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| |imageSize= 250x250px | | |imageSize= 250x250px |
| |image=EL2_Kitsune_6A.png | | |image=EL2_Kitsune_6A.png |
| |caption= | | |caption= High Arching Anti-Air |
| |name=6A | | |name=6A |
| |data= | | |data= |
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| |imageSize= 250x250px | | |imageSize= 250x250px |
| |image=EL2_Kitsune_jD.png | | |image=EL2_Kitsune_jD.png |
| |caption= | | |caption= "Instant" Overhead |
| |name=j.D | | |name=j.D |
| |data= | | |data= |
Revision as of 15:06, 22 June 2024
Introduction
Yagabi
Placeholder
Character Information
Health
|
10500
|
Backdash
|
19 Frames (3-14 Invincible)
|
Walk Speed
|
8th
|
Run Speed
|
N/A
|
Prejump
|
5 Frames (7 for High Jump)
|
Dodge
When double-tapping back, Yagabi doesn't perform a backdash but instead a dodge in place.
Normal Moves
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
819
|
Mid
|
4
|
5
|
11
|
+4(-7)
|
+2(-9)
|
Throw Invincible
|
Chain/Cancel Options: 5A, 2A, Special
- Typical plus on block Jab, can function as a pseudo Anti-Air
|
|
c.B STOMP STOMP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1331
|
Mid
|
6
|
5
|
16
|
+3(-4)
|
0(-7)
|
Throw Invincible
|
Chain/Cancel Options: f.B, 5C, Special
- Really Strong pressure/offense starter
|
|
f.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1228
|
Mid
|
10
|
3
|
18
|
+2(+2)
|
-5(-5)
|
-
|
Chain/Cancel Options: Special
|
|
5C If you get hit by this, you're going to lose. If you get hit by this, you're going to lose.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
2047
|
Mid
|
13
|
6
|
23
|
+1(+9)
|
-9(-1)
|
-
|
Chain/Cancel Options: Special
|
|
5D 死 死
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
2559
|
Mid
|
18
|
2
|
22
|
+4
|
-8
|
Hard Knockdown (No Pursuit)
|
Chain/Cancel Options: N/A
- An extremely fast overhead that gives One stock of Fox Fire on hit.
- Forces No Pursuit and gives Hard Knockdown to enable [2]8A Okizeme
|
|
6A High Arching Anti-Air High Arching Anti-Air
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1228
|
Mid
|
9
|
4
|
19
|
Launch
|
-11(-9)
|
-
|
Chain/Cancel Options: Special, Jump
- Standard Anti-Air, hits at a very strong angle and allows for easy combos on hit
|
|
6B Inconspicuous Overhead Inconspicuous Overhead
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1279
|
High, Air
|
21
|
3
|
21
|
+3(+6)
|
-4(-1)
|
-
|
Chain/Cancel Options: Special
- Very quick overhead, great for punishing overly defensive opponents
|
|
6C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1535
|
Low
|
16
|
4
|
14
|
+3(0)
|
-2(-5)
|
Jump Avoidable
|
Chain/Cancel Options: Special
|
|
6D 31 Frames. You're still getting hit 31 Frames. You're still getting hit
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1433
|
High
|
31
|
2
|
20
|
+8(+9)
|
-6(-5)
|
-
|
Chain/Cancel Options: Special
|
|
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
793
|
Mid
|
4
|
4
|
12
|
+2(-9)
|
0(-9)
|
Throw Invincible
Jump Avoidable
|
Chain/Cancel Options: 5A, 2A, Special
|
|
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1177
|
Low
|
11
|
4
|
12
|
+9(+4)
|
-4(-9)
|
Throw Invincible
Jump Avoidable
|
Chain/Cancel Options: Special
|
|
2C Nagoriyuki would blush at this Nagoriyuki would blush at this
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1791
|
Mid
|
18
|
3
|
25
|
Launch
|
-6
|
-
|
Chain/Cancel Options (Hit only): Special
- Hits essentially all around Yagabi.
- Not a True Anti-Air but very good at hitting really high up.
- Be careful, the hurtbox is not disjointed and could lead to you getting tagged out of your Anti-Air attempt.
|
|
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1228
|
Low
|
11
|
4
|
17
|
Hard Knockdown
|
-9(-9)
|
Jump Avoidable
|
Chain/Cancel Options: Special
|
|
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
716
|
All
|
8
|
5
|
7
|
+13 to +16
|
+7 to +10
|
-
|
Chain/Cancel Options: j.A, j.D
- Air to Air Jab, decent at its job
- Can link into j.B on hit to allow easy confirms
|
|
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1228
|
All
|
10
|
3
|
19
|
+11 to +16
|
+4 to +10
|
Crouch Avoidable
|
Chain/Cancel Options: j.D
- Another stellar air to air normal. Confirms easily into j.D
|
|
j.C The Jump in The Jump in
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1382
|
High, Air
|
14
|
4
|
26
|
-11 to +16
|
-17 to +10
|
Hard Knockdown
|
Chain/Cancel Options: N/A
- High damaging jump in as its only weakness is that it isn't disjointed at all meaning you can get tagged very early and easily
- Forces Hard Knockdown on hit
|
|
j.D "Instant" Overhead "Instant" Overhead
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1531
|
High, Air
|
16
|
Until Landing + 2
|
22
|
Hard Knockdown
|
-10
|
-
|
Chain/Cancel Options: N/A
- lowest possible Height j.D hits on Frame 23
|
|
Universal Mechanics
Ground Throw
A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1000
|
Throw
|
1
|
4
|
37
|
Hard Knockdown
|
N/A
|
-
|
|
|
Air Throw
j.A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
998
|
Throw
|
1
|
5
|
36
|
Hard Knockdown
|
N/A
|
-
|
|
|
Tactical Guard (Air OK)
B+C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Parry
|
N/A
|
N/A
|
N/A
|
N/A
|
41 Total
|
N/A
|
N/A
|
Armor 3-24 (Low/Mid/High)
|
Attack
|
800
|
All
|
16
|
2
|
25
|
Knockdown
|
-34
|
Invincible 1-20
|
- Yagabi flashes blue and parries incoming strikes/projectiles.
- Coming in contact with an opponent's move, Yagabi attacks with a blue blast.
- Time briefly stops when armoring a strike but not a projectile.
- Any special cancelable normal can be canceled into Tactical Guard.
- Armors Fatal Shift attacks on frame 1 and increases the size of the blast.
- Holding the input extends the armor duration while draining the Action and Risk Gauge over time.
- The damage from Tactical Guard is non-lethal, as in it cannot KO.
|
|
Tactical Attack (Air OK)
2B+C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
800 (Recoverable)
|
All
|
11
|
2
|
Until Landing + 14
|
Launch
|
-29 to -30
|
Invincible 1-14
|
Costs 1 Action Gauge to use
- Yagabi becomes invincible on startup, and lets out a green blast.
- Any special cancelable normal can be canceled into Tactical Attack.
- The damage from Tactical Attack is non-lethal, as in it cannot KO.
|
|
Guard Cancel (Air OK)
6B+C During Blockstun
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
800 (Recoverable)
|
All
|
11
|
2
|
41
|
Launch
|
-34
|
Strike/Projectile Invincible 1-13
|
Costs 2 Action Gauge to use
- While stuck in blockstun, Yagabi counterattacks with an invincible blast that knocks the opponent away.
- Guard Cancel is not invincible to throws or supers.
- The damage from Guard Cancel is non-lethal, as in it cannot KO.
|
|
Counter Burst (Air OK)
A+B+C During Hitstun/Blockstun
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
0
|
All
|
11
|
2
|
Until Landing + 21
|
Hard Knockdown
|
-5
|
Invincible 1-12
|
- While under the effects of hitstun/blockstun, Burst can be performed to become invincible and knock the opponent back.
- Only usable once per round.
- Grants two bars of Action Gauge on hit.
- Not invincible to Fatal Shift actions or supers.
- Burst is temporarily disabled from being used when hit by a:
- Throw
- Super
- OTG Attack
- Tactical Guard
- Tactical Attack
- Counter Burst
|
|
Special Moves
[4]6A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1535
|
Mid
|
12
|
2
|
22
|
Launch
|
-8
|
Crouch Avoidable
|
|
|
[4]6B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1228
|
Low
|
12
|
2
|
26
|
Hard Knockdown
|
-14
|
-
|
|
|
[4]6C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
1407
|
Mid
|
29
|
10
|
18
|
Hard Knockdown
|
0
|
-
|
|
|
[2]8A
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
Normal
|
1228, 216
|
Mid, All
|
9
|
6(9)13
|
10
|
Knockdown
|
-5
|
-
|
Charged
|
1228, 1532
|
Mid, All
|
9
|
6(17)3(3)Until Hit
|
64 Total
|
Knockdown
|
+11
|
-
|
|
|
[2]8C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
440
|
Mid
|
8
|
9
|
38
|
Knockdown
|
-35
|
Invincible 1-10
|
|
|
Super Moves
214D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Attributes
|
2216 to 3240
|
All
|
-
|
-
|
-
|
Hard Knockdown
|
-999999999
|
-
|
Parry type move. Can be held to trigger the rest of the super.
|
|
Combos
Meterless
28A Loops
Stuff>[28A>Dash>cl.5B]x~
Probably his best meterless BnB.
Very versatile and can fit into many routes, plus it can be extended with Fatal Shift.
You can choose to end the loop in 28[A] so it'll reset them but leave you flame oki afterwards.
You can do 2A/5A after the dash if you feel you're not close enough for cl.5B to connect.
You can buffer the dashes during the last part of the 28A animation, the window is very generous.
6B/6D Overhead Conversions
Both are special cancellable so you can go for 28A Loops on hit. It's best to use Dash A in between since you'll probably be farther.
If you hit 6D close enough, you can gatling into c.BC after it hits thanks to the stagger (as in 6D>c.BC>Loops)
Air Throw Conversion
AT>cl.5B>46B>[Dash>cl.5B>28A]x2>Dash>cl.5B>5C>28[A]
28[A] can be delayed so the flames hit on oki instead of OTG.