Under Night In-Birth/UNIEL/Yuzuriha: Difference between revisions
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==Command Normals== | ==Command Normals== | ||
{| | {{UNIEL-Move | ||
| | |image= | ||
|caption= | |||
(Translation: Twin Moon One-Blade Style, Blade-Drawing Art First Form: Paulownia) | |name= Soutsuki Ittou-Ryuu Battoujutsu Ichi no Kata: Kiri ★ <br>「双月一刀流抜刀術壱之型:桐」 | ||
|input= 6A/B/C (air ok) | |||
|data= | |||
{{UNIEL-Data | |||
|damage=x | |||
|cancel=x | |||
|guard=x | |||
|startup=x | |||
|active=x | |||
|recovery=x | |||
|frameAdv=x | |||
|hitbox= | |||
|description=(Translation: Twin Moon One-Blade Style, Blade-Drawing Art First Form: Paulownia) | |||
A set of three-way slashes that are a staple part of Yuzuriha's gameplay; they can be done on the ground or in the air. The aerial versions are air-unblockable. Using one of these moves will consume one of Yuzuriha's stance marks. Because of the nature of Yuzuriha's stance (explained in the Special Moves section), it is possible, ''on hit only,'' to actually do all three slashes simply by pressing the corresponding button(s) with no direction; e.g., 6A 5B 5C or 6B 5A 5C. When used during a stance, this move consumes a stance mark. | A set of three-way slashes that are a staple part of Yuzuriha's gameplay; they can be done on the ground or in the air. The aerial versions are air-unblockable. Using one of these moves will consume one of Yuzuriha's stance marks. Because of the nature of Yuzuriha's stance (explained in the Special Moves section), it is possible, ''on hit only,'' to actually do all three slashes simply by pressing the corresponding button(s) with no direction; e.g., 6A 5B 5C or 6B 5A 5C. When used during a stance, this move consumes a stance mark. | ||
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* 6B: A straight slash. | * 6B: A straight slash. | ||
* 6C: A low slash. | * 6C: A low slash. | ||
}} | |||
}} | |||
|- | {{UNIEL-Move | ||
| | |image= | ||
|caption= | |||
Yuzuriha swings her coat backward, negating any projectiles that come into contact with it. If she is hit by a physical attack while this move is active, she will bring the coat back and pull it upward, knocking the opponent into the air. It can be canceled into special moves, EX moves, and Chain Shift. | |name= 4B | ||
|data= | |||
{{UNIEL-Data | |||
|damage=x | |||
|cancel=x | |||
|guard=x | |||
|startup=x | |||
|active=x | |||
|recovery=x | |||
|frameAdv=x | |||
|hitbox= | |||
|description=Yuzuriha swings her coat backward, negating any projectiles that come into contact with it. If she is hit by a physical attack while this move is active, she will bring the coat back and pull it upward, knocking the opponent into the air. It can be canceled into special moves, EX moves, and Chain Shift. | |||
}} | |||
}} | |||
{{UNIEL-Move | |||
|image= | |||
|caption= | |||
|name= 4C | |||
|data= | |||
{{UNIEL-Data | |||
|damage=x | |||
|cancel=x | |||
|guard=x | |||
|startup=x | |||
|active=x | |||
|recovery=x | |||
|frameAdv=x | |||
|hitbox= | |||
|description= | |||
Yuzuriha takes a step forward, swinging her coat as she does. It launches the opponent slightly on hit, and the last hit can be canceled into a jump, specials, EX moves, and Chain Shifts. | Yuzuriha takes a step forward, swinging her coat as she does. It launches the opponent slightly on hit, and the last hit can be canceled into a jump, specials, EX moves, and Chain Shifts. | ||
}} | |||
}} | |||
| | {{UNIEL-Move | ||
| | |image= | ||
|caption= | |||
|name= j.2C | |||
|data= | |||
{{UNIEL-Data | |||
|damage=x | |||
|cancel=x | |||
|guard=x | |||
|startup=x | |||
|active=x | |||
|recovery=x | |||
|frameAdv=x | |||
|hitbox= | |||
|description= | |||
Yuzuriha does an overhead slash with her sword, angling it downward to strike the enemy. One of Yuzuriha's best jump-ins against a grounded opponent due to vertical coverage, but will trade with or lose to anything with invulnerability on startup. | |||
}} | |||
}} | |||
{{UNIEL-Move | |||
|image= | |||
| | |caption= | ||
| | |name= j.2[C] | ||
|data= | |||
The charged version of j.2C. On hit, it knocks aerial enemies out of the air. | {{UNIEL-Data | ||
|damage=x | |||
|cancel=x | |||
|guard=x | |||
|startup=x | |||
|active=x | |||
|recovery=x | |||
|frameAdv=x | |||
|hitbox= | |||
|description= The charged version of j.2C. On hit, it knocks aerial enemies out of the air and down to the ground, with a decent amount of untechable time to allow for followup attacks when Yuzuriha lands. This move sees a lot of use after 236A~7/8/9D for some of Yuzuriha's most damaging and flexible combo setups (see the Combos section below for more information). | |||
}} | |||
}} | |||
==Universal Mechanics== | ==Universal Mechanics== | ||
{| | {{UNIEL-Move | ||
| | |image= | ||
|caption= | |||
Yuzuriha draws and slashes her sword, creating multiple slashes a bit in front of her. To enter her stance, you must pick one button to hold once she bends down to strike. | |name= Force Function ★ | ||
|input = B+C | |||
|data= | |||
{{UNIEL-Data | |||
|damage=x | |||
|cancel=x | |||
|guard=x | |||
|startup=x | |||
|active=x | |||
|recovery=x | |||
|frameAdv=x | |||
|hitbox= | |||
|description= Yuzuriha draws and slashes her sword, creating multiple slashes a bit in front of her. To enter her stance, you must pick one button to hold once she bends down to strike. | |||
}} | |||
}} | |||
A charged up version of the regular Force Function; it's unblockable, and reaches farther than the uncharged version. | {{UNIEL-Move | ||
|image= | |||
|caption= | |||
|name= Force Function (charged) | |||
|input= [B+C] | |||
|data= | |||
{{UNIEL-Data | |||
|damage=x | |||
|cancel=x | |||
|guard=x | |||
|startup=x | |||
|active=x | |||
|recovery=x | |||
|frameAdv=x | |||
|hitbox= | |||
|description= A charged up version of the regular Force Function; it's unblockable, and reaches farther than the uncharged version. | |||
}} | |||
}} | |||
|- | {{UNIEL-Move | ||
|image= | |||
| | |caption= | ||
|name= Throw | |||
Yuzuriha forces the opponent to crumple by smacking them in the stomach with the hilt of her sword. | |input= A+D | ||
|data= | |||
{{UNIEL-Data | |||
|damage=x | |||
|cancel=x | |||
|guard=x | |||
|startup=x | |||
|active=x | |||
|recovery=x | |||
|frameAdv=x | |||
|hitbox= | |||
|description= Yuzuriha forces the opponent to crumple by smacking them in the stomach with the hilt of her sword. Because it causes crumple, it is one of her most dangerous combo starters at any position on screen, as it guarantees a free 2C for a perfect start into any combo. | |||
}} | |||
}} | |||
==Dash Normals== | ==Dash Normals== | ||
{| | {{UNIEL-Move | ||
| | |image= | ||
|caption= | |||
Yuzuriha performs her 5B slash; however, unlike the regular 5B, this one will knock down opponents on hit. | |name= 66B | ||
|data= | |||
{{UNIEL-Data | |||
|damage=x | |||
|cancel=x | |||
|guard=x | |||
|startup=x | |||
|active=x | |||
|recovery=x | |||
|frameAdv=x | |||
|hitbox= | |||
|description= Yuzuriha performs her 5B slash; however, unlike the regular 5B, this one will knock down opponents on hit. | |||
}} | |||
}} | |||
|- | {{UNIEL-Move | ||
| | |image= | ||
Yuzuriha jumps backward and performs a downward slash. On hit, she can | |caption= | ||
|name= 66C | |||
|data= | |||
{{UNIEL-Data | |||
|damage=x | |||
|cancel=x | |||
|guard=x | |||
|startup=x | |||
|active=x | |||
|recovery=x | |||
|frameAdv=x | |||
|hitbox= | |||
|description= Yuzuriha jumps backward and performs a downward slash. On hit, she can cancel into special moves, EX moves, or Chain Shift. This move is rarely used raw; it is often in most combos that include a j.2[C] on an aerial opponent. | |||
}} | |||
}} | |||
==Special Moves== | ==Special Moves== | ||
{| | {{UNIEL-Move | ||
| | |image= | ||
|caption= | |||
(Translation: Twin Moon One-Blade Style, Blade-Drawing Art Second Form: Bloom) | |name= Soutsuki Ittou-Ryuu Battoujutsu Ni no Kata: Saki ★ <br>「双月一刀流抜刀術弐之型:咲」 | ||
|input= 236A/B/C (air ok) | |||
|data= | |||
{{UNIEL-Data | |||
|damage=x | |||
|cancel=x | |||
|guard=x | |||
|startup=x | |||
|active=x | |||
|recovery=x | |||
|frameAdv=x | |||
|hitbox= | |||
|description= (Translation: Twin Moon One-Blade Style, Blade-Drawing Art Second Form: Bloom) | |||
Yuzuriha takes a step forward and slashes her sword. The main difference between this move and her 6A/B/C series is that this move has much more range; the tradeoff is that Yuzuriha can only aim in two directions, as the C version is the EX version of the move. When used during a stance, this move consumes a stance mark. | Yuzuriha takes a step forward and slashes her sword. The main difference between this move and her 6A/B/C series is that this move has much more range; the tradeoff is that Yuzuriha can only aim in two directions, as the C version is the EX version of the move. When used during a stance, this move consumes a stance mark. | ||
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* C version: EX version. Three sharp slashes, with a fourth hit of damage after Yuzuriha sheathes her sword. You can cancel into other stance attacks after the first slash. | * C version: EX version. Three sharp slashes, with a fourth hit of damage after Yuzuriha sheathes her sword. You can cancel into other stance attacks after the first slash. | ||
}} | |||
}} | |||
{{UNIEL-Move | |||
|image= | |||
|caption= | |||
|name= Soutsuki Ittou-ryuu Igai Ryuka! Hae Ichirin ★ <br>「双月一刀流以下略!八重一輪 | |||
|input= 214A/B/C (air ok) | |||
|data= | |||
{{UNIEL-Data | |||
|damage=x | |||
|cancel=x | |||
|guard=x | |||
|startup=x | |||
|active=x | |||
|recovery=x | |||
|frameAdv=x | |||
|hitbox= | |||
|description= | |||
(Translation: Twin Moon One-Blade Style, Omit the Rest! Multi-Layered Flower [lit. Eight Layer One Flower]) | (Translation: Twin Moon One-Blade Style, Omit the Rest! Multi-Layered Flower [lit. Eight Layer One Flower]) | ||
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* B version: A longer jump that's often used to cover more distance after a confirm from midscreen. | * B version: A longer jump that's often used to cover more distance after a confirm from midscreen. | ||
* C version: EX version. Travels about the distance of B version with slightly more horizontal range, and adds one extra hit of damage when Yuzuriha sheathes her sword. | * C version: EX version. Travels about the distance of B version with slightly more horizontal range, and adds one extra hit of damage when Yuzuriha sheathes her sword. | ||
}} | |||
}} | |||
{{UNIEL-Move | |||
| | |image= | ||
|caption= | |||
|name= Kocchi da yo! ★<br>「こっちだよー!」 | |||
|input= 421A/B/C (air ok) | |||
|data= | |||
{{UNIEL-Data | |||
|damage=x | |||
|cancel=x | |||
|guard=x | |||
|startup=x | |||
|active=x | |||
|recovery=x | |||
|frameAdv=x | |||
|hitbox= | |||
|description= | |||
(Translation: Over here!) | (Translation: Over here!) | ||
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* B version: On the ground, this places Yuzuriha right behind the opponent; in the air, it does the same, but leaves Yuzuriha in midair. | * B version: On the ground, this places Yuzuriha right behind the opponent; in the air, it does the same, but leaves Yuzuriha in midair. | ||
* C version: On the ground, this places Yuzuriha in the air behind the opponent; in the air, it places Yuzuriha on the ground behind the opponent. | * C version: On the ground, this places Yuzuriha in the air behind the opponent; in the air, it places Yuzuriha on the ground behind the opponent. | ||
}} | |||
}} | |||
| | {{UNIEL-Move | ||
| | |image= | ||
(Translation: Majestic, Calm-Minded Stance [lit., Stance of Majestic Calm Mind]) | |caption= | ||
|name= Iki Seishin no Mae<br>「威気静心之構」 | |||
|input= Use a move marked with a ★, or hold down a button when inputting or after using moves marked with a ★ (air ok) | |||
|data= | |||
{{UNIEL-Data | |||
|damage=x | |||
|cancel=x | |||
|guard=x | |||
|startup=x | |||
|active=x | |||
|recovery=x | |||
|frameAdv=x | |||
|hitbox= | |||
|description= (Translation: Majestic, Calm-Minded Stance [lit., Stance of Majestic Calm Mind]) | |||
After performing the move, Yuzuriha enters a stance that allows her to perform a variety of maneuvers. This is another critical part of her gameplay, as she can use stance cancels for both offensive and defensive purposes. The stance marks will activate when she enters the stance, and deactivate at the end of the stance unless the D button is pressed while the stance or any stance-starting moves are going on (see the section ''Other Stance Followups'' below for more information.) | After performing the move, Yuzuriha enters a stance that allows her to perform a variety of maneuvers. This is another critical part of her gameplay, as she can use stance cancels for both offensive and defensive purposes. The stance marks will activate when she enters the stance, and deactivate at the end of the stance unless the D button is pressed while the stance or any stance-starting moves are going on (see the section ''Other Stance Followups'' below for more information.) | ||
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* '''Ryuuran「流漣, Flowing Ripple」 22 (air ok)''' | * '''Ryuuran「流漣, Flowing Ripple」 22 (air ok)''' | ||
Yuzuriha performs a dodge in place. When she successfully dodges an attack from an enemy, she regains any consumed stance marks. | Yuzuriha performs a dodge in place. When she successfully dodges an attack from an enemy, she regains any consumed stance marks. | ||
}} | |||
}} | |||
==Infinite Worths== | ==Infinite Worths== | ||
{{UNIEL-Move | |||
|image= | |||
|caption= Also known as the Shinsengumi Special. Yuzuriha's only real reversal option. | |||
|name= Soutsuki Ittou-Ryuu Ougi: Kashou <br>「双月一刀流奥義: 華生」 | |||
|input= 41236D (requires 200% meter) | |||
|data= | |||
{{UNIEL-Data | |||
|damage=x | |||
|cancel=x | |||
|guard=x | |||
|startup=x | |||
|active=x | |||
|recovery=x | |||
|frameAdv=x | |||
|hitbox= | |||
|description= (Translation: Twin Moon One-Blade Style, Secret Technique: Life's Bloom) | |||
Yuzuriha uses two slashes, one high and one low, before dashing forward to hit again. If the third attack is not blocked/does not miss and one of the other two attacks has hit, she will slice through the enemy with one final slash. This is the only move Yuzuriha has with any invulnerable frames, meaning that it makes an excellent counterattack, but because of how many resources it uses as an Infinite Worths, it should be used carefully. | |||
Yuzuriha uses two slashes, one high and one low, before dashing forward to hit again. If the third attack is not blocked and one of the other two | |||
It can be used in combos, but its damage scales very quickly, so it's not so great for that purpose; its range is deceptive as well (it can hit spaces up to about 5 or 6/6.5 character lengths in front of Yuzuriha, the rough equivalent of the distance between players at match start), so its strength as a reversal lies in that point and its unscaled damage. | It can be used in combos, but its damage scales very quickly, so it's not so great for that purpose; its range is deceptive as well (it can hit spaces up to about 5 or 6/6.5 character lengths in front of Yuzuriha, the rough equivalent of the distance between players at match start), so its strength as a reversal lies in that point and its unscaled damage. | ||
}} | |||
}} | |||
==Infinite Worths EXS== | ==Infinite Worths EXS== | ||
{| | {{UNIEL-Move | ||
| | |image= | ||
|caption= | |||
( | |name= Soutsuki Ittou-Ryuu Battoujutsu Zero no Kata Hi-ougi: Inochikurenai <br>「双月一刀流抜刀術零之型秘奥義: 命紅」 | ||
|input= A+B+C+D (requires 200% meter and red lifebar) | |||
|data= | |||
{{UNIEL-Data | |||
|damage=x | |||
|cancel=x | |||
|guard=x | |||
|startup=x | |||
|active=x | |||
|recovery=x | |||
|frameAdv=x | |||
|hitbox= | |||
|description= (Translation: Twin Moon One-Blade Style, Blade-Drawing Art Zeroth Form's Ultimate Move: Red Thread of Lives) | |||
infinite words exs | infinite words exs | ||
}} | |||
}} | |||
= Combos = | = Combos = |
Revision as of 08:02, 8 August 2014
Introduction
yada yada yada yada
Story
Unique Trait/Health
Yuzuriha has a stance system that relies on her holding down buttons while inputting or after inputting commands for specific moves. These moves are marked in the movelist below with ★'s next to their name.
You enter stances by default when you use these moves, and you can stay in the stance by holding down any button when performing the move.
The buttons that Yuzuriha has available for use while she is in her stance are displayed as three icons, or stance marks, right under her lifebar. They will appear when she is using a move that enters a stance, and they follow these color rules:
- Black: The button is unavailable for use. This happens after a button has been pressed during a stance.
- Blue: The button is available for use.
- Pink: The button is being held down. This happens both when Yuzuriha is holding down a button for a stance and when she executes a move that leads into a stance.
More information on the actions Yuzuriha can perform in her stance are available in the Special Moves section in the movelist below.
Health: 9,800
Gameplay
Yuzuriha's comfortable somewhere between close and mid-range; most of her combo potential is in close quarters, but leaving space between her and the opponent lets her use her tools a little better. She doesn't excel at rushdown per se, but space control and mind games; good Yuzurihas will display flexible use of her normals and specials to punish the opponent's poor decision making and capitalize on that. Her teleports are useful for confusing the opponent after using her stance-related normals and specials, while the specials themselves are excellent for helping her buy time to position herself--or positioning herself better when they hit.
Yuzuriha's weakneeses, though, are serious. While she does control space well, her attacks have noticeable recovery time, so misreading the opponent's action or position can be a ticket for her to get punished. When she's put on the defensive, her answers are mostly blocking well, attempting to use her 4B, or using a Vorpal-state Guard Thrust to push the opponent away, as her sole reversal-worthy move will eat up all of her meter. These two factors mean that she will have to pick her counterattacks very carefully against opponents that can overwhelm her with superior attack or movement speed, or opponents that can punish her own mistakes from a distance.
Move List
Normal Moves
5A |
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2A |
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5B |
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2B |
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5C |
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2C |
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j.A |
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j.B |
---|
j.C |
---|
Command Normals
Soutsuki Ittou-Ryuu Battoujutsu Ichi no Kata: Kiri ★ 「双月一刀流抜刀術壱之型:桐」 6A/B/C (air ok) |
---|
4B |
---|
4C |
---|
j.2C |
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j.2[C] |
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Universal Mechanics
Force Function ★ B+C |
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Force Function (charged) [B+C] |
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Throw A+D |
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Dash Normals
66B |
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66C |
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Special Moves
Soutsuki Ittou-Ryuu Battoujutsu Ni no Kata: Saki ★ 「双月一刀流抜刀術弐之型:咲」 236A/B/C (air ok) |
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Soutsuki Ittou-ryuu Igai Ryuka! Hae Ichirin ★ 「双月一刀流以下略!八重一輪 214A/B/C (air ok) |
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Kocchi da yo! ★ 「こっちだよー!」 421A/B/C (air ok) |
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Iki Seishin no Mae 「威気静心之構」 Use a move marked with a ★, or hold down a button when inputting or after using moves marked with a ★ (air ok) |
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Infinite Worths
Soutsuki Ittou-Ryuu Ougi: Kashou 「双月一刀流奥義: 華生」 41236D (requires 200% meter) |
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Infinite Worths EXS
Soutsuki Ittou-Ryuu Battoujutsu Zero no Kata Hi-ougi: Inochikurenai 「双月一刀流抜刀術零之型秘奥義: 命紅」 A+B+C+D (requires 200% meter and red lifebar) |
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Combos
Using 7/8/9D
Some of Yuzuriha's more challenging combos will utilize her 7/8/9 jump from her stances, with the use of the D button to cancel the stance so she can use her air normals after the peak of the jump. Rather than press the direction, then press D at the peak of her jump, it is often easier to combine the two motions or pre-buffer them. There are a few ways to do this:
- As the move hits, press the direction and the D button at the same time.
- As the move starts up, hold the direction you want to jump in, then press D once the move hits.
If you do this successfully, the circle that indicates the end of the stance should appear where Yuzuriha jumps from or during the middle of her jump, and not at the end when she's hovering in the air. Even with the cancel, the timing for the normals is still a little tricky, so don't mash it out; practice something as simple as 236A 8D (insert normal here) if you need to improve your timing.
Using j.2[C]
Combos which utilize j.2[C] are sensitive to the openings of the combo. Based on opener, your opponent may be able to tech before j.2[C] connects. Please keep the following in mind when confirming into 236A 9D j.2[C]. The routes listed below will guarantee that 236A j.2[C] connects. 236A j.2[C] will NOT connect off of any combo that begins with assault or throw.
- 5A opener
- 5C (4C or 2C)
- 2A, 2C [Note: replacing 2C with 5C or 4C does not work.]
- 2B
- 2A opener
- 5C (4C or 2C)
- 2B, 5C (4C or 2C)
- 5A, 5C (4C or 2C)
- 2A, 2B
- j.A opener
- 5A, 5C
- 5A, 5C, 2C
- 5A, 5C, 4C, 2C
- 5B opener
- 2B, 5C, 4C
- 2B, 5C, 4C, 2C
- 2A, 2B, 5C, 4C, 2C
- 2A, 5A, 2B, 5C, 4C, 2C
- 2B opener
- 5B, 5C (4C or 2C)
- 5C (4C or 2C)
- j.B opener
- 5A, 5C
- 5A, 5C, 4C or 2C
- 5A, 5C, 4C, 2C
- 4B opener
- 2C
- 4C, 2C
- 66B
- 5C opener
- 4C, 2C
- 5B, 4C, 2C
- 2B, 5B, 4C, 2C
- 2A, 2B, 5B, 4C, 2C
- 2C opener
- Straight into 236A
- 4C opener
- Straight into 236A
- j.C opener
- 5A, 5C
- 5A, 5C, 4C or 2C
- 5A, 5C, 4C, 2C
Midscreen Starter
Beginner
- 2A, 2B, 2C, 4C, 5C, j.B, j.C, j.6B[~5C], 214A
- A simple midscreen combo that ends with a 214A to put you near the opponent; if done in the corner, you wind up slightly under them, but since the 214A is techable, you don't want to get mash-happy or you might eat a move when they recover and land.
Intermediate
- 5A, 5C, 236A, 9D, j.2[C], 4C, 2C, (4B), 236BA (slide C), 214B (or 214C with 100% or more EXS), D, 66C, j.421A, D,
Damage: 3148 w/Vorpal http://youtu.be/MsbtwwQi7hk?t=5m45s
- 5A, 5C, 236A, 9D, j.2[C], 4C, 2C, (4B), 236A, 421C, j.214B, D, 66C, j.421A, D
Damage: 3056 w/Vorpal http://youtu.be/MsbtwwQi7hk?t=5m52s
- 5A, 5C, 236A, 9D, j.2[C], 66C (hold C), delay j.236A, j.214A, D, 66B (slide C), 236ABA, 214CD
Damage: 3969 w/Vorpal 100% http://youtu.be/MsbtwwQi7hk?t=5m59s
- 236B, (reset stance) 236B, delay, j.214BD, 2C, 4C, j.B, j.2C, j.C, D, 66B (slide C), ABA ,214CD
Damage: 4027 w/Vorpal 100% http://youtu.be/MsbtwwQi7hk?t=6m36s
- 4B (non CH), 236B, 236A, 9D, j.2[C], 66C (hold C), delay j.236A, j.214A, 66B (slide C), 236ABA, j.214CD
- 4B (CH), 2C, 236A, 9D, j.2[C], 66C (hold C), j.236A, j.214A, 66B (slide C), 236ABA, 214CD
- j.236A, j.236B, j.214B+D, 2C, 4C, j.B, j.2C, j.C (hold C), 66B, 236B, 236A, 236B
- Assault j.2C, 5B, 5C, 2C, 236A (shift C), 8, j.236B, j.214B~D, delay 66C (hold C), j.236A, j.236B, j.236A
Damage: 2593, no Vorpal
Corner Starter
Intermediate
Note #1: If the opponent techs after the 66C ender they are forced to ground-tech; all 66C enders may be replaced with 66B to allow the opponent to air-tech after the combo.
Note #2: vs. Chaos only-- 4C 2C does not connect in corner, use 2B 2C instead.
- 5A, 5C, 236A, 9D, j.2[C], 4C, 2C (hold C), 236B, 236A, 214B, D, 66C, j.421C, D
Damage: 3194 w/Vorpal http://youtu.be/MsbtwwQi7hk?t=6m50s
- 5A, 5C, 236A, 9D, j.2[C], 4C, 2C (hold C), 236BAB, 214BD, 66C, j.421C, D
Damage: 3247 w/Vorpal http://youtu.be/MsbtwwQi7hk?t=6m59s
- 5C, 2C, 236A, 9D, j.2[C], 4C, 2C (hold C), 236B, 236A, 236B, 214B+D, 66C, (j.421A or j.421C)
Damage: 3487, Hits: 19
- 5A, 5C, 2C, 236A, 236B, 7, late j.C, 66C, j.236A, choose from following enders
- j.214A+D, 66C, (j.421A or j.421C)
Damage: 3089 w/ Vorpal, Hits: 15 - j.236C, j.214B~D, 66C, (j.421A or j.421C)
Damage: 3540 w/ Vorpal, Hits: 20
- j.214A+D, 66C, (j.421A or j.421C)
- 2C, 5C, j.B, j.2C, j.C (hold C), 66B, 236A, 236B, 421A~D, 66C, j.236A, choose from following enders
- j.236C, j.214B~D, 66C, (j.421A or j.421C)
Damage: 3890 w/ Vorpal, Hits: 22 - j.214B~D, 66C, (j.421A or j.421C)
Damage: 3419 w/ Vorpal, Hits: 18
- j.236C, j.214B~D, 66C, (j.421A or j.421C)
- Assault j.2C, 5A, 5C, 236B, 8D, j.2[C], 4C, 2C (hold C), 236B, 236A, 214B+D, 66C
Damage: 2529, no Vorpal
Throw Starter
Intermediate
- 4C 2C 236B (slide A) 421C j.236B j.214BD D 66C j.421A D
Damage: 1657 w/Vorpal http://youtu.be/MsbtwwQi7hk?t=6m28s
- (After corner throw only) 5C 236B j.8D j.2[C] 4C 2C (hold C) 236B 236A 214B D 66C j.421C D
Damage: 1876 w/Vorpal http://youtu.be/MsbtwwQi7hk?t=7m7s
- (After corner throw only) 4C 2C (hold C) 236A 236B 421A D 66C j.236A (hold A) j.236C delay j.214B D 66C j.421C D
Damage: 2333 w/Vorpal 100% http://youtu.be/MsbtwwQi7hk?t=7m15s
Setups
Corner
- ~66C 421A combo ender [Places opponent in corner.]
- Ex. Mixup #1: Late j.214B (meaty B-ichirin) on hit, able to confirm to full bnb with 2B link
- ~236B 7 combo ender [Places opponent 1 character length from corner.]
- Ex. Mixup #1: ~236B~[A] 7 421B 421C
- Teleport to air-corner, teleport to ground on original side
- Ex. Mixup #2: ~236B 7~D j.2[C]
- Meaty j.2[C] against tech.
- Ex. Mixup #3: ~236B 7~D (late) j.2[C] Throw
- j.2[C] does not hit.
- Ex. Mixup #1: ~236B~[A] 7 421B 421C
- ~236B 7D j.2[C] [Places opponent 3 character lengths from corner.]
- Able to Veil-Off afterwards for guaranteed GRD Break and safe activation.
- Ex. Mixup #1: 9 j.6[A] j.44D
- Jumps over opponent, air-stance backdash back to original side.
- Ex. Mixup#2: 7 6D j.421A j.421C j.623B
- Low assault jump over opponent, teleport to original side in air, teleport to corner on ground, teleport to original side on ground.
Midscreen
- ~j.2[C] combo ender
- Ex. Mixup #1: 7 j.6D 421A
- Following knockdown, jump backwards, assault forward to other side, A kocchi back to original side.
Note: Despite being on the other side of the opponent after the assault, A kocchi input is still as if you were on original side.
- Following knockdown, jump backwards, assault forward to other side, A kocchi back to original side.
- Ex. Mixup #1: 7 j.6D 421A
- ~236A block string ender
- Ex. Mixup #1: (hold A) 421C j.C 214B~D
- Teleport to air on opposite side, stance air C, B ichirin back to original side
- Ex. Mixup #1: (hold A) 421C j.C 214B~D
- 66B combo ender
- Ex. Mixup #1: (hold A) 421B 421B C 236B+D
- Teleport to opposite side, teleport to original side, C stance poke, B battou
- Ex. Mixup #1: (hold A) 421B 421B C 236B+D
- Full screen, neutral, not in corner
- Ex. Mixup #1: j.421C (hold A) 8 j.421C~D
- Teleport to ground opposite side, stance jump, teleport to ground original side. Useful against charge (i.e., Vatista).
- Ex. Mixup #1: j.421C (hold A) 8 j.421C~D
Colors
Chaenomeles Sinensis | Siberian Iris | Betula Grossa | Water Drips | Successful Black |
---|---|---|---|---|
Globe Amaranth | Snow Drop | Autumn Flower | Gold Rush | Cluster Amaryllis |
Cherry blossom | Dandelion | Underwater Sun | Shrine Maiden | Four Leaves |
Dies Irae | Golden Done | Twig Palm | Ghiaccio Luce | Heliconiaceae |