YomiHustle/Ninja: Difference between revisions
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*'''High corner carry''': From mid-stage, Ninja can consistently bring opponents into view of the corner from a single clean combo starter, especially on DI out. This enables her to loop pressure and constantly retain advantage. | *'''High corner carry''': From mid-stage, Ninja can consistently bring opponents into view of the corner from a single clean combo starter, especially on DI out. This enables her to loop pressure and constantly retain advantage. | ||
*'''High reward for high risk''': Ninja is the only character with moves possessing<span style="color:#64D26B"> Initiative Bonus </span>invincibility, beating offensive options outright if used before your opponent is acting. This opens the door for terrifying situations, as Ninja can simply power through a majority of aggressive options and convert into high damage combos, complementing her speed and pressure. | *'''High reward for high risk''': Ninja is the only character with moves possessing meterless <span style="color:#64D26B"> Initiative Bonus </span>invincibility, beating offensive options outright if used before your opponent is acting. This opens the door for terrifying situations, as Ninja can simply power through a majority of aggressive options and convert into high damage combos, complementing her speed and pressure. | ||
|cons= | |cons= | ||
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* Airdashing backwards has +5 frames before movement starts, and +4 IASA. | * Airdashing backwards has +5 frames before movement starts, and +4 IASA. | ||
* Nullifies gravity for 7f after use. | * Nullifies gravity for 7f after use. | ||
'''The''' movement option. It's as fast as a forward dash, except it's also omnidirectional. Opens up punish opportunities, escape routes, combo extensions, Airdash does it all. You only get one per air time, but most of the time it's more than enough to do whatever you need in any given scenario. | |||
'''The''' movement option. It's as fast as a forward dash, except it's also omnidirectional. Opens up punish opportunities, escape routes, combo extensions, Airdash does it all. You only get one per air time in neutral, but most of the time it's more than enough to do whatever you need in any given scenario. | |||
After performing a [[YomiHustle/Glossary#NIL|NIL]], the brief gravity nullification effect can apply to certain grounded moves. Notably, Uppercut and Drop Kick propel Ninja much higher than they would otherwise, allowing Drop Kick to hit aerial opponents, but also causing it to whiff on grounded ones as a result. | |||
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====<font style="visibility:hidden; float:right">Punch</font>==== | ====<font style="visibility:hidden; float:right">Punch</font>==== | ||
{{MoveData | {{MoveData | ||
|image=YH_Ninja_Punch.png|caption= A really fast and useful jab. | |image=YH_Ninja_Punch.png | ||
|caption= A really fast and useful jab. | |||
|hitbox=YH Ninja Punch hb.png | |hitbox=YH Ninja Punch hb.png | ||
|input=[[Image:YH_Icon_Punch.png]] | |input=[[Image:YH_Icon_Punch.png]] | ||
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* Enters into NunChuk stance (on hit or whiff) | * Enters into NunChuk stance (on hit or whiff) | ||
* Close hit does 700 damage and launches grounded opponents. | * Close hit does 700 damage and launches grounded opponents. | ||
* Does not hitcancel on block. | |||
* Also able to fire Red Wave. | * Also able to fire Red Wave. | ||
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Ninja's Guard Break in Nunchuk stance, hard callout to throws and blocks, otherwise very punishable if left uncancelled. Due to the slow startup, an opponent who uses Wait or other noncommittal options may be able to counter hit you "on reaction." | Ninja's Guard Break in Nunchuk stance, hard callout to throws and blocks, otherwise very punishable if left uncancelled. Due to the slow startup, an opponent who uses Wait or other noncommittal options may be able to counter hit you "on reaction." | ||
Incredible for damage in combos, as it's easy to route into, and out of, has high damage, and is unintuitive to DI. | Incredible for damage in combos, as it's easy to route into, and out of, has high damage, and is unintuitive to DI. Due to Chuk Jump's small hop, there's a small deadzone beneath Ninja where Chuk Jump cannot reach, and this zone changes depending on how fast the Ninja is going. Getting into the deadzone forces Ninja to use Chuk Spin, or other lower damage follow-ups, instead of Chuk Jump. Trying to DI out on Chuk Jump can often lead into another Chuk Jump, sometimes several times, and can push you significantly closer to the corner. | ||
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* Has five possible angles. | * Has five possible angles. | ||
* Does not hitcancel on block. | * Does not hitcancel on block. | ||
** Up Divekick | ** Up Divekick hitcancels on block, and travels faster. | ||
* Startup is halved with Initiative while airborne. | * Startup is halved with Initiative while airborne. | ||
* Airborne frame 5 if grounded. | * Airborne frame 5 if grounded. | ||
* Stops vertical momentum on startup. | * Stops vertical momentum on startup. | ||
* Causes Ninja to bounce off of her own hittable projectiles. (Kunai, Super Shuriken, etc.) | * Causes Ninja to bounce off of her own hittable projectiles. (Kunai, Super Shuriken, etc.) | ||
Useful for restanding opponents close to the ground, in combination with | |||
Useful for restanding opponents close to the ground, in combination with Shuriken. | |||
Possesses the most Block Advantage out of all of Ninja's stanceless buttons at +3, and can also negate the push from Push Block, while in flight. | |||
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* With dash toggled, forward momentum starts on frame 2. | * With dash toggled, forward momentum starts on frame 2. | ||
Weak to DI down, but can | Weak to DI down, but still grants soft knockdown pressure. If the opponent doesn't DI down, a grounded grab can easily lead into a combo. | ||
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* Automatically detaches if the Ninja gets hit, is too close to the attached point, or uses Dodge/Tech Dodge. | * Automatically detaches if the Ninja gets hit, is too close to the attached point, or uses Dodge/Tech Dodge. | ||
Throw out a grappling hook that can stick to almost anything: | Throw out a grappling hook that can stick to almost anything: | ||
* The Opponent? All good go right ahead. (Even if they're projectile invulnerable, the hook will still attach.) | * The Opponent? All good, go right ahead. (Even if they're projectile invulnerable, the hook will still attach.) | ||
* Projectiles? ABSOLUTELY, whether they be yours, or the enemy's; for the silliest results, grapple onto Cowboy's Bullet and/or gun and/or Foresight. | * Projectiles? ABSOLUTELY, whether they be yours, or the enemy's; for the silliest results, grapple onto Cowboy's Bullet and/or gun and/or Foresight. | ||
* Terrain? Any of it. (Ceiling not included.) | * Terrain? Any of it. (Ceiling not included.) | ||
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This allows for crazy movement mixups or combos that aren't normally possible: | This allows for crazy movement mixups or combos that aren't normally possible: | ||
* Add extra range to any button by pulling yourself towards the opponent as you perform the move. | * Add extra range to any button by pulling yourself towards the opponent as you perform the move. | ||
* Make yourself safe by pulling yourself away whilst doing a defensive option like | * Make yourself safe by pulling yourself away whilst doing a defensive option like Jump, Substitution or BackSway; or keepaway with Shuriken and Summon. | ||
* Even make it possible to combo off of Uppercut by pulling yourself into the ground, cancelling the recovery. | |||
* Notably, you can pull to an airborne target while using a grounded move to perform that grounded move in the air, which can really catch your opponent off guard, or allow for using powerful moves like palm strike in an air combo. | * Notably, you can pull to an airborne target while using a grounded move to perform that grounded move in the air, which can really catch your opponent off guard, or allow for using powerful moves like palm strike in an air combo. | ||
* Using Pull and Detach with certain moves like Jump Kick and Superjump (within a precise window) can send you directly to orbit, as Ivy intended. | * Using Pull and Detach with certain moves like Jump Kick and Superjump (within a precise window) can send you directly to orbit, as Ivy intended. | ||
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* Only Special cancellable (note that you're aerial during the cancel, so only Air OK specials.) | * Only Special cancellable (note that you're aerial during the cancel, so only Air OK specials.) | ||
* Wall Splats. | * Wall Splats. | ||
* Does not hitcancel on block. | |||
Useful in neutral due to its ability to (somewhat) safely get through more dangerous projectiles at the cost of a free cancel. | Useful in neutral due to its ability to (somewhat) safely get through more dangerous projectiles at the cost of a free cancel. | ||
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A decent way to cover up the general area in front of you. Can be substituted before throwing the kunais to cover grounded approaches. In combos you either use it the same way you would use an Up-Forward summon, meaning substituting right in their face, or you substitute with the lower kunai to get a little more corner carry or to continue the combo where it would've dropped for various reasons. It's pretty versatile as a combo extender in general, so feel free to cook up your own stuff. | A decent way to cover up the general area in front of you. Can be substituted before throwing the kunais to cover grounded approaches. In combos you either use it the same way you would use an Up-Forward summon, meaning substituting right in their face, or you substitute with the lower kunai to get a little more corner carry or to continue the combo where it would've dropped for various reasons. It's pretty versatile as a combo extender in general, so feel free to cook up your own stuff. | ||
Robot is just barely tall enough to be hit by these, covering both the ground and air versus it. It can enter Car Mode to sneak under them, but that could then be blocked by Caltrops, making it | Robot is just barely tall enough to be hit by these, covering both the ground, and portions of the air versus it. It can enter Car Mode to sneak under them, but that could then be blocked by Caltrops, making it incredibly difficult for Robot to get in while remaining grounded. | ||
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|recovery= 1 | |recovery= 1 | ||
|guard= Low | |guard= Low | ||
|firstactionable= 12 | |firstactionable= 12 | ||
|frameadvantage= +16 (melee) +11 (projectile) +20 (both) | |frameadvantage= +16 (melee) +11 (projectile) +20 (both) | ||
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* Projectile has hard knockdown and OTG. | * Projectile has hard knockdown and OTG. | ||
* Projectile forces the opponent to stay in hitstun for at least 4 frames before knockdown. | * Projectile forces the opponent to stay in hitstun for at least 4 frames before knockdown. | ||
The only move in Ninja's kit that causes a hard knockdown, allowing you an extensive period to set-up whatever you want while still being able to get [[YomiHustle/Glossary#Okizeme|okizeme]] afterwards. | |||
Unfortunately, very niche due to the projectile lacking enough hitstun to ground the opponent on its own, only doing so on DI down, while also competing with the much more consistent Sticky Bomb for setting up advantage after a combo. | |||
}} | }} | ||
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* Attacking your own Caltrops as Ninja automatically free cancels it. | * Attacking your own Caltrops as Ninja automatically free cancels it. | ||
Incredible combo tool due to high hitstun, great area denial, and gives you a more permanent substitution target, compared to other options. Has an unusual interaction with | Incredible combo tool due to high hitstun, great area denial, and gives you a more permanent substitution target, compared to other options. Has an unusual interaction with other projectiles, even including things such as Robot's landing shockwave and LOIC; when the caltrop is hit by them, it will act as if the Ninja was the one hitting it, causing it to bounce around in the direction of the Ninja's DI. | ||
}} | }} | ||
}} | }} |
Revision as of 20:53, 15 June 2024
Profile
Ninja is a mix-up heavy generalist, capable of using her superior movement abilities and high number of options to force highly advantageous situations, while almost always having an escape option. As the only character with a meterless, invincible "reversal" in the form of Uppercut, two projectile invulnerable moves, and Boost's instant, unpredictable kick of momentum, Ninja is capable of using her superior tools to alternate between forcing her opponent's hand, and explosive offense and punishes.
Please enable Dark Mode in the top right corner in order to see the character sprites.
Move List
Movement
Dash
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Back Dash
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Super Dash
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Jump
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Super Jump
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Super Fall
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Airdash
The other four wish they had something like this The other four wish they had something like this
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Grounded Normals
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Punch
A really fast and useful jab. A really fast and useful jab.
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Kick
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Sweep
Damn he's gonna be in hitstun for years, huh? Damn he's gonna be in hitstun for years, huh?
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Slide Kick
The Leg The Leg
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NunChuk
NunChuk NunChuk NunChuk (High) NunChuk (High) Red Wave Red Wave Chuk Heavy Chuk Heavy Chuk Jump Chuk Jump
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Drop Kick
A live demonstration of why you should respect Ninja's grab game. Always. A live demonstration of why you should respect Ninja's grab game. Always.
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Dive Kick
Possibly inspired by the hit ps3 game, Divekick. Possibly inspired by the hit ps3 game, Divekick.
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Stomp
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Throw
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Aerials
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Punch
A situational air-to-air, or a combo extender. A situational air-to-air, or a combo extender.
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Kick
Airborne Sweep Airborne Sweep
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Chuk Spin
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Specials
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Shuriken
The shoto fireball, but now with angles and controllable speed! The shoto fireball, but now with angles and controllable speed!
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Grappling Hook
The cornerstone of the Ninja Space Program™ The cornerstone of the Ninja Space Program™
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Uppercut
The only DP in the game The only DP in the game
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Jump Kick
"Block this overhead" "Block this overhead"
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Sticky Bomb
"Hey wanna think about another option in neutral?" "Hey wanna think about another option in neutral?"
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Summon
Up Forward Up Forward Forward Forward Down Forward Down Forward Slide Slide
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Store/Release Momentum
So like, imagine Cowboy's teleport, except the commitment is gone. Yeah. So like, imagine Cowboy's teleport, except the commitment is gone. Yeah.
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Whip Wave
I'm not gonna sugarcoat it! I'm not gonna sugarcoat it!
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Backsway
Backsway Backsway Palm Strike a.k.a Pilebunker Palm Strike a.k.a Pilebunker
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Skull Shaker
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Supers
* Frame advantage is assuming no restands, knockdowns, wall bounces, or wall splats on the first time the move used during the combo. In game frame advantage WILL vary. See Combo Mechanics for more detail.
Store Momentum/Boost
The flex tape of the ninja community The flex tape of the ninja community
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Quick Slash
THIS UGLY SON OF A #@!%$ WAS ONCE USING 1 BAR TO COMPLETELY SKIP NEUTRAL. HOW? ...JUST WATCH. THIS UGLY SON OF A #@!%$ WAS ONCE USING 1 BAR TO COMPLETELY SKIP NEUTRAL. HOW? ...JUST WATCH.
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Caltrops
These are the gray X of pain These are the gray X of pain
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Hustle
Look at which finger i'm holding up. Look at which finger i'm holding up.
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