YomiHustle/Ninja

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Revision as of 18:21, 22 May 2024 by Blue (talk | contribs) (Not sure if I'd call Ninja rushdown, because she does have to get close due to stubby range, she isn't particularly uniquely strong once she's in, in terms of fast, strong buttons. There's Uppercut, Dropkick and Grab, yes, but those are covered by "mix-up heavy," as two of them are covered by the same option. (Parry Dropkick, Block Uppercut.) I think generalist is a better descriptor, as she can do pretty much everything the others can, with set-up.)
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Ninja is a mix-up 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 projectile invincible attack, an invincible "reversal" in the form of YH Icon Uppercut.png Uppercut, and Boost's instant, unpredictable kick of momentum, 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.

Strengths Weaknesses
  • Fast: Possessing the fastest dash in the game, an omnidirectional airdash, and two separate movement specials in Substitution and YH Icon StoreMomentum.pngYH 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 tool to beat nearly every option an opponent has while in neutral and advantage. This is amplified at close-range, with YH Icon Punch.png Punch beating all offensive options and movement except for grab, and YH Icon DropKick.png Drop Kick beating or evading all basic defensive options, except for parry.
  • Setplay: YH Icon StickyBomb.png Sticky Bomb, YH Icon Summon.png Summon, and YH Icon Shuriken.png Shuriken are incredible tools to control space and force opponents into unfavorable guessing situations, frequently denying some options from being used.
  • Resets: Ninja is able to use her various tools to keep pressure and extend combos, with Free Cancel enabling potent frame traps and callouts.
  • High corner carry: From mid-stage, Ninja can consistently bring opponents into view of the corner from a single clean combo starter, especially on DI out. This enables her to loop pressure and constantly retain advantage.
  • High reward for high risk: Ninja is the only character with moves possessing Initiative Bonus 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.
  • Small range (without meter): Without long range options, Ninja's threat range is the smallest in the game without dash momentum, the YH Icon GrapplingHook.png Grappling Hook, or projectile setplay. 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.
  • High risk for high reward: The more oppressive an option Ninja has, the more punishable it is on read or on whiff, losing to simple defensive options and movement without pressure and conditioning to back up the play. This can lead to taking long combos or spending resources to make up for whiffs.

Move List

Movement

Dash

Dash
YH Icon Dash.png
YH Ninja Dash.png
YH Ninja Dash hb1.webp
Movement Starts At Consumes Air Option First Actionable
2 No 10-15
  • Always interruptible when the opponent is able to act.
  • 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.

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Back Dash

Back Dash
YH Icon DashBack.png
YH Ninja BackDash.png
YH Ninja BackDashHB.png
Movement Starts At Consumes Air Option First Actionable
2 No 11
  • Always interruptible when the opponent is able to act.
  • 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.

Toggle Hitboxes
Toggle Hitboxes

Super Dash

Super Dash
YH Icon SuperDash.png
YH Ninja SuperDash.png
YH Ninja SuperDashHB.png
Movement Starts At Consumes Air Option First Actionable
9 No 22
  • Always interruptible when the opponent is able to act.
Toggle Hitboxes
Toggle Hitboxes

Jump

Jump
YH Icon Jump.png
YH Ninja Jump.png
YH Ninja JumpHB.png
Movement Starts At Consumes Air Option First Actionable
2, 5 (jumping backwards) Yes (if used in air) 10-15
  • Short jumps are 10f to act.
  • 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.
  • Always interruptible when the opponent is able to act.
Toggle Hitboxes
Toggle Hitboxes

Super Jump

Super Jump
YH Icon SuperJump.png
YH Ninja SuperJump.png
YH Ninja SuperJumpHB.png
Movement Starts At Consumes Air Option First Actionable
5 No 16
  • Interruptible when the opponent is able to act, after jumpsquat.
  • Can only be manually aimed if the opponent is in hitstun.
Toggle Hitboxes
Toggle Hitboxes

Super Fall

Super Fall
YH Icon SuperFall.png
YH Ninja SuperDash.png
YH Ninja SuperDashHB.png
Movement Starts At Consumes Air Option First Actionable
7 No On Landing
  • Always interruptible when the opponent is able to act.
Toggle Hitboxes
Toggle Hitboxes

Airdash

Airdash
YH Icon Dash.png
YH Ninja Dash.png
YH Ninja Dash hb1.webp
The other four wish they had something like this
The other four wish they had something like this
Movement Starts At Consumes Air Option First Actionable
1 Yes 10-15
  • Always interruptible when the opponent is able to act.
  • IASA scales based on distance in neutral.
  • 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.

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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

Punch
YH Icon Punch.png
YH Ninja Punch.png
YH Ninja Punch hb.png
A really fast and useful jab.
A really fast and useful jab.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
350 4 2 14 +12 High 2 +0 Yes

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.

Toggle Hitboxes
Toggle Hitboxes

Kick

Kick
YH Icon Kick.png
YH Ninja Kick.png
YH Ninja Kick hb.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
700 5 3 18 +20 Low 1 +0 Yes

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.

Toggle Hitboxes
Toggle Hitboxes

Sweep

Sweep
YH Icon Sweep.png
YH Ninja Sweep.png
YH Ninja Sweep hb.png
Damn he's gonna be in hitstun for years, huh?
Damn he's gonna be in hitstun for years, huh?
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1200 7 2 29 Infinite Low -1 +0
  • Usable in NunChuk stance.
  • Special cancellable.
  • 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.

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Toggle Hitboxes

SlideKick

Slide Kick
YH Icon Kick.png
YH Ninja SlideKick2.gif
YH Ninja SlideKick hb.png
The Leg
The Leg
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
700 7 8 17 +8 - +15 Low 0 -3 Yes (backsway)
  • Projectile Invulnerable (with Initiative) starting frame 3 (frames 3-13).
  • Low Profile starting frame 4 (frames 4-17)
    • Does not Low Profile Cowboy's Horizontal Slash.
  • Does not hit cancel.
  • Usable in Backsway stance.
  • Incurs significant sadness when flipped in neutral.
  • 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.

Has a ton of forward momentum, and very low friction, which allows you to fly across the screen when used with some existing momentum.

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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NunChuk

NunChuk
YH Icon NunChuk.pngYH Icon ChukHeavy.pngYH Icon ChukJump.png
YH Ninja NunChuk.png
YH Ninja NunChuk hb.png
NunChuk
NunChuk
YH Ninja NunChukHigh.png
YH Ninja NunChukHigh hb.png
NunChuk (High)
NunChuk (High)
YH Ninja HWhipWave.png
YH Ninja HWhipWave hb.png
Red Wave
Red Wave
YH Ninja ChukHeavy.png
YH Ninja ChukHeavy hb.png
Chuk Heavy
Chuk Heavy
YH Ninja ChukJump.png
YH Ninja ChukJump hb1.webp
Chuk Jump
Chuk Jump
NunChuk Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800 7 3 19 +23 High 0 +2
  • Enters into NunChuk stance (on hit or whiff)
  • Fires Red Wave if used after Chuk Heavy.

Very solid combo tool with decent damage and an easy followup in to Chuk Jump early in combos.

NunChuk (High) Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000 (700 on sourspot) 5 3 19 +24 High 0 +1
  • Enters into NunChuk stance (on hit or whiff)
  • Close hit does 700 damage and launches grounded opponents.
  • Also able to fire Red Wave.

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.

Red Wave Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900 (800 on sourspot) 5 6, Until wall collision 19 +16 High 0 +2
  • Unparriable.
  • Dramatic pushback on block, at 4.0x the usual projectile pushback.
  • Causes soft knockdown.
  • Cannot be substituted to.
  • Can be fired diagonally upwards.
  • Has a weak hit on the back of the projectile.
  • Minimum Damage 400/300.

Extremely potent projectile that cannot be parried. Highly versatile, filling a wide array of niches from increasing damage in combos to forcing the opponent to take chip damage.

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.

Chuk Heavy Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
350, 350, 500 6 2, 2, 2 19 +21 High -1 +3
  • Only usable in Chuk stance.
  • Counts as only one hit for combo scaling.
  • First 2 hits have significantly smaller SDI and DI modifiers, as well as less knockback.
  • 3rd hit has a slightly larger hitbox.
  • 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.

Can be used repeatedly during a combo by Holding, which finishes the animation while keeping you in Nunchuk Stance.

Chuk Jump Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
1200 16 4 Variable (33 if grounded) +23 High (Guardbreak) 0 (1 on Guardbreak) +2 Yes
  • Becomes Airborne Frame 1
  • Can be performed in Chuk Stance, and in the air after Chuk Spin or another Chuk Jump.
  • Has a distance slider, which determines the speed (and therefore distance) that Ninja launches herself

Ninja's Guard Break in Nunchuk stance, hard callout to throws and blocks, otherwise very punishable if left uncancelled. Due to the slow startup, an opponent who uses Wait or other noncommittal options may be able to counter hit you "on reaction."

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.

Toggle Hitboxes
Toggle Hitboxes

Drop Kick

Drop Kick
YH Icon DropKick.png
YH Ninja DropKick.png
YH Ninja DropKick hb.png
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.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1150 11 5 Variable (22 if grounded) +25 High (Guardbreak) 0 (1 on Guardbreak) +1
  • Airborne frame 1.
  • Wall Splats.
  • 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.

One of two Guard Breaks Ninja has access to in neutral, with faster Startup and longer range than Stomp.

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Dive Kick

Dive Kick
YH Icon DiveKick.png
YH Ninja DiveKick.png
YH Ninja DiveKick hb.png
Possibly inspired by the hit ps3 game, Divekick.
Possibly inspired by the hit ps3 game, Divekick.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
760 12 (6) (8 UP) Until Landing (14 UP) Variable (23 if grounded) (21 UP) +22 (+23 UP) High 0 +3 Yes
  • Has five possible angles.
    • 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.
  • Airborne frame 5 if grounded.
  • 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.

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Toggle Hitboxes

Stomp

Stomp
YH Icon Stomp2.png
YH Ninja Stomp2.webp
YH Ninja Stomp hb.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000 12 4 23 +31 Low (Guardbreak) 0 (3 on Guardbreak) +0
  • Hits OTG.
  • 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.

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Toggle Hitboxes

Throw

Grab
YH Icon Grab.png
YH Throw.png
YH Throw hb.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
1100 (700) 3 (6, dash) 3 (2, dash) 16 (19, dash) +15 Throw 2 - Yes
  • Universal throw.
  • Usable in Backsway and NunChuk Stance.
  • Knocks down.
  • Does 1100 damage as the first hit of a combo.
  • Counts as two hits, only increments combo scaling by one.
  • Not free cancellable.

Weak to DI down, but can often still be a combo starter due to Stomp OTG.

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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

Punch
YH Icon Punch.png
YH Ninja jPunch.png
YH Ninja jPunch hb.png
A situational air-to-air, or a combo extender.
A situational air-to-air, or a combo extender.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
400 5 2 16 +20 High 0 +1 Yes

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.

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Kick

Kick
YH Icon Kick.png
YH Ninja jKick.png
YH Ninja jKick hb.png
Airborne Sweep
Airborne Sweep
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
700 5 7 22 +20 (Infinite on airborne opponent) High 0 +2 Yes
  • 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.

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Chuk Spin

Chuk Spin
YH Icon ChukSpin.png
YH Ninja ChukSpin.png
YH Ninja ChukSpin hb.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
700, 700, 700 6 4, 4, 3 40 +23 High 0 +1 Yes
  • 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.

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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

Shuriken
YH Icon Shuriken.png
YH Ninja Shuriken1.png
YH Ninja Shuriken1 hb.png
The shoto fireball, but now with angles and controllable speed!
The shoto fireball, but now with angles and controllable speed!
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
600 10 Falls after 120f 16 (14 AIR) +13 High 0 +2 Yes
  • 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
  • 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:

  • Be used at slow speed to lock down an area, even stealing your way out of combos with shuriken you set up earlier.
  • Be used at fast speed to hurl hitboxes at the opponent, forcing a committal response that you can capitalise off of.
  • Sent with a range of angles to cover the deadzones in your approach, funnel the opponent directly into your other moves.

YMMV:

  • 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™
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Grappling Hook

Grappling Hook
YH Icon GrapplingHook.png
YH Ninja GrapplingHook2.png
YH Ninja GrapplingHook hb.png
The cornerstone of the Ninja Space Program™
The cornerstone of the Ninja Space Program™
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
- 6 90F on terrain, 120f on character (infinite until attaching) 14 - - 0 - Yes
  • Projectile spawns Frame 6
  • Significantly reduces friction if thrown out during a combo.
  • 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.

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.)
  • Projectiles? ABSOLUTELY, whether they be yours, or the enemy's; for the silliest results, grapple onto Cowboy's Bullet and/or gun and/or Foresight.
  • Terrain? Any of it. (Ceiling not included.)

It has no hitstun, but once attached, creates two toggle options, Pull and Detach. So, you can alter your position even whilst committed to another button.

This allows for crazy movement mixups or combos that aren't normally possible:

  • Add extra range to any button by pulling yourself towards the opponent as you perform the move.
  • Make yourself safe by pulling yourself away whilst doing a defensive option like Dodge and Jump; or keepaway with Shuriken and Summon.
  • Notably, you can pull to an airborne target while using a grounded move to perform that grounded move in the air, which can really catch your opponent off guard, or allow for using powerful moves like palm strike in an air combo.
  • 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.
Toggle Hitboxes
Toggle Hitboxes

Uppercut

Uppercut
YH Icon Uppercut.png
YH Ninja Uppercut1.png
YH Ninja Uppercut1 hb.png
The only DP in the game
The only DP in the game
YH Ninja Uppercut.png
YH Ninja Uppercut2 hb.png
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
1200, 600 4 2, 4 90 +0 High 2 -97, +0 if second hit*** (-95 AIR) Yes
Air Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
1500, 900 on late hit 6 2, 3 90 +0 High 2 -95, +0 if late hit*** Yes
  • 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.
  • First hit is punishable on block.
    • 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.
  • 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, 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. 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 leaves you completely open, which the opponent will NOT sugarcoat.

Toggle Hitboxes
Toggle Hitboxes

Jump Kick

Jump Kick
YH Icon JumpKick.png
YH Ninja JumpKick.png
YH Ninja JumpKick hb.png
"Block this overhead"
"Block this overhead"
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
1000 11 8 33 if grounded +35 High 0 +1 Yes
  • 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.)
  • Wall Splats.

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.

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Toggle Hitboxes

Sticky Bomb

Sticky Bomb
YH Icon StickyBomb.png
YH Ninja StickyBomb1.png
YH Ninja StickyBomb1 hb.png
"Hey wanna think about another option in neutral?"
"Hey wanna think about another option in neutral?"
YH Ninja StickyBomb2.png
YH Ninja StickyBomb2 hb.png
Grab Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
400 10 (16 on whiff) 4 28 if grounded, 16 after grab +0 Throw 0 - Yes
Detonation Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
800 (1000) 12 2 - +27 High 1(0) - Yes
  • Grab knocks down.
  • Jump toggle enables/disables the jump.
  • Ninja drops the Sticky Bomb at frame 16 if the command grab whiffs.
  • Sticky Bomb explodes by itself after 120 frames.
  • Can be detonated manually at any time when Ninja can choose an action.

This move is a godsend. It ends combos with an amazing setup that makes the opponent second-guess every option they take, it's a gimmicky movement option that spawns a great substitution point, it even extends combos at will. If you can land this move, do it. It's always worth it. You can even loop the pressure by landing it again.

The manual detonation has lower damage and 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.

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Summon

Summon
YH Icon Summon.png
YH Ninja SummonUF.png
YH Ninja SummonUF hb.png
Up Forward
Up Forward
YH Ninja SummonF.png
YH Ninja SummonF hb.png
Forward
Forward
YH Ninja SummonDF.png
YH Ninja SummonDF hb.png
Down Forward
Down Forward
YH Ninja SummonD.png
YH Ninja SummonD hb.png
Slide
Slide
Kunai (Up-Forward) Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
700 x 3 5 + 24 Until Collision/Attacked 14 +17 High 0 +2 Yes
  • Nullifies gravity for 20f.
  • Unparriable, but can be destroyed with melee attacks. Melee attacks hitting Kunai are automatically free cancelled.

Ninja summons a clone below them which throws three pairs of kunais upwards at a relatively small angle.

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.

Kunai (Forward) Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
700 x 3 5 + 24 Until Collision/Attacked 14 +17 High 0 +2 Yes
  • Nullifies gravity for 20f.
  • Unparriable, but can be destroyed with melee attacks. Melee attacks hitting Kunai are automatically free cancelled.

Ninja summons a clone slightly above them which throws three pairs of kunais forward in a 45 degree radius.

A decent way to cover up the general area in front of you. Can be substituted before throwing the kunais to cover grounded approaches. In combos you either use it the same way you would use an Up-Forward summon, meaning substituting right in their face, or you substitute with the lower kunai to get a little more corner carry or to continue the combo where it would've dropped for various reasons. It's pretty versatile as a combo extender in general, so feel free to cook up your own stuff.

Robot is just barely tall enough to be hit by these, covering both the ground and air versus it. It can enter Car Mode to sneak under them, but that could then be blocked by Caltrops, making it near impossible for Robot to get in without blocking something.

Kunai (Down-Forward) Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
700 x 3 5 + 24 Until Collision/Attacked 14 +17 High 0 +2 Yes
  • Nullifies gravity for 20f.
  • Unparriable, but can be destroyed with melee attacks. Melee attacks hitting Kunai are automatically free cancelled.

Ninja summons a clone very high above them, which throws three pairs of kunais downwards in a wide radius.

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.

Slide Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
800 5 + Until Landing 30 14 +48 Low 0 +1 Yes
  • Nullifies gravity for 20f.
  • Unparriable.

Ninja summons a clone that falls down and initiates a slide upon landing.

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.

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Store/Release Momentum

Substitution
YH Icon Substitution.png
YH Ninja StoreMomentum.png
YH Ninja StoreMomentum hb.png
So like, imagine Cowboy's teleport, except the commitment is gone. Yeah.
So like, imagine Cowboy's teleport, except the commitment is gone. Yeah.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
- 7 - 15 - - 0 - Yes (requires air option)
  • Swaps Ninja with the most recently generated projectile within 300px around your opponent.
  • Can be interrupted when your opponent is able to act, after startup.
  • Snaps to the ground when within 16px.
  • Using flip will swap the direction of the swapped projectile.
  • Can swap with the summon before the kunai projectiles are thrown.
  • When multiple projectiles are thrown (kunai, caltrops) substitution will prioritize the lowest thrown kunai, or the farthest thrown caltrop. This is not affected by your distance to the projectiles.
  • Reactivates the hitbox on a parried/blocked projectile.

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.

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Whip Wave

Whip Wave
YH Icon WhipWave.png
YH Ninja WhipWave1.png
YH Ninja WhipWave1 hb.png
I'm not gonna sugarcoat it!
I'm not gonna sugarcoat it!
YH Ninja WhipWave2.png
YH Ninja WhipWave2 hb.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
950, 600 9, 12 (projectile) 3 (projectile lasts until collision) 12 +16 (melee) +11 (projectile) +20 (both) Low 0 +1, +3 No
  • Only available in Chuk stance and Backsway.
  • Has an initial melee hit before the projectile comes out.
  • Doesn't hitcancel.
  • Projectile has hard knockdown and OTG.
  • Projectile forces the opponent to stay in hitstun for at least 4 frames before knockdown.
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Backsway

Backsway
YH Icon Backsway.png
YH Ninja Backsway.png
YH Ninja Backsway hb.png
Backsway
Backsway
YH Ninja PalmStrike.png
YH Ninja PalmStrike hb.png
Palm Strike a.k.a Pilebunker
Palm Strike a.k.a Pilebunker
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
- 0 9 (invincibility) 12 - - 0 - Yes (requires air option)
  • First 9 frames are invulnerable with Initiative.
  • Transitions into Backsway stance.
  • Can be used in Chuk stance.
Palm Strike Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
2000 3 5 29 +0 High 0 +4 Yes
  • Minimum Damage: 700
  • Doesn't hitcancel.
  • 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.

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Skull Shaker

Skull Shaker
YH Icon SkullShaker.png
YH Ninja SkullShaker.png
YH Ninja SkullShaker hb.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Air OK
1200, 200 DOT 8 2 26 +12 High 0 +0 No
  • Always puts opponent grounded, does not launch.
  • If it would have launched, the next hit launches instead.
  • Applies a 200 damage DOT for ~60 frames.
  • Wall Splats.
  • Puts the opponent into a "dizzy" hitstun state where they cannot be grabbed (including by this move).

An advancing hitgrab with adjustable distance. Allows for easy restands in combos due to its unique property to always put the opponent grounded.

Has reduced DI influence, allowing it to combo more easily despite having low hitstun, but cannot combo into itself due to its dizzy hitstun state preventing grab followups.

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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

Store Momentum/Boost
YH Icon StoreMomentum.pngYH Icon ReleaseMomentum.png
YH Ninja StoreMomentum.png
YH Ninja StoreMomentum hb.png
The flex tape of the ninja community
The flex tape of the ninja community
Store Momentum Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Super Cost Air OK
- 1 - 13 - - 0 - - Yes
  • 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.

Boost Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Super Cost Air OK
- 1 10 minimum, continues until the end of next turn - - - 0 - - Yes
  • 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.

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Quick Slash

Quick Slash
YH Icon QuickSlash.png
YH Ninja QuickSlash.png
YH Ninja QuickSlash HB.png
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.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Super Cost Air OK
400 7 1 21 21 High 1 +0 - Yes
  • Only usable in combos.
  • Costs 1 bar.
  • Interrupted sooner by landing.
  • Selected attack follow-ups don't scale the combo.
  • 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.
  • 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. No Attack can be used to attempt a follow-up from a distance, although this is usually obvious due to the range it reaches from, compared to Ninja's other moves. Instant Cancel can be used to potentially get a follow up off of certain DI directions, but hitting an opponent near the floor can lead to them cancelling their hitstun by landing. The attacks can be used as a hard read on DI to extend a combo, or get a knockdown you wouldn't have otherwise, but can be unsafe if the attack whiffs due to DI.

Grounded:

  • Punch
  • Sweep
  • Chuk Heavy.

Air:

  • Air Punch
  • Air Kick
  • Chuk Spin

The attack will hit 2 frames faster than in neutral if buffered from Quick Slash.

IE: The Quick Slash dash is 8f and grounded Punch is normally 4f. With being reduced by 2f, it causes Quick Slash > Punch to hit on 10f.

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Caltrops

Caltrops
YH Icon Caltrops.png
YH Ninja Caltrops1.png
YH Ninja Caltrops1 hb.png
These are the gray X of pain
These are the gray X of pain
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage Super Cost Air OK
500 7 (spawned) 17 (hitbox activated) Until Hit/Broken 21 +33 High (air) Low (ground, unparriable) 0 +0 - Yes
  • Costs 3 bars.
  • Can be hit and broken by opponents.
  • Can be hit by the Ninja who threw them, launch angle influenced by DI.
  • Attacking your own caltrops as Ninja automatically free cancels it.

Incredible combo tool due to high hitstun, great area denial, and gives you a more permanant substitution target, compared to other options. Has an unusual interaction with Robot's landing shockwave and LOIC; when the caltrop is hit by either move, it will act as if the Ninja was the one hitting it, causing it to bounce around in the direction of the Ninja's DI.

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Hustle

Hustle
YH Icon Taunt.png
YH Ninja Taunt.png
YH Ninja Taunt hb.png
Look at which finger i'm holding up.
Look at which finger i'm holding up.
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
Emotional and/or Psychological - - 13, 32 - - 0 -
  • Cancellable into NunChuk options on Frame 13.
  • 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 a poorly DI'd Sweep or Kick (air).

Can be used to access NunChuk stance options faster than whiffing NunChuk.

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