been updated and checked again, some more details have been added, and a few errors were corrected.) |
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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: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 | *'''Small 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. [[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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|name=Dash | |name=Dash | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Movement | ||
| | |movementstartsat= 2 | ||
|firstactionable= 10-15 | |||
|consumesairoption= No | |||
|firstactionable=10-15 | |||
| | |||
|description= | |description= | ||
* | |||
* 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 dashing 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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|name=Back Dash | |name=Back Dash | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Movement | ||
| | |movementstartsat= 2 | ||
|firstactionable= 11 | |||
|consumesairoption= No | |||
|firstactionable=11 | |||
| | |||
|description= | |description= | ||
* 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. | ||
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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|name=Super Dash | |name=Super Dash | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Movement | ||
| | |movementstartsat= 9 | ||
|firstactionable= 22 | |firstactionable= 22 | ||
| | |consumesairoption= No | ||
|description= | |description= | ||
* | |||
* Always interruptible when the opponent is able to act. | |||
}} | }} | ||
}} | }} | ||
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|name=Jump | |name=Jump | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Movement | ||
| | |movementstartsat= 2, 5 (jumping backwards) | ||
|firstactionable= 10-15 | |firstactionable= 10-15 | ||
|consumesairoption= Yes (if used in air) | |||
|description= | |description= | ||
* Short jumps are 10f to act. | * Short jumps are 10f to act. | ||
* Grounded large jumps are 12f to act, but are upped to 15f if jumping straight up or backwards. | * 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. | ||
* Always interruptible when the opponent is able to act. | |||
}} | }} | ||
}} | }} | ||
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|name=Super Jump | |name=Super Jump | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Movement | ||
| | |movementstartsat= 5 | ||
| | |firstactionable= 16 | ||
| | |consumesairoption= No | ||
|description= | |description= | ||
* | |||
* Interruptible when the opponent is able to act, after jumpsquat. | |||
* Can only be manually aimed if the opponent is in hitstun. | |||
}} | }} | ||
}} | }} | ||
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|name=Super Fall | |name=Super Fall | ||
|data= | |data= | ||
{{AttackData-YH-Movement | |||
| | |movementstartsat= 7 | ||
| | |firstactionable= On Landing | ||
| | |consumesairoption= No | ||
|description= | |description= | ||
* | |||
* Always interruptible when the opponent is able to act. | |||
}} | }} | ||
}} | }} | ||
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|name=Airdash | |name=Airdash | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Movement | ||
| | |movementstartsat= 1 | ||
|firstactionable= 10-15 | |||
|consumesairoption= Yes | |||
|firstactionable=10- | |||
| | |||
|description= | |description= | ||
* | |||
* Always interruptible when the opponent is able to act. | |||
* IASA scales based on distance in neutral. | * IASA scales based on distance in neutral. | ||
* Airdashing backwards has + | * Airdashing backwards has +5 frames before movement starts, and +4 IASA. | ||
* | * 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, but most of the time it's more than enough to do whatever you need in any given scenario. | ||
}} | }} | ||
}} | }} | ||
=== | ===Grounded Normals=== | ||
{{YomiHustleFrameAdvantage}} | |||
====<font style="visibility:hidden; float:right">Punch</font>==== | ====<font style="visibility:hidden; float:right">Punch</font>==== | ||
{{MoveData | {{MoveData | ||
|image=YH_Ninja_Punch.png|caption= | |image=YH_Ninja_Punch.png|caption= A really fast and useful jab. | ||
|hitbox=YH Ninja Punch hb.png | |hitbox=YH Ninja Punch hb.png | ||
|input=[[Image:YH_Icon_Punch.png]] | |input=[[Image:YH_Icon_Punch.png]] | ||
|name=Punch | |name=Punch | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 350 | |||
|damage=350 | |startup= 4 | ||
|startup=4 | |active= 2 | ||
|active=2 | |recovery= 9 | ||
|recovery=9 | |guard= High | ||
| | |firstactionable= 14 | ||
| | |frameadvantage= +12 | ||
| | |proration= 2 | ||
|proration=2 | |blockadvantage= +0 | ||
|blockadvantage=+0 | |airok= Yes | ||
|description= | |description= | ||
It's a regular jab in all of its glory. Not ideal as a combo starter, considering how harsh the scaling is, but with the right route you can get quite a bit of damage off a frame 4 low-commitment attack with surprisingly decent reach. | It's a regular jab in all of its glory. Not ideal as a combo starter, considering how harsh the scaling is, but with the right route you can get quite a bit of damage off a frame 4 low-commitment attack with surprisingly decent reach. | ||
}} | }} | ||
}} | }} | ||
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====<font style="visibility:hidden; float:right">Kick</font>==== | ====<font style="visibility:hidden; float:right">Kick</font>==== | ||
{{MoveData | {{MoveData | ||
|image=YH_Ninja_Kick.png | |image=YH_Ninja_Kick.png | ||
|hitbox=YH Ninja Kick hb.png | |hitbox=YH Ninja Kick hb.png | ||
|input=[[Image:YH_Icon_Kick.png]] | |input=[[Image:YH_Icon_Kick.png]] | ||
|name=Kick | |name=Kick | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 700 | |||
|damage=700 | |startup= 5 | ||
|startup=5 | |active= 3 | ||
|active=3 | |recovery= 11 | ||
| | |guard= Low | ||
|guard=Low | |firstactionable= 18 | ||
|firstactionable=18 | |frameadvantage= +20 | ||
| | |proration= 1 | ||
|proration=1 | |blockadvantage= +0 | ||
|blockadvantage=+0 | |airok= Yes | ||
|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. | 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. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage=1200 | |damage= 1200 | ||
|startup=7 | |startup= 7 | ||
|active=2 | |active= 2 | ||
| | |recovery= 17 | ||
|guard=Low | |guard= Low | ||
|firstactionable=29 | |firstactionable= 29 | ||
| | |frameadvantage= Infinite | ||
|proration=-1 | |proration= -1 | ||
|blockadvantage=+0 | |blockadvantage= +0 | ||
|description= | |description= | ||
* Usable in NunChuk stance. | * Usable in NunChuk stance. | ||
* Special cancellable. | * Special cancellable. | ||
* Knocks down. | * Knocks down. | ||
A niche punish and combo tool. Has great damage and proration, and infinite hitstun until the opponent hits the ground, which turns your combo into a sandbox if the opponent DIs Up. | A niche punish and combo tool. Has great damage and proration, and infinite hitstun until the opponent hits the ground, which turns your combo into a sandbox if the opponent DIs Up. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 700 | |||
|damage=700 | |startup= 7 | ||
|startup=7 | |active= 8 | ||
|active=8 | |recovery= 3 | ||
|recovery= | |guard= Low | ||
| | |firstactionable= 17 | ||
| | |frameadvantage= +8 - +15 | ||
| | |proration= 0 | ||
|blockadvantage=-3 | |blockadvantage= -3 | ||
| | |airok= Yes (backsway) | ||
|description= | |description= | ||
* Projectile Invulnerable (with Initiative) starting frame 3 (frames 3-13). | * Projectile Invulnerable (with Initiative) starting frame 3 (frames 3-13). | ||
* Low Profile starting frame 4 (frames 4-17) | * Low Profile starting frame 4 (frames 4-17) | ||
** | ** Does not Low Profile Cowboy's Horizontal Slash. | ||
* Does not hit cancel. | * Does not hit cancel. | ||
* Usable in Backsway stance. | * Usable in Backsway stance. | ||
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Due to the lack of hit cancel, it can be very hard to follow up on, unless you hit with the late active frames of the move. | Due to the lack of hit cancel, it can be very hard to follow up on, unless you hit with the late active frames of the move. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-YH | {{AttackData-YH | ||
|version=NunChuk | |version=NunChuk | ||
|damage=800 | |damage= 800 | ||
|startup=7 | |startup= 7 | ||
|active=3 | |active= 3 | ||
| | |recovery= 9 | ||
|guard=High | |guard= High | ||
|firstactionable=19 | |firstactionable= 19 | ||
| | |frameadvantage= +23 | ||
|blockadvantage=+2 | |proration= 0 | ||
|blockadvantage= +2 | |||
|description= | |description= | ||
* Enters into NunChuk stance (on hit or whiff) | * Enters into NunChuk stance (on hit or whiff) | ||
* Fires Red Wave if used after Chuk Heavy. | * Fires Red Wave if used after Chuk Heavy. | ||
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{{AttackData-YH | {{AttackData-YH | ||
|version=NunChuk (High) | |version=NunChuk (High) | ||
|damage= | |damage= 1000 (700 on sourspot) | ||
|startup= | |startup= 5 | ||
|active=3 | |active= 3 | ||
| | |recovery= 11 | ||
|guard=High | |guard= High | ||
|firstactionable=19 | |firstactionable= 19 | ||
| | |frameadvantage= +24 | ||
| | |proration= 0 | ||
|blockadvantage= +1 | |||
|description= | |description= | ||
* Enters into NunChuk stance (on hit or whiff) | * Enters into NunChuk stance (on hit or whiff) | ||
* Close hit does 700 damage and launches grounded opponents. | * Close hit does 700 damage and launches grounded opponents. | ||
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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. | |||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
|version=Red Wave | |version=Red Wave | ||
|damage=900 | |damage= 900 (800 on sourspot) | ||
|startup= | |startup= 5 | ||
|active= | |active= 6, Until wall collision | ||
| | |recovery= | ||
|guard=High | |guard= High | ||
|firstactionable= | |firstactionable= 19 | ||
| | |frameadvantage= +16 | ||
|blockadvantage=+2 | |proration= 0 | ||
|blockadvantage= +2 | |||
|description= | |description= | ||
* Unparriable. | * Unparriable. | ||
* Dramatic pushback on block, at 4.0x the usual projectile pushback. | * Dramatic pushback on block, at 4.0x the usual projectile pushback. | ||
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Overall a very strong tool, but is held back by having to be charged via Chuk Heavy, leaving you very vulnerable without burning a Free Cancel. | Overall a very strong tool, but is held back by having to be charged via Chuk Heavy, leaving you very vulnerable without burning a Free Cancel. | ||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
|version=Chuk Heavy | |version=Chuk Heavy | ||
|damage= 350, 350, 500 | |damage= 350, 350, 500 | ||
|startup=6 | |startup= 6 | ||
|active=2 | |active= 2, 2, 2 | ||
| | |recovery= 6 | ||
|guard=High | |guard= High | ||
|firstactionable=19 | |firstactionable= 19 | ||
| | |frameadvantage= +21 | ||
|proration=-1 | |proration= -1 | ||
|blockadvantage=+3 | |blockadvantage= +3 | ||
|description= | |description= | ||
* Only usable in Chuk stance. | * Only usable in Chuk stance. | ||
* Counts as only one hit for combo scaling. | * Counts as only one hit for combo scaling. | ||
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* Charges Red Wave. | * Charges Red Wave. | ||
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. | |||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
|version=Chuk Jump | |version=Chuk Jump | ||
|damage=1200 | |damage= 1200 | ||
|startup=16 | |startup= 16 | ||
|active=4 | |active= 4 | ||
| | |recovery= Until Landing | ||
|guard=High | |guard= High (Guardbreak) | ||
|firstactionable= | |firstactionable= Variable (33 if grounded) | ||
| | |frameadvantage= +23 | ||
|proration=1 on | |proration= 0 (1 on Guardbreak) | ||
|blockadvantage= | |blockadvantage= +2 | ||
|airok=Yes | |||
|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. | ||
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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. | 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. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage=1150 | |damage= 1150 | ||
|startup=11 | |startup= 11 | ||
|active=5 | |active= 5 | ||
|recovery= | |recovery= Until Landing | ||
|guard= High (Guardbreak) | |||
|guard=High | |firstactionable= Variable (22 if grounded) | ||
|firstactionable= | |frameadvantage= +25 | ||
| | |proration= 0 (1 on Guardbreak) | ||
|proration=1 on | |blockadvantage= +1 | ||
|blockadvantage= | |||
|description= | |description= | ||
* Airborne frame 1. | * Airborne frame 1. | ||
* Wall Splats. | * Wall Splats. | ||
* Only | * 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. | ||
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|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage=760 | |damage= 760 | ||
|startup=12 (6) | |startup= 12 (6) (8 UP) | ||
|active= Until Landing | |active= Until Landing (14 UP) | ||
|recovery= | |recovery= Until Landing | ||
| | |guard= High | ||
| | |firstactionable= Variable (23 if grounded) (21 UP) | ||
| | |frameadvantage= +22 (+23 UP) | ||
| | |proration= 0 | ||
|blockadvantage=+3 | |blockadvantage= +3 | ||
|airok= Yes | |||
|description= | |description= | ||
* Has five possible angles. | * Has five possible angles. | ||
** Up Divekick has 8f Startup, is actionable after 21f, and travels faster, but is otherwise identical to the other four. | ** 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 while airborne. | * Startup is halved with Initiative while airborne. | ||
* Airborne frame 5 if grounded. | |||
* Stops vertical momentum on startup. | * Stops vertical momentum on startup. | ||
* | * Causes Ninja to bounce off of her own 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. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage=1000 | |damage= 1000 | ||
|startup=12 | |startup= 12 | ||
|active=4 | |active= 4 | ||
|recovery= | |recovery= 7 | ||
|guard= Low (Guardbreak) | |||
|guard=Low | |firstactionable= 23 | ||
|firstactionable=23 | |frameadvantage= +31 | ||
| | |proration= 0 (3 on Guardbreak) | ||
|proration=3 on | |blockadvantage= +0 | ||
|blockadvantage= | |||
|description= | |description= | ||
* Hits OTG. | * Hits OTG. | ||
* Cancellable into Jump/Super Jump, Wait, Grab, as well as | * Cancellable into Jump/Super Jump, Wait, Grab, as well as into Supers and Defensive options. | ||
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. | ||
}} | }} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right">Throw</font>==== | ====<font style="visibility:hidden; float:right">Throw</font>==== | ||
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|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage=700 | |damage= 1100 (700) | ||
|startup=3 | |startup= 3 (6, dash) | ||
|active=3 | |active= 3 (2, dash) | ||
|guard=Throw | |recovery= 10 (11, dash) | ||
| | |guard= Throw | ||
| | |firstactionable= 16 (19, dash) | ||
| | |frameadvantage= +15 | ||
| | |proration= 2 | ||
|airok= Yes | |||
|description= | |description= | ||
* Universal throw. | * Universal throw. | ||
* Usable in Backsway and NunChuk Stance. | * Usable in Backsway and NunChuk Stance. | ||
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* 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. | ||
}} | }} | ||
}} | }} | ||
=== | ===Aerials=== | ||
{{YomiHustleFrameAdvantage}} | |||
====<font style="visibility:hidden; float:right">Punch</font>==== | |||
{{MoveData | |||
|image=YH_Ninja_jPunch.png | |||
|hitbox=YH Ninja jPunch hb.png | |||
|input=[[Image:YH_Icon_Punch.png]] | |||
|caption= A situational air-to-air, or a combo extender. | |||
|name=Punch | |||
|data= | |||
{{AttackData-YH | |||
|damage= 400 | |||
|startup= 5 | |||
|active= 2 | |||
|recovery= 9 | |||
|guard= High | |||
|firstactionable= 16 | |||
|frameadvantage= +20 | |||
|blockadvantage= +1 | |||
|proration= 0 | |||
|airok= Yes | |||
|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. | |||
DI mixup with Kick, if your opponent does DI down, this keeps them in range for a follow-up without spending an air option. | |||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">Kick</font>==== | |||
{{MoveData | |||
|image=YH_Ninja_jKick.png | |||
|hitbox=YH Ninja jKick hb.png | |||
|input=[[Image:YH_Icon_Kick.png]] | |||
|caption= Airborne Sweep | |||
|name=Kick | |||
|data= | |||
{{AttackData-YH | |||
|damage= 700 | |||
|startup= 5 | |||
|active= 7 | |||
|recovery= 10 | |||
|guard= High | |||
|firstactionable= 22 | |||
|frameadvantage= +20 (Infinite on airborne opponent) | |||
|blockadvantage= +2 | |||
|proration= 0 | |||
|airok= Yes | |||
|description= | |||
* Sends the opponent downwards. | |||
* Knocks down. | |||
If your opponent does DI up on this, they'll be stuck in hitstun for a few years. | |||
Shares startup with Punch (air), making both moves parriable on frame 5. | |||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">Chuk Spin</font>==== | |||
{{MoveData | |||
|image=YH_Ninja_ChukSpin.png | |||
|hitbox=YH_Ninja_ChukSpin_hb.png | |||
|input=[[Image:YH_Icon_ChukSpin.png]] | |||
|caption= | |||
|name=Chuk Spin | |||
|data= | |||
{{AttackData-YH | |||
|damage= 700, 700, 700 | |||
|startup= 6 | |||
|active= 4, 4, 3 | |||
|recovery= 17 | |||
|guard= High | |||
|firstactionable= 40 | |||
|frameadvantage= +23 | |||
|blockadvantage= +1 | |||
|proration= 0 | |||
|airok= Yes | |||
|description= | |||
* Air only. | |||
* Can cancel into grounded options if interrupted right before landing. | |||
* Hits three times, but only counts as one hit for combo scaling. | |||
* Has a hitbox behind Ninja. | |||
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 be able to hit makes it incredibly useful for mixing up left/right DI mid-combo, as it changes the knockback significantly. | |||
If all hits connect, this is Ninja's highest damage move. However, DI will almost always prevent this from happening, even in the corner. | |||
}} | |||
}} | |||
===Specials=== | |||
{{YomiHustleFrameAdvantage}} | |||
====<font style="visibility:hidden; float:right">Shuriken</font>==== | ====<font style="visibility:hidden; float:right">Shuriken</font>==== | ||
Line 603: | Line 661: | ||
|name=Shuriken | |name=Shuriken | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|damage= 600 | |||
|damage=600 | |startup= 10 | ||
|startup=10 | |active= Falls after 120f | ||
|active=Falls | |recovery= 5 (3 AIR) | ||
| | |guard= High | ||
|guard=High | |firstactionable= 16 (14 AIR) | ||
|firstactionable=16 | |frameadvantage= +13 | ||
| | |blockadvantage= +2 | ||
|blockadvantage=+2 | |proration= 0 | ||
|airok= Yes | |||
| | |||
| | |||
|description= | |description= | ||
*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 | * Projectile spawns on Frame 9, active on frame 10 | ||
*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. | * 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 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 648: | Line 697: | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|startup= 6 | |||
|startup=6 | |active= 90F on terrain, 120f on character (infinite until attaching) | ||
|active= | |recovery= 8 | ||
| | |firstactionable= 14 | ||
|firstactionable=14 | |airok= Yes | ||
| | |||
|description= | |description= | ||
* Projectile spawns Frame 6 | * Projectile spawns Frame 6 | ||
* Significantly reduces friction if thrown out during a combo. | * Significantly reduces friction if thrown out during a combo. | ||
Line 671: | Line 720: | ||
* 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. | ||
}} | }} | ||
}} | }} | ||
Line 684: | Line 734: | ||
|name=Uppercut | |name=Uppercut | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|version=Ground | |version= Ground | ||
|damage=1200 | |damage= 1200, 600 | ||
|startup=4 | |startup= 4 | ||
|active=2,4 | |active= 2, 4 | ||
|recovery= | |recovery= 80 | ||
| | |guard= High | ||
| | |firstactionable= 90 | ||
| | |frameadvantage= +0 | ||
| | |blockadvantage= -97, +0 if second hit*** (-95 AIR) | ||
| | |proration= 2 | ||
|blockadvantage=- | |airok= Yes | ||
}} | |||
{{AttackData-YH-Special | |||
|version= Air | |||
|damage= 1500, 900 on late hit | |||
|startup= 6 | |||
|active= 2, 3 | |||
|recovery= 80 | |||
|guard= High | |||
|firstactionable= 90 | |||
|frameadvantage= +0 | |||
|blockadvantage= -95, +0 if late hit*** | |||
|proration= 2 | |||
|airok= Yes | |||
|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.) | ||
** Air Uppercut lacks Strike Invuln, hits once, and grants some momentum. | |||
* Does not hit cancel. | * Does not hit cancel. | ||
* First hit is punishable on block. | * First hit is punishable on block. | ||
** Second hit is cancelable on block, and will likely only hit an airborne opponent, | ** 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. | ||
*** Second hit is cancelable on block, and will likely only hit an airborne opponent, which would make 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. | ||
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, KILL PROCESS, or BOOST. | ||
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. | ||
It is possible to cancel the recovery by landing with the air version. | |||
Just be careful not to get blocked, as its massive recovery (and inability to be cancelled) on block [https://wiki.gbl.gg/w/File:YH_Ninja_Blocked_Uppercut.mp4 leaves you completely open,] which the opponent will NOT sugarcoat. | |||
}} | }} | ||
}} | }} | ||
Line 740: | Line 787: | ||
|name=Jump Kick | |name=Jump Kick | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|damage=1000 | |damage= 1000 | ||
|startup=11 | |startup= 11 | ||
|active=8 | |active= 8 | ||
|recovery= | |recovery= Until Landing + 14 | ||
|guard= High | |||
|guard=High | |firstactionable= 33 if grounded | ||
|firstactionable= | |frameadvantage= +35 | ||
| | |blockadvantage= +1 | ||
|blockadvantage=+1 | |proration= 0 | ||
|airok= Yes | |||
|description= | |description= | ||
* 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. | ||
You can follow up after hitting Jump Kick by using a Grappling Hook as a place a point to Substitute to, almost like you're a Cowboy using Foresight. | |||
Very susceptible to DI Down while hitting a grounded opponent with a high DI multiplier. | |||
}} | }} | ||
}} | }} | ||
Line 769: | Line 822: | ||
|name=Sticky Bomb | |name=Sticky Bomb | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|version=Grab | |version= Grab | ||
|damage=400 | |damage=400 | ||
|startup=10(16 on whiff) | |startup= 10 (16 on whiff) | ||
|active=4 | |active=4 | ||
|recovery= | |recovery= Until Landing + 3 | ||
| | |guard= Throw | ||
| | |firstactionable= 28 if grounded, 16 after grab | ||
| | |frameadvantage= +0 | ||
| | |proration= 0 | ||
|airok= Yes | |||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|version=Detonation | |version= Detonation | ||
|damage=800 (1000) | |damage= 800 (1000) | ||
|startup=12 | |startup= 12 | ||
|active=2 | |active= 2 | ||
|guard= High | |||
|frameadvantage= +27 | |||
|guard=High | |proration= 1(0) | ||
| | |airok= Yes | ||
|proration=1(0) | |||
|description= | |description= | ||
* Grab knocks down. | * Grab knocks down. | ||
* Jump toggle enables/disables the jump. | |||
* Ninja drops the Sticky Bomb at frame 16 if the command grab whiffs. | * Ninja drops the Sticky Bomb at frame 16 if the command grab whiffs. | ||
* Sticky Bomb explodes by itself after 120 frames. | * Sticky Bomb explodes by itself after 120 frames. | ||
Line 801: | Line 854: | ||
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 difficult unless you can get a restand. | 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 difficult unless you can get a restand. | ||
}} | }} | ||
}} | }} | ||
Line 821: | Line 875: | ||
|name=Summon | |name=Summon | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|version=Kunai (Up-Forward) | |version=Kunai (Up-Forward) | ||
|damage= | |damage= 700 x 3 | ||
|startup=5+24 | |startup= 5 + 24 | ||
|active= | |active= Until Collision/Attacked | ||
| | |guard= High | ||
| | |firstactionable= 14 | ||
| | |frameadvantage= +17 | ||
| | |proration= 0 | ||
| | |blockadvantage= +2 | ||
| | |airok= Yes | ||
|description= | |description= | ||
* | * Nullifies gravity for 20f. | ||
* 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 840: | Line 894: | ||
Generally used either as an aerial combo filler, because teleporting it straight into your opponent leads to good damage, or to just be annoying to someone very high up in the air. | Generally used either as an aerial combo filler, because teleporting it straight into your opponent leads to good damage, or to just be annoying to someone very high up in the air. | ||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|version=Kunai (Forward) | |version=Kunai (Forward) | ||
|damage= | |damage= 700 x 3 | ||
|startup=5+24 | |startup= 5 + 24 | ||
|active= | |active= Until Collision/Attacked | ||
| | |guard= High | ||
| | |firstactionable= 14 | ||
| | |frameadvantage= +17 | ||
| | |proration= 0 | ||
| | |blockadvantage= +2 | ||
| | |airok= Yes | ||
|description= | |description= | ||
* | * Nullifies gravity for 20f. | ||
* 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 864: | Line 919: | ||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|version=Kunai (Down-Forward) | |version=Kunai (Down-Forward) | ||
|damage= | |damage= 700 x 3 | ||
|startup=5+24 | |startup= 5 + 24 | ||
|active= | |active= Until Collision/Attacked | ||
| | |guard= High | ||
| | |firstactionable= 14 | ||
| | |frameadvantage= +17 | ||
| | |proration= 0 | ||
| | |blockadvantage= +2 | ||
| | |airok= Yes | ||
|description= | |description= | ||
* | * Nullifies gravity for 20f. | ||
* 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 883: | Line 938: | ||
This is '''the neutral.''' The angles at which kunais are sent at make it really obnoxious to get in on Ninja, while they can just substitute to whatever one they desire in return. This move has an entire bible of knowledge checks associated with it, and you can definitely find another one if you scratch your head hard enough. Go nuts. It's really neat. Also the outer kunai's shallow angle makes it very good at restanding people. | This is '''the neutral.''' The angles at which kunais are sent at make it really obnoxious to get in on Ninja, while they can just substitute to whatever one they desire in return. This move has an entire bible of knowledge checks associated with it, and you can definitely find another one if you scratch your head hard enough. Go nuts. It's really neat. Also the outer kunai's shallow angle makes it very good at restanding people. | ||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|version=Slide | |version=Slide | ||
|damage=800 | |damage= 800 | ||
|startup= | |startup= 5 + Until Landing | ||
|active=30 | |active= 30 | ||
| | |guard= Low | ||
| | |firstactionable= 14 | ||
| | |frameadvantage= +48 | ||
| | |proration= 0 | ||
|blockadvantage=+1 | |blockadvantage=+1 | ||
|airok= Yes | |||
|description= | |description= | ||
* | * Nullifies gravity for 20f. | ||
* 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 50 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. | |||
}} | }} | ||
Line 965: | Line 973: | ||
|name=Substitution | |name=Substitution | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|startup= 7 | |||
|startup=7 | |recovery= 8 | ||
|firstactionable= 15 | |||
|recovery= | |airok= Yes (requires air option) | ||
|firstactionable=15 | |||
| | |||
|description= | |description= | ||
* Swaps Ninja with the most recently generated projectile within 300px around your opponent. | * Swaps Ninja with the most recently generated projectile within 300px around your opponent. | ||
* Can be interrupted when your opponent | * Can be interrupted when your opponent is able to act, 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. | ||
Line 985: | Line 989: | ||
Yet another get-out-of-jail-free card in a toolkit thats already full of those. Although its a little slower than the other ones, swapping places only at frame 5, it more than makes up for it by being the most accessible escape option: as long as you have at least a single projectile anywhere in your vicinity (which, chances are, you do), you have a solid chance of escaping any potential threat the opponent can throw at you. Not to mention this move's great combo applications, both as a means to send something like a decently damaging Kunai into their face and as a means to reposition in case they're too far to follow-up normally. Basically, you have a million opportunities to spam this, and you should take at least 90% of them. | Yet another get-out-of-jail-free card in a toolkit thats already full of those. Although its a little slower than the other ones, swapping places only at frame 5, it more than makes up for it by being the most accessible escape option: as long as you have at least a single projectile anywhere in your vicinity (which, chances are, you do), you have a solid chance of escaping any potential threat the opponent can throw at you. Not to mention this move's great combo applications, both as a means to send something like a decently damaging Kunai into their face and as a means to reposition in case they're too far to follow-up normally. Basically, you have a million opportunities to spam this, and you should take at least 90% of them. | ||
}} | }} | ||
}} | }} | ||
Line 998: | Line 1,003: | ||
|name=Whip Wave | |name=Whip Wave | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|damage=950,600 | |damage= 950, 600 | ||
|startup=9, | |startup= 9, 12 (projectile) | ||
|active=3 | |active= 3 (projectile lasts until collision) | ||
|recovery= | |recovery= 1 | ||
| | |guard= Low | ||
| | |proration= 0 | ||
|firstactionable=12 | |firstactionable= 12 | ||
| | |frameadvantage= +16 (melee) +11 (projectile) +20 (both) | ||
|blockadvantage=+1,+3 | |proration= 0 | ||
|blockadvantage= +1, +3 | |||
|description= | |description= | ||
* Only available in Chuk stance and Backsway. | * Only available in Chuk stance and Backsway. | ||
* Has an initial melee hit before the projectile comes out. | * Has an initial melee hit before the projectile comes out. | ||
Line 1,014: | Line 1,021: | ||
* 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. | ||
}} | }} | ||
}} | }} | ||
Line 1,028: | Line 1,036: | ||
|caption2=Palm Strike a.k.a Pilebunker | |caption2=Palm Strike a.k.a Pilebunker | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|startup= 0 | |||
|active= 9 (invincibility) | |||
|startup= | |recovery= 3 | ||
|active= | |firstactionable= 12 | ||
|recovery= | |airok= Yes (requires air option) | ||
|firstactionable=12 | |||
| | |||
|description= | |description= | ||
* First 9 frames are invulnerable with Initiative. | * First 9 frames are invulnerable with Initiative. | ||
* Transitions into Backsway stance. | * Transitions into Backsway stance. | ||
* Can be used in Chuk stance. | * Can be used in Chuk stance. | ||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
|version=Palm Strike | |version=Palm Strike | ||
|damage=2000 | |damage= 2000 | ||
|startup=3 | |startup= 3 | ||
|active= | |active= 5 | ||
|recovery= | |recovery= 21 | ||
| | |guard= High | ||
| | |firstactionable= 29 | ||
| | |frameadvantage= +0 | ||
| | |proration= 0 | ||
|blockadvantage=+4 | |blockadvantage=+4 | ||
|airok= Yes | |||
|description= | |description= | ||
* Minimum Damage: 700 | * Minimum Damage: 700 | ||
* | * Doesn't hitcancel. | ||
* Wall Splats. | * Wall Splats. | ||
Usually a combo ender, since it resets to neutral, but has high minimum damage. Can be comboed off of with Caltrops for massive damage late in combos, however. | Usually a combo ender, since it resets to neutral, but has high minimum damage. Can be comboed off of with Caltrops for massive damage late in combos, however. | ||
}} | }} | ||
}} | }} | ||
Line 1,071: | Line 1,080: | ||
|name=Skull Shaker | |name=Skull Shaker | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH-Special | ||
|damage=1200 | |damage= 1200, 200 DOT | ||
|startup=8 | |startup= 8 | ||
|active=2 | |active= 2 | ||
|recovery= | |recovery= 16 | ||
| | |guard= High | ||
| | |firstactionable= 26 | ||
| | |frameadvantage= +12 | ||
| | |proration= 0 | ||
|blockadvantage= +0 | |||
|description= | |description= | ||
* Always puts opponent grounded, does not launch. | * Always puts opponent grounded, does not launch. | ||
* If it would have launched, the next hit launches instead. | * If it would have launched, the next hit launches instead. | ||
Line 1,092: | Line 1,103: | ||
}} | }} | ||
===Super=== | ===Supers=== | ||
{{YomiHustleFrameAdvantage}} | |||
====<font style="visibility:hidden; float:right">Store Momentum/Boost</font>==== | |||
{{MoveData | |||
|image=YH_Ninja_StoreMomentum.png | |||
|hitbox=YH_Ninja_StoreMomentum_hb.png | |||
|caption=The flex tape of the ninja community | |||
|input=[[Image:YH_Icon_StoreMomentum.png]][[Image:YH_Icon_ReleaseMomentum.png]] | |||
|name=Store Momentum/Boost | |||
|data= | |||
{{MoveData-YH-Super | |||
|version=Store Momentum | |||
|startup= 1 | |||
|recovery= 13 | |||
|firstactionable= 13 | |||
|airok= Yes | |||
|description= | |||
* Costs 1 bar. | |||
* Unusuable the turn after starting a Super Jump. | |||
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. | |||
}} | |||
{{MoveData-YH-Super | |||
|version=Boost | |||
|startup= 1 | |||
|active= 10 minimum, continues until the end of next turn | |||
|airok= Yes | |||
|description= | |||
* Toggle | |||
* Adds 1 hit of scaling if used mid-combo. | |||
* Consumes up to 1 bar, if available. | |||
* Only usable after Store Momentum | |||
* Adds 10f of hitstop if the attack used is parried. | |||
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. | |||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">Quick Slash</font>==== | ====<font style="visibility:hidden; float:right">Quick Slash</font>==== | ||
Line 1,102: | Line 1,159: | ||
|name=Quick Slash | |name=Quick Slash | ||
|data= | |data= | ||
{{ | {{MoveData-YH-Super | ||
|damage=400 | |damage= 400 | ||
|startup=7 | |startup= 7 | ||
|active=1 | |active= 1 | ||
|recovery= | |recovery= 14 | ||
|guard= High | |||
|guard= | |firstactionable= 21 | ||
|firstactionable= | |frameadvantage= 21 | ||
| | |proration= 1 | ||
|proration=1 | |blockadvantage= +0 | ||
|airok= Yes | |||
|description= | |description= | ||
* Only usable in combos. | |||
* Costs 1 bar. | * Costs 1 bar. | ||
* Interrupted sooner by landing. | * Interrupted sooner by landing. | ||
* Selected attack follow-ups don't scale the combo. | |||
* Selected attack | * Hitting the slash will trigger the selected follow-up. | ||
* 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. | ||
* Invincible frame 5 and 6. | |||
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. | ||
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|name=Caltrops | |name=Caltrops | ||
|data= | |data= | ||
{{ | {{MoveData-YH-Super | ||
|damage=500 | |damage= 500 | ||
|startup=7 | |startup= 7 (spawned) 17 (hitbox activated) | ||
|active= | |active= Until Hit/Broken | ||
|recovery= | |recovery= 4 | ||
|guard= High (air) Low (ground, unparriable) | |||
|guard=High( | |firstactionable= 21 | ||
|firstactionable=21 | |frameadvantage= +33 | ||
| | |proration= 0 | ||
|blockadvantage= +0 | |||
|airok= Yes | |||
|description= | |description= | ||
* Costs 3 bars. | * Costs 3 bars. | ||
* Can be hit and broken by opponents. | * Can be hit and broken by opponents. | ||
* Can be hit by Ninja, launch angle influenced by DI. | * Can be hit by the Ninja who threw them, launch angle influenced by DI. | ||
* Attacking your own caltrops as Ninja automatically free cancels it. | * Attacking your own caltrops as Ninja automatically free cancels it. | ||
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|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage= Emotional and/or Psychological | ||
| | |firstactionable= 13, 32 | ||
|description= | |description= | ||
* 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. | ||
* | * Always interruptible when the opponent is able to act. | ||
Useful to build meter in combos when your opponent is in a lot of hitstun, such as from | Useful to build meter in combos when your opponent is in a lot of hitstun, such as from a poorly DI'd Sweep or Kick (air). | ||
Can be used to access NunChuk stance options faster than whiffing NunChuk. | Can be used to access NunChuk stance options faster than whiffing NunChuk. | ||
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}} | }} | ||
==Navigation== | ====Navigation==== | ||
{{Navbox-YH}} | {{Navbox-YH}} | ||
[[Category:YomiHustle]] | [[Category:YomiHustle]] | ||
[[Category:Ninja]] | [[Category:Ninja]] |
Revision as of 18:14, 21 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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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
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Kick
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Sweep
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SlideKick
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NunChuk
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Drop Kick
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Dive Kick
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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
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Kick
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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
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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/Release Momentum
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Whip Wave
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Backsway
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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
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Quick Slash
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Caltrops
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Hustle
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