Under Night In-Birth/UNICLR/Yuzuriha/Strategy: Difference between revisions
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==Neutral== | ==Neutral== | ||
Yuzuriha's neutral | Yuzuriha's neutral is most threatening from the spacing established by 421A to the edge of 236B and j236A's reach. The inner side of this range presents the widest range of options; all her stance options are relevant at this range, you can back up to create space without completely giving up screen control, your normals are a defensive factor if the opponent wants to approach, and you're close enough to initiate offense via dash, assault, or j214X before the opponent can react. However, opponents are better able to challenge Yuzuriha near this spacing. | ||
can | |||
Fighting from further away limits options for both players, but generally less so for Yuzuriha. Most characters need to approach from this range to present a threat. Some still have tools to contest her neutral at this range, or can whiff punish or control space from outside 236B and j236A range. Yuzuriha can use her mobility options to maintain or close spacing from this position as desired. | |||
===Approach=== | ===Approach=== | ||
Yuzuriha in general does not want to get too close to her opponent as she functions best at long to mid range. However she does have some good tools to do so when the situation arises. | Yuzuriha in general does not want to get too close to her opponent as she functions best at long to mid range. However she does have some good tools to do so when the situation arises. |
Revision as of 13:58, 14 July 2021
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Disclaimer: This is a community written page and may contain opinions that not all players may agree with. Use at your own discretion.
General Gameplan
At first glance Yuzuriha may present as a dedicated zoning character, but the GRD system and UNI's safe ground movement require her to play a more dynamic game. She balances zoning with offense enabled by strong movement, and must attempt to maintain control of the GRD cycle in the process. Shifting between zoning, movement, and offensive options as needed to maintain favorable conditions is critical. While none of her options force an immediate choice upon the opponent, the opponent does eventually have to commit in order to establish their own offense. There are many potential gaps in her gameplay that the opponent can contest, but well structured gameplay creates ambiguity and opportunities to exploit the opponent's behavior.
Neutral
Yuzuriha's neutral is most threatening from the spacing established by 421A to the edge of 236B and j236A's reach. The inner side of this range presents the widest range of options; all her stance options are relevant at this range, you can back up to create space without completely giving up screen control, your normals are a defensive factor if the opponent wants to approach, and you're close enough to initiate offense via dash, assault, or j214X before the opponent can react. However, opponents are better able to challenge Yuzuriha near this spacing.
Fighting from further away limits options for both players, but generally less so for Yuzuriha. Most characters need to approach from this range to present a threat. Some still have tools to contest her neutral at this range, or can whiff punish or control space from outside 236B and j236A range. Yuzuriha can use her mobility options to maintain or close spacing from this position as desired.
Approach
Yuzuriha in general does not want to get too close to her opponent as she functions best at long to mid range. However she does have some good tools to do so when the situation arises. Her dash has a slow startup but is decently fast and can be used to cover ground. Her main tools for getting in, however, are her 214, her 421 and her stance 44. 214 sends Yuzu flying in the air forward and has a hitbox unlike her other options for approaching. While it is a good move to cover ground, she is also weak to anti airs when doing this, so be careful. Her 421 is a teleport that puts her in one of three locations. The A version puts her directly in front of the opponent, the B version puts her directly behind the opponent and the C version puts her above and behind the opponent. These moves do have invulnerability, but they are also easily telegraphed so make sure to use them wisely and mix up which option you choose. The main advantage to this option is it puts you in your stance allowing for quick attacks and can confuse opponents if used properly. Her 66 in stance is a teleport dash with 10 frames of invulnerability, while it doesn't cover much ground, it is fast compared to some of her other options and allows her to stay in her stance.
Keep Away
To keep her opponents away Yuzu has a plethora of options. Her main option is her 236X. It covers the majority of the and puts her in stance which is very useful. The A variant is good for catching aerial opponents and the B variant is long and horizontal allowing her good ground control. I the B hits it results in a wall bounce which can lead to one of Yuzu's bread and butter combos making it a very powerful tool. By delaying a second attack in her stance Yuzu can prevent opponents from getting to close out of fear of getting hit, or if they block an attack, delaying another attack in the stance can catch them as they exit their shield.
Movement
Offense
how to keep the advantage
Pressure
tools to frame trap, blockstring,
Okizeme
lead up enders and tools to help in keeping pressure on opponents waking up
Defense
how to defend against, break, or escape pressure
Reversal Tools
tools that are invincible, strong, or fast at getting out of pressure/okizeme
Option Selects
inputs that cover multiple situations
GRD and Vorpal
Counter Strategies
general ways to aid players having trouble fighting against this character
Match Ups
Hyde
Hyde[No Data] [character page][match videos] |
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Linne
Linne[No Data] [character page][match videos] |
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Waldstein
Waldstein[No Data] [character page][match videos] |
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Carmine
Carmine[No Data] [character page][match videos] |
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Orie
Orie[No Data] [character page][match videos] |
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Gordeau
Gordeau[No Data] [character page][match videos] |
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Merkava
Merkava[No Data] [character page][match videos] |
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Vatista
Vatista[No Data] [character page][match videos] |
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Seth
Seth[No Data] [character page][match videos] |
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Yuzuriha
Yuzuriha[No Data] (Mirror) [character page][match videos] |
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Hilda
Hilda[No Data] [character page][match videos] |
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Chaos
Chaos[No Data] [character page][match videos] |
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Nanase
Nanase[No Data] [character page][match videos] |
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Byakuya
Byakuya[No Data] [character page][match videos] |
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Phonon
Phonon[No Data] [character page][match videos] |
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Mika
Mika[No Data] [character page][match videos] |
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Wagner
Wagner[No Data] [character page][match videos] |
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Enkidu
Enkidu[No Data] [character page][match videos] |
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Londrekia
Londrekia[No Data] [character page][match videos] |
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Eltnum
Eltnum[No Data] [character page][match videos] |
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Akatsuki
Akatsuki[No Data] [character page][match videos] |
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Videos
External Links
Yuzuriha Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2021-07-14 by Mavi.
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Strategy |
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Combos |
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10/25 |