YomiHustle/Ninja: Difference between revisions

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(First revamp of Ninja page, starting with summary, pros, & cons)
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|charactername=Ninja
|charactername=Ninja


|intro=Ninja is a playable character in Yomi Hustle specializing in speed and damage.
|intro=Ninja is a '''mix-up heavy rushdown''' character, 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 [[Image:YH_Icon_Uppercut.png]] '''Uppercut''', and a frame 4 interruptible movement option, Ninja is capable of using her superior tools to alternate between forcing her opponent's hand, and explosive offense and punishes.


|image=YH_ninja_select.png
|image=YH_ninja_select.png


|pros=
|pros=
*'''Fast''': Sporting a very fast dash and airdash, as well as ways to mix up their movement with Store/Release Momentum and Substitute, Ninja's movement is extremely versatile for many purposes.
*'''Fast''': Possessing the fastest dash in the game, an omnidirectional airdash, and two separate movement specials in '''Substitution''' and [[Image:YH_Icon_StoreMomentum.png]][[Image:YH_Icon_ReleaseMomentum.png]] '''Store/Release Momentum''', Ninja can rapidly create pressure and score hits where other characters may struggle, while constantly building meter.


*'''Setups''': Sticky Bomb is an incredible tool to force the enemy into unfavorable guessing situations, while other moves like Summon also have high utility in this regard.
*'''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 [[Image:YH_Icon_Punch.png]] '''Punch''' beating all offensive options and movement except for grab, and [[Image:YH_Icon_DropKick.png]] '''Drop Kick''' beating or evading all basic defensive options.
 
*'''Setplay''': [[Image:YH_Icon_StickyBomb.png]] '''Sticky Bomb''', [[Image:YH_Icon_Summon.png]] '''Summon''', and [[Image: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.
 
*'''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<span style="color:#64D26B"> Initiative Bonus </span>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.
 
*'''Resets''': Ninja is able to use her various tools to keep pressure and extend combos, with Free Cancel


|cons=  
|cons=  
*'''Small range (without meter)''': Ninja doesn't sport many fast long-range options, so they'll need to get in and stay in if they want to be threatening.
*'''Small range (without meter)''': Without long range options, Ninja's threat range is the smallest in the game without dash momentum or projectile setplay. [[Image:YH_Icon_QuickSlash.png]] '''Quick Slash''' remedies this by being extremely long-range, but has low conversion ability against good DI, and costs 1 bar of meter per use.
 
*'''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.


}}
}}

Revision as of 01:43, 7 December 2022

Profile

Ninja is a mix-up heavy rushdown character, 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 a frame 4 interruptible movement option, Ninja is capable of using her superior tools to alternate between forcing her opponent's hand, and explosive offense and punishes.

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/Release Momentum, 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.
  • 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.
  • 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.
  • Resets: Ninja is able to use her various tools to keep pressure and extend combos, with Free Cancel
  • Small range (without meter): Without long range options, Ninja's threat range is the smallest in the game without dash momentum or projectile setplay. YH Icon QuickSlash.png Quick Slash remedies this by being extremely long-range, but has low conversion ability against good DI, and costs 1 bar of meter per use.
  • 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

Unique movement

Dash

Dash
YH Icon Dash.png
YH Ninja Dash.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Placeholder

Placeholder

Airdash

Airdash
YH Icon Dash.png
YH Ninja Dash.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - - - - 0 -
  • Placeholder

Placeholder

Normals

Punch

Punch
YH Icon Punch.png
YH Ninja Punch.png
Ground version
Ground version
YH Ninja jPunch.png
Air version
Air version
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
30 4 2 - - Mid 0 -
  • Tied for fastest strike in the game.

Placeholder

Air Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
40 4 2 - - High 0 -
  • Placeholder

Placeholder

Kick

Kick
YH Icon Kick.png
YH Ninja Kick.png
Ground version
Ground version
YH Ninja jKick.png
Air version
Air version
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
70 5 3 - - Low 0 -
  • Placeholder

Placeholder

Air Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
70 5 7 - - High 0 -
  • Sends the opponent downwards.

Placeholder.

Sweep

Sweep
YH Icon Sweep.png
YH Ninja Sweep.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
120 8 2 - - Low 0 -
  • Knocks down on hit.

Placeholder

NunChuk

NunChuk
YH Icon NunChuk.pngYH Icon ChukHeavy.pngYH Icon ChukJump.png
YH Ninja NunChuk.png
NunChuk
NunChuk
YH Ninja NunChukHigh.png
NunChuk (High)
NunChuk (High)
YH Ninja ChukHeavy.png
Chuk Heavy
Chuk Heavy
YH Ninja ChukJump.png
Chuk Jump
Chuk Jump
NunChuk Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
80 7 3 - - Mid 0 -
NunChuk (High) Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
100 7 3 - - Mid 0 -
  • Placeholder

Placeholder

Chuk Heavy Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
60 9 9 - - Mid 0 -
  • Only available after NunChuk.

Placeholder

Chuk Jump Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
120 16 4 - - High 0 -
  • Only available after NunChuk.

Placeholder

Chuk Spin

Chuk Spin
YH Icon ChukSpin.png
YH Ninja ChukSpin.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
70*2 6 17 - - High 0 -
  • Air only.

Placeholder

Drop Kick

Drop Kick
YH Icon DropKick.png
YH Ninja DropKick.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
90 11 5 - - High 0 -
  • Placeholder

Placeholder

Dive Kick

Dive Kick
YH Icon DiveKick.png
YH Ninja DiveKick.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
60 12 - - - High 0 -
  • Has 3 possible angles.

Placeholder

Universal Mechanics

Throw

Grab
YH Icon Grab.png
YH Throw.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 3 3 30 - Throw 0 -
  • Placeholder

Universal throw.

Specials

Shuriken

Shuriken
YH Icon Shuriken.png
YH Ninja Shuriken.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
40 11 - - - Mid 0 -
  • Air OK.

Placeholder

Uppercut

Uppercut
YH Icon Uppercut.png
YH Ninja Uppercut.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
120+60 3+5 2+4 - - Mid 0 -
  • Invincible during startup with Initiative.

Placeholder

Stomp

Stomp
YH Icon Stomp.png
YH Ninja Stomp.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
70 11 4 - - Low 0 -
  • Placeholder

Placeholder

Jump Kick

Jump Kick
YH Icon JumpKick.png
YH Ninja JumpKick.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
100 11 8 - - - 0 -
  • Air OK.

Placeholder

Sticky Bomb

Sticky Bomb
YH Icon StickyBomb.png
YH Ninja StickyBomb.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
80 9+1 4 - - Mid 0 -
  • Air OK.
  • Sticky Bomb explodes by itself after 120 frames.

Can be detonated manually at any time when Ninja can choose an action.

Summon

Summon
YH Icon Summon.png
YH Ninja Summon.png
Kunai Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
70 4+1 - - - Mid 0 -
  • Air OK.
  • Can be done at 3 different angles.

Placeholder

Slide Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 4+1 30 - - Low 0 -
  • Air OK.

Placeholder

Store/Release Momentum

Store/Release Momentum
YH Icon StoreMomentum.pngYH Icon ReleaseMomentum.png
YH Ninja StoreMomentum.png
Store Momentum Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
N/A 10 - - - - 0 -
  • Air OK.

Placeholder

Release Momentum Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
N/A 3 - - - - 0 -
  • Air OK.

Placeholder

Whip Wave

Whip Wave
YH Icon WhipWave.png
YH Ninja WhipWave.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
80 11 3 - - Low 0 -
  • Only available after NunChuk.
  • Cancellable into itself.

Placeholder

Supers

Quick Slash

Quick Slash
YH Icon QuickSlash.png
YH Ninja QuickSlash.png
Footsies
Footsies
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
60 6 1 - - Mid 0 -
  • Costs 1 bar.
  • Air OK.

Placeholder

Caltrops

Caltrops
YH Icon Caltrops.png
YH Ninja Caltrops.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
50 6+10 - - - Mid 0 -
  • Costs 3 bars.
  • Air OK.

Placeholder

Navigation

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FAQ
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Characters
Ninja
Cowboy
Wizard
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Mechanics