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

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==Offense==
==Offense==
how to keep the advantage
Yuzuriha runs a very basic strike/throw offense. Her midrange normals and dash startup/velocity make maintaining offense difficult, and she lacks forward moving rebeatable normals to help stay on top of the opponent. As such, her pressure frequently ends with safe resets to neutral to avoid overextending. Her capacity to punish mid-blockstring greenshields is also very limited, and in most cases just gets a safe pressure reset and some GRD advantage if the opponent whiffs a greenshield.


===Pressure===
===Pressure===

Revision as of 19:40, 2 August 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. While her control of this spacing is strong, Yuzuriha lacks ranged tools that motivate more committal responses from her opponent. Yuzuriha can use her mobility options to maintain or close spacing from this position as desired.

236B

The cornerstone of Yuzuriha's zoning. 236B covers massive horizontal space and sets up her stance. Many of her stance options are used to either complement 236B, set up options from it, or take advantage of the respect it commands.

j236A

236B's air to ground counterpart. Similar range and threat to 236B, but puts Yuzuriha out of reach of many horizontal zoning and anti-zoning options. Air movement is also an important part of her positioning in stance, and threatens the possibility of a later j214X to transition to pressure.

6X

6A, 6B, and 6C cover midrange space with less commitment than 236X. 6C is a far-reaching low poke and her only stance low. 6A is a fast antiair in stance, and can be used to discourage assaults and other attempts to jump over her other ground options. 6B is used less than the other two, but has slightly more horizontal range. Deceptively fast and difficult to whiff punish while in stance, so they're also useful for baiting out reactions from opponents.

j6X

J6C is often used as a way to threaten grounded opponents from midrange while hovering just above low-hitting attacks (may require going above minimum height), and sets up for a low j214X if desired. J6B is used less, but can simultaneously cover certain ground and air options at just above minimum height. J6A is Yuzuriha's only air attack to hit above her, and thus has a very niche but important role in air-to-air exchanges in certain matchups.

jFF and j236B

JFF and j236B fill similar roles as slower air options that can cover both air and ground attack vectors. JFF in particular has a relatively large hitbox both vertically and horizontally, and unlike other air stance options it preserves momentum unless plinked from j6X (j6B~C or j6C~B). They also offer gapless cancels into j214X, unlike j6X.

5C

5C walls out opponents encroaching from both ground and air. Mostly used preemptively, but also useful for catching opponents who leave themselves open in the air.

4B

4B's use is mostly as a reactive tool, particularly against projectiles. Parrying projectiles and objects (Azhi, Thanatos, Hilda 623X, etc) leaves Yuzuriha invulnerable for the full recovery, or she can special cancel if the opponent is punishable. In some situations this creates an RPS on whether to cancel, when, and to what, while other times it creates punish opportunities. Using 4B against other attacks is less common, but it has value against slower tools or after Chain Shift. Remember that 4B parry does not work against lows or any attack that only hits below her waist (Nanase j236B, many crouching mids, Akatsuki 6B, spaced Hyde/Orie 5A, etc).

jB

Yuzuriha's non-stance air to air, jB has good range and disjoint. It's also her only non-stance air attack she can act after.

Movement

Yuzuriha possesses a range of movement options, including a variety of burst movement options that enable her to reposition as desired from nearly anywhere on screen.

Basic Movement

Her walk is among the best in the game, with the second fastest backwalk in the game and above average forward speed. She can maneuver around opposing hitboxes and threaten whiff punishes against careless opponents given proper spacing in neutral and pressure. Her dash on the other hand is not very good; it's slow to start up (7f), has average initial velocity, and has poor acceleration, max velocity, and minimum distance. This limits her ability to rapidly close ground with minimal commitment. It's important to compliment her dash with other options to offset its weaknesses, and to avoid putting oneself in bad situations that are difficult to maneuver out of. Attempting to retake space against the likes of Hilda or Merkava by dashblocking is a difficult endeavor, and attempting more committal movement once outside 236B range is very risky.

Assault serves an important role as an advancing compliment to her dash that bypasses many attacks, generates GRD, and potentially starts her offense. It's important not to overuse this option however, as a timely shield or antiair is very costly. Her jump on the other hand is frequently used to hold or create space; the threat of j6C, j6B, j236A, j236B, and jFF at different points in her jump arc is an important part of her space control that compliments her ground options. Advancing jumps are more situational, but sometimes used defensively or to set up another movement option.

Yuzuriha's backdash does not travel very far and has average duration. It is best used sparingly to escape more committal options.

Stance Movement

Movement in stance is more rigid and committal, covering set distances or establishing fixed positions relative to the opponent. However, stance's freeform cancel options give Yuzuriha a great deal of flexibility in when and how to move while still threatening her opponent.

Walking is drastically slower in stance, and far less useful for adjusting spacing. Continuous walking in one direction for sufficient time refills stance marks, but this takes long enough that simply exiting and reentering stance is often preferable. Stance dash and jump are more effective movement tools that do not consume stance marks. Stance dash moves farther forwards than backwards, which is beneficial for offsetting pushback and maintaining desirable position. Stance dash also has some invulnerability while in motion, but the startup time makes this difficult to use reactively against counterpokes. Stance jumps cannot be TK'd and cover less horizontal space than normal jumps, but they reach the apex very quickly. Use them to position above counterpokes and threaten falling options like j236A, j236B, j6C, and j214X. Remember also that stance attacks can be jump canceled even on block, and that if Yuzuriha exits stance while airborne she can fall with one of her air normals to cover her landing. However, this is vulnerable to antiairs and stand shield if overused or executed predictably.

Teleport compliments stance dash by enabling cancels into movement from other attacks, and establishes one of several fixed positions relative to the opponent (screen position permitting). Fast startup while in stance also enables reactive use against some counterattacks, and when used in conjunction with 236X and 6X it threatens frame traps while repositioning. Respect gained through these frame traps can then enable riskier but more varied options from favorable positions.

Yae Ichirin is a movement option in its own way, particularly j214X and 214B. These attacks cover significant horizontal distance, so if the opponent is within their travel arc they can close the gap and transition from stance to offense. 214B is limited by its frame data when exiting stance, and j214X by the need to use them from a low height for best frame advantage. Compliment stance cancels with frame traps, jump cancels, and teleports to bait counterplay.

Offense

Yuzuriha runs a very basic strike/throw offense. Her midrange normals and dash startup/velocity make maintaining offense difficult, and she lacks forward moving rebeatable normals to help stay on top of the opponent. As such, her pressure frequently ends with safe resets to neutral to avoid overextending. Her capacity to punish mid-blockstring greenshields is also very limited, and in most cases just gets a safe pressure reset and some GRD advantage if the opponent whiffs a greenshield.

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: 2021-08-02 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