YomiHustle/Ninja: Difference between revisions
m (re-added work-in-progress status, will be reworking nunchuk's table later, at the very least) |
(updated to 1.9.19) |
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(10 intermediate revisions by 2 users not shown) | |||
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* Always interruptible when the opponent is able to act. | * Always interruptible when the opponent is able to act. | ||
* Pull toggle is ignored while active. | |||
}} | }} | ||
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====<font style="visibility:hidden; float:right">Punch</font>==== | ====<font style="visibility:hidden; float:right">Punch</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_GroundPunch.gif | ||
|caption= A really fast and useful jab. | |caption= A really fast and useful jab. | ||
|hitbox=YH Ninja Punch hb.png | |hitbox=YH Ninja Punch hb.png | ||
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====<font style="visibility:hidden; float:right">Kick</font>==== | ====<font style="visibility:hidden; float:right">Kick</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_GroundKick.gif | ||
|hitbox=YH Ninja Kick hb.png | |hitbox=YH Ninja Kick hb.png | ||
|input=[[Image:YH_Icon_Kick.png]] | |input=[[Image:YH_Icon_Kick.png]] | ||
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====<font style="visibility:hidden; float:right">Sweep</font>==== | ====<font style="visibility:hidden; float:right">Sweep</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_Sweepy.gif | ||
|hitbox=YH Ninja Sweep hb.png | |hitbox=YH Ninja Sweep hb.png | ||
|caption=Damn he's gonna be in hitstun for years, huh? | |caption=Damn he's gonna be in hitstun for years, huh? | ||
Line 262: | Line 263: | ||
* Usable in NunChuk stance. | * Usable in NunChuk stance. | ||
* Special cancellable. | * Special cancellable. | ||
* | * Moves Ninja forwards by 16px on hit. | ||
* Causes a soft knockdown. | |||
A niche punish and combo tool. Has great damage and proration, and infinite hitstun until the opponent hits the ground, which turns your combo into a sandbox if the opponent DIs Up. | A niche punish and combo tool. Has great damage and proration, and infinite hitstun until the opponent hits the ground, which turns your combo into a sandbox if the opponent DIs Up. | ||
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====<font style="visibility:hidden; float:right">Slide Kick</font>==== | ====<font style="visibility:hidden; float:right">Slide Kick</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_SlideKickA.gif | ||
|hitbox=YH_Ninja_SlideKick_hb.png | |hitbox=YH_Ninja_SlideKick_hb.png | ||
|caption=The Leg | |caption=The Leg | ||
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====<font style="visibility:hidden; float:right">NunChuk</font>==== | ====<font style="visibility:hidden; float:right">NunChuk</font>==== | ||
{{MoveData | {{MoveData | ||
|input=[[Image:YH_Icon_NunChuk | |image=YH_Ninja_Taunt.png | ||
|image= | |caption= | ||
|name= NunChuk Stance | |||
|data= | |||
{{MoveData | |||
|input=[[Image:YH_Icon_NunChuk.png]] | |||
|image=YH_Ninja_ChukLight.gif | |||
|hitbox=YH_Ninja_NunChuk_hb.png | |hitbox=YH_Ninja_NunChuk_hb.png | ||
|caption= | |caption= | ||
|name= NunChuk | |||
|name=NunChuk | |||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 800 | |damage= 800 | ||
|startup= 7 | |startup= 7 | ||
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|description= | |description= | ||
* Enters into NunChuk stance | * Enters into NunChuk stance. | ||
* Usable in NunChuk stance. | |||
* Fires Red Wave if used after Chuk Heavy. | * Fires Red Wave if used after Chuk Heavy. | ||
Very solid combo tool with decent damage and an easy followup in to Chuk Jump early in combos. | Very solid combo tool with decent damage and an easy followup in to Chuk Jump early in combos. | ||
}} | }} | ||
}} | |||
{{MoveData | |||
|input=[[Image:YH_Icon_NunChuk.png]] | |||
|image=YH_Ninja_ChukHigh.gif | |||
|hitbox=YH_Ninja_NunChukHigh_hb.png | |||
|caption= | |||
|name= NunChuk (High) | |||
|data= | |||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 1000 (700 on sourspot) | |damage= 1000 (700 on sourspot) | ||
|startup= 5 | |startup= 5 | ||
Line 357: | Line 360: | ||
|description= | |description= | ||
* Enters into NunChuk stance | * Enters into NunChuk stance. | ||
* Usable in NunChuk stance. | |||
* Close hit does 700 damage and launches grounded opponents. | * Close hit does 700 damage and launches grounded opponents. | ||
* Does not hitcancel on block. | * Does not hitcancel on block. | ||
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An okay anti-air, but the best one Ninja has at range. Can be decent in combos due to high damage. | An okay anti-air, but the best one Ninja has at range. Can be decent in combos due to high damage. | ||
Hits faster than normal Nunchuk, giving Ninja a 5f High to go with Kick being a 5f Low. Makes for a few knowledge checks. | Hits faster than normal Nunchuk, giving Ninja a 5f High to go with Kick being a 5f Low. Makes for a few knowledge checks due to its speed, such as in a blockstring. | ||
}} | }} | ||
}} | |||
{{MoveData | |||
|input=[[Image:YH_Icon_NunChuk.png]] | |||
|image=YH_Ninja_HWhipWave.png | |||
|hitbox=YH Ninja HWhipWave hb.png | |||
|caption= Projectile | |||
|name= Red Wave | |||
|data= | |||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 900 (800 on sourspot) | |damage= 900 (800 on sourspot) | ||
|startup= 5 | |startup= 5 | ||
Line 393: | Line 405: | ||
}} | }} | ||
}} | |||
{{MoveData | |||
|input=[[Image:YH_Icon_ChukHeavy.png]] | |||
|image=YH_Ninja_NunChukHeavy.gif | |||
|hitbox=YH_Ninja_ChukHeavy_hb.png | |||
|caption= | |||
|name=Chuk Heavy | |||
|data= | |||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 350, 350, 500 | |damage= 350, 350, 500 | ||
|startup= 6 | |startup= 6 | ||
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* Only usable in Chuk stance. | * Only usable in Chuk stance. | ||
* Continues NunChuk stance. | |||
* Counts as only one hit for combo scaling. | * Counts as only one hit for combo scaling. | ||
* First 2 hits have significantly smaller SDI and DI modifiers, as well as less knockback. | * First 2 hits have significantly smaller SDI and DI modifiers, as well as less knockback. | ||
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High damage in combos, but where this move really shines is in charging Red Wave. If the opponent is significantly far away, it may be worth it to whiff this in neutral to gain access to it. | High damage in combos, but where this move really shines is in charging Red Wave. If the opponent is significantly far away, it may be worth it to whiff this in neutral to gain access to it. | ||
Can be used | Can be used several times in a row mid-combo by Holding afterwards. | ||
}} | }} | ||
}} | |||
{{MoveData | |||
|input=[[Image:YH_Icon_ChukJump.png]] | |||
|image=YH_Ninja_NunChukJump.gif | |||
|hitbox=YH_Ninja_ChukJump_hb1.webp | |||
|caption= | |||
|name= Chuk Jump | |||
|data= | |||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 1200 | |damage= 1200 | ||
|startup= 16 | |startup= 16 | ||
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* Becomes Airborne Frame 1 | * Becomes Airborne Frame 1 | ||
* | * Usable in Chuk Stance, and while airborne after Chuk Spin or another Chuk Jump. | ||
* Has a distance slider, which determines the speed (and therefore distance) that Ninja launches herself | * Has a distance slider, which determines the speed (and therefore distance) that Ninja launches herself. | ||
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. Due to Chuk Jump's small hop, there's a small deadzone beneath Ninja where Chuk Jump cannot reach, | 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, the zone changing position depending on how fast Ninja is going. A savvy opponent may try to DI into this deadzone to force a less powerful follow-up. | ||
}} | |||
}} | }} | ||
}} | }} | ||
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====<font style="visibility:hidden; float:right">Drop Kick</font>==== | ====<font style="visibility:hidden; float:right">Drop Kick</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_DropKickA.gif | ||
|hitbox=YH_Ninja_DropKick_hb.png | |hitbox=YH_Ninja_DropKick_hb.png | ||
|input=[[Image:YH_Icon_DropKick.png]] | |input=[[Image:YH_Icon_DropKick.png]] | ||
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====<font style="visibility:hidden; float:right">Dive Kick</font>==== | ====<font style="visibility:hidden; float:right">Dive Kick</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_DiveKickA.gif | ||
|hitbox=YH_Ninja_DiveKick_hb.png | |hitbox=YH_Ninja_DiveKick_hb.png | ||
|input=[[Image:YH_Icon_DiveKick.png]] | |input=[[Image:YH_Icon_DiveKick.png]] | ||
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|version= Downwards | |version= Downwards | ||
|damage= 760 | |damage= 760 | ||
|startup= 12 ( | |startup= 12 (9, aerial) | ||
|active= Until Landing | |active= Until Landing | ||
|recovery= Until Landing | |recovery= Until Landing | ||
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|recovery= 0 | |recovery= 0 | ||
|guard= High | |guard= High | ||
|firstactionable= | |firstactionable= 42 | ||
|frameadvantage= +23 | |frameadvantage= +23 | ||
|proration= 0 | |proration= 0 | ||
Line 511: | Line 541: | ||
* Has five possible angles. | * Has five possible angles. | ||
* Does not hitcancel on block. | * Does not hitcancel on block. | ||
** Up Divekick hitcancels on block, and travels faster. | ** Up Divekick hitcancels on block, and travels faster, but has longer recovery. | ||
* Startup is | * Startup is 6f 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 | * Causes Ninja to bounce off of her own strikable projectiles. (Kunai, Super Shuriken, etc.) | ||
Useful for restanding opponents close to the ground, in combination with Shuriken. | Useful for restanding opponents close to the ground, in combination with Shuriken. | ||
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====<font style="visibility:hidden; float:right">Stomp</font>==== | ====<font style="visibility:hidden; float:right">Stomp</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_StompA.gif | ||
|hitbox=YH_Ninja_Stomp_hb.png | |hitbox=YH_Ninja_Stomp_hb.png | ||
|input=[[Image:YH_Icon_Stomp2.png]] | |input=[[Image:YH_Icon_Stomp2.png]] | ||
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|guard= Low (Guardbreak) | |guard= Low (Guardbreak) | ||
|firstactionable= 23 | |firstactionable= 23 | ||
|frameadvantage= + | |frameadvantage= +32 | ||
|proration= 0 (3 on Guardbreak) | |proration= 0 (3 on Guardbreak) | ||
|blockadvantage= +0 | |blockadvantage= +0 | ||
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{{MoveData | {{MoveData | ||
|image=YH_Throw.png | |image=YH_Throw.png | ||
|image2=YH_Ninja_Throw.gif | |||
|hitbox=YH Throw hb.png | |hitbox=YH Throw hb.png | ||
|input=[[Image:YH_Icon_Grab.png]] | |input=[[Image:YH_Icon_Grab.png]] | ||
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====<font style="visibility:hidden; float:right">Punch</font>==== | ====<font style="visibility:hidden; float:right">Punch</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_APunch.gif | ||
|hitbox=YH Ninja jPunch hb.png | |hitbox=YH Ninja jPunch hb.png | ||
|input=[[Image:YH_Icon_Punch.png]] | |input=[[Image:YH_Icon_Punch.png]] | ||
|caption= A situational air-to-air, or a combo extender. | |caption= A situational air-to-air, or a combo extender. | ||
|name=Punch | |name= Punch (air) | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
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====<font style="visibility:hidden; float:right">Kick</font>==== | ====<font style="visibility:hidden; float:right">Kick</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_AKick.gif | ||
|hitbox=YH Ninja jKick hb.png | |hitbox=YH Ninja jKick hb.png | ||
|input=[[Image:YH_Icon_Kick.png]] | |input=[[Image:YH_Icon_Kick.png]] | ||
|caption= Airborne Sweep | |caption= Airborne Sweep | ||
|name=Kick | |name= Kick (air) | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
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====<font style="visibility:hidden; float:right">Chuk Spin</font>==== | ====<font style="visibility:hidden; float:right">Chuk Spin</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_NunChukSpin.gif | ||
|hitbox=YH_Ninja_ChukSpin_hb.png | |hitbox=YH_Ninja_ChukSpin_hb.png | ||
|input=[[Image:YH_Icon_ChukSpin.png]] | |input=[[Image:YH_Icon_ChukSpin.png]] | ||
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====<font style="visibility:hidden; float:right">Shuriken</font>==== | ====<font style="visibility:hidden; float:right">Shuriken</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_ShurikenA.gif | ||
|hitbox=YH_Ninja_Shuriken1_hb.png | |hitbox=YH_Ninja_Shuriken1_hb.png | ||
|input=[[Image:YH_Icon_Shuriken.png]] | |input=[[Image:YH_Icon_Shuriken.png]] | ||
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====<font style="visibility:hidden; float:right">Grappling Hook</font>==== | ====<font style="visibility:hidden; float:right">Grappling Hook</font>==== | ||
{{MoveData | {{MoveData | ||
|image=YH_Ninja_GrapplingHook2.png | |image=YH_Ninja_ShurikenA.gif | ||
|image2=YH_Ninja_GrapplingHook2.png | |||
|hitbox=YH_Ninja_GrapplingHook_hb.png | |hitbox=YH_Ninja_GrapplingHook_hb.png | ||
|input=[[Image:YH_Icon_GrapplingHook.png]] | |input=[[Image:YH_Icon_GrapplingHook.png]] | ||
| | |caption2=The cornerstone of the Ninja Space Program™ | ||
|name=Grappling Hook | |name=Grappling Hook | ||
|data= | |data= | ||
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* Projectile spawns Frame 6 | * Projectile spawns Frame 6 | ||
* Significantly reduces friction | * Significantly reduces friction when thrown. | ||
* Usable once per airtime, refreshes on landing. | * Usable once per airtime, refreshes on landing. | ||
* 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. | ||
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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: | ||
* Using Pull uncaps Ninja's maximum speed while in use. | |||
* Pull is disabled while Blocking. | |||
* 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 Jump, Substitution or BackSway; or keepaway with Shuriken and Summon. | * 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. | * 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 | * 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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====<font style="visibility:hidden; float:right">Uppercut</font>==== | ====<font style="visibility:hidden; float:right">Uppercut</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_UppercutA.gif | ||
|hitbox=YH_Ninja_Uppercut1_hb.png | |hitbox=YH_Ninja_Uppercut1_hb.png | ||
|hitbox2=YH_Ninja_Uppercut2_hb.png | |hitbox2=YH_Ninja_Uppercut2_hb.png | ||
|caption=The only DP in the game | |caption=The only DP in the game | ||
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====<font style="visibility:hidden; float:right">Jump Kick</font>==== | ====<font style="visibility:hidden; float:right">Jump Kick</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_JumpKickA.gif | ||
|hitbox=YH_Ninja_JumpKick_hb.png | |hitbox=YH_Ninja_JumpKick_hb.png | ||
|caption="Block this overhead" | |caption="Block this overhead" | ||
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====<font style="visibility:hidden; float:right">Sticky Bomb</font>==== | ====<font style="visibility:hidden; float:right">Sticky Bomb</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_StickyBombA.gif | ||
|hitbox=YH_Ninja_StickyBomb1_hb.png | |hitbox=YH_Ninja_StickyBomb1_hb.png | ||
|image2= | |image2=YH_Ninja_StickyBombA2.gif | ||
|hitbox2=YH_Ninja_StickyBomb2_hb.png | |hitbox2=YH_Ninja_StickyBomb2_hb.png | ||
|input=[[Image:YH_Icon_StickyBomb.png]] | |input=[[Image:YH_Icon_StickyBomb.png]] | ||
|caption= "Hey wanna think about another option in neutral?" | |caption=whiff | ||
|caption2= "Hey wanna think about another option in neutral?" | |||
|name=Sticky Bomb | |name=Sticky Bomb | ||
|data= | |data= | ||
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====<font style="visibility:hidden; float:right">Summon</font>==== | ====<font style="visibility:hidden; float:right">Summon</font>==== | ||
{{MoveData | |||
|image=YH_Ninja_StoreMomentum.png | |||
|caption= Summoning Pose | |||
|image2=YH_Ninja_Kunai.gif | |||
|caption2=kunai throw | |||
|input=[[Image:YH_Icon_Summon.png]] | |||
|name= Summon | |||
|data= | |||
{{MoveData | {{MoveData | ||
|image=YH_Ninja_SummonUF.png | |image=YH_Ninja_SummonUF.png | ||
|hitbox=YH_Ninja_SummonUF_hb.png | |hitbox=YH_Ninja_SummonUF_hb.png | ||
|caption= | |caption= | ||
| | |name= Up-Forward | ||
|data= | |data= | ||
{{AttackData-YH-Special | {{AttackData-YH-Special | ||
|damage= 700 x 3 | |damage= 700 x 3 | ||
|startup= 5 + 24 | |startup= 5 + 24 | ||
Line 929: | Line 961: | ||
}} | }} | ||
}} | |||
{{MoveData | |||
|image=YH_Ninja_SummonF.png | |||
|hitbox=YH_Ninja_SummonF_hb.png | |||
|caption= | |||
|name= Forward | |||
|data= | |||
{{AttackData-YH-Special | {{AttackData-YH-Special | ||
|damage= 700 x 3 | |damage= 700 x 3 | ||
|startup= 5 + 24 | |startup= 5 + 24 | ||
Line 949: | Line 988: | ||
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. | ||
}} | |||
}} | |||
{{MoveData | |||
|image=YH_Ninja_SummonDF.png | |||
|hitbox=YH_Ninja_SummonDF_hb.png | |||
|caption= | |||
|name= Down-Forward | |||
|data= | |||
{{AttackData-YH-Special | {{AttackData-YH-Special | ||
|damage= 700 x 3 | |damage= 700 x 3 | ||
|startup= 5 + 24 | |startup= 5 + 24 | ||
Line 973: | Line 1,017: | ||
}} | }} | ||
}} | |||
{{MoveData | |||
|image=YH_Ninja_SummonD.png | |||
|hitbox=YH_Ninja_SummonD_hb.png | |||
|caption= | |||
|name= Downward | |||
|data= | |||
{{AttackData-YH-Special | {{AttackData-YH-Special | ||
|damage= 800 | |damage= 800 | ||
|startup= 5 + Until Landing | |startup= 5 + Until Landing | ||
Line 996: | Line 1,047: | ||
}} | }} | ||
}} | |||
}} | }} | ||
Line 1,028: | Line 1,080: | ||
====<font style="visibility:hidden; float:right">Whip Wave</font>==== | ====<font style="visibility:hidden; float:right">Whip Wave</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_WhipWaveA.gif | ||
|hitbox=YH_Ninja_WhipWave1_hb.png | |hitbox=YH_Ninja_WhipWave1_hb.png | ||
|image2=YH_Ninja_WhipWave2.png | |image2=YH_Ninja_WhipWave2.png | ||
|hitbox2=YH_Ninja_WhipWave2_hb.png | |hitbox2=YH_Ninja_WhipWave2_hb.png | ||
|caption=I'm not gonna sugarcoat it! | |caption=I'm not gonna sugarcoat it! | ||
|caption2= Projectile | |||
|input=[[Image:YH_Icon_WhipWave.png]] | |input=[[Image:YH_Icon_WhipWave.png]] | ||
|name=Whip Wave | |name=Whip Wave | ||
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* Only available in Chuk stance and Backsway. | * Only available in Chuk stance and Backsway. | ||
* Has an initial melee hit before the projectile comes out. | * Has an initial melee hit before the projectile comes out. | ||
** An extra 6 frames of hitstop occurs if Parried. | |||
* Doesn't hitcancel. | * Doesn't hitcancel. | ||
* Projectile has hard knockdown and OTG. | * Projectile has hard knockdown and OTG. | ||
Line 1,065: | Line 1,119: | ||
|name=Backsway | |name=Backsway | ||
|input=[[Image:YH_Icon_Backsway.png]] | |input=[[Image:YH_Icon_Backsway.png]] | ||
|image= | |image=YH_Ninja_BackswayA.gif | ||
|hitbox=YH_Ninja_Backsway_hb.png | |hitbox=YH_Ninja_Backsway_hb.png | ||
|data= | |data= | ||
{{AttackData-YH-Special | {{AttackData-YH-Special | ||
|startup= | |startup= 3 (invuln) | ||
|active= | |active= 7 (invuln) | ||
|firstactionable= 12 | |firstactionable= 12 | ||
|airok= Yes (requires air option) | |airok= Yes (requires air option) | ||
|proration= - | |||
|description= | |description= | ||
* | * Full invuln starting frame 3 with Initiative, lasting for 7 frames. | ||
* Transitions into Backsway stance. | * Transitions into Backsway stance. | ||
* Can be used in Chuk stance. | * Can be used in Chuk stance. | ||
* If held, automatically transitions into Palm Strike. | * If held, automatically transitions into Palm Strike. | ||
Ninja follows a short burst of backwards movement, before lunging forwards again. Flipping Backsway can allow Ninja to dodge attacks that might've otherwise countered it. | |||
Can't be used to invuln through Burst mid-combo, but the sudden movement can take you out Burst's range, with the right spacing. | |||
Backsway ''can'' be used to invuln through Burst with at least +1 Block Advantage, if you really wanted to. | |||
}} | }} | ||
}} | |||
{{MoveData | |||
|name= Palm Strike | |||
|input=[[Image:YH_Icon_Punch.png]] | |||
|image=YH_Ninja_PalmStrikeA.gif | |||
|hitbox=YH_Ninja_PalmStrike_hb.png | |||
|caption= a.k.a Pilebunker | |||
|data= | |||
{{AttackData-YH | {{AttackData-YH | ||
|damage= 2000 | |damage= 2000 | ||
|startup= 3 | |startup= 3 | ||
|active= 5 | |active= 5 | ||
|guard= High | |guard= High | ||
|firstactionable= 29 | |firstactionable= 29 | ||
Line 1,105: | Line 1,170: | ||
* Wall Splats. | * Wall Splats. | ||
Usually a combo ender, | Usually used as a combo ender, Palm Strike causes a neutral reset in normal circumstances, giving up potential [[YomiHustle/Glossary#Okizeme|oki]] for its high minimum damage. Can be comboed off of with Caltrops for massive damage late in combos, however. | ||
}} | }} | ||
Line 1,112: | Line 1,177: | ||
====<font style="visibility:hidden; float:right">Skull Shaker</font>==== | ====<font style="visibility:hidden; float:right">Skull Shaker</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_SkullShakerWhiff.gif | ||
|image2=YH_Ninja_SkullShakerGrab.gif | |||
|hitbox=YH_Ninja_SkullShaker_hb.png | |hitbox=YH_Ninja_SkullShaker_hb.png | ||
|caption= | |caption= | ||
Line 1,157: | Line 1,223: | ||
|recovery= 13 | |recovery= 13 | ||
|firstactionable= 13 | |firstactionable= 13 | ||
|proration= - | |||
|airok= Yes | |airok= Yes | ||
|supercost= 1 | |||
|description= | |description= | ||
* Unusuable the turn after starting a Super Jump. | * Unusuable the turn after starting a Super Jump. | ||
Saves your current speed and direction, and halts your movement. Can be used again to increase the '''total stored speed'''. This stored speed will decay, decaying faster with more speed stored. There is no cap to this storage | Saves your current speed and direction, and halts your movement. Can be used again to increase the '''total stored speed'''. This stored speed will decay, decaying faster with more speed stored. There is no cap to this storage, and stored speed will not decay below 8. Occasionally useful to stop yourself from getting into a terrible spot or to get a better combo extension, because, being a special move, it can be cancelled into. However, this move's greatness is not what it does, but the toggle it unlocks. | ||
}} | }} | ||
Line 1,173: | Line 1,238: | ||
|active= 10 minimum, continues until the end of next turn | |active= 10 minimum, continues until the end of next turn | ||
|airok= Yes | |airok= Yes | ||
|proration= - | |||
|supercost= 1 | |||
|description= | |description= | ||
* Toggle | * Toggle. | ||
* Usable without meter, but consumes up to 1 bar, if available. | |||
* Adds 1 hit of scaling if used mid-combo. | * Adds 1 hit of scaling if used mid-combo. | ||
* Only usable after Store Momentum | * Only usable after Store Momentum | ||
* Adds 10f of hitstop if the attack used is parried. | * Adds 10f of hitstop if the attack used is parried. | ||
Boost is a toggle unlocked when any speed is stored via Store Momentum, allowing you to apply the storage from Stored Momentum to any non-defensive or movement option at the cost of 1 bar of meter. Direction of momentum can be nudged from (0.71, -0.71) to (0.91, 0.42) when facing right or (-0.71, -0.71) to (0.91, -0.42) when facing left. This is an incredibly useful tool to keep in any situation, allowing Ninja to escape nearly any dangerous situation through the speed gained, as well as opening up new combo routes and reads from the | Boost is a toggle unlocked when any speed is stored via Store Momentum, allowing you to apply the storage from Stored Momentum to any non-defensive or movement option at the cost of 1 bar of meter. Direction of momentum can be nudged from (0.71, -0.71) to (0.91, 0.42) when facing right or (-0.71, -0.71) to (0.91, -0.42) when facing left. This is an incredibly useful tool to keep in any situation, allowing Ninja to escape nearly any dangerous situation through the speed gained, as well as opening up new combo routes and reads from the increased stickiness and chase this inherently gives Ninja. Its constant drain can be an issue, so keeping it relatively high without wasting the meter is important. | ||
It uses 1 bar of meter, but only consumes it if you have any | It uses 1 bar of meter, but only consumes it if you have any; if used with 0 meter, it'll take whatever progress you have on the bar. | ||
}} | }} | ||
}} | }} | ||
====<font style="visibility:hidden; float:right">Quick Slash</font>==== | ====<font style="visibility:hidden; float:right">Quick Slash</font>==== | ||
Line 1,208: | Line 1,274: | ||
|blockadvantage= +0 | |blockadvantage= +0 | ||
|airok= Yes | |airok= Yes | ||
|supercost= 1 | |||
|description= | |description= | ||
* Only usable in combos. | * Only usable in combos. | ||
* Interrupted sooner by landing. | * Interrupted sooner by landing. | ||
* Selected attack follow-ups don't scale the combo. | * Selected attack follow-ups don't scale the combo. | ||
Line 1,239: | Line 1,305: | ||
====<font style="visibility:hidden; float:right">Caltrops</font>==== | ====<font style="visibility:hidden; float:right">Caltrops</font>==== | ||
{{MoveData | {{MoveData | ||
|image=YH_Ninja_Caltrops1.png | |image=YH_Ninja_CaltropsA.gif | ||
|image2=YH_Ninja_Caltrops1.png | |||
|hitbox=YH_Ninja_Caltrops1_hb.png | |hitbox=YH_Ninja_Caltrops1_hb.png | ||
|input=[[Image:YH_Icon_Caltrops.png]] | |input=[[Image:YH_Icon_Caltrops.png]] | ||
| | |caption2= These are the grey X's of pain | ||
|name=Caltrops | |name=Caltrops | ||
|data= | |data= | ||
Line 1,256: | Line 1,323: | ||
|blockadvantage= +0 | |blockadvantage= +0 | ||
|airok= Yes | |airok= Yes | ||
|supercost= 3 | |||
|description= | |description= | ||
* Can be hit and broken by opponents. | * Can be hit and broken by opponents. | ||
* | * Caltrops can be hit around as the owner, launch angle influenced by DI. | ||
* Attacking your own Caltrops | ** Attacking your own Caltrops automatically free cancels your attack. | ||
** Opponent's projectiles bounce the Caltrops around, in the direction of the Caltrop owner's DI | |||
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. | 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. | ||
Line 1,269: | Line 1,337: | ||
====<font style="visibility:hidden; float:right">Hustle</font>==== | ====<font style="visibility:hidden; float:right">Hustle</font>==== | ||
{{MoveData | {{MoveData | ||
|image= | |image=YH_Ninja_Hustle.gif | ||
|hitbox=YH_Ninja_Taunt_hb.png | |hitbox=YH_Ninja_Taunt_hb.png | ||
|caption=Look at which finger i'm holding up. | |caption=Look at which finger i'm holding up. | ||
Line 1,289: | Line 1,357: | ||
}} | }} | ||
==Unused Sprites== | |||
* As of 1.9.0, these are the sprites in the game files that are unused. | |||
* An unused slidekick animation, called 'sway_slide_kick' in the game files. | |||
[[File:YH Ninja SwaySlideKick.gif]] | |||
* An unused stickybomb animation, called 'sticky_bomb' in the files. | |||
[[File:YH Ninja Sticky Bomb.gif]] | |||
* An expansion on the current Skull Shaker animation, involving the Ninja jumping onto the opponent and stomping on them. | |||
[[File:YH_Ninja_UnusedSkullShaker.gif]] | |||
* An unused 'Dive Kick Up' animation, hilariously flipping the entire sprite vertically. Labelled as up_kick. | |||
[[File:YH Ninja Divekickupunused.gif]] | |||
* Two sprites labelled 'messatsu'. | |||
[[File:Messatsu1.png]] | |||
[[File:Messatsu2.png]] | |||
==Navigation== | ==Navigation== | ||
{{Navbox-YH}} | {{Navbox-YH}} |
Latest revision as of 13:49, 28 June 2024
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Under Construction
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Profile
Ninja is a high-speed, reads 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 versatile tools to alternate between forcing her opponent's hand, zoning, 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 Stance
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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
whiff whiff "Hey wanna think about another option in neutral?" "Hey wanna think about another option in neutral?"
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Summon
Summoning Pose Summoning Pose kunai throw kunai throw
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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! Projectile Projectile
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Backsway
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a.k.a Pilebunker 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 grey X's of pain These are the grey X's of pain
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Toggle Hitboxes Toggle Hitboxes
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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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Toggle Hitboxes Toggle Hitboxes
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Unused Sprites
- As of 1.9.0, these are the sprites in the game files that are unused.
- An unused slidekick animation, called 'sway_slide_kick' in the game files.
- An unused stickybomb animation, called 'sticky_bomb' in the files.
- An expansion on the current Skull Shaker animation, involving the Ninja jumping onto the opponent and stomping on them.
- An unused 'Dive Kick Up' animation, hilariously flipping the entire sprite vertically. Labelled as up_kick.
- Two sprites labelled 'messatsu'.