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

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* Holds are NOT notated. In many cases, multiple potential holds are viable and/or the player can approach a particular hold in multiple ways (holding a button from a previous input, sliding during a previous action, sliding while entering stance). None of these possibilities are generally better or worse than others, with the exception that holding D mid-combo is discouraged. See the FAQ for more information and suggested methods for certain particularly tricky sequences.
* Holds are NOT notated. In many cases, multiple potential holds are viable and/or the player can approach a particular hold in multiple ways (holding a button from a previous input, sliding during a previous action, sliding while entering stance). None of these possibilities are generally better or worse than others, with the exception that holding D mid-combo is discouraged. See the FAQ for more information and suggested methods for certain particularly tricky sequences.
* ~D, >D, and 7/8/9D denote D cancels. Simply tap D during the previous action to exit stance. Stance cancels during a jump are often notated as prior rather than as 9~D for convenience, and because the player may safely input these commands simultaneously. Note that D cancel triggers on D <i>release</i>, so it is important to not hold down D when attempting to D cancel.
* ~D, >D, and 7/8/9D denote D cancels. Simply tap D during the previous action to exit stance. Stance cancels during a jump are often notated as prior rather than as 9~D for convenience, and because the player may safely input these commands simultaneously. Note that D cancel triggers on D <i>release</i>, so it is important to not hold down D when attempting to D cancel.
* As suggested by the notes above, (D) represents an optional D cancel. In such cases, the player may choose to exit stance by releasing their previous hold and allowing Yuzuriha to recover normally. This increases recovery slightly on most stance actions relative to D canceled frame data, which can act as a timing assist for slightly delayed followup actions.
* Combos on this page where D cancels aren't written before a link into a normal should be read as exiting stance by releasing the held button instead. D cancels will work for these combos, but the extra recovery from not D canceling sets up a helpful or necessary delay.
* Notation of 236BA, 236AB, 236BAB, 236ABA, or 236ABAC should not be interpreted as pressing all these buttons simultaneously. They more accurately correspond to 236A~B~A~C for example, but are often reduced for the writer's convenience. The sequential inputs denote how players can input followup 236X slashes by pressing the appropriate button without holding any direction, such that rapid consecutive 236 inputs are not required.
* Notation of 236BA, 236AB, 236BAB, 236ABA, or 236ABAC more accurately correspond to 236A~B~A~C for example, but reduced for the writer's convenience. The sequential inputs denote how players can input followup 236X slashes by pressing the appropriate button without holding any direction, such that rapid consecutive 236 inputs are not required.
* Unlike the above, XD corresponds to X+D. This denotes a "D-pair" input, which allows the player to attack with an already used stance mark. The attack will have out of stance startup and D-canceled recovery, and Yuzuriha will exit stance after the action. The inputs must occur within two frames of each other. If the player is already holding D, they must instead release D and press the desired button simultaneously. The window for this "negative edge D-pair" is more strict; the D release must occur on the frame before or the same frame as the A/B/C input.
* XD corresponds to X+D. This denotes a "D-pair" input, which allows the player to attack with an already used stance mark. The attack will have out of stance startup and D-canceled recovery, and Yuzuriha will exit stance after the action. The inputs must occur within two frames of each other. If the player is already holding D, they must instead release D and press the desired button simultaneously.


==Getting Started==
==Getting Started==
===Starter Combos===
===Starter Combos===
Combos to start off with
See the first entries for each starter. Combos for lower quality starters (throw < assault < A starters; 6X starters) will also work on better starters (B/C normals; 236X starters), so prioritize those and work up from there.
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        = 5A 5B {{Property-UNI|Ender}}
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *Beginners BnB to teach x.
}}
}}


===Theory===
===Theory===
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Midscreen ender selection most often prioritizes damage, space, and frame advantage, though sometimes knockdown is desirable. Corner ending priorities vary more between damage and knockdown. 66B, 66B 236B~A~B 236A+D, and 66C(>j421A) are the most common enders; for more information, see the Enders section.
Midscreen ender selection most often prioritizes damage, space, and frame advantage, though sometimes knockdown is desirable. Corner ending priorities vary more between damage and knockdown. 66B, 66B 236B~A~B 236A+D, and 66C(>j421A) are the most common enders; for more information, see the Enders section.


Adding unnecessary filler between the initial hit and the launcher may reduce damage or prevent the use of certain components. Combos where a certain additional hit is optimal are featured accordingly; use of other options to confirm is usually possible for less damage.
Adding too much filler between the initial hit and the launcher may reduce damage or prevent the use of certain components.


Where practical, routes often avoid reusing the same move to prevent Same Move Proration (SMP). SMP increases combo scaling, and some attacks have properties such that reusing them in a combo is not viable. For example, (j)214A/B and FF~A have significantly less hitstun on repeat uses.
Where practical, routes often avoid reusing the same move to prevent Same Move Proration (SMP). SMP increases combo scaling, and some attacks have properties such that reusing them in a combo is not viable. For example, (j)214A/B and FF~A have significantly less hitstun on repeat uses.
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=====How do I D-pair if I'm already holding D?=====
=====How do I D-pair if I'm already holding D?=====
This requires a more strict technique we call "negative edge D-pair", which relies on the standard D cancel timing on D release. Release the D hold either 1f before or on the same frame as the attacking input.
This requires a more strict technique we call "negative edge D-pair", which relies on the standard D cancel timing on D release.


=====How do I input (6C/236A/236B>)6A>FF~A~D?=====
=====How do I input (6C/236A/236B>)6A>FF~A~D?=====
6A>FF~A requires pressing all three attack buttons, and we don't want to D hold or else the damage gain is lost. We take advantage of a special behavior during chained stance attacks: once a hold is established, that hold remains active until Yuzuriha returns to a neutral animation (standing, falling, etc). For example, we can input 6C>6A>FF~A~D as 6[C]>6A]C[>FF~A~D. With proper timing, this gives a C hold for the full sequence.
6A>FF~A requires pressing all three attack buttons, and we don't want to D hold or else the damage gain is lost. We use a special behavior during chained stance attacks: once a hold is established, that hold remains active until Yuzuriha returns to a neutral animation (standing, falling, etc). For example, we can input 6C>6A>FF~A~D as 6[C]>6A]C[>FF~A~D. With proper timing, this gives a C hold for the full sequence.


It is also possible to use this property for other routes, but this is less common. Pad players in particular may find it helpful.
It is possible to use this property for many other routes if desired. Pad players in particular may find it helpful.


==Enders==
==Enders==
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   | cost          =  
   | cost          =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Basic midscreen knockdown option. Useful if you'd rather keep the opponent close than get some extra damage and meter.
   | notes        = Basic midscreen knockdown option. Useful if you'd rather keep the opponent close than get some extra damage and meter.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
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   | cost          =  
   | cost          =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Primary midscreen ender. Adds damage, creates space, and knocks the opponent high into the air for high frame advantage. May need to delay 236B slightly for proper height in some cases; delaying the 236A+D slightly creates more space after the combo. Can also input as 236[B]~A~C.
   | notes        = Primary midscreen ender. Adds damage, creates space, and knocks the opponent high into the air for high frame advantage. May need to delay 236B slightly for proper height in some cases; delaying the 236A+D slightly creates more space after the combo. Can also input as 236[B]~A~C.


Note that 66B is not used in some cases. The replacement is typically some portion of the 4C 2C 4B sequence, at minimum incorporating 2C.
66B is sometimes replaced by some portion of the 4C 2C 4B sequence, at minimum incorporating 2C.
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
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   | cost          =  
   | cost          =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Alternate version of the previous ender. Often does slightly less damage due to D hold scaling, but generates slightly more meter and in some cases will deal similar or slightly more damage. Functionally interchangeable in most situations.
   | notes        = Alternate version of the previous ender. Often does slightly less damage due to D hold scaling, but generates slightly more meter and in some cases will deal similar or slightly more damage. Functionally interchangeable in most situations.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
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   | cost          =  
   | cost          =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Basic corner knockdown ender. Hard knockdown if hit low enough, meaning the opponent is unable to air tech forward. Leaves you slightly plus at 5B range. Generally not used midscreen because it pushes the opponent much further away than 66B without the damage of the 236X enders, but in the corner the resulting spacing is much closer. Landing after leaves Yuzuriha around +8 at 5B range, or she can cancel into j421A>j214A~D or j214C.
   | notes        = Basic corner knockdown ender. Hard knockdown if hit low enough, meaning the opponent is unable to air tech forward. Leaves you slightly plus at 5B range. Generally not used midscreen because it pushes the opponent much further away than 66B without the damage of the 236X enders, but in the corner the resulting spacing is much closer. Landing after leaves Yuzuriha around +8 at 5B range, or she can cancel into j421A>j214A~D or j214C.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
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   | cost          =  
   | cost          =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Damage ender for the corner. Nets a left-right mixup if the opponent airtechs forward. Can add 236B beforehand for slightly more damage but no mixup.
   | notes        = Damage ender for the corner. Nets a left-right mixup if the opponent airtechs forward. Can add 236B beforehand for slightly more damage but no mixup.


Some corner routes pull the opponent out of the corner. In this case, go for the 66B 236BAB 236AD ender instead.
Some corner routes pull the opponent out of the corner. In this case, go for the 66B 236BAB 236AD ender instead.
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   | cost          =  
   | cost          =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Corner safejump setup. Works against reversals as fast as 4f. Note that stance ends without D canceling her to framekill before the air assault. Any air normal will work here given proper timing; j.A is easiest since it's active until landing.
   | notes        = Corner safejump setup. Works against reversals as fast as 4f. Note that stance ends without D canceling here to framekill before the air assault. Any air normal will work here given proper timing; j.A is easiest since it's active until landing.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
Line 116: Line 104:
   | cost          =  
   | cost          =  
   | location      = Near {{Property-UNI|Corner}}
   | location      = Near {{Property-UNI|Corner}}
   | notes        = *Safejump setup for corner TK routing. Works against all tech directions and again beats 4f reversals.
   | notes        = Safejump setup for corner TK routing. Works against all tech directions and again beats 4f reversals.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 66B 236B~A~B 236A+D 236C
   | combo        = 66B 236B~A~B 236A+D 236C/214C/IW
   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Midscreen meter dump. 236C retains the strong frame advantage of the 236X enders and adds about 500 damage.
   | notes        = Midscreen meter dump. 236C retains the strong frame advantage of the 236X enders and adds about 500 damage. 214C does more damage for worse oki.


IW is interchangeable with all EX enders as desired and able. IWEX's limited hitbox has more stringent requirements midscreen.
IW is interchangeable with all EX enders as desired and able. IWEX's limited hitbox has more stringent requirements midscreen.
}}
{{ComboData-UNI
  | combo        = 66B 236B~A~B 236A+D 214C
  | cost          = 100 {{Property-UNI|EXS}}
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Adds about 100 damage over 236C ender, but the situation afterwards is less favorable. Use this to secure rounds if you don't need IW's additional damage. Don't delay the 236A+D for this ender.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
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   | cost          = 100 {{Property-UNI|EXS}}
   | cost          = 100 {{Property-UNI|EXS}}
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Corner meter dump. 236B~A 214B j214C+D can squeeze out a little more damage to close rounds.
   | notes        = Corner meter dump. 236B~A 214B j214C+D can squeeze out a little more damage to close rounds.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
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   | cost          = >100 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
   | cost          = >100 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Low meter CVO ender. Skip to IW after 236BA in the corner.
   | notes        = Low meter CVO ender. Skip to IW after 236BA in the corner.


For all CVO enders, you can start from any previous meterless ender and CVO immediately after the last attack that is not D-paired.
For all CVO enders, you can start from any previous meterless ender and CVO immediately after the last attack that is not D-paired.
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   | cost          = 200 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
   | cost          = 200 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *High health CVO ender. Delay the j.214C slightly to ensure IW connects in the corner. 214C also works, but is slightly slower and thus slightly more meter depletes before you can IW. If health is <30% and you have at least 110 meter, you can do this route with IWEX instead of IW. Sideswaps, so you may want to use 236C instead of j.214C if the combo won't kill.
   | notes        = High health CVO ender. Delay the j.214C slightly to ensure IW connects in the corner. 214C also works, but is slightly slower and thus slightly more meter depletes before you can IW. If health is <30% and you have at least 110 meter, you can do this route with IWEX instead of IW. Sideswaps, so you may want to use 236C instead of j.214C if the combo won't kill.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = CVO 236C 214C IWEX
   | combo        = CVO 66B 236C 236A 214C IWEX
   | cost          = 200 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
   | cost          = 200 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Low health midscreen CVO ender, requires full meter before CVO.
   | notes        = Low health CVO ender, requires full meter before CVO.
}}
{{ComboData-UNI
  | combo        = CVO 236C 214B(3) j.214C IWEX
  | cost          = 200 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}}
  | location      = {{Property-UNI|Corner}}
  | notes        = *Low health CVO route for the corner.
  }}
  }}
}}
}}
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- Add level 3 headings to fit various combo situations. -
- Add level 3 headings to fit various combo situations. -
-------------------------------------------------------->
-------------------------------------------------------->
===A Starters===
===Throw Starter===
These routes will also work for higher quality starters from the same ranges, and are recommended to start with before learning more optimized routing.
=====Midscreen=====
=====Midscreen=====
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{#var:starter1}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5A 5C 236A 9D jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>2A 5C 236A 9D jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | combo        = 2C 4C j2C jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
  | basedamage    = 3074 / 3040<br>3071 / 3037
  | bonusdamage  =
  | cost          =
  | metergain    = 54.99 / 56.14<br>54.76 / 55.91
  | oppmetergain =
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Basic midscreen BNB. Delay the jC so that it hits near the ground. Works reliably even on sloppy confirms.
}}
{{ComboData-UNI
  | combo        = 5A 5C 236A dl9D jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>2A 5C 236A dl9D jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 205: Line 169:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Slight upgrade to the previous route. Again very stable, but the extra hit knocks the opponent further away so 66C may not connect after spaced confirms.
   | notes        = Basic midscreen throw route. J2C jB jC does notably more damage than jB j2C jC, so getting comfortable with that variation is strongly recommended.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5A 5C 236A 9D jC 66B 236B 421C j236B j214B+D {{Property-UNI|Ender}}<br>2A 5C 236A 9D jC 66B 236B 421C j236B j214B+D {{Property-UNI|Ender}}
   | combo        = 2C 236BA dl9D jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 215: Line 179:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *This route trades some damage for corner carry. Also a great option for other starters if you're too far away for 66C to connect.
   | notes        = Higher damage throw route. 236ABAC ender gives better damage than 236BAB on this route. 5C dl236BA does more damage and is Yuzuriha's optimal resourceless midscreen throw route, but the timing is very precise.
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 5A 5C 236A 9D icj2C (jFF) 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>2A 5C 236A 9D icj2C 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | combo        = 4C 2C(1) 236A dl9D jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 225: Line 189:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Optimal resourceless BNB for A starters, and the foundation for many of her better routes on other starters. Delay j236A slightly if icj2C connects point blank or you'll cross up on j214B. 236A 9D icj2C is more stringent about starting hits, so clean confirms are a must. 2AA (5B/2B/5C/2C) 236A is fine; 2AA 2B 2C 236A also works, but 2AA 5B 5C and 5A 5B 5C for example will not.<br>Adding j.FF after icj2C adds damage in exchange for GRD. This is not the optimal GRD extension for A starters, but it's easy to use.
   | notes        = A more practical optimization to midscreen throw routes. Slight delay after 2C helps with consistency.
  }}
  }}
{{ComboData-UNI
  {{ComboData-UNI
  | combo        = 5A 5C 236A 9D icj2C 6C dl6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>2A 5C 236A 9D icj2C 6C dl6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | combo        = 5C dl236A 6A FF~A dl9 jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Basic FF~A extension to increase damage. Timing for the FF~A sequence is a bit tricky on A starters. It's important to delay 6A as much as possible so that FF~A doesn't whiff or connect directly underneath the opponent. Spacing yourself slightly away from the opponent before 6C also helps.
  }}
{{ComboData-UNI
   | combo        = 2A 5C 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 245: Line 199:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *2A punish combo with a more damaging route into FF~A. Does not work from 5A.
   | notes        = Max damage midscreen throw route. Also adds significant corner carry. 66C timing is very strict here; not D canceling the stance jump sets up the needed jB delay.
  }}
  }}
}}
}}
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{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{#var:starter1}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5A 5C 236A 9D jC 66B 236B 421A~D 66C j236A~B j214A(~D) {{Property-UNI|Ender}}<br>2A 5C 236A 9D jC 66B 236B 421A~D 66C j236A~B j214A(~D) {{Property-UNI|Ender}}
   | combo        = 4C 2C(1) 236A~B 421A~D 66C j236AB j214A {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 261: Line 214:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Basic corner route. Usually ends on 66C for knockdown.
   | notes        = Basic corner route. Stable and reliable against all characters. Also works well if they're near to but not quite in the corner.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5A 5C 236A dl9D jB jC 66B 236B 421A~D 66C j236A~B j214A(~D) {{Property-UNI|Ender}}<br>2A 5C 236A dl9D jB jC 66B 236B 421A~D 66C j236A~B j214A(~D) {{Property-UNI|Ender}}
   | combo        = 4C 236A~B dl7(D) jB jC 66C j236A j6B j214A {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 271: Line 224:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *As with the midscreen BNB, adding j.B increases damage slightly. Unlike midscreen spacing is not an issue, just mind their height before 236B and delay as needed.
   | notes        = Optimized corner route. Frequently drops at j236A against Linne due to her small hurtbox during groundbounce.  
}}
{{ComboData-UNI
  | combo        = 5A 5C 236A 9D icj2C TK j236A (j6C) j236B~D 2C 236B 214B(~D) {{Property-UNI|Ender}}<br>2A 5C 236A 9D icj2C TK j236A (j6C) j236B~D 2C 236B 214B(~D) {{Property-UNI|Ender}}
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Corner}}
  | notes        = *High damage corner route. Pulls the opponent out of the corner, so 66B 236BAB 236AD ender is recommended. Adding j6C requires a delay on j236B and only adds 13 damage, so it's easy to omit as desired.
  }}
  }}
}}
}}


===B/C Starters===
===Assault Starters===
=====Midscreen=====
=====Midscreen=====
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{#var:starter1}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 2B 236A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>2C 236A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>5B (4B/236B/5C/2C) 236A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>5C (4B/236B/2C/5B) 236A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | combo        = 6D j2C 2A 2C 236B~A 9D jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 298: Line 240:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *6B 236A w6C into airstring is often referred to as "whiff routing". 2B and 2C must go into 236A immediately, or else use one of the A starter routes. 5B and 5C can hit confirm into whiff routing.
   | notes        = Resourceless assault confirm, non-counterhit. Confirming with 5A yields ~100 less damage.
*2B and 2C can hit confirm into this route on counterhit.
*Whiff routing is more difficult against certain characters than others. Practicing against Chaos is recommended. Spacing slightly away from the opponent prior to 6B helps.
*Confirming with 4B is optimal given sufficiently close spacing, making it a good choice for punishes. 2B and 2C can also add 4B on counterhit.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 2C 5C/5B/4B 236A w6C~D jC j6B/j6C j421C 236A dl9D j2C jB 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | combo        = 6D j2C 2A 2C 4B dl236A 6A FF~A 9(~D) jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 311: Line 250:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *High damage sideswap route against airborne opponents, as after confirming 2C with another normal. Sometimes referred to as "DBZ" routing. Use of j6B vs j6C depends on spacing and height. Delaying the second 236A is sometimes necessary due to height.
   | notes        = Non-counterhit route with FF~A. The damage increase isn't much, but it adds significant carry.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 2B 5C 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>5B (5C) 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>2C (4B) 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>5C (4B) 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | combo        = 6D j2C 2A 5C 236A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 321: Line 260:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Basic FF~A routing for higher quality starters. 2C 236B 6A FF~A is very consistent. If you used 2C beforehand, swap 2C 236B for 5C dl236B (slightly more difficult) or 6C (easier, but less damage).
   | notes        = Resourceless counterhit confirm. You can use the non-CH confirm when working up to this route; assault scaling is removed on counterhit, so that combo will do 3250 damage here.
*As with previous B/C routes, confirming with 4B yields additional damage. Counterhit is not required for this route.
*Confirming 5C while avoiding/minimizing SMP limits your options, but with some consideration you can still get solid damage. 4B 236A is ideal; 5C 5B 236A, 5C 236A, 5C 236B~A 9D icj2C 2C 236A 6A, and 5C 2C 236B~A 9D icj2C 6C 6A all lead to around 3600 damage.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 2B 236A 9D icj2C 2C 4B dl236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>5B 236A 9D icj2C 2C 4B dl236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>5C 236A 9D icj2C 2C 4B dl236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | combo        = 6D j2C 2A 5C 236A 6A FF~A 2C 236B~A 9D jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *A more difficult FF~A variation that retains 4B partway into the combo for high damage. The timing for both 236B and FF~A can be demanding here depending on starter, so select your routing accordingly.
}}
{{ComboData-UNI
  | combo        = 2B 5C 236A 9D icj2C jFF 2C 236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>5B (4B/5C) 236A 9D icj2C jFF 2C 236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>2C 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>5C 236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Midscreen}}
  | notes        = *Double FF routing for maximum damage. Rarely used due to the significant GRD cost and low added return over other routes.
}}
{{ComboData-UNI
  | combo        = 5B 236A 9D dljC 2C dl236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 353: Line 270:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Retains routing into FF~A if too far to use icj2C. Hit jC as low to the ground as possible. If necessary, substitute 66B in place of 2C.
   | notes        = Counterhit route with FF~A. Take care to not delay FF~A too much, or else they will fall too low to link 2C.
  }}
  }}
}}
}}
Line 360: Line 277:
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{#var:starter1}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 2B 5C 236A 9D dljC 66B 236B 421A~D 66C j236A~B j214A(~D) {{Property-UNI|Ender}}<br>5B 5C 236A 9D dljC 66B 236B 421A~D 66C j236A~B j214A(~D) {{Property-UNI|Ender}}<br>2C 5C 236A 9D dljC 66B 236B 421A~D 66C j236A~B j214A(~D) {{Property-UNI|Ender}}<br>2C 236B~A 9D dljC 66B 236B 421A~D 66C j236A~B j214A(~D) {{Property-UNI|Ender}}
   | combo        = 6D j2C 2A 5C 236A dl9D jB jC 66B 236B 421A~D 66C j236A j6B j214A {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 369: Line 285:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Higher damage variations on the corner knockdown route. J.C must hit very low to the ground. Routing varies depending on starter and confirm to dodge SMP, so these routes are less common.
   | notes        = Note use of j6B instead of j236B. Assault j2C is a very weak starter, so they'll tech out before the ender if using j236B.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 2B 236A 9D icj2C tk j236A j6B j6C j236B+D 2C 236B~A 214B(~D) 66B 236B~A~B 236A+D<br>5B 236A 9D icj2C tk j236A j6B j6C j236B+D 2C 236B~A 214B(~D) 66B 236B~A~B 236A+D<br>5C 236A 9D icj2C tk j236A j6B j6C j236B+D 2C 236B~A 214B(~D) 66B 236B~A~B 236A+D<br>2C 236A 9D icj2C tk j236A j6B j6C j236B+D 2C 236B~A 214B(~D) 66B 236B~A~B 236A+D
   | combo        = 6D j2C 2A 2C 236A 9D icj2C tk j236A j6B j6C j236B+D 2C 236B~A 214B {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 379: Line 295:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *High damage route for the corner, sometimes referred to as "tk routing" due to the rejump tk j236A. Pulls the opponent out of the corner and sideswaps twice.
   | notes        = Counterhit starter into TK routing.
}}
}}


Try to avoid confirming with 236B~A, as SMP will force you into the A starter version of the route to avoid drops.
===Normal Starters===
  }}
====A Starters====
These routes will also work for higher quality starters from the same ranges, and are recommended to start with before learning more optimized routing.
=====Midscreen=====
{{ComboTable-UNI
|data=
  {{#var:starter1}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5B (4B) 236A 9D icj2C tk j236A j6B jFF dlj236B+D 2C 236B~A 214B(~D) 66B 236B~A~B 236A+D<br>5C (4B) 236A 9D icj2C tk j236A j6B jFF dlj236B+D 2C 236B~A 214B(~D) 66B 236B~A~B 236A+D<br>2C 236A 9D icj2C tk j236A j6B jFF dlj236B+D 2C 236B~A 214B(~D) 66B 236B~A~B 236A+D
   | combo        = 5A/2A 5C 236A 9D jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 390: Line 313:
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Slightly more difficult variation on the previous route. Spends GRD to increase damage.
   | notes        = Basic midscreen BNB. Delay the jC so that it hits near the ground. Works reliably even on sloppy confirms.
  }}
  }}
}}
===Assault Starters===
=====Midscreen=====
{{ComboTable-UNI
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 6D j2C 2A 2C 236B~A 9D jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | combo        = 5A/2A 5C 236A dl9D jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 407: Line 324:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Resourceless assault confirm, non-counterhit. 2A 5C adds 5 damage, but may drop at j214B if you assault from close range. Confirming with 5A yields ~100 less damage.
   | notes        = Slight upgrade to the previous route. Again very stable, but the extra hit knocks the opponent further away so 66C may not connect after spaced confirms.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 6D j2C 2A 2C 4B dl236A 6A FF~A 9(~D) jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | combo        = 5A 5C 236A 9D jC 66B 236B 421C j236B j214B+D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 417: Line 334:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Non-counterhit route with FF~A. The damage increase isn't much, but it adds significant carry.
   | notes        = This route trades some damage for corner carry. Also a great option for other starters if you're too far away for 66C to connect.
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 6D j2C 2A 5C 236A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | combo        = 5A/2A 5C 236A 9D icj2C (jFF) 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 427: Line 344:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Resourceless counterhit confirm. You can use the non-CH confirm when working up to this route; assault scaling is removed on counterhit, so that combo will do 3250 damage here.
   | notes        = Optimal resourceless BNB for A starters, and the foundation for many of her better routes on other starters. Delay j236A slightly if icj2C connects point blank or you'll cross up on j214B. 236A 9D icj2C is more stringent about starting hits, so clean confirms are a must. 2AA (5B/2B/5C/2C) 236A is fine; 2AA 2B 2C 236A also works, but 2AA 5B 5C and 5A 5B 5C for example will not.<br>Adding j.FF after icj2C adds damage in exchange for GRD. This is not the optimal GRD extension for A starters, but it's easy to use.
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 6D j2C 2A 5C 236A 6A FF~A 2C 236B~A 9D jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | combo        = 5A/2A 5C 236A 9D icj2C 6C dl6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 437: Line 354:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Counterhit route with FF~A. Take care to not delay FF~A too much, or else they will fall too low to link 2C.
   | notes        = Basic FF~A extension to increase damage. Timing for the FF~A sequence is a bit tricky on A starters. It's important to delay 6A as much as possible so that FF~A doesn't whiff or connect directly underneath the opponent. Spacing yourself slightly away from the opponent before 6C also helps. 2A 5C can 2C 236B 6A instead, but not with any starting filler.
  }}
  }}
}}
}}
Line 444: Line 361:
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{#var:starter1}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 6D j2C 2A 5C 236A dl9D jB jC 66B 236B 421A~D 66C j236A j6B j214A(~D) {{Property-UNI|Ender}}
   | combo        = 5A/2A 5C 236A 9D jC 66B 236B 421A~D 66C j236A~B j214A {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 452: Line 370:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Note the use of j6B here instead of j236B. Assault j2C is a very weak starter, so they'll tech out before the ender if using j236B. J.B is optional.
   | notes        = Basic corner route. Usually ends on 66C for knockdown.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 6D j2C 2A 2C 236A 9D icj2C tk j236A j6B j6C j236B+D 2C 236B~A 214B(~D) 66B 236B~A~B 236A+D<br>
   | combo        = 5A/2A 5C 236A dl9D jB jC 66B 236B 421A~D 66C j236A~B j214A {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 462: Line 380:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Counterhit starter into TK routing. Can't do the full j.FF variation off this starter (have to do 236B 214B ender), so that isn't worthwhile here.
   | notes        = As with the midscreen BNB, adding j.B increases damage slightly. Unlike midscreen spacing is not an issue, just mind their height before 236B and delay as needed.
}}
{{ComboData-UNI
  | combo        = 5A/2A 5C 236A 9D icj2C TK j236A (j6C) j236B~D 2C 236B 214B {{Property-UNI|Ender}}
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Corner}}
  | notes        = High damage corner route. Pulls the opponent out of the corner, so 66B 236BAB 236AD ender is recommended. Adding j6C requires a delay on j236B and only adds 13 damage, so it's easy to omit for consistency.
  }}
  }}
}}
}}


===Throw Starter===
====B/C Starters====
=====Midscreen=====
=====Midscreen=====
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{#var:starter1}}
{{ComboData-UNI
  | combo        = ...236A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Midscreen}}
  | notes        = 6B 236A w6C into airstring is often referred to as "whiff routing". 2B and 2C must go into 236A immediately, or else use one of the A starter routes. 5B and 5C can hit confirm into whiff routing. 2B and 2C can hit confirm into this route on counterhit. Confirming with 4B is optimal given sufficiently close spacing, making it a good choice for punishes.
*Whiff routing is more difficult against certain characters than others. Practicing against Chaos is recommended. Spacing slightly away from the opponent prior to 6B helps.
}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 2C 4C j2C jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | combo        = 2C 5C/4B 236A w6C~D jC j6B/j6C j421C 236A dl9D j2C jB 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 478: Line 418:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Basic midscreen throw route. J2C jB jC does notably more damage than jB j2C jC, so getting comfortable with that variation is strongly recommended.
   | notes        = High damage sideswap route against airborne opponents, as after confirming 2C with another normal. Sometimes referred to as "DBZ" routing. Use of j6B vs j6C depends on spacing and height. Delaying the second 236A is sometimes necessary due to height. B starters can route into this if autopiloting into 2C 5C after or wanting sideswap.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = (2C, 4C dl, 5C dl) 236BA dl9D jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | combo        = ...236A 9D icj2C 2C 236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 488: Line 428:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Higher damage throw route. 2C 236BA and 4C dl236BA are pretty consistent and offer a modest damage increase over the previous route. 236ABAC ender gives better damage than 236BAB on this route. 5C dl236BA is Yuzuriha's optimal resourceless midscreen throw route, but the timing is very precise.
   | notes        = Core FF~A routing for higher quality starters. 2C 236B 6A FF~A is very consistent. If you used 2C beforehand, swap 2C 236B for 5C dl236B (slightly more difficult) or 6C (easier, but less damage) for better damage.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 4C 2C(1) 236A dl9D jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | combo        = ...236A 9D icj2C 2C 4B dl236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 498: Line 438:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *A more practical optimization to midscreen throw routes. Slight delay after 2C helps with consistency.
   | notes        = A more difficult FF~A variation that retains 4B partway into the combo for high damage. The timing for both 236B and FF~A can be demanding here depending on starter, so select your routing accordingly.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5C dl236A 6A FF~A dl9(~D) jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | combo        = ...236A 9D dljC 2C dl236B 6A FF~A~D 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 508: Line 448:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Max damage midscreen throw route. Also adds significant corner carry. The link to 66C is very tight, and will not work if j.B j.C is done as soon as possible. Strongly recommended to not D cancel the stance jump. This will add a slight delay before j.B, causing j.C to hit lower to the ground and making the link consistent.
   | notes        = Retains routing into FF~A if too far to use icj2C. Hit jC as low to the ground as possible. If necessary, substitute 66B in place of 2C.
  }}
  }}
}}
}}
Line 515: Line 455:
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
{{#var:starter1}}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 4C 2C(1) 236A~B 421A~D 66C j236AB j214A(~D) {{Property-UNI|Ender}}
   | combo        = ...236A 9D icj2C tk j236A j6B j6C j236B+D 2C 236B~A 214B {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 523: Line 464:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Basic corner ender. Stable and reliable against all characters. Also works well if they're near to but not quite in the corner.
   | notes        = Optimized TK routes. Avoid confirming with 236B~A, as SMP will force you into the A starter version of the route to avoid drops. Sloppy confirms may need to omit j6B.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 4C 236A~B dl7(D) jB jC 66C j236A j6B j214A(~D) {{Property-UNI|Ender}}
   | combo        = ...236A 9D icj2C tk j236A j6B jFF dlj236B+D 2C 236B~A 214B {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 533: Line 474:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Optimized corner route. Can drop at 66C against Seth; not Dcanceling the jump cancel beforehand helps prevent this. Frequently drops at j236A against Linne due to her small hurtbox during groundbounce.  
   | notes        = Slightly more difficult variation on the previous route. Spends GRD to increase damage.
  }}
  }}
}}
}}


===Anti-Air Starters===
===Stance Starters===
 
=====Close Range=====
Close range 6X/236X starters can follow the same routes as B/C starters.
{{ComboTable-UNI
{{ComboTable-UNI
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5C j2C jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}} {{Property-UNI|Ender}}
   | combo        =  
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 547: Line 491:
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      =  
   | notes        = *You can just go into standard routing on antiair hits if they're close enough. Works even on max jump height antiairs if you delay the jump cancel slightly, so it's very reliable. Leading with jB is possible, but j2C leads to better damage and is more stable since it keeps them slightly lower.
   | notes        =  
  }}
  }}
{{ComboData-UNI
}}
  | combo        = 5C 236A w6C~D j2C jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}} {{Property-UNI|Ender}}
 
=====Mid/Far Range=====
{{ComboTable-UNI
|data=
{{ComboData-UNI
  | combo        =
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 557: Line 506:
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      =  
   | notes        = *Higher damage variation for close confirms.
   | notes        =  
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = 5C jC dlj6B j236B j214B+D 2C (dl4B) {{Property-UNI|Ender}}
   | combo        =  
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 567: Line 516:
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      =  
   | notes        = *Stable confirm for very far/high hits where other routes may not work. You can use either j6B or j6C, but timings may change as a result.
   | notes        =  
  }}
  }}
{{ComboData-UNI
}}
   | combo        = 5C jC dlj6B j236B j214B+D 4B 236A w6C~D jB j2C jC {{Property-UNI|Ender}}
 
===Anti-Air Starters===
{{ComboTable-UNI
|data=
{{ComboData-UNI
   | combo        = 5C j2C jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 578: Line 532:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Extension of the previous combo. Take care not to walk back before 4B, as that may cause the j2C to whiff.
   | notes        = You can just go into standard routing on antiair hits if they're close enough. Works even on max jump height antiairs if you delay the jump cancel slightly, so it's very reliable. Leading with jB is possible, but j2C leads to better damage and is more stable since it keeps them slightly lower.
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 5C (dl)236A w6C~D jC j6C j421C dl236A dl9D j2C jB 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | combo        = 5C 236A w6C~D j2C jB jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 588: Line 542:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *High damage route that sideswaps, great when you're in the corner. If the opponent is very close then j6B j421C 236A may be possible, but j6C is generally more reliable in this situation.
   | notes        = Higher damage variation for close confirms.
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = 5C (dl)236A w6C~D jC j6C j421C dl236A 8D icj2C 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | combo        = 5C jC dlj6B j236B j214B+D 2C (dl4B) {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 598: Line 552:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Counterhit-only variant of the previous route.
   | notes        = Stable confirm for very far/high hits where other routes may not work. You can use either j6B or j6C, but timings may change as a result.
  }}
  }}
}}
{{ComboData-UNI
 
   | combo        = 5C jC dlj6B j236B j214B+D 4B 236A w6C~D jB j2C jC {{Property-UNI|Ender}}
===Stance Starters===
 
=====Close Range=====
{{ComboTable-UNI
|data=
{{ComboData-UNI
   | combo        = 6B/6C 236A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>236A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}<br>236B~A 9D icj2C 6B dl236A w6C~D jB j2C jC 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 615: Line 562:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Close range 6X/236X starters can follow the same routes as B/C starters.
   | notes        = Extension of the previous combo. Take care not to walk back before 4B, as that may cause the j2C to whiff.
  }}
  }}
{{ComboData-UNI
{{ComboData-UNI
   | combo        = CH 623A {{Property-UNI|Ender}}
   | combo        = 5C (dl)236A w6C~D jC j6C j421C dl236A dl9D j2C jB 66C j236A j6C j214B~D {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 624: Line 571:
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *623A CH anti-air confirm
   | notes        = High damage route that sideswaps, great when you're in the corner. If the opponent is very close then j6B j421C 236A may be possible, but j6C is generally more reliable in this situation.
  }}
  }}
}}
{{ComboData-UNI
 
   | combo        = 5C (dl)236A w6C~D jC j6C j421C dl236A 8D icj2C 66C j236A j6C j214B~D {{Property-UNI|Ender}}
=====Mid/Far Range=====
{{ComboTable-UNI
|data=
{{ComboData-UNI
   | combo        = 3C {{Property-UNI|Ender}}
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 639: Line 581:
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *3C anti-air starter
   | notes        = Counterhit-only variant of the previous route.
}}
{{ComboData-UNI
  | combo        = CH 623A {{Property-UNI|Ender}}
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Anywhere}}
  | notes        = *623A CH anti-air confirm
  }}
  }}
}}
}}
Line 658: Line 590:
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = j.A {{Property-UNI|Ender}}
   | combo        =  
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 664: Line 596:
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      =  
   | notes        = *Air-to-air confirm
   | notes        =  
  }}
  }}
}}
}}
Line 673: Line 605:
|data=
|data=
  {{ComboData-UNI
  {{ComboData-UNI
   | combo        = j.A {{Property-UNI|Ender}}
   | combo        =  
   | basedamage    =  
   | basedamage    =  
   | bonusdamage  =  
   | bonusdamage  =  
Line 679: Line 611:
   | metergain    =  
   | metergain    =  
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      =  
   | notes        = *Air-to-air confirm
   | notes        =  
  }}
  }}
}}
}}
Line 695: Line 627:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *This is just fine if you don't know routes for throw yet.
   | notes        = This is just fine if you don't know routes for throw yet.
  }}  
  }}  
  {{ComboData-UNI
  {{ComboData-UNI
Line 705: Line 637:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Simple VO strip from any starter strong enough to enable icj2C.
   | notes        = Simple VO strip from any starter strong enough to enable icj2C.
  }}  
  }}  
  {{ComboData-UNI
  {{ComboData-UNI
Line 715: Line 647:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Anywhere}}
   | location      = {{Property-UNI|Anywhere}}
   | notes        = *Broadly applicable VO strip route, works off basically anything that lets you route into icj2C if you haven't used Yae Ichirin previously. Works off any normal starter (and a few others, especially in the corner) that enable icj2C routing. Sideswaps midscreen.
   | notes        = Broadly applicable VO strip route, works off basically anything that lets you route into icj2C if you haven't used Yae Ichirin previously. Works off any normal starter (and a few others, especially in the corner) that enable icj2C routing. Sideswaps midscreen.
  }}  
  }}  
  {{ComboData-UNI
  {{ComboData-UNI
Line 725: Line 657:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *A midscreen variant that doesn't sideswap. Also useful for weaker starters where icj2C isn't an option. Unreliable near the corner due to reliance on the wallbounce from j236B, so only use this if you're near mid-stage.
   | notes        = A midscreen variant that doesn't sideswap. Also useful for weaker starters where icj2C isn't an option. Unreliable near the corner due to reliance on the wallbounce from j236B, so only use this if you're near mid-stage.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
Line 735: Line 667:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Another midscreen variant that maintains facing. Somewhat less particular about positioning, but still fails once close enough to corner and has less corner carry overall. Somewhat character specific due to differences in how j214A connects, particularly if icj2C is used without jFF. That variant is notably difficult/inconsistent on Hyde, Carmine, Vatista, and Chaos.
   | notes        = Another midscreen variant that maintains facing. Somewhat less particular about positioning, but still fails once close enough to corner and has less corner carry overall. Somewhat character specific due to differences in how j214A connects, particularly if icj2C is used without jFF. That variant is notably difficult/inconsistent on Hyde, Carmine, Vatista, and Chaos.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
Line 745: Line 677:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Midscreen}}
   | location      = {{Property-UNI|Midscreen}}
   | notes        = *Basic midscreen VO strip from stance confirms. While the tradeoffs in damage, meter build, and corner carry are significant, better routes from stance are high optimization and/or very sensitive to the initial confirm.
   | notes        = Basic midscreen VO strip from stance confirms. While the tradeoffs in damage, meter build, and corner carry are significant, better routes from stance are high optimization and/or very sensitive to the initial confirm.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
Line 755: Line 687:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Basic corner route.
   | notes        = Basic corner route.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
Line 765: Line 697:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Extended corner variant for assault and throw starters.
   | notes        = Extended corner variant for assault and throw starters.
  }}
  }}
  {{ComboData-UNI
  {{ComboData-UNI
Line 775: Line 707:
   | oppmetergain =  
   | oppmetergain =  
   | location      = {{Property-UNI|Corner}}
   | location      = {{Property-UNI|Corner}}
   | notes        = *Alternate corner throw/assault route, higher damage but spends some GRD.
   | notes        = Alternate corner throw/assault route, higher damage but spends some GRD.
}}
{{ComboData-UNI
  | combo        = 4C 236AB 421A~D 2C j6C j6B j214A~D VO
  | basedamage    =
  | bonusdamage  =
  | cost          =
  | metergain    =
  | oppmetergain =
  | location      = {{Property-UNI|Corner}}
  | notes        = Optimal corner throw VO route.
  }}
  }}
}}
}}

Latest revision as of 18:11, 23 January 2024

Profile-yuzuriha.png
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Yuzuriha specific notation notes:

  • Holds are NOT notated. In many cases, multiple potential holds are viable and/or the player can approach a particular hold in multiple ways (holding a button from a previous input, sliding during a previous action, sliding while entering stance). None of these possibilities are generally better or worse than others, with the exception that holding D mid-combo is discouraged. See the FAQ for more information and suggested methods for certain particularly tricky sequences.
  • ~D, >D, and 7/8/9D denote D cancels. Simply tap D during the previous action to exit stance. Stance cancels during a jump are often notated as prior rather than as 9~D for convenience, and because the player may safely input these commands simultaneously. Note that D cancel triggers on D release, so it is important to not hold down D when attempting to D cancel.
  • Combos on this page where D cancels aren't written before a link into a normal should be read as exiting stance by releasing the held button instead. D cancels will work for these combos, but the extra recovery from not D canceling sets up a helpful or necessary delay.
  • Notation of 236BA, 236AB, 236BAB, 236ABA, or 236ABAC more accurately correspond to 236A~B~A~C for example, but reduced for the writer's convenience. The sequential inputs denote how players can input followup 236X slashes by pressing the appropriate button without holding any direction, such that rapid consecutive 236 inputs are not required.
  • XD corresponds to X+D. This denotes a "D-pair" input, which allows the player to attack with an already used stance mark. The attack will have out of stance startup and D-canceled recovery, and Yuzuriha will exit stance after the action. The inputs must occur within two frames of each other. If the player is already holding D, they must instead release D and press the desired button simultaneously.

Getting Started

Starter Combos

See the first entries for each starter. Combos for lower quality starters (throw < assault < A starters; 6X starters) will also work on better starters (B/C normals; 236X starters), so prioritize those and work up from there.

Theory

Most combos beginning from close range hits follow the formula of hit>launcher + air followup(>optional extender)>stance chain>ender. In some cases, the launcher and followup is delayed to the middle of the combo and an extending sequence is inserted beforehand.

Combos from mid/far ranges rely heavily on stance attacks to confirm, most notably 236A/B, 214B, and their air counterparts. This allows Yuzuriha to close space and follow with a short relaunch sequence into an ender.

Midscreen ender selection most often prioritizes damage, space, and frame advantage, though sometimes knockdown is desirable. Corner ending priorities vary more between damage and knockdown. 66B, 66B 236B~A~B 236A+D, and 66C(>j421A) are the most common enders; for more information, see the Enders section.

Adding too much filler between the initial hit and the launcher may reduce damage or prevent the use of certain components.

Where practical, routes often avoid reusing the same move to prevent Same Move Proration (SMP). SMP increases combo scaling, and some attacks have properties such that reusing them in a combo is not viable. For example, (j)214A/B and FF~A have significantly less hitstun on repeat uses.

FAQ

How do I do j.C into 66B/66C etc?

Remember that you can start inputting motions before you're actionable, and that UNI has a small input buffer. Begin the 66 input during your air attack, then input your attack as you land. Remember to hold 6 through the attack input.

When do I D cancel?

More than 2f into the startup of the move you wish to cancel, but not so late into recovery as to miss the cancel window. The fail timing typically comes quite late, so the window for successful D cancels is very large. On Yae Ichirin for example, you can D cancel at any time until Yuzuriha lands from her flip. Note that 236A and 236B have reduced base damage if you D cancel during their startup, so a safe timing for D cancels is slightly after the move would connect.

How do I do these fast motion sequences?

You have more time for each input than you probably realize. You can start the motion as soon as you finish the previous attack input, or even sooner in some cases. Use your time effectively and keep your inputs clean. It may not happen immediately, but given time and focused practice you can succeed.

How do I know which button to hold?

You can hold any button so long as it's not used after the first stance attack in the sequence, but should avoid holding D in combos.

Why not D hold?

D hold midcombo increases damage scaling. Your combos will do less damage, potentially up to several hundred less damage depending on the routing.

On the other hand, D hold in neutral is acceptable and often encouraged for flexibility. D hold scaling does not apply to combo starters, so it often has no or very limited impact.

How to manage holds on pad?

Remap your controls and/or use claw grip. C and/or D on shoulder buttons is common, but different players use many different setups. Take advantage of the macro binds as well.

How do I D-pair if I'm already holding D?

This requires a more strict technique we call "negative edge D-pair", which relies on the standard D cancel timing on D release.

How do I input (6C/236A/236B>)6A>FF~A~D?

6A>FF~A requires pressing all three attack buttons, and we don't want to D hold or else the damage gain is lost. We use a special behavior during chained stance attacks: once a hold is established, that hold remains active until Yuzuriha returns to a neutral animation (standing, falling, etc). For example, we can input 6C>6A>FF~A~D as 6[C]>6A]C[>FF~A~D. With proper timing, this gives a C hold for the full sequence.

It is possible to use this property for many other routes if desired. Pad players in particular may find it helpful.

Enders

Combo Cost Location

Basic midscreen knockdown option. Useful if you'd rather keep the opponent close than get some extra damage and meter.

Primary midscreen ender. Adds damage, creates space, and knocks the opponent high into the air for high frame advantage. May need to delay 236B slightly for proper height in some cases; delaying the 236A+D slightly creates more space after the combo. Can also input as 236[B]~A~C.

66B is sometimes replaced by some portion of the 4C 2C 4B sequence, at minimum incorporating 2C.

Alternate version of the previous ender. Often does slightly less damage due to D hold scaling, but generates slightly more meter and in some cases will deal similar or slightly more damage. Functionally interchangeable in most situations.

Basic corner knockdown ender. Hard knockdown if hit low enough, meaning the opponent is unable to air tech forward. Leaves you slightly plus at 5B range. Generally not used midscreen because it pushes the opponent much further away than 66B without the damage of the 236X enders, but in the corner the resulting spacing is much closer. Landing after leaves Yuzuriha around +8 at 5B range, or she can cancel into j421A>j214A~D or j214C.

Damage ender for the corner. Nets a left-right mixup if the opponent airtechs forward. Can add 236B beforehand for slightly more damage but no mixup.

Some corner routes pull the opponent out of the corner. In this case, go for the 66B 236BAB 236AD ender instead.

Corner safejump setup. Works against reversals as fast as 4f. Note that stance ends without D canceling here to framekill before the air assault. Any air normal will work here given proper timing; j.A is easiest since it's active until landing.

Safejump setup for corner TK routing. Works against all tech directions and again beats 4f reversals.

Midscreen meter dump. 236C retains the strong frame advantage of the 236X enders and adds about 500 damage. 214C does more damage for worse oki.

IW is interchangeable with all EX enders as desired and able. IWEX's limited hitbox has more stringent requirements midscreen.

Corner meter dump. 236B~A 214B j214C+D can squeeze out a little more damage to close rounds.

Low meter CVO ender. Skip to IW after 236BA in the corner.

For all CVO enders, you can start from any previous meterless ender and CVO immediately after the last attack that is not D-paired.

High health CVO ender. Delay the j.214C slightly to ensure IW connects in the corner. 214C also works, but is slightly slower and thus slightly more meter depletes before you can IW. If health is <30% and you have at least 110 meter, you can do this route with IWEX instead of IW. Sideswaps, so you may want to use 236C instead of j.214C if the combo won't kill.

Low health CVO ender, requires full meter before CVO.

Combos

Damage and meter gain are generally given for enders 66B 236B~A~B 236AD midscreen and 66C in corner. Exceptions are noted where relevant. These exceptions broadly fall within three groups:

Highly optimized midscreen FF~A routes that incorporate both 236B and 236A generally deal equal or better damage with 236ABAC 236AD ender, along with the slight advantage in meter gain.

Certain midscreen throw routes also favor ABAC, simply because the route is so prorated that all hits of the ender deal minimum damage. Quantity of hits thus results in higher damage.

Routes that pull the opponent out of the corner should end in 236BAB236AD. 66C ender's positioning is less than ideal in this situation, as the opponent is not fully in the corner and at a different spacing than standard corner knockdown.

Yuzuriha's routing is such that a given route is often applicable to many different starters with minimal changes. B/C normals, 6X, and 236X can generally employ the same routes at close range with minimal adjustments for example, or even use A starter routes. As such, routes are outlined in general terms. Details for damage, meter gain, and starter-specific confirms and optimizations are given in a dropdown field under each route. On routes where multiple confirm options or slight variations are shown, damage is listed with ranges. Options within routes for specific starters are ordered from least damage to greatest, rather than any consideration for practicality. Other confirms into these combos may exist; those shown are simply the ones considered most notable.

"Close Range" routes encompass anything where routing into 236A 9D icj2C is practical, and include many of Yuzuriha's most damaging combos. "Mid Range" extends from this point (about max 5B range) to just beyond 214B range. Routes in this category are staples for neutral conversions and stance pressure. 236B and 236C can also convert from beyond this range, and thus modifications for "Far Range" confirms are sometimes required.

Throw Starter

Midscreen
Combo Damage Cost Meter Gain Location

Basic midscreen throw route. J2C jB jC does notably more damage than jB j2C jC, so getting comfortable with that variation is strongly recommended.

Higher damage throw route. 236ABAC ender gives better damage than 236BAB on this route. 5C dl236BA does more damage and is Yuzuriha's optimal resourceless midscreen throw route, but the timing is very precise.

A more practical optimization to midscreen throw routes. Slight delay after 2C helps with consistency.

Max damage midscreen throw route. Also adds significant corner carry. 66C timing is very strict here; not D canceling the stance jump sets up the needed jB delay.

Corner
Combo Damage Cost Meter Gain Location

Basic corner route. Stable and reliable against all characters. Also works well if they're near to but not quite in the corner.

Optimized corner route. Frequently drops at j236A against Linne due to her small hurtbox during groundbounce.

Assault Starters

Midscreen
Combo Damage Cost Meter Gain Location

Resourceless assault confirm, non-counterhit. Confirming with 5A yields ~100 less damage.

Non-counterhit route with FF~A. The damage increase isn't much, but it adds significant carry.

Resourceless counterhit confirm. You can use the non-CH confirm when working up to this route; assault scaling is removed on counterhit, so that combo will do 3250 damage here.

Counterhit route with FF~A. Take care to not delay FF~A too much, or else they will fall too low to link 2C.

Corner
Combo Damage Cost Meter Gain Location

Note use of j6B instead of j236B. Assault j2C is a very weak starter, so they'll tech out before the ender if using j236B.

Counterhit starter into TK routing.

Normal Starters

A Starters

These routes will also work for higher quality starters from the same ranges, and are recommended to start with before learning more optimized routing.

Midscreen
Combo Damage Cost Meter Gain Location

Basic midscreen BNB. Delay the jC so that it hits near the ground. Works reliably even on sloppy confirms.

Slight upgrade to the previous route. Again very stable, but the extra hit knocks the opponent further away so 66C may not connect after spaced confirms.

This route trades some damage for corner carry. Also a great option for other starters if you're too far away for 66C to connect.

Optimal resourceless BNB for A starters, and the foundation for many of her better routes on other starters. Delay j236A slightly if icj2C connects point blank or you'll cross up on j214B. 236A 9D icj2C is more stringent about starting hits, so clean confirms are a must. 2AA (5B/2B/5C/2C) 236A is fine; 2AA 2B 2C 236A also works, but 2AA 5B 5C and 5A 5B 5C for example will not.
Adding j.FF after icj2C adds damage in exchange for GRD. This is not the optimal GRD extension for A starters, but it's easy to use.

Basic FF~A extension to increase damage. Timing for the FF~A sequence is a bit tricky on A starters. It's important to delay 6A as much as possible so that FF~A doesn't whiff or connect directly underneath the opponent. Spacing yourself slightly away from the opponent before 6C also helps. 2A 5C can 2C 236B 6A instead, but not with any starting filler.

Corner
Combo Damage Cost Meter Gain Location

Basic corner route. Usually ends on 66C for knockdown.

As with the midscreen BNB, adding j.B increases damage slightly. Unlike midscreen spacing is not an issue, just mind their height before 236B and delay as needed.

High damage corner route. Pulls the opponent out of the corner, so 66B 236BAB 236AD ender is recommended. Adding j6C requires a delay on j236B and only adds 13 damage, so it's easy to omit for consistency.

B/C Starters

Midscreen
Combo Damage Cost Meter Gain Location

6B 236A w6C into airstring is often referred to as "whiff routing". 2B and 2C must go into 236A immediately, or else use one of the A starter routes. 5B and 5C can hit confirm into whiff routing. 2B and 2C can hit confirm into this route on counterhit. Confirming with 4B is optimal given sufficiently close spacing, making it a good choice for punishes.

  • Whiff routing is more difficult against certain characters than others. Practicing against Chaos is recommended. Spacing slightly away from the opponent prior to 6B helps.

High damage sideswap route against airborne opponents, as after confirming 2C with another normal. Sometimes referred to as "DBZ" routing. Use of j6B vs j6C depends on spacing and height. Delaying the second 236A is sometimes necessary due to height. B starters can route into this if autopiloting into 2C 5C after or wanting sideswap.

Core FF~A routing for higher quality starters. 2C 236B 6A FF~A is very consistent. If you used 2C beforehand, swap 2C 236B for 5C dl236B (slightly more difficult) or 6C (easier, but less damage) for better damage.

A more difficult FF~A variation that retains 4B partway into the combo for high damage. The timing for both 236B and FF~A can be demanding here depending on starter, so select your routing accordingly.

Retains routing into FF~A if too far to use icj2C. Hit jC as low to the ground as possible. If necessary, substitute 66B in place of 2C.

Corner
Combo Damage Cost Meter Gain Location

Optimized TK routes. Avoid confirming with 236B~A, as SMP will force you into the A starter version of the route to avoid drops. Sloppy confirms may need to omit j6B.

Slightly more difficult variation on the previous route. Spends GRD to increase damage.

Stance Starters

Close Range

Close range 6X/236X starters can follow the same routes as B/C starters.

Combo Damage Cost Meter Gain Location
Mid/Far Range
Combo Damage Cost Meter Gain Location

Anti-Air Starters

Combo Damage Cost Meter Gain Location

You can just go into standard routing on antiair hits if they're close enough. Works even on max jump height antiairs if you delay the jump cancel slightly, so it's very reliable. Leading with jB is possible, but j2C leads to better damage and is more stable since it keeps them slightly lower.

Higher damage variation for close confirms.

Stable confirm for very far/high hits where other routes may not work. You can use either j6B or j6C, but timings may change as a result.

Extension of the previous combo. Take care not to walk back before 4B, as that may cause the j2C to whiff.

High damage route that sideswaps, great when you're in the corner. If the opponent is very close then j6B j421C 236A may be possible, but j6C is generally more reliable in this situation.

Counterhit-only variant of the previous route.

Other Starters

Combo Damage Cost Meter Gain Location

Side Swap Routes

Combo Damage Cost Meter Gain Location

Vorpal Strip Routes

Combo Damage Cost Meter Gain Location

This is just fine if you don't know routes for throw yet.

Simple VO strip from any starter strong enough to enable icj2C.

Broadly applicable VO strip route, works off basically anything that lets you route into icj2C if you haven't used Yae Ichirin previously. Works off any normal starter (and a few others, especially in the corner) that enable icj2C routing. Sideswaps midscreen.

A midscreen variant that doesn't sideswap. Also useful for weaker starters where icj2C isn't an option. Unreliable near the corner due to reliance on the wallbounce from j236B, so only use this if you're near mid-stage.

Another midscreen variant that maintains facing. Somewhat less particular about positioning, but still fails once close enough to corner and has less corner carry overall. Somewhat character specific due to differences in how j214A connects, particularly if icj2C is used without jFF. That variant is notably difficult/inconsistent on Hyde, Carmine, Vatista, and Chaos.

Basic midscreen VO strip from stance confirms. While the tradeoffs in damage, meter build, and corner carry are significant, better routes from stance are high optimization and/or very sensitive to the initial confirm.

Basic corner route.

Extended corner variant for assault and throw starters.

Alternate corner throw/assault route, higher damage but spends some GRD.

Optimal corner throw VO route.

Videos

External Links

Yuzuriha Wiki Roadmap

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Page last edited on: 2024-01-23 by Mavi.

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General
FAQ
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Glossary
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Characters
Hyde
Linne
Waldstein
Carmine
Orie
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Merkava
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Yuzuriha
Hilda
Chaos
Nanase
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Phonon
Mika
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Enkidu
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Frame Data
Hyde
Linne
Orie
Seth
Hilda
Chaos
Mika