YomiHustle/Ninja: Difference between revisions
ToxicTophats (talk | contribs) (Added gif animations to all moves & an unused sprite section.) |
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* Always interruptible when the opponent is able to act. | * Always interruptible when the opponent is able to act. | ||
* Pull toggle is ignored while active. | |||
}} | }} | ||
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* Usable in NunChuk stance. | * Usable in NunChuk stance. | ||
* Special cancellable. | * Special cancellable. | ||
* | * Moves Ninja forwards by 16px on hit. | ||
* Causes a soft knockdown. | |||
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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|version= Downwards | |version= Downwards | ||
|damage= 760 | |damage= 760 | ||
|startup= 12 ( | |startup= 12 (9, aerial) | ||
|active= Until Landing | |active= Until Landing | ||
|recovery= Until Landing | |recovery= Until Landing | ||
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|recovery= 0 | |recovery= 0 | ||
|guard= High | |guard= High | ||
|firstactionable= | |firstactionable= 42 | ||
|frameadvantage= +23 | |frameadvantage= +23 | ||
|proration= 0 | |proration= 0 | ||
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* Has five possible angles. | * Has five possible angles. | ||
* Does not hitcancel on block. | * Does not hitcancel on block. | ||
** Up Divekick hitcancels on block, and travels faster. | ** Up Divekick hitcancels on block, and travels faster, but has longer recovery. | ||
* Startup is | * Startup is 6f with Initiative while airborne. | ||
* Airborne frame 5 if grounded. | * Airborne frame 5 if grounded. | ||
* Stops vertical momentum on startup. | * Stops vertical momentum on startup. | ||
* Causes Ninja to bounce off of her own | * Causes Ninja to bounce off of her own strikable 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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|guard= Low (Guardbreak) | |guard= Low (Guardbreak) | ||
|firstactionable= 23 | |firstactionable= 23 | ||
|frameadvantage= + | |frameadvantage= +32 | ||
|proration= 0 (3 on Guardbreak) | |proration= 0 (3 on Guardbreak) | ||
|blockadvantage= +0 | |blockadvantage= +0 | ||
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* Projectile spawns Frame 6 | * Projectile spawns Frame 6 | ||
* Significantly reduces friction | * Significantly reduces friction when thrown. | ||
* Usable once per airtime, refreshes on landing. | * Usable once per airtime, refreshes on landing. | ||
* Automatically detaches if the Ninja gets hit, is too close to the attached point, or uses Dodge/Tech Dodge. | * Automatically detaches if the Ninja gets hit, is too close to the attached point, or uses Dodge/Tech Dodge. | ||
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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: | ||
* Using Pull uncaps Ninja's maximum speed while in use. | |||
* Pull is disabled while Blocking. | |||
* 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 Jump, Substitution or BackSway; or keepaway with Shuriken and Summon. | * Make yourself safe by pulling yourself away whilst doing a defensive option like Jump, Substitution or BackSway; or keepaway with Shuriken and Summon. | ||
* Even make it possible to combo off of Uppercut by pulling yourself into the ground, cancelling the recovery. | * Even make it possible to combo off of Uppercut by pulling yourself into the ground, cancelling the recovery. | ||
* 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 | * 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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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. | ||
}} | }} | ||
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* 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. | ||
** An extra 6 frames of hitstop occurs if Parried. | |||
* Doesn't hitcancel. | * Doesn't hitcancel. | ||
* Projectile has hard knockdown and OTG. | * Projectile has hard knockdown and OTG. | ||
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* Unusuable the turn after starting a Super Jump. | * 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 | 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, and stored speed will not decay below 8. 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. | ||
}} | }} | ||
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* Adds 10f of hitstop if the attack used is parried. | * 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 | 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 increased 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. | 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. |
Latest revision as of 13:49, 28 June 2024
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Under Construction
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Profile
Ninja is a high-speed, reads heavy generalist, capable of using her superior movement abilities and high number of options to force highly advantageous situations, while almost always having an escape option. As the only character with a meterless, invincible "reversal" in the form of Uppercut, two projectile invulnerable moves, and Boost's instant, unpredictable kick of momentum, Ninja is capable of using her versatile tools to alternate between forcing her opponent's hand, zoning, and explosive offense and punishes.
Please enable Dark Mode in the top right corner in order to see the character sprites.
Move List
Movement
Dash
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Back Dash
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Super Dash
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Jump
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Super Jump
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Super Fall
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Airdash
The other four wish they had something like this The other four wish they had something like this
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Grounded Normals
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Punch
A really fast and useful jab. A really fast and useful jab.
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Kick
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Sweep
Damn he's gonna be in hitstun for years, huh? Damn he's gonna be in hitstun for years, huh?
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Slide Kick
The Leg The Leg
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NunChuk
NunChuk Stance
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Drop Kick
A live demonstration of why you should respect Ninja's grab game. Always. A live demonstration of why you should respect Ninja's grab game. Always.
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Dive Kick
Possibly inspired by the hit ps3 game, Divekick. Possibly inspired by the hit ps3 game, Divekick.
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Stomp
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Throw
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Aerials
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Punch
A situational air-to-air, or a combo extender. A situational air-to-air, or a combo extender.
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Kick
Airborne Sweep Airborne Sweep
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Chuk Spin
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Specials
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Shuriken
The shoto fireball, but now with angles and controllable speed! The shoto fireball, but now with angles and controllable speed!
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Grappling Hook
The cornerstone of the Ninja Space Program™ The cornerstone of the Ninja Space Program™
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Uppercut
The only DP in the game The only DP in the game
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Jump Kick
"Block this overhead" "Block this overhead"
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Sticky Bomb
whiff whiff "Hey wanna think about another option in neutral?" "Hey wanna think about another option in neutral?"
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Summon
Summoning Pose Summoning Pose kunai throw kunai throw
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Store/Release Momentum
So like, imagine Cowboy's teleport, except the commitment is gone. Yeah. So like, imagine Cowboy's teleport, except the commitment is gone. Yeah.
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Whip Wave
I'm not gonna sugarcoat it! I'm not gonna sugarcoat it! Projectile Projectile
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Backsway
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a.k.a Pilebunker a.k.a Pilebunker
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Skull Shaker
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Supers
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Store Momentum/Boost
The flex tape of the ninja community The flex tape of the ninja community
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Quick Slash
THIS UGLY SON OF A #@!%$ WAS ONCE USING 1 BAR TO COMPLETELY SKIP NEUTRAL. HOW? ...JUST WATCH. THIS UGLY SON OF A #@!%$ WAS ONCE USING 1 BAR TO COMPLETELY SKIP NEUTRAL. HOW? ...JUST WATCH.
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Caltrops
These are the grey X's of pain These are the grey X's of pain
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Hustle
Look at which finger i'm holding up. Look at which finger i'm holding up.
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Unused Sprites
- As of 1.9.0, these are the sprites in the game files that are unused.
- An unused slidekick animation, called 'sway_slide_kick' in the game files.
- An unused stickybomb animation, called 'sticky_bomb' in the files.
- An expansion on the current Skull Shaker animation, involving the Ninja jumping onto the opponent and stomping on them.
- An unused 'Dive Kick Up' animation, hilariously flipping the entire sprite vertically. Labelled as up_kick.
- Two sprites labelled 'messatsu'.