|
|
Line 1,482: |
Line 1,482: |
| |version = | | |version = |
| |subtitle = | | |subtitle = |
| |damage = | | |damage =3033 |
| |mindamage = | | |mindamage = |
| |guard = | | |guard ={{Property-UNI|mid}}, {{Property-UNI|a}} |
| |cancel = | | |cancel = |
| |property = | | |property = |
| |cost = | | |cost =200 {{Property-UNI|exs}} |
| |attribute = | | |attribute ={{Property-UNI|strike}} |
| <!------------> | | <!------------> |
| |startup = | | |startup =1+12 |
| |active = | | |active =3(20)3(31)6 |
| |recovery = | | |recovery =72 |
| |landing = | | |landing = |
| |overall = | | |overall =147 |
| |frameAdv = | | |frameAdv =-30 |
| |invul = | | |invul =1~31/61~92 {{Property-UNI|full}}<br>32~60/93~99 {{Property-UNI|strike}} |
| |description= | | |description= |
| }} | | }} |
Revision as of 23:51, 4 September 2020
![](/images/8/8c/Icon_patch_notes.png) |
Under Construction
- This page is a work in progress.
- Please be patient and check back later for additional changes.
- Consider joining as an editor to help expand this page.
|
“
|
She doesn't think. She runs away from her laws, and chooses to be alone, living life as she
pleases, not bound by anyone. Tonight, too, is nothing more than a whimsical stroll.
The naked sword is seldom drawn, but when it is, the blade never lies. Everything is
reflected in its clear glimmer... And, her true self lies beyond the freedom she attained.
The self she has lost.
|
”
|
Story
A rather dangerous looking girl who wields as blade as tall as herself. She is a descendant of the protectors of this domain, but her family has abandoned that task, with the exception of the single blade she wields. Yuzuriha herself has heard of Voids and the Night Blade, but finds the entire concept ridiculous -- her parents failed to pass on the tradition. One night, she takes the heirloom sword, and heads into the Hollow Night, where all the In-Births are said to gather. Why must she go out tonight, you ask? Well, because it seems like fun, of course!
“
|
I don't care what happened in the past...
I'm me, and you're you. Isn't that enough?
|
”
|
Gameplay
Yuzuriha pairs far-reaching space control with strong movement to play a dynamic zoning game. She doesn't seek to hold her ground against oncoming opponents, but instead flits from far to near and back again as suits her current situation. She engages on her own terms, seeking to force the opponent into playing her game. Good range and flexible cancel options allow Yuzuriha to convert almost any hit into consistent damage and corner carry. She can also combo off her throw for additional damage, meter, and carry. Strong burst movement and good walk/dash speed allow her to quickly close space and begin pressure if given the opportunity. Stable damage output from nearly anywhere means she's a constant threat.
Her close-quarters pressure is limited by her slow dash startup, limited forward-moving options, and lack of standing overhead. Her ranged options consist entirely of mids and lows, and she has few viable tricks with which to catch an experienced opponent off guard. She needs to draw the opponent into playing her game to win, but the ability to combo off her throw for damage, meter, and corner carry means the opponent can never relax. Defense is also a weakness due to poor range vs frame data on counterpoking normals, situational option coverage, no meterless reversal, and slow/situational metered options. Systematic tools such as Veil Off and Guard Thrust can alleviate this somewhat, so careful management of resources is vital.
Yuzuriha enters a quick-draw stance after using certain abilities. Startup and recovery on these abilities are reduced while in stance, and she can chain them with relative freedom. Each ability used will consume a stance mark, so her available options decrease with use until she exits stance. She also trades her normal movement options and ability to block for a slow walk, a teleport dash, a command jump, and a dodge. Her combination of range and frame data is unmatched in stance, giving her firm control of neutral. She has no overheads or throw in stance, but her frame traps, mobility, and ability to punish predictable opponents demand respect.
Strengths |
Weaknesses
|
- Very strong neutral, with tools to cover almost every part of the screen.
- Can convert almost any hit into a combo with carry/knockdown.
- Stable damage output from almost any hit.
- Spending GRD can increase already strong damage on many routes by 100-200, especially midscreen.
- Can end combos favorably either in knockdown or by hitting the opponent away for extra space, damage, and frame advantage.
- Comboable throw.
- Has a 7f upper-body parry (4B) that can function as a throw OS (4B~AD).
- 4C is a forward-moving, multihit normal that converts for high damage.
- 5C's large vertical hitbox checks approaches from both ground and air.
- Multiple blockstring enders with good frame advantage.
- Excellent mobility, with good walk/dash and many burst movement options.
- Can be visually disorienting to opponents (teleports, dodges, flips, etc.).
- Two 5 frame normals (5A low, 2A mid).
- Strong air to air and air to ground control with air normals (j.B, j.2C) and stance options (j.6C, j.FF, j.236A/B, j.214A/B).
|
- Overall pressure game is relatively poor. Cannot easily sustain aggression, basic anti-OS options, and often cannot directly punish reckless shielding.
- Lacks means to strengthen offense or force guessing games by spending resources. Metered options do not generate plus frames or 50/50s, assault j.A cannot act as an "instant overhead", Chain Shift does not set up any notable mixups.
- Weak meterless defensive options. No meterless reversal, poor range on A normals, slow B normals, average backdash.
- Metered reversal (214C) is slow and has a poor hitbox. Often reliant on systematic options (Veil Off, Guard Thrust, IW/IWEX) when spending resources on defense.
- Many of her throw OS options are committal and/or have limited coverage.
- Zoning tools have high recovery, making her susceptible to whiff punishment.
- Burst movement options are somewhat committal, and are easily punished if used poorly.
- Can get caught facing the wrong direction when using stance mobility options, limiting you to defensive actions until you can re-orient.
|
Character Stats
10300
5A 5B 5C 4C 236B 214C
1000
-1000
4
42
7
2400
50
3200
5
27
-36100
1-8 Full
9~10 Throw
200
100
Health
|
Smart Steer Route
|
|
|
Forward Walk Speed
|
Backward Walk Speed
|
Jump Startup
|
Jump Duration
|
|
|
|
(Research me)
|
Dash Startup
|
Initial Dash Speed
|
Dash Acceleration
|
Max Dash Speed
|
|
|
|
|
Backdash Startup
|
Backdash Duration
|
Backdash Distance
|
Backdash Invul
|
|
|
|
|
Throw Width (pixels)
|
Throw Range (pixels)
|
|
|
Unique Trait
|
|
Vorpal Trait
|
|
Unique Trait
- Enters a stance after using certain moves (marked on this page with ★).
- Yuzuriha can stay in stance by holding down a button after the move.
- There are 4 stance icons representing A, B, C, and D below Yuzuriha's life bar.
- During stance, the icon's color indicates the status of each button.
- Black: The button is unavailable for use. (Buttons become unavailable after use.)
- Blue: The button is available for use.
- Pink: The button is currently held to maintain stance. If no button is held down, the game will default to D hold until move recovery ends. If not holding a button at this time, she will exit stance.
Vorpal Trait
- Force Function startup decreased
- [Increased] Force Function startup decreased
- Aerial Force Function damage increased
- Aerial Force Function range increased
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
5A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
180
|
Low
|
SP, EX, CS
|
-
|
-
|
Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
2
|
12
|
18
|
-2
|
-
|
Yuzuriha does a low step kick. Her fastest low, but also her shortest normal. Low total duration makes it her best rebeat option.
|
|
5B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
525
|
Mid
|
SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
3
|
22
|
34
|
-6
|
-
|
Yuzuriha cuts away from herself, creating a slash trail right in front of her. Moderate reach both horizontally and vertically. Extremely generous cancel window, one of her better starters, and 0 on block with 5A rebeat.
|
|
5C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
680
|
Mid
|
SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
4
|
24
|
39
|
-10
|
10~15 Head
|
The Great Wall. Yuzuriha performs a high slash, covering a large space above and in front of her. Excellent for controlling space and checking approaches. Has some anti-air properties, but the head invulnerability starts late so it can be difficult to use defensively. Hitbox has a deadzone above her head in the space immediately in front of her, so good spacing is necessary to catch opponents high up. Throw/Assault OS with 5C~1AD (Plink C with A+D). -1 on block with rebeat to 5A.
|
|
Crouching Normals
2A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
140
|
Mid
|
SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
5
|
3
|
12
|
19
|
-3
|
-
|
Yuzuriha thrusts her sword forward hilt-first. Cancels into itself, so it's useful as a pressure tool. Slightly bigger hitbox and a better starter than 5A, but hits mid. 1 frame slower than 5A in overall duration.
|
|
2B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
450
|
Low
|
SP, EX, CS
|
-
|
-
|
Foot
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
6
|
11
|
25
|
0
|
-
|
Yuzuriha jabs at the ground with her scabbard. A bit slow for its range, but very low recovery and 0 on block. Long active frames can catch opponents on approach.
|
|
2C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
673
|
Low
|
SP, EX, CS
|
-
|
-
|
Foot, Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
10
|
25
|
46
|
-9
|
-
|
Yuzuriha slashes low across the ground, hitting twice. Very good horizontal hitbox, but long duration makes it a very committal option that's often better used in pressure and combos than neutral. Knocks down on hit. Highly active, so it's effective at catching backdashes. -1 on block with rebeat to 5A, can only cancel on the second hit.
|
|
Air Normals
j.A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
140
|
High, Air Shield
|
SP, EX, CS
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
Until Land
|
[2 on landing]
|
Landing + 2
|
+13 Assault: -3 - +13
|
-
|
Yuzuriha leans forward and in with an elbow strike aimed below her. The hitbox isn't very big, but the long active frames can catch opponents off guard. Sometimes used in double overhead setups.
|
|
j.B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
398
|
High, Air Shield
|
SP, EX, CS
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
3
|
19 [3 on landing]
|
32
|
+14 Assault: +1 - +15
|
-
|
Yuzuriha slashes the air in front of her with a horizontal cut. The hitbox doesn't extend downward, but it has tremendous horizontal reach. Excellent air-to-air. Whiffs most crouching opponents at far range.
|
|
j.C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
498
|
High, Air Shield
|
SP, EX, CS
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
4
|
Until Land [4 on landing]
|
Landing + 4
|
+13 Assault: +5 - +15
|
-
|
Yuzuriha performs an arcing slash across her body. Trades some of j.B's horizontal reach for superior vertical coverage. Great for spaced jump-ins and falling attacks where j.B may not hit low enough, as well as damage and stability in some combo routes. Hitbox extends slightly behind her, so it's a good option if you're facing the wrong way as you come down over an opponent.
|
|
Command Normals
6X
6A 6A 6B 6B 6C 6C
|
6A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
580
|
Mid
|
SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
2
|
24 (21 D-Cancelled)
|
41 (38 D-Cancelled)
|
-8 (-5 D-Cancelled)
|
-
|
Slashes upwards at a 45 degree angle. Launches on hit. Quick and noncommittal antiair in stance, the easiest of the three to whiff as a rebeat from 236B, and a key component in most routes using FF~A.
|
6B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
580
|
Mid
|
SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
2
|
24 (21 D-Cancelled)
|
41 (38 D-Cancelled)
|
-8 (-5 D-Cancelled)
|
-
|
Slashes straight outwards. Has the most range of the three and hits OTG, making it useful both as a poke and a combo extender.
|
6C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
580
|
Low
|
SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
16
|
2
|
24 (21 D-Cancelled)
|
41 (38 D-Cancelled)
|
-8 (-5 D-Cancelled)
|
-
|
Slashes at the opponent's feet. Yuzuriha's only stance low. Launches at a low angle on hit, giving it very favorable properties on counterhit and in trades. Also used for rebeating when sufficiently far away to allow it.
|
j.6A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
580
|
Mid/Air
|
SP, EX, CS
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
3
|
25 (24 D-Cancelled) [12 (11 D-Cancelled) on landing]
|
43 (42 D-Cancelled)
|
-11 (-10 D-Cancelled) TK -15 (-14 D-Cancelled)
|
-
|
Similar to 6A, but airborne. Yuzuriha's only air attack that hits significantly above her, and thus a situationally valuable air-to-air. Also used in certain combo routes, usually as part of a setup for Veil Off.
|
j.6B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
580
|
Mid/Air
|
SP, EX, CS
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
3
|
25 (24 D-Cancelled) [12 (11 D-Cancelled) on landing]
|
43 (42 D-Cancelled)
|
-11 (-10 D-Cancelled) TK -15 (-14 D-Cancelled)
|
-
|
Similar to 6B. Hits the opponent straight outwards. Mostly used in combos.
|
j.6C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
580
|
Mid/Air
|
SP, EX, CS
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
3
|
25 (24 D-Cancelled) [12 (11 D-Cancelled) on landing]
|
43 (42 D-Cancelled)
|
-11 (-10 D-Cancelled) TK -15 (-14 D-Cancelled)
|
-
|
Slashes at a slight downward angle. Excellent neutral tool, easy to confirm from, and sometimes useful in combos.
A set of three-way slashes that are a staple part of Yuzuriha's gameplan. Good for poking at midrange, frame trapping, and as a whiffed rebeat from 236X to improve frame advantage. Cancelable into other stance attacks and stance jump through the entire recovery duration on hit and block.
Using one of these moves while in stance will consume one of Yuzuriha's stance marks. Because of the nature of Yuzuriha's stance (explained in the Special Moves section), it is possible, in stance only, to do all three slashes simply by pressing the corresponding button(s) with no direction; e.g., 6A 5B 5C or 6B 5A 5C.
|
|
4B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
720
|
Mid
|
SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
17
|
3
|
24
|
43
|
-9
|
7~14 Head
|
Yuzuriha steps back while swinging her coat. While pulling her coat across her, she is able to parry attacks that hit the upper half of her body. Any successful parry renders her invulnerable for the remainder of the move's duration.
On successful parry of a strike, she pulls the opponent in with her coat and launches them upwards. Against objects (Azhi, Thanatos, etc) and projectiles, the vacuum effect will not trigger and she can instead special cancel the recovery. Invulnerability does not carry over on cancel. If the vacuum effect does not trigger, a hitbox activates frame 17. This hitbox has limited range, but is a very strong starter.
F7 parry activation and head invuln makes it a situational, but effective antiair. Can OS with 4B~AD. Cannot parry lows or any mid/high attacks hitting her lower body.
Parries incoming attacks frames 7~14
|
|
4C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1040
|
Mid
|
SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
15
|
20
|
46
|
-7
|
-
|
Yuzuriha steps forward while swinging her coat. Good horizontal reach and very active. Launches the opponent on hit. Good starter, easy to confirm. Also cancelable to 4B on block, and to normals on hit.
|
|
j.2C
|
j.2C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
420
|
High, Air Shield
|
SP, EX, CS
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
13
|
5
|
Until Land [4 on landing]
|
Landing + 4
|
+13 Assault: +6 - +13
|
-
|
Yuzuriha does an overhead slash with her sword, slicing downward to strike the enemy. Yuzuriha's main jump-in attack due to vertical coverage.
|
j.2[C]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
710
|
High, Air Shield
|
SP, EX, CS
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
23
|
5
|
Until Land [4 on landing]
|
Landing + 4
|
+13
|
-
|
The charged version of j.2C. Knocks airborne enemies to the ground, with a good amount of untechable time to allow for followup attacks after Yuzuriha lands. A staple tool in many of Yuzuriha's better combo routes, typically after 236A. Also useful for faking an overhead from assault to bait shields.
|
|
Dash Moves
66B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
720
|
Mid
|
SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
9
|
2
|
23
|
33
|
-5
|
-
|
Yuzuriha performs an advancing slash similar to 5B. Forward movement gives it good reach for its frame data. Knocks down on hit. A staple part of Yuzu's combos for dragging launched opponents down to continue combos, or to reach opponents further away. Retains 5B's generous cancel window.
|
|
66C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
760
|
Mid
|
SP, EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
10
|
9
|
41
|
59
|
-26
|
10~18 Foot
|
Yuzuriha performs a leaping two-hit slash off the opponent. Used in many of her combos to knock the opponent down and away for spaced followup sequences, or as a knockdown ender in the corner. Not very good in pressure due to the awkward position it leaves you in and inability to cancel afterwards if shielded. Extremely punishable on whiff.
|
|
Universal Mechanics
Force Function
|
B+C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
850
|
Mid
|
EX, CS
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
35 (25 With Vorpal)
|
2
|
41 (40 with D-Cancel)
|
77 (76 D-Cancelled. 67 Vorpal, 66 Vorpal D-Cancelled)
|
-8 (-7 D-Cancelled)
|
-
|
Yuzuriha enters her quick-draw stance and slashes outwards at her opponent. Can hold B+C to delay the strike, or release a button quickly to fake an attack. Dash cancelable during startup as well as on hit and block, along with the jump and stance attack cancels common to other stance attacks.
|
j.B+C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
850 (890 Base with Vorpal)
|
Mid/Air
|
SP, EX, CS
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
18
|
5
|
23
|
45 (44 D-Cancelled)
|
-8 (-7 D-Cancelled)
|
-
|
Air version of Yuzuriha's Force Function. Covers a lot of space both horizontally and vertically, so it's nice for countering approaches. Sometimes used as combo filler for greater damage at the cost of some GRD. Carries previous jump momentum; you can also cancel any prior momentum by plinking the input (j.6B~C or j.6C~B). Gains a larger hitbox and increased damage in Vorpal, as well as slightly different launch properties. Also dash cancelable as of cl-r 1.03, but unlike grounded FF you're very minus afterwards.
|
[B+C]
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1220
|
Unblockable
|
CS
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
70 (60 With Vorpal)
|
1
|
54 (53 D-Cancel)
|
124 (123 D-Cancel, 114 Vorpal, 113 Vorpal D-Cancel)
|
-
|
-
|
Fully charged version of Yuzuriha's Force Function. An unblockable attack that reaches farther than the uncharged version. Startup reduced by 10f in Vorpal. Has a visual tell 25f before the attack activates, at which point you are fully committed to this attack. Mostly a gimmick that serves to limit FF charge duration, since you're unable to force opponents into taking the hit. Jump or backdash when you see the small flash during her charge in order to escape.
|
|
Force Function Follow-up
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
765
|
Mid/Air
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
2
|
29 (28 D-Cancelled)
|
45 (44 D-Cancelled)
|
-9 (-8 D-Cancelled)
|
-
|
Yuzuriha dashes forward into a short slash. Launches the opponent straight up on hit, similar to but slightly lower than 236A. A staple in many of Yuzuriha's most damaging combo routes, especially midscreen, and offers good carry as well. 0 on block in stance; can cancel into other attacks, jump, and stance dash at any point during the recovery. Can frame trap with it in pressure, but strong pushback and poor advantage on block limit its utility. Dash cancel is -6 in stance, -13 out of stance.
Unlike most other stance attacks, the hitbox on FF~A is fairly small. It has limited horizontal range and very poor vertical coverage. The dash will attempt to track the opponent's position, but it has a maximum range and may pass through opponents moving forward at very close range. It will pass under jumps as well. The slash does not correct facing in these situations, causing the attack to whiff and leave Yuzuriha vulnerable to counterattacks.
|
|
Throw
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1070
|
-
|
-
|
-
|
-
|
Throw
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
4
|
-
|
-
|
93 (Whiff 26)
|
-
|
-
|
Yuzuriha rams the hilt of her sword into her opponent's stomach, causing them to crumple to the ground. Can follow up with a combo anywhere on screen.
|
|
Guard Thrust
|
214D Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
100 EXS, GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
5
|
26
|
45
|
-12
|
1~15 Full, 16~45 Full on hit
|
214D Vorpal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid
|
-
|
Launch
|
Vorpal
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
12
|
5
|
26
|
42
|
-12
|
1~15 Full, 16~45 Full on hit
|
Blows the opponent away on hit.
- Usable only during blockstun.
- Generally better to use while in Vorpal as it's faster and costs less resources.
|
|
Veil Off
|
A+B+C Normal
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20
|
2
|
[7 (3 on hit) on landing]
|
58 (54 on hit)
|
-13
|
1~30 Full
|
A+B+C Full Charge
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch, Wall Bounce, GRD Break
|
100+ EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
68
|
2
|
[7 (2 on hit) on landing]
|
108 (103 on hit)
|
-14
|
1~91 Full
|
Universal reversal that blows the opponent back on hit.
- Airborne: 1~52, Standing: 53~59.
- For Full Charge version: Airborne: 1~101, Standing: 102~108.
- 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).
- You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
|
A+B+C Cross Cast
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
0
|
Mid, Air
|
-
|
Launch
|
100+ EXS, Vorpal
|
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.
- Airborne: 1~25.
- CVO cancel is treated the same as EX cancel, you can only CVO when you can EX and the opponent is in hit/blockstun.
- 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.
- Grants an additional bounce if both have been used in the combo so far.
- If the opponent does end up hitting the ground during the combo, damage is prorated.
- 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
|
236A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
950
|
Mid
|
UNQ, -EX-, -CS-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
17
|
2
|
36
|
54
|
-8
|
11~18 Dive 13~18 Head
|
A long, upward angled slash. Launches the opponent straight up on hit. A staple of Yuzuriha's combos, and important for controlling air space further away from Yuzuriha.
|
236B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
950
|
Mid
|
UNQ, -EX-, -CS-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
17
|
2
|
36
|
54
|
-8
|
-
|
A long horizontal slash, controlling the ground across most of the screen. Sends the opponent flying away on hit, usually resulting in a wallbounce. A core tool in Yuzuriha's zoning and stance pressure.
|
236C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1754
|
Mid
|
(CS)
|
-
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+13
|
5
|
38
|
54
|
-16
|
1~3 Throw
|
Three quick slashes, with a fourth hit as Yuzuriha sheathes her sword. You can cancel into other stance attacks after the first slash. Combines the range of 236A and 236B with lower startup for a tremendous whiff punish tool that can confirm into high damage from anywhere on screen. Yields tremendously damaging combos on hit point blank, making it a strong DP punish starter. Also commonly used to spend excess meter for damage at the end of combos without sacrificing position or frame advantage.
|
j.236A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
950
|
Mid, Air
|
UNQ, -EX-, -CS-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
22
|
2
|
22 [11 on landing]
|
56
|
-12
|
-
|
A long, downward-angled slash, highly effective as an air-to-ground zoning tool. Launches the opponent similarly to 236A, but with less frame advantage. Also used in some combo routes.
|
j.236B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
950
|
Mid, Air
|
UNQ, -EX-, -CS-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
22
|
2
|
22 [11 on landing]
|
56
|
-7
|
-
|
Slashes horizontally, akin to its grounded counterpart.
|
j.236C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1642
|
Mid, Air
|
(CS)
|
-
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+18
|
5
|
23 [11 on landing]
|
56
|
-8
|
-
|
The inversion of its grounded counterpart, attacking space far forward and a bit below Yuzuriha. A bit slower and harder to utilize, especially at max range, but still effective for punishing careless attacks while airborne.
Note: After any Saki attack on hit or block, you can cancel it into a different Saki slash by simply pressing A, B, or C. C will replicate a B slash, rather than the EX version. Pressing the same button as the previous slash (or C after pressing B) will instead give a Kiri slash, since you cannot cancel a move into itself. To instead cancel into Kiri during stance, hold any direction (forward, down, back, etc). Forward is commonly used, but down can make certain input sequences easier depending on the intended followup.
|
|
214X
|
214A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1157
|
Mid, Air
|
-EX-, -CS-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
20
|
5(4)16
|
26
|
70
|
-11
|
16~24 Foot
|
214B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1157
|
Mid, Air
|
-EX-, -CS-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
21
|
5(4)16
|
21
|
66
|
-6
|
17~25 Foot
|
214C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2007
|
Mid, Air
|
(CS)
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+14
|
3(4)19
|
30
|
70
|
-6
|
1~17 Full
|
j.214A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1157
|
Mid, Air
|
-EX-, -CS-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
22
|
5(4)16
|
x [23 on landing]
|
56
|
±0
|
18~26 Foot
|
j.214B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1157
|
Mid, Air
|
-EX-, -CS-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
23
|
5(4)16
|
x [23 on landing]
|
57
|
±0
|
19~27 Foot
|
j.214C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
2007
|
Mid, Air
|
(CS)
|
-
|
100 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+12
|
3(4)19
|
x [33 on landing]
|
70
|
±0
|
1~15 Full
|
|
421X
|
421A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
50
|
-
|
16~24 Strike
|
421B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
50
|
-
|
15~20 Strike
|
421C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
[11 on landing]
|
59
|
-
|
15~19 Strike 20 Full
|
j.421A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
[11 on landing]
|
44
|
-
|
12~19 Full
|
j.421B
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
[11 on landing]
|
44
|
-
|
12~19 Strike
|
j.421C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
[11 on landing]
|
49
|
-
|
14~18 Full 19 Strike
|
|
Stance
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
D Cancel
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Stance Walk
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
47
|
-
|
-
|
Refreshes all used stance marks upon completion. Cancellable into any stance input at any point in the animation.
|
|
Stance Dash
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
35
|
-
|
9~19 Strike
|
|
Stance Jump
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
3
|
-
|
-
|
23
|
-
|
-
|
Airborne on frame 4. No throw invulnerability during startup.
|
|
Stance Dodge
|
22
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
Stance Held: 33
|
-
|
1-17 Strike/Projectile
|
Getting hit by a strike or projectile during the dodge window triggers a 25 frame invulnerability window in which this cancels into any other stance move.
|
j.22
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
28
|
-
|
-
|
Getting hit by a strike or projectile during the dodge window triggers a 31 frame invulnerability window in which this cancels into any other stance move. Landing early cuts the invulnerability short.
|
|
Super Moves
Infinite Worth
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
3033
|
Mid, Air
|
-
|
-
|
200 EXS
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+12
|
3(20)3(31)6
|
72
|
147
|
-30
|
1~31/61~92 Full 32~60/93~99 Strike
|
|
Infinite Worth EXS
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
Mid, Air
|
-
|
Knockdown
|
200 EXS, Vorpal or GRD Break
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
1+15
|
6
|
46
|
67
|
-25
|
1~26 Full
|
Yuzuriha 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
Rebeat Table
Attack
|
Chain
|
Advantage
|
5B
|
5A
|
0
|
2A
|
-1
|
5C, 2C
|
5A
|
-1
|
2A
|
-2
|
236A/B
|
6X~D
|
+1
|
Gap Table
Attack
|
Chain
|
Frame Gap
|
5A, 2A
|
5C, 2C, 4C
|
1
|
2B
|
4B, 236A, 236B
|
1
|
236B w6X
|
236B
|
3
|
236A/B 421A/B
|
6X
|
4
|
Videos
External Links
Colors
Default Unlocks
Customization Unlocks (2000 IP Each)
Yuzuriha Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2020-09-04 by Johhny.
Page
|
Completed
|
To-do
|
Score
|
Overview
|
- Created base page with basic formatting
- Added gameplay summary, new move, move descriptions, and frame data.
- All colors added.
|
- Review FD and evaluate formatting for stance data, especially recovery.
- Expand rebeat/gap table if needed
|
48/50
|
Strategy
|
- All non-matchup sections filled out
|
- Reformat content for consistency, clarity, and ease of reading.
- Add matchup notes
|
15/25
|
Combos
|
- Created base pages
- Combo theory outline and notation notes added.
- Combo additions underway.
|
- Finish adding combos.
- Add damage values for primary enders.
|
10/25
|
General
|
|
Characters
|
|
Frame Data
|
|