YomiHustle/Ninja: Difference between revisions
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(Update for 0.5.0) |
(Added dash IASA frames. Added cancel information.) |
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|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
|version=Forward | |||
|damage= | |damage= | ||
|startup= | |startup= | ||
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|onhit= | |onhit= | ||
|guard= | |guard= | ||
|firstactionable= | |firstactionable=8, 7 (Hold) | ||
|hitstun= | |hitstun= | ||
|description= | |description= | ||
* | * Can be interrupted when your opponent becomes actionable. | ||
}} | |||
{{AttackData-YH | |||
|version=Back | |||
|damage= | |||
|startup=4 | |||
|active= | |||
|recovery= | |||
|onhit= | |||
|guard= | |||
|firstactionable=14 | |||
|hitstun= | |||
|description= | |||
* Has 4 additional frames after it becomes interruptable. | |||
}} | }} | ||
}} | }} | ||
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|onhit= | |onhit= | ||
|guard= | |guard= | ||
|firstactionable= | |firstactionable=8, 7 (Hold) | ||
|hitstun= | |hitstun= | ||
|description= | |description= | ||
* | * Can be interrupted when your opponent becomes actionable. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
* Usable in NunChuk stance. | * Usable in NunChuk stance. | ||
* Special cancellable. | |||
A niche punish and combo tool. Has great damage and proration, but can hard to follow up on due to its Hard Knockdown property. Easier to follow up on with DI neutral or up, but can almost always combo into stomp. | A niche punish and combo tool. Has great damage and proration, but can hard to follow up on due to its Hard Knockdown property. Easier to follow up on with DI neutral or up, but can almost always combo into stomp. | ||
}} | }} | ||
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* Has 3 possible angles. | * Has 3 possible angles. | ||
* Startup is halved with Initiative. | * Startup is halved with Initiative. | ||
* Special cancellable. | |||
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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|firstactionable=11 | |firstactionable=11 | ||
|hitstun=6 | |hitstun=6 | ||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
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|firstactionable=11 | |firstactionable=11 | ||
|hitstun=6 | |hitstun=6 | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
* Invincible during startup with Initiative. | * Invincible during startup with Initiative. | ||
* | * First hit is super cancellable. Second hit is not cancellable. | ||
* Usable in Backsway Stance. | * Usable in Backsway Stance. | ||
}} | }} | ||
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|description= | |description= | ||
* Hits OTG. | * Hits OTG. | ||
* Jump and super cancellable. | |||
A useful combo tool due to its ability to continue combos on hard knockdown. | A useful combo tool due to its ability to continue combos on hard knockdown. | ||
}} | }} | ||
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* Air OK. | * Air OK. | ||
* First 24 frames have projectile invulnerability. | * First 24 frames have projectile invulnerability. | ||
* Super cancellable. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
* Minimum Damage: 700 | * Minimum Damage: 700 | ||
* Not cancellable. | |||
Usually a combo ender, since it resets to neutral, but has high minimum damage. Can be comboed off of with Caltrops for massive damage late in combos, however. | Usually a combo ender, since it resets to neutral, but has high minimum damage. Can be comboed off of with Caltrops for massive damage late in combos, however. | ||
}} | }} | ||
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|description= | |description= | ||
* Low profiles starting on frame 3. | * Low profiles starting on frame 3. | ||
* Not jump cancellable. | |||
Very long and active poke, can be used to punish out of Backsway when Uppercut won't hit. | Very long and active poke, can be used to punish out of Backsway when Uppercut won't hit. | ||
}} | }} | ||
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* Invulnerable frames 5-6 with Initiative. | * Invulnerable frames 5-6 with Initiative. | ||
* Interrupted sooner by landing. | * Interrupted sooner by landing. | ||
* Super cancellable. | |||
}} | }} | ||
}} | }} |
Revision as of 14:39, 19 December 2022
Profile
Ninja is a mix-up heavy rushdown character, 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 projectile invincible attack, an invincible "reversal" in the form of Uppercut, and a frame 4 interruptible movement option, Ninja is capable of using her superior tools to alternate between forcing her opponent's hand, and explosive offense and punishes.
Move List
Unique movement
Dash
Airdash
Normals
Punch
Ground version Ground version Air version Air version
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Kick
Ground version Ground version Air version Air version
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Sweep
NunChuk
NunChuk NunChuk NunChuk (High) NunChuk (High) Chuk Heavy Chuk Heavy Chuk Jump Chuk Jump
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Chuk Spin
Drop Kick
Dive Kick
Universal Mechanics
Throw
Specials
Shuriken
Uppercut
Stomp
Jump Kick
Sticky Bomb
Summon
Store/Release Momentum
Whip Wave
Backsway
Backsway Backsway Palm Strike Palm Strike Slide Kick Slide Kick
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Supers
Quick Slash
Footsies Footsies
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