Under Night In-Birth/UNI2/Tsurugi: Difference between revisions
(→Force Function B+C: Early cancel window works on ~2X and ~4X as well, clarifying in B+C description and removing note about it from ~X) |
(All normal moves data templates updated) |
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===Standing Normals=== | ===Standing Normals=== | ||
{{MoveData-UNI2 | |||
|chara=Tsurugi | |||
|input=MOVE_INPUT | |||
|description=MOVE_DESCRIPTION | |||
}} | |||
=====5A===== | =====5A===== | ||
{{ | {{MoveData-UNI2 | ||
|chara=Tsurugi | |||
| | |input=5A | ||
| input | |description=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. | ||
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 | *Self cancellable | ||
}} | }} | ||
=====5B===== | =====5B===== | ||
{{ | {{MoveData-UNI2 | ||
| | |chara=Tsurugi | ||
|input=5B | |||
| input | |description=Tsurugi thrusts his shield forward. Solid mid-range poke. | ||
| | |||
Tsurugi thrusts his shield forward. Solid mid-range poke. | |||
}} | }} | ||
=====5C===== | =====5C===== | ||
{{ | {{MoveData-UNI2 | ||
| | |chara=Tsurugi | ||
|input=5C | |||
| input | |description=Tsurugi slaps the opponent with the entire length of his shield. One of his largest buttons and great for poking at farther opponents. | ||
| | |||
Tsurugi slaps the opponent with the entire length of his shield. One of his largest buttons and great for poking at farther opponents. | |||
}} | }} | ||
Line 118: | Line 105: | ||
=====2A===== | =====2A===== | ||
{{ | {{MoveData-UNI2 | ||
|chara=Tsurugi | |||
| | |input=2A | ||
| input | |description=Tsurugi punches at his opponents feet. Great frame data for a 2A and his best mash option for gaps in his opponents blockstrings. | ||
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 | *Self cancellable | ||
*This is a MID | *This is a MID | ||
Line 133: | Line 114: | ||
=====2B===== | =====2B===== | ||
{{ | {{MoveData-UNI2 | ||
|chara=Tsurugi | |||
| | |input=2B | ||
| input | |description=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. | ||
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===== | ||
{{ | {{MoveData-UNI2 | ||
| | |chara=Tsurugi | ||
|input=2C | |||
| input | |description= | ||
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. | 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]===== | ||
{{ | {{MoveData-UNI2 | ||
|chara=Tsurugi | |||
| | |input=2[C] | ||
| input | |description= | ||
| | |||
The increased version of Tsurugi's 2C that goes a bit farther and does more damage. This is most commonly used guard point normal due to the large guard point window. | The increased version of Tsurugi's 2C that goes a bit farther and does more damage. This is most commonly used guard point normal due to the large guard point window. | ||
*Has guard point during the startup }} | *Has guard point during the startup }} | ||
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=====j.A===== | =====j.A===== | ||
{{ | {{MoveData-UNI2 | ||
|chara=Tsurugi | |||
| | |input=jA | ||
| input | |description= | ||
| | |||
Tsurugi sticks kicks out his leg at his opponent. Usable as a quick air-to-air option | Tsurugi sticks kicks out his leg at his opponent. Usable as a quick air-to-air option | ||
}} | }} | ||
=====j.B===== | =====j.B===== | ||
{{ | {{MoveData-UNI2 | ||
|chara=Tsurugi | |||
| | |input=jB | ||
| input | |description=Tsurugi angles his shield downwards towards the ground. Not a bad jump in option. | ||
| | |||
Tsurugi angles his shield downwards towards the ground. Not a bad jump in option. | |||
}} | }} | ||
=====j.C===== | =====j.C===== | ||
{{ | {{MoveData-UNI2 | ||
|chara=Tsurugi | |||
| | |input=jC | ||
| input | |description=Tsurugi swipes the entire area below him with his shield. This button has wide range and will also hit behind him. | ||
| | |||
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]===== | ||
{{ | {{MoveData-UNI2 | ||
| | |chara=Tsurugi | ||
|input=j[C] | |||
| input | |description=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. | ||
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 | *Has guard point during the startup | ||
}} | }} | ||
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=====6C===== | =====6C===== | ||
{{ | {{MoveData-UNI2 | ||
|chara=Tsurugi | |||
| | |input=6C | ||
| input | |description=Tsurugi slams his shield over his opponent's head. Overhead option that does not have a telegraphed Increase charge animation. | ||
| | |||
Tsurugi slams his shield over his opponent's head. Overhead option that does not have a telegraphed Increase charge animation. | |||
}} | }} | ||
=====6[C]===== | =====6[C]===== | ||
{{ | {{MoveData-UNI2 | ||
| | |chara=Tsurugi | ||
|input=6[C] | |||
| input | |description=Very slow telegraphed overhead option due to the Increase charge animation. | ||
| | |||
Very slow telegraphed overhead option due to the Increase charge animation. | |||
*Has guard point during the startup | *Has guard point during the startup | ||
}} | }} | ||
=====3C===== | =====3C===== | ||
{{ | {{MoveData-UNI2 | ||
|chara=Tsurugi | |||
| | |input=3C | ||
| input | |description=Tsurugi swings his shield upwards. Fantastic anti-air option and covers just about any assault angle. | ||
| | |||
Tsurugi swings his shield upwards. Fantastic anti-air option and covers just about any assault angle. | |||
*Has head invincibility | *Has head invincibility | ||
}} | }} | ||
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=====j.6C===== | =====j.6C===== | ||
{{ | {{MoveData-UNI2 | ||
| | |chara=Tsurugi | ||
|input=j6C | |||
| input | |description=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. | ||
| | |||
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===== | ||
{{ | {{MoveData-UNI2 | ||
| | |chara=Tsurugi | ||
|input=j2C | |||
| input | |description=Tsurugi hops on his shield like a surfboard and falls vertically toward the ground. Usable as a pseudo-dive kick option. | ||
| | |||
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]===== | ||
{{ | {{MoveData-UNI2 | ||
| | |chara=Tsurugi | ||
|input=j2[C] | |||
| input | |description=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. | ||
| | |||
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 | *Has guard point during the startup | ||
}} | }} | ||
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=====66B===== | =====66B===== | ||
{{ | {{MoveData-UNI2 | ||
|chara=Tsurugi | |||
| | |input=66B | ||
| input | |description=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. | ||
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===== | ||
{{ | {{MoveData-UNI2 | ||
|chara=Tsurugi | |||
| | |input=66C | ||
| input | |description=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. | ||
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. | |||
}} | }} | ||
Revision as of 07:32, 5 February 2024
Under Construction
|
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. |
” |
Gameplay
Tsurugi is a mid-range footsies character who uses a big 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 and a pseudo-command grab to punish his opponents for trying to shield his offense. His wide arsenal of guard point attacks can make him difficult to contest in neutral for those who are not comfortable with playing around his tools. With his very solid buttons in conjunction with good frame data he becomes a great choice for both experienced and beginner players alike.
Strengths | Weaknesses |
---|---|
|
|
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 |
| ||
Vorpal Trait |
|
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
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|
5A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
200 | Mid | 7 | 3 | 11 | -2 | SE, N, SP, EX, CS, TH |
- Self cancellable
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
20 | 0.94 | /Data#5A |
5B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
570 | Mid | 9 | 4 | 16 | -3 | N, SP, EX, CS |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
27 | 0.88 | /Data#5B |
5C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
690 | Mid | 12 | 4 | 23 | -9 | N, SP, EX, CS |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
38 | 0.89 | /Data#5C |
Crouching Normals
2A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
150 | Mid | 5 | 2 | 12 | -2 | SE, N, SP, EX, CS, TH |
- Self cancellable
- This is a MID
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
18 | 0.95 | /Data#2A |
2B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
490 | Mid | 8 | 3 | 15 | -2 | N, SP, EX, CS |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
25 | 0.90 | /Data#2B |
2C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
670 | Low | 10 | 4 | 20 | -6 | N, SP, EX, CS |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
33 | 0.89 | /Data#2C |
2[C]
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
850 | Low | 24 | 4 | 20 | -6 | N, SP, EX, CS | Guard Point 15~23F |
- Has guard point during the startup
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
47 | 0.86 | /Data#2[C] |
Air Normals
j.A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
150 | High, Air Shield | 7 | 6 | 10 | Varies | N, SP, EX, CS |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
22 | 0.97 | /Data#jA |
j.B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
490 | High, Air Shield | 9 | 4 | 21 | Varies | N, SP, EX, CS |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
33 | 0.90 | /Data#jB |
j.C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
590 | High, Air Shield | 12 | 4 | Until L | Varies | N, SP, EX, CS |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
0.90 | /Data#jC |
j.[C]
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
760 | High, Air Shield | 20 | 4 | - | Varies | N, SP, EX, CS | Guard Point 18~19F |
- Has guard point during the startup
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
0.87 | /Data#j[C] |
Command Normals
6C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
770 | High | 26 | 3 | 22 | -7 | SP, EX, CS |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
50 | 0.84 (0.77 Initial) | /Data#6C |
6[C]
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
940 | High | 33 | 3 | 27 | -4 | SP, EX, CS | Guard point 29~32F |
- Has guard point during the startup
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
62 | 0.90 (0.88 Initial) | /Data#6[C] |
3C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
780 | Mid | 11 | 2 | 23 | -7 | N, SP, EX, CS | Head 7~12F |
- Has head invincibility
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
35 | 0.84 | /Data#3C |
j.6C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
680 | High, Air Shield | 11 | 5 | - | Varies | N, SP, EX, CS |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
0.90 | /Data#j6C |
j.2C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
764 | Mid, Air Shield / Second hit: Mid, Air | 16 | Until L + 3 | 21 | -4 | -SP-, -EX-, -CS- |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
0.85, 0.92 | /Data#j2C |
- second hitbox appears on the frame Tsurugi lands
j.2[C]
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1497 | Mid, Air Shield / Second hit: Mid, Air / Third hit and on: Low | 29 | Until L + 2 (8) 3,3,3,3 | 34 | -12 | SP, EX, CS | Guard Point 27~28F |
- Has guard point during the startup
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
90 | 0.85, 0.92x5 | /Data#j2[C] |
- Cancelable on block only during the slide portion of the move
Dash Moves
66B
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1032 | Low / Second hit and on: Mid | 9 | 4 (16) 3 | 27 | -5 | SP, EX, CS |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
58 | 0.96x3, 0.88 | /Data#66B |
- combo only hitboxes on 24~28F
66C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1018 | Mid, Air Shield | 11 | 12 | 19 | -2~-13 | SP, EX, CS | Leg 9~22F; Airborne 5~27F |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
41 | 0.92, 0.86 | /Data#66C |
Universal Mechanics
Force Function
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 |
- Does not block lows
- Can be canceled into from most specials.
- 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 all other follow-ups after 15F
- If any follow up other than B+C~D 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 begins right as Tsurugi's shield hits the ground.
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 |
- *+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 | - | - |
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 |
- 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 |
- 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*) | - | - |
- 6F total recovery when performed from B+C~66
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 |
- 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
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1621 | Throw | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | - | - | 92 | +36 | - |
Guard Thrust
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.
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
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.
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.
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
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
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
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.
- Can cancel the landing recovery into FF on hit.
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.
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 |
214X
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.
- Can cancel into FF on hit
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.
- Can cancel into FF on hit
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
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.
- Can cancel the landing recovery into FF.
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.
- Can cancel the landing recovery into FF.
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
- Can cancel the landing recovery into FF.
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
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 |
Infinite Worth EXS
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
Attack | Chain | Advantage |
---|---|---|
5B/2B | 2A | -3 |
5C/2C/3C | 2A | -1 |
Attack | Chain | Frame Gap |
---|---|---|
5A | 5C | 1F |
Videos
External Links
Colors
Default Unlocks