YomiHustle/Ninja: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
Line 559: Line 559:
Ninja summons a clone that falls down and initiates a slide upon landing.
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. If it whiffs, however, you're kind of stuck without another summon for a pretty long time, which is not great, considering that this clone is not great for neutral purposes.
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. If it whiffs, however, you're kind of stuck without another summon for a pretty long time, which is not great, considering that this clone is not good for neutral purposes.
  }}
  }}
}}
}}

Revision as of 12:38, 24 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.
  • Resets: Ninja is able to use her various tools to keep pressure and extend combos, with Free Cancel enbling 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 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
Forward Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 8, 7 (Hold) - - 0 -
  • Can be interrupted when your opponent becomes actionable.

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.

Back Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- 4 - 14 - - 0 -
  • Has 4 additional frames after it becomes interruptable.

Not as commonly used, considering Ninja has better ways to make distance that don't make you a sitting duck against a lot of approach options.

Airdash

Airdash
YH Icon Dash.png
YH Ninja Dash.png
The other two wish they had something like this
The other two wish they had something like this
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
- - - 8, 7 (Hold) - - 0 -
  • Can be interrupted when your opponent becomes actionable.

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 two per air time, but most of the time it's more than enough to do whatever you need in any given scenario.

Normals

Punch

Punch
YH Icon Punch.png
YH Ninja Punch.png
Ground version. A really fast and useful jab.
Ground version. A really fast and useful jab.
YH Ninja jPunch.png
Air version. A situational air-to-air, or a combo extender.
Air version. A situational air-to-air, or a combo extender.
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
300 4 2 15 - High 2 -
  • Tied for fastest strike in the game.

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.

Air Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
400 5 2 22 - High 0 -

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.

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
700 5 3 19 - Low 1 -

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.

Air Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 5 7 40 - High 0 -
  • Sends the opponent downwards with hard knockdown.

You want to hit this, it's amazing. Either as a launching hit of a combo, in which case it gets absurdly high frame advantage, turning the game into a make-up-a-crazy-followup sandbox for the next few turns, or as a purely aerial move to send them plummeting to the ground, a situation Ninja can absolutely capitalize on thanks to Airdash and Quick Slash. A bit harder to execute the latter on DI Down, sadly, but with enough height it's almost always a guaranteed restand.

Sweep

Sweep
YH Icon Sweep.png
YH Ninja Sweep.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1200 7 2 29 - Low -1 -
  • Usable in NunChuk stance.
  • Special cancellable.

A niche punish and combo tool. Has great damage and proration, but can hard to follow up on due to its Hard Knockdown property. Easier to follow up on with DI neutral or up, but can almost always combo into stomp.

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
800 7 3 19 - High 0 -
NunChuk (High) Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1000 6 3 19 - High 0 -
  • Enters into NunChuk stance (on hit or whiff)
  • Stance can be exited by doing a non-chuk move.
  • NunChuk (High) cannot hit grounded opponents.
Chuk Heavy Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600x3 9 2,2,2 22 - High 0 -
  • Only available after NunChuk.
  • All 3 hits increase combo scaling.
Chuk Jump Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1200 16 4 32 - High 0 -
  • Only available after NunChuk.
  • Has extremely limited followups: Chuk Spin, Grab, Store/Release Momentum, Instant/Burst Cancel.

Chuk Spin is usually the best followup. Even if it whiffs, it makes you actionable sooner than landing normally.

Chuk Spin

Chuk Spin
YH Icon ChukSpin.png
YH Ninja ChukSpin.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700*3 6 4,4,3 40 - High 0 -
  • Air only.

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.

Drop Kick

Drop Kick
YH Icon DropKick.png
YH Ninja DropKick.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 22 - High -2 -
  • Airborne frame 1.

This is a murder weapon. Being a frame 1 airborne move with -2 proration and relatively slow, something as unassumming as a grab tech attempt or a block can very quickly turn into ~5000 damage before the launcher and a corner. Granted, it's a little finnicky to follow up, given its modest frame advantage, but most of the time it's a reliable combo starter, sometimes a damaging combo extender, and another looping tool in the corner.

Dive Kick

Dive Kick
YH Icon DiveKick.png
YH Ninja DiveKick.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
600 12 (6) Until Landing Until Landing+4 - High 0 -
  • Has 3 possible angles.
  • Startup is halved with Initiative.
  • Special cancellable.

Useful for restanding opponents close to the ground, in combination with shuriken.

Universal Mechanics

Throw

Grab
YH Icon Grab.png
YH Throw.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
900 3 3 23 - Throw 0 -
  • Universal throw.
  • Usable in Backsway and NunChuk Stance.

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

Specials

Shuriken

Shuriken
YH Icon Shuriken.png
YH Ninja Shuriken.png
Ground Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
400 6 - 11 - High 0 -
Air Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
300 6 - 11 - High 0 -

Uppercut

Uppercut
YH Icon Uppercut.png
YH Ninja Uppercut.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1200+600 4 2,4 41 - High 0 -
  • Invincible during startup with Initiative.
  • First hit is super cancellable. Second hit is not cancellable.
  • Usable in Backsway Stance.

Stomp

Stomp
YH Icon Stomp.png
YH Ninja Stomp.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 11 4 23 - Low 0 -
  • Hits OTG.
  • Jump and super cancellable.

A useful combo tool due to its ability to continue combos on hard knockdown.

Jump Kick

Jump Kick
YH Icon JumpKick.png
YH Ninja JumpKick.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
1200 11 8 Until Landing+15 (43 Grounded) - High 0 -
  • Air OK.
  • First 24 frames have projectile invulnerability.
  • Super cancellable.

Sticky Bomb

Sticky Bomb
YH Icon StickyBomb.png
YH Ninja StickyBomb.png
Grab Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
400 10(16 on whiff) 4 Until Landing+4 (28 Grounded), 16 After Grab - Command Grab 0 -
Detonation Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800 (1000) 2 2 - - High 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
Neutral.
Neutral.
Kunai (Up-Forward) Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700x3 5+24 - 11 - High 0 -
  • Air OK.
  • Adds a slight upwards boost in the air.

Ninja summons a clone below them which throws six 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
700x3 5+24 - 11 - High 0 -
  • Air OK.
  • Adds a slight upwards boost in the air.

Ninja summons a clone slightly above them which throws six 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.

Kunai (Down-Forward) Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700x3 5+24 - 11 - High 0 -
  • Air OK.
  • Adds a slight upwards boost in the air.

Ninja summons a clone very high above them, which throws six 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
0 4 30 11 - Low 0 -
  • Air OK.
  • Adds a slight upwards boost in the air.

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. If it whiffs, however, you're kind of stuck without another summon for a pretty long time, which is not great, considering that this clone is not good for neutral purposes.

Store/Release Momentum

Store/Release Momentum
YH Icon StoreMomentum.pngYH Icon ReleaseMomentum.png
YH Ninja StoreMomentum.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
N/A 1 - 11 - - 0 -
  • Air OK.
  • Unable to be used if you already have stored momentum.

Saves your current speed and direction, and halts your movement. 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 what it unlocks...

Release Momentum Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
N/A 1 - 4 - - 0 -
  • Air OK.
  • Costs 1 bar.
  • Only usable after Store Momentum

...which is arguably the best super in the entire game. Even looking at this thing at face value, its a busted mobility tool, which allows you to make up a ridiculous approach or a near-uncontestable escape at the cost of a single bar, which is something Ninja almost always has. If we dig deeper into it, it also opens up some new combo routes, because it can be cancelled into off of anything. Throw conversions even on DI Down, awkward routes becoming way more lenient, simply showing off - the sky's the limit, really. Even beyond that, however, this move's total duration is 4 frames. Four. Combined with its ability to be flipped, this quirky little trait means that any aggressive option your opponent can throw out, even at point-blank range, is either completely reactable, meaning they have to spend FC to enforce any kind of a mixup, or whiffs altogether, once again requiring an FC to not eat a punish. This move is insane. Make sure you have access to it whenever possible.

Store/Release Momentum

Substitution
YH Icon Substitution.png
YH Ninja StoreMomentum.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
N/A 5 - 8 - - 0 -
  • Air OK.

Swaps ninja with the most recently generated projectile within a certain range.

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.

Whip Wave

Whip Wave
YH Icon WhipWave.png
YH Ninja WhipWave.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
800,400 11,13 2 19 - Low 0 -
  • Only available after NunChuk.
  • Cancellable into itself.
  • Has an initial melee hit before the projectile comes out.
  • Projectile has hard knockdown.

Backsway

Backsway
YH Icon Backsway.png
YH Ninja Backsway.png
Backsway
Backsway
YH Ninja PalmStrike.png
Palm Strike
Palm Strike
YH Ninja SlideKick.png
Slide Kick
Slide Kick
Backsway Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
N/A - - 13 - - 0 -
  • First 9 frames are invulnerable with Initiative.
  • Transitions into Backsway stance.
Palm Strike Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
2000 5 5 30 - High 0 -
  • Minimum Damage: 700
  • Not cancellable.

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.

Slide Kick Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
700 5 10 30 - Low 0 -
  • Low profiles starting on frame 3.
  • Not jump cancellable.

Very long and active poke, can be used to punish out of Backsway when Uppercut won't hit.

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
400 7 1 21 - High 1 -
  • Costs 1 bar.
  • Air OK.
  • Invulnerable frames 5-6 with Initiative.
  • Interrupted sooner by landing.
  • Super cancellable.

Caltrops

Caltrops
YH Icon Caltrops.png
YH Ninja Caltrops.png
Damage Startup Active First Actionable Frame Advantage * Guard Proration Block Advantage
500 6 - 21 - High(Airborne) Low(Ground, Unparryable) 0 -
  • Costs 3 bars.
  • Air OK.

Incredible combo tool due to high hitstun. Can be used to set up unblockable situations with meaty grab.

Navigation

General
FAQ
Glossary
HUD
Community
Characters
Ninja
Cowboy
Wizard
Robot
Mutant
Mechanics