YomiHustle/Ninja: Difference between revisions
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|charactername=Ninja | |charactername=Ninja | ||
|intro=Ninja is a ''' | |intro=Ninja is a '''high-speed, reads heavy generalist''', capable of using her superior movement abilities and high number of options to force highly advantageous situations, while almost always having an escape option. As the only character with a meterless, invincible "reversal" in the form of [[Image:YH_Icon_Uppercut.png]] '''Uppercut''', two projectile invulnerable moves, and Boost's instant, unpredictable kick of momentum, Ninja is capable of using her versatile tools to alternate between forcing her opponent's hand, zoning, and explosive offense and punishes. | ||
''Please enable Dark Mode in the top right corner in order to see the character sprites.'' | ''Please enable Dark Mode in the top right corner in order to see the character sprites.'' | ||
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*'''Fast''': Possessing the fastest dash in the game, an omnidirectional airdash, and two separate movement specials in '''Substitution''' and [[Image:YH_Icon_StoreMomentum.png]][[Image:YH_Icon_ReleaseMomentum.png]] '''Store Momentum/Boost''', Ninja can rapidly create pressure and score hits where other characters may struggle, while constantly building meter. | *'''Fast''': Possessing the fastest dash in the game, an omnidirectional airdash, and two separate movement specials in '''Substitution''' and [[Image:YH_Icon_StoreMomentum.png]][[Image:YH_Icon_ReleaseMomentum.png]] '''Store Momentum/Boost''', Ninja can rapidly create pressure and score hits where other characters may struggle, while constantly building meter. | ||
*'''A tool for everything''': Ninja has a | *'''A tool for everything''': Ninja almost always has a move to beat any option an opponent has while in neutral and advantage. This is amplified at close-range, with [[Image:YH_Icon_Punch.png]] '''Punch''' beating, or going neutral against all offensive options and movement except for grab, and [[Image:YH_Icon_DropKick.png]] '''Drop Kick''' beating or evading all basic defensive options except for parry. | ||
*'''Setplay''': [[Image:YH_Icon_StickyBomb.png]] '''Sticky Bomb''', [[Image:YH_Icon_Summon.png]] '''Summon''', and [[Image:YH_Icon_Shuriken.png]] '''Shuriken''' are incredible tools to control space and force opponents into unfavorable guessing situations, frequently denying | *'''Setplay''': [[Image:YH_Icon_StickyBomb.png]] '''Sticky Bomb''', [[Image:YH_Icon_Summon.png]] '''Summon''', and [[Image:YH_Icon_Shuriken.png]] '''Shuriken''' are incredible tools to control space and force opponents into unfavorable guessing situations, frequently denying certain options from being used. | ||
*'''Resets''': Ninja is able to use her various tools to keep pressure and extend combos, with Free Cancel enabling potent frame traps and callouts. | *'''Resets''': Ninja is able to use her various tools to keep pressure and extend combos, with Free Cancel enabling potent frame traps and callouts. | ||
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*'''High corner carry''': From mid-stage, Ninja can consistently bring opponents into view of the corner from a single clean combo starter, especially on DI out. This enables her to loop pressure and constantly retain advantage. | *'''High corner carry''': From mid-stage, Ninja can consistently bring opponents into view of the corner from a single clean combo starter, especially on DI out. This enables her to loop pressure and constantly retain advantage. | ||
*'''High reward for high risk''': Ninja is the only character with | *'''High reward for high risk''': Ninja is the only character with attacks possessing meterless <span style="color:#64D26B"> Initiative Bonus </span>invincibility, beating offensive options outright if used before your opponent is acting. This opens the door for terrifying situations, as Ninja can simply power through a majority of aggressive options and convert into high damage combos, complementing her speed and pressure. | ||
|cons= | |cons= | ||
*''' | *'''Incredibly short range (without meter)''': Without long range options, Ninja's threat range is the smallest in the game without dash momentum, the [[Image:YH_Icon_GrapplingHook.png]] '''Grappling Hook''', or projectile setplay; as well as Ninja's longer range moves often being very comittal. [[Image:YH_Icon_ReleaseMomentum.png]] '''Boost''' can remedy this by increasing the movement of her moves, but she needs to spend the meter, and find the turns to set it up. | ||
*'''Setup reliant''': Most character are able to move or control space in a way that denies Ninja her preferred point-blank range. Against defensive play and optimal spacing, Ninja may need to rely on setplay to get into range to begin pressure and mixups. | *'''Setup reliant''': Most character are able to move or control space in a way that denies Ninja her preferred point-blank range. Against defensive play and optimal spacing, Ninja may need to rely on setplay to get into range to begin pressure and mixups. | ||
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* Always interruptible when the opponent is able to act. | * Always interruptible when the opponent is able to act. | ||
* IASA scales based on distance in neutral, but is always 8 in combos. | * IASA scales based on distance in neutral, but is always 8 in combos. | ||
* "auto" toggle will cause Ninja to turn around mid dash to always be | * "auto" toggle will cause Ninja to turn around mid dash to always be advancing towards the opponent. | ||
Great way to close distance, being less committal than a Teleport and travelling further than Wizard's Dash. Can be paired with Store Momentum to create an even better approach/escape option for later. | Great way to close distance, being less committal than a Teleport and travelling further than Wizard's Dash. Can be paired with Store Momentum to create an even better approach/escape option for later. | ||
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* Always interruptible when the opponent is able to act. | * Always interruptible when the opponent is able to act. | ||
* Does not become actionable if the opponent uses forward movement. | * Does not become actionable if the opponent uses forward movement. | ||
* Grab immune frames 1-7. | |||
A very fast and safe movement option, can be used to dodge attacks and react to their recovery. Often puts you out of range to punish, but can be used to get advantage to start your offense. | A very fast and safe movement option, can be used to dodge attacks and react to their recovery. Often puts you out of range to punish, but can be used to get advantage to start your offense. | ||
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{{AttackData-YH-Movement | {{AttackData-YH-Movement | ||
|movementstartsat= 5 | |movementstartsat= 5 | ||
|firstactionable= | |firstactionable= 13 | ||
|consumesairoption= No | |consumesairoption= No | ||
|description= | |description= | ||
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* Only Guardbreaks on first active frame. | * Only Guardbreaks on first active frame. | ||
A | A highly damaging ground combo tool, but difficult to follow up on outside of the corner due to having high knockback. | ||
One of two Guard Breaks Ninja has access to in neutral, with faster Startup and longer range than Stomp. | One of two Guard Breaks Ninja has access to in neutral, with faster Startup and longer range than Stomp. In addition, it hops over lows and grabs, and beats out most other attacks that jump over grab, such as Cowboy's Downward Cleave, Robot's THUNDERCLAP, and Mutant's Kick, with the exception of Wizard's Down-angled Icicle. | ||
}} | }} | ||
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* Universal throw. | * Universal throw. | ||
* Usable in Backsway and NunChuk Stance. | * Usable in Backsway and NunChuk Stance. | ||
* | * Causes soft knockdown. | ||
* Does 1100 damage as the first hit of a combo. | * Does 1100 damage as the first hit of a combo. | ||
* Counts as two hits, only increments combo scaling by one. | * Counts as two hits, only increments combo scaling by one. | ||
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Weak to DI down, but still grants soft knockdown pressure. If the opponent doesn't DI down, a grounded grab can easily lead into a combo. | Weak to DI down, but still grants soft knockdown pressure. If the opponent doesn't DI down, a grounded grab can easily lead into a combo. | ||
Deals slightly lower damage than other universal grabs. | |||
}} | }} | ||
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|firstactionable= 90 | |firstactionable= 90 | ||
|frameadvantage= +0 | |frameadvantage= +0 | ||
|blockadvantage= | |blockadvantage= +0 | ||
|proration= 2 | |proration= 2 | ||
|airok= Yes | |airok= Yes | ||
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|description= | |description= | ||
* First hit is punishable on block, and leaves you up to '''-97'''. | |||
* Invincible during startup with Initiative (Full Invincibility means both strikes and throws.) | * Invincible during startup with Initiative (Full Invincibility means both strikes and throws.) | ||
** Air Uppercut lacks Strike Invuln, hits once, but, in exchange, is safe on block and grants some momentum. | ** Air Uppercut lacks Strike Invuln, hits once, but, in exchange, is safe on block and grants some momentum. | ||
*** Due to both air and ground Uppercuts having a lengthy maximum inactionable period of 90f, it's ''usually'' canceled early by landing. Lowered gravity or Wizard's Gust can let the Ninja experience the full amount of recovery. | |||
* Does not hit cancel. | * Does not hit cancel. | ||
* | * Puts you in the same endlag as your opponent's hitstun. | ||
* Usable in Backsway Stance. | * Usable in Backsway Stance. | ||
Sharing Startup with Punch, and having invulnerability (with Initiative) makes Uppercut outright beat every single other offensive option in the game, excluding another Uppercut, KILL PROCESS, or BOOST. | Sharing Startup with Punch, and having invulnerability (with Initiative) makes Uppercut outright beat every single other offensive option in the game, excluding another Uppercut, KILL PROCESS, or BOOST. | ||
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* Minimum Damage: 700 | * Minimum Damage: 700 | ||
* Only usable in Backsway stance. | |||
* Doesn't hitcancel. | * Doesn't hitcancel. | ||
* Wall Splats. | * Wall Splats. |
Revision as of 21:59, 16 June 2024
Profile
Ninja is a high-speed, reads heavy generalist, capable of using her superior movement abilities and high number of options to force highly advantageous situations, while almost always having an escape option. As the only character with a meterless, invincible "reversal" in the form of Uppercut, two projectile invulnerable moves, and Boost's instant, unpredictable kick of momentum, Ninja is capable of using her versatile tools to alternate between forcing her opponent's hand, zoning, and explosive offense and punishes.
Please enable Dark Mode in the top right corner in order to see the character sprites.
Move List
Movement
Dash
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Back Dash
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Super Dash
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Jump
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Super Jump
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Super Fall
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Airdash
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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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Slide Kick
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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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