YomiHustle/Ninja: Difference between revisions
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m (Updated notes on move properties) |
(Update to 0.13.0) |
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* Knocks down. | * Knocks down. | ||
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. | ||
}} | |||
}} | |||
====<font style="visibility:hidden; float:right">SlideKick</font>==== | |||
{{MoveData | |||
|image=YH_Ninja_SlideKick.png | |||
|caption=The Leg | |||
|input=[[Image:YH_Icon_Kick.png]] | |||
|name=Slide Kick | |||
|data= | |||
{{AttackData-YH | |||
|version=Slide Kick | |||
|damage=700 | |||
|startup=7 | |||
|active=10 | |||
|recovery= | |||
|onhit=+19 | |||
|guard=Low | |||
|firstactionable=17 | |||
|hitstun=18 | |||
|description= | |||
* Low profiles starting on frame 3. | |||
* Projectile Invulnerable on frame 2. | |||
* No hit cancel. | |||
* Usable in Backsway stance. | |||
Very long and active poke, can be used to punish out of Backsway when Uppercut won't hit. | |||
Has a ton of forward momentum, and very low friction, which allows you to fly across the screen when used with some existing momentum. | |||
Due to the lack of hit cancel, it can be very hard to follow up on, unless you hit with the late active frames of the move. | |||
}} | }} | ||
}} | }} | ||
Line 217: | Line 247: | ||
|firstactionable=19 | |firstactionable=19 | ||
|hitstun= 23 | |hitstun= 23 | ||
|description= | |||
* Enters into NunChuk stance (on hit or whiff) | |||
Very solid combo tool with decent damage and an easy followup in to Chuk Jump early in combos. | |||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
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|description= | |description= | ||
* Enters into NunChuk stance (on hit or whiff) | * Enters into NunChuk stance (on hit or whiff) | ||
* | * Close hit does 700 damage and launches grounded opponents. | ||
An okay anti-air, but the best one Ninja has at range. Can be decent in combos due to high damage. | |||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
Line 396: | Line 431: | ||
|onhit= - | |onhit= - | ||
|guard=High | |guard=High | ||
|firstactionable= | |firstactionable=15 | ||
|hitstun= | |hitstun=10 | ||
}} | }} | ||
{{AttackData-YH | {{AttackData-YH | ||
Line 581: | Line 616: | ||
{{AttackData-YH | {{AttackData-YH | ||
|version=Slide | |version=Slide | ||
|damage= | |damage=650 | ||
|startup=4 | |startup=4 | ||
|active=30 | |active=30 | ||
Line 699: | Line 734: | ||
|image2=YH_Ninja_PalmStrike.png | |image2=YH_Ninja_PalmStrike.png | ||
|caption2=Palm Strike | |caption2=Palm Strike | ||
|data= | |data= | ||
{{AttackData-YH | {{AttackData-YH | ||
Line 719: | Line 752: | ||
|version=Palm Strike | |version=Palm Strike | ||
|damage=2000 | |damage=2000 | ||
|startup= | |startup=3 | ||
|active=5 | |active=5 | ||
|recovery= | |recovery= | ||
Line 731: | Line 764: | ||
* Wall Splats. | * Wall Splats. | ||
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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* If it would have launched, the next hit launches instead. | * If it would have launched, the next hit launches instead. | ||
* Wall Splats. | * Wall Splats. | ||
* Puts the opponent into a "dizzy" hitstun state where they cannot be grabbed (including by this move). | |||
An advancing hitgrab with very limited use cases. Will always restand in combos, regardless of timing, but does less damage than most other restand moves. | An advancing hitgrab with very limited use cases. Will always restand in combos, regardless of timing, but does less damage than most other restand moves. | ||
Has reduced DI influence, allowing it to combo more easily despite having low hitstun, but cannot combo into itself due to its dizzy hitstun state preventing grab followups. | |||
}} | }} | ||
}} | }} |
Revision as of 20:44, 31 January 2023
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.
Please enable Dark Mode in the top right corner in order to see the character sprites.
Move List
Unique movement
Dash
Airdash
The other two wish they had something like this The other two wish they had something like this
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Normals
Punch
Ground version. A really fast and useful jab. Ground version. A really fast and useful jab. Air version. A situational air-to-air, or a combo extender. Air version. A situational air-to-air, or a combo extender.
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Kick
Ground version Ground version Air version Air version
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Sweep
SlideKick
The Leg The Leg
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NunChuk
NunChuk NunChuk NunChuk (High) NunChuk (High) Chuk Heavy Chuk Heavy Chuk Jump Chuk Jump
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Chuk Spin
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
Stomp
please pretend the icon is yellow please pretend the icon is yellow
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Universal Mechanics
Throw
Specials
Shuriken
Uppercut
Jump Kick
Sticky Bomb
"Hey wanna think about another option in neutral?" "Hey wanna think about another option in neutral?"
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Summon
Neutral. Neutral.
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Store/Release Momentum
The flex tape of the ninja community The flex tape of the ninja community
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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
Backsway
Backsway Backsway Palm Strike Palm Strike
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Skull Shaker
Supers
Quick Slash
THIS UGLY SON OF A #@!%$ IS USING 1 BAR TO COMPLETELY SKIP NEUTRAL. HOW? ...JUST WATCH. THIS UGLY SON OF A #@!%$ IS USING 1 BAR TO COMPLETELY SKIP NEUTRAL. HOW? ...JUST WATCH.
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Caltrops
"Wanna see me palm strike? Wanna see me do it again?" "Wanna see me palm strike? Wanna see me do it again?"
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Taunt
Look at which finger i'm holding up. Look at which finger i'm holding up.
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