Under Night In-Birth/UNI2/Tsurugi: Difference between revisions

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{{AttackDataCargo-UNI2/Query|tr_236x~6b|note=}}
{{AttackDataCargo-UNI2/Query|tr_236x~6b|note=}}
Tsurugi hops into the air and kicks down with an overhead. There is a huge gap between when he jumps into the air until he lands back down which can be easily mashed on with jabs or anti-air buttons. The kick itself is also incredibly unsafe on block if not cancelled into j.236C before he lands. Good for combo filler or as an ender but not a good option for blockstrings.
Tsurugi hops into the air and kicks down with an overhead. There is a huge gap between when he jumps into the air until he lands back down which can be easily mashed on with jabs or anti-air buttons. The kick itself is also incredibly unsafe on block if not cancelled into j.236C before he lands. Good for combo filler or as an ender but not a good option for blockstrings.
*Can only cancel into FF on hit.
}}
}}



Revision as of 23:03, 3 February 2024

Uni2 profile tsurugi.png

Story

Tsurugi is a friend of Hyde's from school and a prominent member of a vigilante group called the EFG.
The EFG's main objective is to defend their fellow students from the evil influences of wielders, so they tend to avoid dealing with the Night.

However, the Final Night is a different story.

In order to protect his classmates--not to mention the rest of the world--Tsurugi decides to confront the root of all evil: the Re-Birth.

I bet you'll be out there, too, Kido.
Don't die on me before we meet up...

Gameplay

Tsurugi is a mid-range footsies character who uses a shield to guard point his opponents' attacks and close the distance. Once he is in he has very strong strike/throw with access to a solid array of buttons with long stagger windows and a pseudo-command grab to punish his opponents for trying to shield his offense.


Strengths Weaknesses
  • Good Damage and Great Staggers: Tsurugi dishes out damage easily and has long stagger windows to supplement his strike/throw game.
  • Guard Points: The large majority of Tsurugi's kit includes guard points which let him blow through his opponents attacks and discourage his opponents from trying to attack him. These moves include: 2[C], 6[C], j.[C], j.2[C], j.236[B], j.236C, 214C and of course his entire FF stance.
  • Good Meterless Reversal and EX Reversal Options: All of his DPs are useful and are great for getting him out of bad situations. His 623B is a standard meterless reversal with a good hitbox while his 623C is both a good reversal and also a solid combo ender.
  • Completely Lacks Ranged Options: Tsurugi has no fireballs or full-screen options to pressure his opponent. He has to approach with dash-blocking or with his armored moves to get into the mid-range where he is most effective.
  • Mid-Dispenser: Tsurugi has a noticeable lack of low attacks with only 3 low attacks available to him in his entire kit (2C, 66B, and FF~2X). This deters him from going for high/low type mix-ups due to the lack of fast 5/6f lows.

Character Stats

Health Smart Steer Route
10800 5A > 5B > 5C > 236A > 5A+B > IW (requires 200 EXS)
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1100 -860 4 41
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
4 2000 120 3300
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
4 26 -42095 1~8 Full
9~10 Throw
Throw Width (pixels) Throw Range (pixels)
Unique Trait
  • Force Function 'Skid-Scare Loader!' - A stance with infinite guard point against mids and highs. Has unique follow-ups. Can cancel grounded specials into this stance.
  • Guard Points - Tsurugi's IC moves have guard point frames just before they become active. These guard points can absorb one hit but will automatically lose to any invincible option (Ex. EX Reversals).
Vorpal Trait
  • Startup of Force Function when canceled into from special moves is reduced by 4F
Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into on hit or block, unless specially noted.
N = Normal Cancelable
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = Can additionally be cancelled during whiff
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible


Normal Moves

Standing Normals

5A
5A
5A
UNI2 Tsurugi 5A.png
Damage Guard Cancel Property Cost Attribute
200 Mid SE, N, SP, EX, CS, TH - - -
Startup Active Recovery Overall Advantage Invul
7 3 11 20 -2 -

Tsurugi pokes at his opponent with the edge of his shield. Noticeably slower than most 5As making it a worse mash option compared to his 2A. Great blockstring filler.

  • Self cancellable
5B
5B
5B
UNI2 Tsurugi 5B.png
5B
Damage Guard Cancel Property Cost Attribute
570 Mid N, SP, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
9 4 16 27 -3 -
Tsurugi thrusts his shield forward. Solid mid-range poke.
5C
5C
5C
UNI2 Tsurugi 5C.png
5C
Damage Guard Cancel Property Cost Attribute
690 Mid N, SP, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
12 4 23 38 -9 -
Tsurugi slaps the opponent with the entire length of his shield. One of his largest buttons and great for poking at farther opponents.

Crouching Normals

2A
2A
2A
UNI2 Tsurugi 2A.png
Damage Guard Cancel Property Cost Attribute
150 Mid SE, N, SP, EX, CS, TH - - -
Startup Active Recovery Overall Advantage Invul
5 2 12 18 -2 -

Tsurugi punches at his opponents feet. Great frame data for a 2A and his best mash option for gaps in his opponents blockstrings.

  • Self cancellable
  • This is a MID
2B
2B
2B
UNI2 Tsurugi 2B.png
Damage Guard Cancel Property Cost Attribute
490 Mid N, SP, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
8 3 15 25 -2 -
Tsurugi thrusts his shield while crouching at an awkward 70 degree angle. This button can sometimes clip your opponents out of jumps due to the higher angled hitbox. The tip of the shield does NOT reach the floor making it a poor option for OTG pick-ups from max range.
2C
2C
2C
UNI2 Tsurugi 2C.png
2C
Damage Guard Cancel Property Cost Attribute
670 Low N, SP, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
10 4 20 33 -6 -
One of Tsurugi's few low attacks. Tsurugi bashes at his opponent's toes with his shield. Has good range and is also surprisingly safe on block at -6.
2[C]
2[C]
2UNI Input Hold.png[C]
UNI2 Tsurugi 2C.png
2C
Damage Guard Cancel Property Cost Attribute
850 Low N, SP, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
24 4 20 47 -6 Guard Point 15~23F

The increased version of Tsurugi's 2C that goes a bit farther and does more damage.

  • Has guard point during the startup

Air Normals

j.A
j.A
jA
UNI2 Tsurugi jA.png
Damage Guard Cancel Property Cost Attribute
150 High, Air Shield N, SP, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
7 6 10 22 Varies
[-1 on assault]
-
Tsurugi sticks kicks out his leg at his opponent. Usable as a quick air-to-air option
j.B
j.B
jB
UNI2 Tsurugi jB.png
Damage Guard Cancel Property Cost Attribute
490 High, Air Shield N, SP, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
9 4 21 33 Varies
[+1 on assault]
-
Tsurugi angles his shield downwards towards the ground. Not a bad jump in option.
j.C
j.C
jC
UNI2 Tsurugi jC.png
Damage Guard Cancel Property Cost Attribute
590 High, Air Shield N, SP, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
12 4 Until L - Varies -
Tsurugi swipes the entire area below him with his shield. This button has wide range and will also hit behind him.
j.[C]
j.[C]
jUNI Input Hold.png[C]
UNI2 Tsurugi jC.png
Damage Guard Cancel Property Cost Attribute
760 High, Air Shield N, SP, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
20 4 - - Varies
[+14 on assault]
Guard Point 18~19F

Tsurugi swipes the entire area below him with his shield but covers even more range. This move can guard point non-invincible anti-air options if timed well making it a terrifying aerial to contest.

  • Has guard point during the startup

Command Normals

6C
6C
6C
Damage Guard Cancel Property Cost Attribute
770 High SP, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
26 3 22 50 -7 -
Tsurugi slams his shield over his opponent's head. Overhead option that does not have a telegraphed Increase charge animation.
6[C]
6[C]
6UNI Input Hold.png[C]
Damage Guard Cancel Property Cost Attribute
940 High SP, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
33 3 27 62 -4 Guard point 29~32F

Very slow telegraphed overhead option due to the Increase charge animation.

  • Has guard point during the startup
3C
3C
3C
Damage Guard Cancel Property Cost Attribute
780 Mid N, SP, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
11 2 23 35 -7 Head 7~12F

Tsurugi swings his shield upwards. Fantastic anti-air option and covers just about any assault angle.

  • Has head invincibility


j.6C
j.6C
j6C
Damage Guard Cancel Property Cost Attribute
680 High, Air Shield N, SP, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
11 5 - - Varies
[+5 on assault]
-
Tsurugi slams his shield forward and knocks his opponent towards the wall if they are already airborne. Will wall bounce anywhere on screen and is usable as a combo extender. This button is 1f faster than his j.C making it the preferred button out of assault.


j.2C
j.2C
j2C
Damage Guard Cancel Property Cost Attribute
764 Mid, Air Shield / Second hit: Mid, Air -SP-, -EX-, -CS- - - -
Startup Active Recovery Overall Advantage Invul
16 Until L + 3 21 - -4
[-4 on assault]
-
Tsurugi hops on his shield like a surfboard and falls vertically toward the ground. Usable as a pseudo-dive kick option.
j.2[C]
j.2[C]
j2UNI Input Hold.png[C]
Damage Guard Cancel Property Cost Attribute
1497 Mid, Air Shield / Second hit: Mid, Air / Third hit and on: Low SP, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
29 Until L + 2 (8) 3,3,3,3 34 90 -12 Guard Point 27~28F

The Increase version of j.2C also comes him his FF~2X animation once he reaches the ground. The surfboard slide will still hit low but if any hit is shielded from when he is sliding on the ground he will lose his cancel options and become immediately punishable.

  • Has guard point during the startup

Dash Moves

66B
66B
66B
UNI2 Tsurugi 66B.png
Damage Guard Cancel Property Cost Attribute
1032 Low / Second hit and on: Mid SP, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
9 4 (16) 3 27 58 -5 -
Tsurugi dashes forward and slams his shield into the ground before scooping upwards. An absurdly fast neutral option at 9f that also hits low. The scooping up hit also reaches as high as his 3C which means it can also punish opponents who attempt to neutral jump to avoid the low. Gives good reward on hit and also can be cancelled into 236A to make him +1 if timed correctly.
66C
66C
66C
UNI2 Tsurugi 66C.png
Damage Guard Cancel Property Cost Attribute
1018 Mid, Air Shield SP, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
11 12 19 41 -2~-13 Leg 9~22F; Airborne 5~27F
Tsurugi hops at his opponent and will grab his opponent and slam them downwards if the hit connects. On block he will only do the hop but he retains the ability to cancel into air specials. Good option for going over low attacks or to crush some option selects.

Universal Mechanics

Force Function
Skid-Scare Loader!
スキットスケアローダ!
B+C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C
1.0 GRD
13 (17) - UNQ Mid/High Guard Point
B+C~X 680 Mid 13 3 18 +4 (-6*) SP, EX, CS Mid/High Guard Point 1~12F
B+C~2X 810 Low 9 3,3,3,3 34
[6 on landing]
-12 SP, EX, CS
B+C~4X 690 Mid, Air Shield 13 3 31
[12 on landing]
-16 (N), (SP), (EX), (CS) Throw 1~5F; Airborne 6~33F; Leg 6~24F
B+C~66 1 Total 28 (24*) UNQ Mid/High Guard Point 1~26F
B+C~D Total 15 (6*)
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C 13 (17) - - - Mid/High Guard Point
Tsurugi raises his shield and enters a guard stance with unique follow-ups.
  • Does not block lows
  • Can be canceled into from grounded specials. 236A/B and 236X~6A on hit/block/whiff and 214A/B on hit.
  • Has 17F startup when canceled from specials without Vorpal
  • The first attack blocked with this stance has additional hitstop
  • Can cancel into B+C~D after 11F
  • Can cancel into B+C~4X and B+C~2X after 18F
  • Can cancel into B+C~44, B+C~66, and B+C~X after 15F
    • If these 3 follow ups are buffered too early they will start up on 19F. There is a 4F sweet spot if inputted on any of the frames 13~16F for it to start as early as possible on 16F. This window is about the same time Tsurugi's shield hits the ground and no earlier.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C~X 680 Mid 13 3 18 +4 (-6*) - - Mid/High Guard Point 1~12F
A shield tackle that maintains guard point during its startup. Returns to stance after its recovery. When canceling from B+C as soon as possible it has a 4F sweet spot to make it come out as soon as possible. Buffering too early will delay the startup by 3F.
  • *+4 on block if maintaining stance. -6 when canceling with B+C~X~D
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C~2X 810 Low 9 3,3,3,3 34
[6 on landing]
-12 - -
A quick low follow-up with similar properties to the grounded half of j.2[C].
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C~4X 690 Mid, Air Shield 13 3 31
[12 on landing]
-16 - - Throw 1~5F; Airborne 6~33F; Leg 6~24F
Tsurugi performs a sick 360. It becomes airborne pretty quickly, allowing Tsurugi to avoid opponents' attempts at poking low through his guard stance.
  • Whiffs on crouching opponents
  • Can freely cancel into air normals, specials, or CS after 19F
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C~66 1 Total 28 (24*) - - Mid/High Guard Point 1~26F
A forward dash that maintains guard point throughout most of its duration and keeps Tsurugi in stance.
  • It can be canceled into other follow-ups after frame 5 carrying over some momentum
  • Guard Point drops for 2 frames at the end but comes back when returned to stance
  • *It's total duration is 24F when canceled with B+C~66~D
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C~D Total 15 (6*) - -
Drops stance and returns to neutral.
  • 6F total recovery when performed from B+C~66
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
B+C /Data#B+C
B+C~X 33 0.88 /Data#B+C~X
B+C~2X 54 0.94x4 /Data#B+C~2X
B+C~4X 46 0.86 /Data#B+C~4X
B+C~66 28 (24*) /Data#B+C~66
B+C~D 15 (6*) /Data#B+C~D
B+C :
  • Startup is 17 when canceled from specials moves without vorpal
  • Can cancel into ~D after 11F
  • Can cancel into ~X, ~4X, ~2x, ~44, and ~66 after 15F. If buffered too early these follow-ups will cancel on 19F (i.e. after 18F). If input between 13~16F they will start on 16F (i.e. after 15F)
  • Drains ? GRD per second

B+C~X :

  • Returns to stance after recovery
  • Has a just cancel window from B+C. See notes on B+C
  • *Cancels into ~D after 28F for total duration 43F / -6 on block

B+C~2X :

B+C~4X :

  • Can whiff cancel into air normals after 19F

B+C~66 :

  • Returns to stance after recovery
  • Has a just cancel window from B+C. See notes on B+C.
  • Cancelable into other FF follow-ups after 5F
  • *Cancels into a 6F duration ~D after 18F for a total duration of 24F (Frames 1~3F of ~D are CH state)

B+C~D :

  • 15 frames total from B+C and B+C~X. *6F total from B+C~66.
Throw
Throw
投げ
5A+D
UNI2 Tsurugi AD.png
Damage Guard Cancel Property Cost Attribute
1621 Throw - - - -
Startup Active Recovery Overall Advantage Invul
4 - - 92 +36 -
Tsurugi grabs his opponent and slams them down into the ground right in front of him.
Guard Thrust
Guard Thrust
ガードスラスト
214D
Lua error in Module:MoveDataParser at line 88: attempt to index field '?' (a nil value).
No results Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI2 Tsurugi ABC.png
A+B+C
Veil Off
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -

No results Universal reversal that blows the opponent back on hit.

  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
A+B+C
Cross Cast Veil Off
Damage Guard Cancel Property Cost Attribute
0 All - Launch 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 1~19 Full

Cancels an action and launches the opponent high into the air on hit.

  • CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.

Special Moves

236X
Smart Piler!
236X
UNI2 Tsurugi 236A.png
236X
UNI2 Tsurugi 236A Hitbox.png
236A/B
Hitboxes Off
Hitboxes On
236A
Smart Piler!
Damage Guard Cancel Property Cost Attribute
680 Mid (UNQ), (EX), (CS) - - -
Startup Active Recovery Overall Advantage Invul
12 5 18 34 +1~-3 -

Short range punch. When spaced it be up to +1 on block making it an incredibly strong pressure tool.

  • Can be cancelled into FF anytime after startup.
236B
Smart Piler!
Damage Guard Cancel Property Cost Attribute
720 Mid (UNQ), (EX), (CS) - - -
Startup Active Recovery Overall Advantage Invul
17 6 24 46 -5~-10 -

Longer range punch. Lacks the excellent on block advantage as the A version but this is typically your best option for confirming far hits.

  • Can be cancelled into FF anytime after startup.
236C
Smart Piler!
Damage Guard Cancel Property Cost Attribute
1998
[Min: 520]
Mid (CS) - 100 EXS -
Startup Active Recovery Overall Advantage Invul
4+4 8 17 32 +10 -

Insanely fast (8f) half screen punch that is also a whopping +10 on block. Not a bad option for starting rounds or for starting offense from neutral. This is your best source of plus frames for when you need to extend your pressure. This has NO guard point properties.

  • Wall bounces on hit
236X~6A
Motor Grader!
236X~6A
UNI2 Tsurugi 236X~6A.png
236X~6A
Motor Grader!
Damage Guard Cancel Property Cost Attribute
880 Mid (UNQ), (EX), (CS) - - -
Startup Active Recovery Overall Advantage Invul
14 3 21 37 -6 -

Tsurugi slams down his shield as a follow up to his punch attack. Can easily be delayed to create frame traps and grants a full combo on normal hit. Common combo extender as well and also a good knockdown for ending combos.

  • Can be cancelled into FF anytime after startup.
236X~6B/C
Pole Setter!
236X~6B/C
UNI2 Tsurugi 236X~6B.png
236X~6B
Pole Setter!
Damage Guard Cancel Property Cost Attribute
530 Mid -UNQ-, (EX), (CS) - - -
Startup Active Recovery Overall Advantage Invul
26 3 26 54 -13 Airborne 7~32F

Tsurugi hops into the air and kicks down with an overhead. There is a huge gap between when he jumps into the air until he lands back down which can be easily mashed on with jabs or anti-air buttons. The kick itself is also incredibly unsafe on block if not cancelled into j.236C before he lands. Good for combo filler or as an ender but not a good option for blockstrings.

  • Can only cancel into FF on hit.
623X
Trebuchet!
623X
UNI2 Tsurugi 623A.png
UNI2 Tsurugi 623A Hitbox-1.png
Hitboxes Off
Hitboxes On
623A
Trebuchet!
Damage Guard Cancel Property Cost Attribute
1231 Mid -UNQ-, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
7 2,6,3 23 44 -12 Head 1~17F

Fantastic anti-air option and also a staple for extending his combos.

623B
Trebuchet!
Damage Guard Cancel Property Cost Attribute
1641 Mid -CS- - - -
Startup Active Recovery Overall Advantage Invul
8 4,3,3,3,4 40 64 -29 1~11F Full

Fully invincible DP option. Has a tendency to swap sides with your opponent.

623C
Trebuchet!
Damage Guard Cancel Property Cost Attribute
2011
[Min: 524]
Mid -CS- - 100 EXS -
Startup Active Recovery Overall Advantage Invul
4+1 10 (19) 12 (21) 26 38 130 -39 1~14F Full
Multi-hitting EX reversal option. The first hit has good horizontal range so it can reach further opponents from ranges you would not expect. This will ALWAYS cause a hard knockdown so using it at the end of combos guarantees knockdown oki.
214X
Jaw Crusher!
214X
UNI2 Tsurugi 214A.png
UNI2 Tsurugi 214A Hitbox.png
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
Hitboxes Off
Hitboxes On
214A
Jaw Crusher!
Damage Guard Cancel Property Cost Attribute
1200 Throw UNQ, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
11 6 32 48 +55 (hit) -

Short range command grab commonly used in his optimal combos. At low proration Tsurugi will crumple his opponents allowing for a combo extension. If used later in a combo he will always knock them away instead. This is also your ideal option for punishing green shields or as a high-reward TRM option.

  • Techable gold throw if used outside of a combo or punish.
214B
Jaw Crusher!
Damage Guard Cancel Property Cost Attribute
1200 Throw UNQ, EX, CS - - -
Startup Active Recovery Overall Advantage Invul
20 6 32 57 +55 (hit) -

Longer range command grab with a bit more startup, same properties as the A version otherwise.

  • Techable gold throw if used outside of a combo or punish.
214C
Jaw Crusher!
Damage Guard Cancel Property Cost Attribute
1644
[Min: 517]
Throw EX, CS - 100 EXS -
Startup Active Recovery Overall Advantage Invul
4+7 4 42 56 +39 (hit) Guard Point 5~10F

Similar to the B version but Tsurugi will also gain guard point. Usable for blowing through some options in neutral.

  • Techable gold throw if used outside of a combo or punish.
  • Gains guard point during the startup.
j.236X
Bloomer!
j236X
UNI2 Tsurugi j236A.png
UNI2 Tsurugi j236A Hitbox.png
j.236A/B
Hitboxes Off
Hitboxes On
j236A
Bloomer!
Damage Guard Cancel Property Cost Attribute
850 Mid (UNQ), (EX), (CS) - - -
Startup Active Recovery Overall Advantage Invul
12 3 Until L + 9 - -6 (TK)
[-11 on assault]
-

Tsurugi does a downward swipe with his shield. Does not hit high and mainly used for combo filler.

j236B
Bloomer!
Damage Guard Cancel Property Cost Attribute
950 Mid (UNQ), (EX), (CS) - - -
Startup Active Recovery Overall Advantage Invul
13 3 Until L + 9 - -6 (TK)
[-11 on assault]
-

Same as the A version but slower and more damage.

j236[B]
Bloomer!
Damage Guard Cancel Property Cost Attribute
1200 High (UNQ), (EX), (CS) - - -
Startup Active Recovery Overall Advantage Invul
25 3 Until L + 9 - -5 (TK)
[-10 on assault]
Guard Point 16~24F

Slowest but highest damage version.

  • Hits overhead
  • Gains guard point during startup
j236C
Bloomer!
Damage Guard Cancel Property Cost Attribute
1828
[Min: 558]
Mid (CS) - 100 EXS -
Startup Active Recovery Overall Advantage Invul
4+4 1,1,1 Until L + 9 - +9 (TK)
[+4 on assault]
Guard Point 6~7F

EX version that is plus on block but does not hit overhead. Good as an EX ender for his combos for adding some extra damage or to keep yourself safe after certain blockstring enders (236X~B/C).

  • Gains guard point during startup

Super Moves

Infinite Worth

Earth-Breaking Excavator!!
41236D
UNI2 Tsurugi 41236D.png
UNI2 Tsurugi 41236D Hitbox.png
Hitboxes Off
Hitboxes On
41236D
Earth-Breaking Excavator!!
Damage Guard Cancel Property Cost Attribute
3540
[Min: 1449]
Mid - - 200 EXS -
Startup Active Recovery Overall Advantage Invul
1+8 7 45 60 -29 1~15F Full
Tsurugi slams the ground causing some pieces of rock to shoot out of the ground. If his opponent gets hit by the rocks then he will go into his full cinematic.

Infinite Worth EXS

High-Pressure Geo-Crusher!!
ABCD
UNI2 Tsurugi ABCD.png
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Hitboxes Off
Hitboxes On
A+B+C+D
High-Pressure Geo-Crusher!!
Damage Guard Cancel Property Cost Attribute
3780 All - Knockdown 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) Strike
Startup Active Recovery Overall Advantage Invul
3+14 2 51 69 -25 1~? Full

Tsurugi becomes surrounded by a pillar of light which goes into a cinematic on hit.

  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5B/2B 2A -3
5C/2C/3C 2A -1
Gap Table
Attack Chain Frame Gap
5A 5C 1F

Videos

External Links

Colors

Default Unlocks


Starter and Resources
Getting Started
FAQ
Controls
HUD & UI
Strategy
Frame Data
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Patch Notes
Mechanics
Movement
Offense
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Damage and Combo System
Attack Attributes
Characters