YomiHustle/Ninja: Difference between revisions
m (Not sure if I'd call Ninja rushdown, because she does have to get close due to stubby range, she isn't particularly uniquely strong once she's in, in terms of fast, strong buttons. There's Uppercut, Dropkick and Grab, yes, but those are covered by "mix-up heavy," as two of them are covered by the same option. (Parry Dropkick, Block Uppercut.) I think generalist is a better descriptor, as she can do pretty much everything the others can, with set-up.) |
(Updated to 1.9.5.) |
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|description= | |description= | ||
* Projectile Invulnerable | * Projectile Invulnerable starting frame 3 with Initiative, lasting for 11 frames. | ||
* Low Profile starting frame 4 (frames 4-17) | * Low Profile starting frame 4 (frames 4-17) | ||
** Does not Low Profile Cowboy's Horizontal Slash. | ** Does not Low Profile Cowboy's Horizontal Slash. | ||
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* Usable in Backsway stance. | * Usable in Backsway stance. | ||
* Incurs significant sadness when flipped in neutral. | * Incurs significant sadness when flipped in neutral. | ||
* Minimum damage 150 ( | * Minimum damage of 150. (This basically doesn't matter.) | ||
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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|startup= 6 | |startup= 6 | ||
|active= 2, 2, 2 | |active= 2, 2, 2 | ||
|recovery= | |recovery= 3 | ||
|guard= High | |guard= High | ||
|firstactionable= | |firstactionable= 16 | ||
|frameadvantage= +21 | |frameadvantage= +21 | ||
|proration= -1 | |proration= -1 | ||
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* 3rd hit has a slightly larger hitbox. | * 3rd hit has a slightly larger hitbox. | ||
* Charges Red Wave. | * Charges Red Wave. | ||
* Has an extra 4f of hitstop if Parried. | |||
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. | ||
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* Has five possible angles. | * Has five possible angles. | ||
** Up Divekick has 8f Startup, is actionable after 21f, and travels faster | * Does not hitcancel on block. | ||
** Up Divekick has 8f Startup, hitcancels on block, is actionable after 21f, 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. | ||
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* Projectile spawns on Frame 9, active on frame 10 | * Projectile spawns on Frame 9, active on frame 10 | ||
* No limit to the amount of shuriken you can spawn, also no 'repeated move lockout' like Magic Dart | * No limit to the amount of shuriken you can spawn, also no 'repeated move lockout' like Magic Dart | ||
* Hitting a shuriken into another shuriken creates a powered up Super Shuriken that boomerangs back, its direction and speed influenced by the combined speed and direction of both shurikens. Only one Super Shuriken can be active at a time. The Super Shuriken | * Hitting a shuriken into another shuriken creates a powered up Super Shuriken that boomerangs back, its direction and speed influenced by the combined speed and direction of both shurikens. | ||
** Only one Super Shuriken can be active at a time. | |||
*** The Super Shuriken can be hit around with other attacks, being slightly influenced by DI if the Ninja whom spawned it is the one hitting it. | |||
**** Finally, the Super Shuriken is unaffected by Gust and Zephyr. | |||
A key part of Ninja's projectile game while a Summon is active, it can: | A key part of Ninja's projectile game while a Summon is active, it can: | ||
* Be used at slow speed to lock down an area, even stealing your way out of combos with shuriken you set up earlier. | * Be used at slow speed to lock down an area, even stealing your way out of combos with shuriken you set up earlier. | ||
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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. ( | * 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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|firstactionable= 90 | |firstactionable= 90 | ||
|frameadvantage= +0 | |frameadvantage= +0 | ||
|blockadvantage= | |blockadvantage= +0 | ||
|proration= 2 | |proration= 2 | ||
|airok= Yes | |airok= Yes | ||
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* Invincible during startup with Initiative (Full Invincibility means both strikes and throws.) | * Invincible during startup with Initiative (Full Invincibility means both strikes and throws.) | ||
** Air Uppercut lacks Strike Invuln, hits once, and grants some momentum. | ** Air Uppercut lacks Strike Invuln, hits once, but, in exchange, is safe on block and grants some momentum. | ||
* Does not hit cancel. | * Does not hit cancel. | ||
* First hit is punishable on block. | * First hit is punishable on block. | ||
** Due to both air and ground Uppercuts having a lengthy inactionable period of 90f, it's ''usually'' canceled early by landing. Lowered gravity or Wizard's Gust can let the Ninja experience the full amount of recovery | ** Second hit is cancelable on block, and will likely only hit an airborne opponent, which would make it +2. | ||
*** Due to both air and ground Uppercuts having a lengthy inactionable period of 90f, it's ''usually'' canceled early by landing. Lowered gravity or Wizard's Gust can let the Ninja experience the full amount of recovery. | |||
* Usable in Backsway Stance. | * Usable in Backsway Stance. | ||
* Puts you in the same endlag as your opponent's hitstun. | * Puts you in the same endlag as your opponent's hitstun. | ||
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|startup= 11 | |startup= 11 | ||
|active= 8 | |active= 8 | ||
|recovery= Until Landing + | |recovery= Until Landing + 8 | ||
|guard= High | |guard= High | ||
|firstactionable= | |firstactionable= 26 if grounded | ||
|frameadvantage= +35 | |frameadvantage= +35 | ||
|blockadvantage= +1 | |blockadvantage= +1 | ||
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|description= | |description= | ||
* | * Has projectile invulnerability starting frame 2, lasting for 24 frames, and continuing during landing. | ||
* 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. | ||
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|description= | |description= | ||
* | * Invulnerable 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. | |||
}} | }} |
Revision as of 18:15, 23 May 2024
Under Construction
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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 projectile invincible attack, an invincible "reversal" in the form of Uppercut, 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
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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
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Kick
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Sweep
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SlideKick
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NunChuk
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Drop Kick
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Dive Kick
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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
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Kick
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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
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Grappling Hook
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Uppercut
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Jump Kick
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Sticky Bomb
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Summon
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Store/Release Momentum
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Whip Wave
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Backsway
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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
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Quick Slash
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Caltrops
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Hustle
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