YomiHustle/Ninja: Difference between revisions
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|startup=5 | |startup=5 | ||
|active=7 | |active=7 | ||
|onhit= | |onhit=KD | ||
|guard=High | |guard=High | ||
|firstactionable=40 | |firstactionable=40 | ||
|hitstun=20 ( | |hitstun=20 (KD in Air) | ||
|description= | |description= | ||
* Sends the opponent downwards with hard knockdown. | * Sends the opponent downwards with hard knockdown. | ||
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|startup=7 | |startup=7 | ||
|active=2 | |active=2 | ||
|onhit= | |onhit=KD | ||
|guard=Low | |guard=Low | ||
|firstactionable=29 | |firstactionable=29 | ||
|hitstun= | |hitstun=KD | ||
|proration=-1 | |proration=-1 | ||
|description= | |description= | ||
Line 287: | Line 287: | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= | |damage=1050 | ||
|startup=11 | |startup=11 | ||
|active=5 | |active=5 | ||
Line 295: | Line 295: | ||
|firstactionable=22 | |firstactionable=22 | ||
|hitstun=20 | |hitstun=20 | ||
|description= | |description= | ||
* Airborne frame 1. | * Airborne frame 1. | ||
A high damaging ground combo tool, but difficult to follow up on outside of the corner due to having high knockback. | |||
}} | }} | ||
}} | }} | ||
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|guard=Low | |guard=Low | ||
|firstactionable=23 | |firstactionable=23 | ||
|hitstun= | |hitstun=30 | ||
|description= | |description= | ||
* Hits OTG. | * Hits OTG. | ||
* Jump and super cancellable. | * Jump and super cancellable. | ||
A useful combo tool due to its ability to continue combos on | A useful combo tool due to its ability to continue combos on knockdown. | ||
}} | }} | ||
}} | }} | ||
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|active=3 | |active=3 | ||
|guard=Throw | |guard=Throw | ||
|onhit= | |onhit=KD | ||
|hitstun= | |hitstun=KD | ||
|firstactionable=23 | |firstactionable=23 | ||
|description= | |description= | ||
Line 413: | Line 412: | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|version=Ground | |||
|damage=1200+600 | |damage=1200+600 | ||
|startup=4 | |startup=4 | ||
Line 419: | Line 419: | ||
|onhit=+62(+16) | |onhit=+62(+16) | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=40 | ||
|hitstun= | |hitstun=40,30 | ||
|proration=2 | |||
|description= | |description= | ||
* Invincible during startup with Initiative. | * Invincible during startup with Initiative. | ||
* First hit is | * First hit is only cancellable with burst cancel. | ||
* Second hit is not cancellable. | |||
* Usable in Backsway Stance. | * Usable in Backsway Stance. | ||
}} | |||
{{AttackData-YH | |||
|version=Air | |||
|damage=1500 | |||
|startup=6 | |||
|active=5 | |||
|recovery= | |||
|onhit= | |||
|guard=High | |||
|firstactionable=40 | |||
|hitstun=40 | |||
|description= | |||
* No invincibility. | |||
* Only cancellable on landing. | |||
}} | }} | ||
}} | }} | ||
Line 447: | Line 463: | ||
* Air OK. | * Air OK. | ||
* First 24 frames have projectile invulnerability. | * First 24 frames have projectile invulnerability. | ||
* | * Special cancellable. | ||
Useful in neutral due to its ability to (somewhat) safely get through more dangerous projectiles at the cost of a free cancel. | |||
}} | }} | ||
}} | }} | ||
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|firstactionable=- | |firstactionable=- | ||
|hitstun=36 | |hitstun=36 | ||
|proration=3(0) | |||
|description= | |description= | ||
* Air OK. | * Air OK. | ||
Line 486: | Line 504: | ||
This move is a godsend. It ends combos with an amazing setup that makes the opponent second-guess every option they take, it is a gimmicky movement option that spawns a great substitution point, it even extends combos at will. If you can land this move, do it. It's always worth it. | This move is a godsend. It ends combos with an amazing setup that makes the opponent second-guess every option they take, it is a gimmicky movement option that spawns a great substitution point, it even extends combos at will. If you can land this move, do it. It's always worth it. | ||
The manual detonation has lower damage and incredibly high proration however, which limits the damage potential of combos off this move. | |||
}} | }} | ||
}} | }} |
Revision as of 18:56, 11 January 2023
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 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.
Please enable Dark Mode in the top right corner in order to see the character sprites.
Move List
Unique movement
Dash
Airdash
The other two wish they had something like this The other two wish they had something like this
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Normals
Punch
Ground version. A really fast and useful jab. Ground version. A really fast and useful jab. Air version. A situational air-to-air, or a combo extender. Air version. A situational air-to-air, or a combo extender.
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Kick
Ground version Ground version Air version Air version
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Sweep
NunChuk
NunChuk NunChuk NunChuk (High) NunChuk (High) Chuk Heavy Chuk Heavy Chuk Jump Chuk Jump
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Chuk Spin
Drop Kick
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.
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Dive Kick
Stomp
please pretend the icon is yellow please pretend the icon is yellow
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Universal Mechanics
Throw
Specials
Shuriken
Uppercut
Jump Kick
Sticky Bomb
"Hey wanna think about another option in neutral?" "Hey wanna think about another option in neutral?"
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Summon
Neutral. Neutral.
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Store/Release Momentum
The flex tape of the ninja community The flex tape of the ninja community
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Store/Release Momentum
So like, imagine Cowboy's teleport, except the commitment is gone. Yeah. So like, imagine Cowboy's teleport, except the commitment is gone. Yeah.
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Whip Wave
Backsway
Backsway Backsway Palm Strike Palm Strike Slide Kick Slide Kick
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Supers
Quick Slash
THIS UGLY SON OF A #@!%$ IS USING 1 BAR TO COMPLETELY SKIP NEUTRAL. HOW? ...JUST WATCH. THIS UGLY SON OF A #@!%$ IS USING 1 BAR TO COMPLETELY SKIP NEUTRAL. HOW? ...JUST WATCH.
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Caltrops
"Wanna see me palm strike? Wanna see me do it again?" "Wanna see me palm strike? Wanna see me do it again?"
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Taunt
Look at which finger i'm holding up. Look at which finger i'm holding up.
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