Under Night In-Birth/UNICLR/Yuzuriha/Strategy: Difference between revisions

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==Neutral==
==Neutral==
Yuzuriha's neutral game heavily relies on her long reaching normals and command normals. Both her 6A/B/C and her 236X are all great tools with long range, good for controlling space and poking enemies. Her 421X
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 also be used to maintain proper spacing against her opponent with the C variant putting her above and behind the opponent potentially confusing them. Jumping while in her stance puts her high into the air relatively quickly and puts her in a favorable position due to her having good air normals.
 
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

Profile-yuzuriha.png

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
Uni hyde icon.png
Hyde[No Data]
[character page][match videos]
Linne
Uni linne icon.png
Linne[No Data]
[character page][match videos]
Waldstein
Uni waldstein icon.png
Waldstein[No Data]
[character page][match videos]
Carmine
Uni carmine icon.png
Carmine[No Data]
[character page][match videos]
Orie
Uni orie icon.png
Orie[No Data]
[character page][match videos]
Gordeau
Uni gordeau icon.png
Gordeau[No Data]
[character page][match videos]
Merkava
Uni merkava icon.png
Merkava[No Data]
[character page][match videos]
Vatista
Uni vatista icon.png
Vatista[No Data]
[character page][match videos]
Seth
Uni seth icon.png
Seth[No Data]
[character page][match videos]
Yuzuriha
Uni yuzuriha icon.png
Yuzuriha[No Data]
(Mirror)
[character page][match videos]
Hilda
Uni hilda icon.png
Hilda[No Data]
[character page][match videos]
Chaos
Uni chaos icon.png
Chaos[No Data]
[character page][match videos]
Nanase
Uni nanase icon.png
Nanase[No Data]
[character page][match videos]
Byakuya
Uni byakuya icon.png
Byakuya[No Data]
[character page][match videos]
Phonon
Uni phonon icon.png
Phonon[No Data]
[character page][match videos]
Mika
Uni mika icon.png
Mika[No Data]
[character page][match videos]
Wagner
Uni wagner icon.png
Wagner[No Data]
[character page][match videos]
Enkidu
Uni enkidu icon.png
Enkidu[No Data]
[character page][match videos]
Londrekia
Uni londrekia icon.png
Londrekia[No Data]
[character page][match videos]
Eltnum
Uni eltnum icon.png
Eltnum[No Data]
[character page][match videos]
Akatsuki
Uni akatsuki icon.png
Akatsuki[No Data]
[character page][match videos]

Videos

External Links

Yuzuriha Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2021-07-14 by Mavi.

73% complete
Page Completed To-do Score

Overview

  • Created base page with basic formatting
  • Added gameplay summary, new move, move descriptions, and frame data.
  • All colors added.
  • Review FD and evaluate formatting for stance data, especially recovery.
  • Expand rebeat/gap table if needed
48/50
Strategy
  • All non-matchup sections filled out
  • Reformat content for consistency, clarity, and ease of reading.
  • Add matchup notes
15/25
Combos
  • Created base pages
  • Combo theory outline and notation notes added.
  • Combo additions underway.
  • Finish adding combos.
  • Add damage values for primary enders.
10/25
General
FAQ
Controls
HUD
System
Strategy
Glossary
Patch Notes
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Londrekia
Eltnum
Akatsuki
Frame Data
Hyde
Linne
Orie
Seth
Hilda
Chaos
Mika