Melty Blood/MBTL/Ushiwakamaru: Difference between revisions
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* '''Good mixup potential:''' Ushi's entire kit is designed around her mixup, with fastfall fakeouts, mid-string mixups and even a stable left right straight off airthrow. | * '''Good mixup potential:''' Ushi's entire kit is designed around her mixup, with fastfall fakeouts, mid-string mixups and even a stable left right straight off airthrow. | ||
* '''Strong Pressure Extensions:''' Ushi has multiple ways to threaten meterless resets in her kit, between | * '''Strong Pressure Extensions:''' Ushi has multiple ways to threaten meterless resets in her kit, between 236A~A and the myriad grounded jump cancellable specials she has. | ||
*'''Good Punish Game:''' Ushi has many tools that she can use to punish opponents for being careless, such an advancing low lariat in 236B, and a very difficult to contest 4BC. She also possesses the only air arc drive in the game, which is both fullscreen and one of the only truly | *'''Good Punish Game:''' Ushi has many tools that she can use to punish opponents for being careless, such as an advancing low lariat in 236B, and a very difficult to contest 4BC. She also possesses the only air arc drive in the game, which is both fullscreen and one of the only truly invincible air moves in the game, allowing her to contest certain things from the air that no other character can. | ||
|cons= | |cons= | ||
* '''Bad Defense:''' Ushi's 11,000 health is the second lowest health pool in the game along with having a 6F 2A | * '''Bad Defense:''' Ushi's 11,000 health is the second lowest health pool in the game; along with having a 6F 2A and no DP, gives her way less room for error than a majority of the game's cast. | ||
* '''High Commitment:''' Most of Ushi's good neutral and pressure tools carry huge risk in terms of unfavourable frame data and large contestable gaps, which isn't helped in the least by her best pokes extending her hurtbox considerably BEFORE the attack box is out, making poking with even her best tools a nightmare. | * '''High Commitment:''' Most of Ushi's good neutral and pressure tools carry huge risk in terms of unfavourable frame data and large contestable gaps, which isn't helped in the least by her best pokes extending her hurtbox considerably BEFORE the attack box is out, making poking with even her best tools a nightmare. | ||
* '''Bad Rebeat Pressure:''' While Ushi does have pressure resets, her normal strings beyond 2A carry with them bad frame data and horrible pushback, and make it very difficult to actually threaten throw. This means that she's constantly having to rely on her pressure reset options, which aren't nearly good enough to compensate.}} | * '''Bad Rebeat Pressure:''' While Ushi does have pressure resets, her normal strings beyond 2A carry with them bad frame data and horrible pushback, and make it very difficult to actually threaten throw. This means that she's constantly having to rely on her pressure reset options, which aren't nearly good enough to compensate.}} | ||
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}} | }} | ||
{{Content Box|header=Unique Traits|content= | {{Content Box|header=Unique Traits|content= | ||
===Fastfall=== | |||
Ushi's aerial movement options outclass every other cast member's. Between j.236A/B, ''Shukuchi - Heavenly Steps'', and j.2A+B, Ushi has many invincible fastfalling specials, used to either land safely or overwhelm the opponent with often-uncontestable movement. These fastfalling specials are also the core of Ushi's okizeme gameplan, making the opponent guess between various left/rights, reacting to overheads, or committing to throw. | |||
}} | }} | ||
}} | }} | ||
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{{AttackDataCargo-MBTL/Query|ushi_5a}} | {{AttackDataCargo-MBTL/Query|ushi_5a}} | ||
A jab with the sheath of her sword. | A jab with the sheath of her sword. | ||
Small vertically, but can be used to anti-air | |||
}} | }} | ||
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| info = | | info = | ||
{{AttackDataCargo-MBTL/Query|ushi_5b}} | {{AttackDataCargo-MBTL/Query|ushi_5b}} | ||
An outward turning slash. Moves slightly forward when | An outward turning slash. | ||
Moves slightly forward when Ushi steps into the slash. | |||
Ushi's go-to anti-airdash button. | |||
Ushi's best non-A no-cancel button to reset pressure with. | |||
}} | }} | ||
Revision as of 19:07, 19 July 2023
Gameplay
Ushiwakamaru (often referred to as Ushi) is a new character to Melty Blood, released as free DLC alongside The Count of Monte Cristo on December 15, 2022. Ushi is described as a speedy fighter who races freely across the field to take opponents by surprise, and she lives up to that description: moves such as her j.2A+B fastfall, Shukuchi (22X), or Shukuchi - Heavenly Steps (j.236X) give her tricky repositioning strategies, while Advance (236A) and both the charged and uncharged versions of Shin Swipe (236B) let her move in and go for pressure or advancing high-low mix, and other advancing moves like Utsumidori - Heavenly Blade Steps (214B) give her a strong punish option to catch careless buttons and continue her offense afterward.
However, this comes with the primary drawback of having a very low health value, exploitable gaps in her best neutral and pressure tools, and weaker rebeat pressure, requiring Ushi to risk a lot when it comes to committing to a plan of attack; adept opponents will take advantage of any mistakes with brutal punishment if they know what holes to look for.
Pick if you like | Avoid if you dislike |
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Charismatic and with flawless beauty, Ushiwakamaru runs free in the city of the future
The youthful form of the swordsman who later stunned the world as Minamoto no Yoshitsune.
Her Servant Class is Rider.
Training to become a samurai at a young age, she met the onmyoji Kiichi Hougen and was granted the arts of war. With the arts of war added to her natural physical abilities and skill with the blade, she grew into a peerless wrrior.
However, this caused her elder brother, Minamoto no Yorimoto, to distrust her and her life came to a tragic end alongside her retainer Benkei.
In battle, Ushiwakamaru dashes about with few restrictions, making dazzling use of her versailitiy. However, in some situations she is prone to saying "It all ends if the enemy general falls." forcing her master and mash to dash after her.
Once she was summoned as a Heroic Spirit, the focus of her interest has been in the Japan of the 21st century, instead of Chaldea. And then, before her stood a tiny, half-human, half-cat, creature with mysterious origins... It is the opening of a new chapter of The Wandering Tale of Shana-oh.
Main Weapon/Skill
Katana (Name: Usumidori), Noble Phantasm: Dan-No-Ura Eight-Boat Leap
Basic Info
Height: 168cm
Weight: 55kg
Blood Type: Unknown
Birthday: Unknown
Voiced by: Saori Hayami
Fastfall
Ushi's aerial movement options outclass every other cast member's. Between j.236A/B, Shukuchi - Heavenly Steps, and j.2A+B, Ushi has many invincible fastfalling specials, used to either land safely or overwhelm the opponent with often-uncontestable movement. These fastfalling specials are also the core of Ushi's okizeme gameplan, making the opponent guess between various left/rights, reacting to overheads, or committing to throw.
Character Summary
- Moon Skills
- 6B+C - Kikenjo - Icicle Cut
- 3B+C - Kurama-ryu - Swallow Drop
- 4B+C - Usumidori - Heavenly Blade Steps
- 2B+C - Shukuchi
- j.6B+C - Shukuchi - Heavenly Steps
- Special Attacks
- 236A/C (EX OK) - Advance
- >automatic activation when enemy is near - Rising Somersault
- >A - Kurama-ryu - Swallow Drop
- >B or 4B - Shukuchi
- >C - Shukuchi - Heavenly Steps
- >automatic activation when enemy is near - Rising Somersault
- 236B - Shin Swipe
- 623A/B/C (EX OK) - Kurama-ryu - Swallow Drop
- 214A - Tengu's Strategy
- >A - Kurama-ryu - Swallow Drop
- >B - Usumidori - Heavenly Blade Steps
- 214B/C (EX OK) - Usumidori - Heavenly Blade Steps
- 22A/B/C - Shukuchi
- j.236A/B/C (EX OK) - Shukuchi - Heavenly Steps
- Arc Drive
- 236B+C (air OK) - Hoemaru - Spider Slayer
- Last Arc
- A+B+C+D / Successful Shield in Blood Heat - Dan-No-Ura Eight-Boat Leap
- Unique Attacks
- 3C, j.2C, j.2A+B
- Blowback Edge Moves
- 5[C], j.[C], j.2[C], 214[B]
Health: - 11,000 (Low)
Backdash:
- 1-10 Full Invul - 1-13 Strike Invul - 14-18 Projectile/Air Invul - 18-25 Airborne - 35 Total
Dash startup: 5
Dash actionable: 5
Jump startup: 4
Jump airtime: 35
Coming soon.
Move Analysis
Normal Moves
Standing Normals
5A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | LH | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 12 | 18 | -2 | - |
A jab with the sheath of her sword.
Small vertically, but can be used to anti-air5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
480 | LH | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
7 | 3 | 19 | 28 | -7 | - |
An outward turning slash. Moves slightly forward when Ushi steps into the slash. Ushi's go-to anti-airdash button.
Ushi's best non-A no-cancel button to reset pressure with.5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
610 | LH | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | 22 | 35 | -9 | - |
An overhead slash with the sword. Good vertical hitbox.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
910 | LH | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
22 | 4 | 24 | 49 | -11 | Clash 16-21 |
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | L | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 2 | 10 | 15 | -1 | - |
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
420 | L | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | 17 | 29 | -7 | - |
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
620 | LH | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 23 | 36 | -10 | - |
Jumping Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
130 | HA | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
5 | 4 | 11 | 19 | - | - |
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
400 | HA | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | - | - | - | - |
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | HA | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | - | - | - | - |
An upward reverse cut. Reaches relatively high above Ushi, making it a good air-to-air for opponents above you.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 5 | - | - | - | Clash 14-19 |
- Launches grounded opponents on hit.
Command Normals
3C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
700 | LH | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 4 | 23 | 36 | -10 | Air 5-12 |
j.2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
560 | HA | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
11 | 17 | - | - | - | - |
Ushi thrusts her sword downward after a brief delay. Is active for the entire duration of the fall once the sword is out.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | HA | -SE-, -N-, -SP-, -CH-, -EX-, -MD-, (J) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 (min) | 2 | 13 (air) | - | +7 (air) | Clash 16-active |
j.2AB
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | X | 14L | 24 (TK) | - | - |
Universal Mechanics
Rapid Beat 2
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
370*2 (710) | LH | SP+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | 6 (9) 5 | 31 | 60 | -19 | - |
- Knocks the opponent up on hit.
- Crosses through the opponent.
Rapid Beat 3
- Universal launcher. Not the same move as 3C, unlike most characters.
- Crosses up once again, returning you to the same side as you started before RB2.
Ground Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1500 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4 (min) | 3 | 19 | - | +52 | - |
- Hard knockdown on hit.
Air Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | U | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1 | 3 | until landing + 14 | - | - | - |
- Hard knockdown on hit.
Special Moves
Advance/Shin Swipe
A forward-advancing gap closer with several variations. The A version, Advance, has several followups after it, while the B version, Shin Swipe, can be used to go for either a high or a low depending on how it is used. The C version of Advance is based on 236A and allows air combos afterward.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1196) | LH | CH, EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 5 | 27 (whiff) | 47 (whiff) | -17 | - |
Ushi dashes forward for a while, and stops if she doesn't reach the opponent. The canned followup to this move, Rising Somersault, only activates when the opponent is close to you during the dash--you have to make contact with Rising Somersault to use 236A followups.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
900 | H | (J), EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
12 | 3 | until landing + 12 | - | -4 (earliest) ~ +5 (latest) | - |
Kurama-ryu - Swallow Drop. Ushi does a falling flip slash that launches the opponent. Can be delayed a bit to allow the opponent to fall further down and get picked up by other normals once Ushi lands.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 27 | -14 | - |
Shukuchi. Ushi summons two afterimages--one directly in front of the opponent, one behind them--and then fastfalls from the one behind the opponent, forcing a sideswitch. Doing this followup as 4B instead will make Ushi fastfall from the afterimage in front of the opponent, retaining the side she's on. In the corner, this works a little differently--corner 5B input technically is the same as midscreen 5B input, but Ushi will only briefly be in the corner behind the opponent before her teleport forces her to land in front of them instead. This behavior can cause certain inputs to get reversed for the opponent and can let you mess up the opponent's 3C or reversal inputs. Corner 4B input will put her a bit farther back from the opponent, but will not cause her to switch sides.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1250 | H | (EX+) | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
22 | 3 | 25 | 49 | -11 | All 7-21 |
- Invulnerable on startup.
Shukuchi - Heavenly Steps. Ushi drops down with a powerful slash. Bounces the opponent up for followups, but has more startup and recovery than 236A~A; however, it's invulnerable on startup.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
640*2 (1190) | L | EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 2 (9) 2 | 25 | 52 | -6 | - |
- Both hits are lows.
Shin Swipe. Ushi dashes forward like she does for 236A, but stops the run with a low kick and a slash. Launches the opponent for combos, but needs a 5A or 2A to pick up if you're looking to go for a launch combo with Rapid Beat or 3C, as other moves will OTG and prevent it.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
280*3, 540 (1231) | HA, LHA*3 | EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
36 | 1 (3) 2 (2) 1 (2) 3 | 23 | 74 | -4 | - |
- Hits overhead.
The charged version of 236B. Travels farther than the uncharged version and gives Ushi a bit of a jump before she slashes downward. Needs j236C or Moon Drive Cancel to combo afterward.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1913 | LH | J, (MD/AD) | - | 1 magic circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+8 | 11 | 29 (whiff) | - | +3 | - |
Kikenjo - Icicle Cut
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1324 | HA | (EX+) | - | 3 moon icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
25 | 1 (3) 2 (2) 1 (2) 3 (11) 3 | 20 | 72 | -4 | Clash 1-11 (MD) |
Kurama-Ryu - Swallow Drop
Ushi's anti-air series. Notably, no versions have startup invul, but they're all air-unblockable and the A version has a jump cancel point.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | J, EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
17 | 4 | - | - | -15 | - |
- Air unblockable.
A single upward slash. Jump-cancelable on contact or whiff, but the jump cancel comes out earlier when you hit versus when it's blocked or whiffs.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
14 | 4 | 25 | 42 | -8 | - |
- Wall-slams in the corner.
- Air unblockable.
Similar to the A version, but travels more horizontally.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2200 | LH | - | - | 1 magic circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | 4 | 25 | 36 | -12 | - |
- Air unblockable.
Kurama-Ryu - Swallow Drop (Moon Skill)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LHA | J, (EX+) | - | 3 moon icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8 | 4 | - | - | -16 | Clash 1-11 (MD) |
- Jump cancelable on contact or whiff.
Tengu's Strategy / Usumidori - Heavenly Blade Steps
A set of sword-drawing moves. The A version can be used mid-combo to go for a low crush or a punish, especially on strings that have pushed the opponent out a bit, while the B version is best used as a whiff punish or an occasional spacing check and the C version can close out combos and catch whiffed buttons in addition to adjusting Ushi's positioning.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | CH, EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
20 | 16 | - | 38 | - | - |
Ushi sheathes her sword and goes into a stance. You can cancel into the A or B followups the moment the flash starts, up until it disappears; once Ushi is out of the stance the window is ended.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1400 | LH | J, EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
6 | 4 | - | - | -16 | - |
Similar to regular 623A.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1300 | LH | EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | 5 | 16 | 29 | +2 | - |
Usumidori - Heavenly Blade Steps. Ushi dashes forward and passes through the opponent with a slash. Safe enough on block to allow Ushi to block 5-frame normals, but can be spaced even more to actually get some plus frames out of it; you'll want to try hitting with the tip if this is what you're going for.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | LH | EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
16 | 5 | 18 | 38 | -6 ~ -2 | - |
- Will cross through the opponent if done close enough.
- Crumples the opponent on ground hit.
Ushi appears to take her 214A stance but immediately goes into Usumidori. Unlike the 214A~B version, this is not safe when used up close, but is safe against 5f normals when spaced correctly. It can be used as a spacing check in this way, but is easier utilized when an opponent whiffs a button with long enough recovery to get caught. The safe spacing is similar to 214A~B's but will not result in plus frames.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2350 | LH | (MD/AD) | - | 1 magic circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+4 | 5 | 16 | 28 | -4 ~ 0 | - |
- Will cross through the opponent on block if done close enough.
Usumidori - Heavenly Blade Steps (Moon Skill)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1340 | LHA | J, (EX+) | - | 3 moon icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
15 | 5 | - | - | -6 | Clash 1-11 (MD) |
- Jump cancelable on contact or whiff.
Shukuchi
A set of grounded teleports, useful for allowing Ushi to change her angle of approach mid-string.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9 | - | - | 39 | - | Throw 9-12 |
Ushi teleports backward.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9, 28, | - | - | 41 | - | Throw 9-12 |
Starts off similar to the A version, but Ushi does a forward run afterward.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
9, 25 | - | - | 33 | - | Throw 9-12 |
Shukuchi (Moon Skill)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | 3 moon icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
8, 20 | - | - | 25 | - | - |
Shukuchi - Heavenly Steps
A set of aerial teleports. Their TK height is incredibly low.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | X | 14L | 22 (TK) | - | - |
- Identifiable by the voiceline: Ushi always says "Pon!" for the A version.
Ushi does a down-forward fastfall and lands on the ground.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | EX+ | - | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
10 | X | 25 | 35 (TK) | - | - |
- Identifiable by the voiceline: Ushi never says "Pon!" for the B version.
Similar to the A version, but Ushi does an additional jump after landing to go back to the air.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2000 | LHA | (MD/AD) | 1 magic circuit | - | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
4+6 | 3 | 16 | 28 | +3 | - |
- Hits on both sides and is plus on block, allowing her to start offense from directly above.
- Bounces on hit, allowing a combo if it is used as a starter, conversion from non-counterhit air strings, or linking into a low airthrow or 214C after a long combo.
A diving slash, similar to her 236A~C followup. However, it doesn't have invul like 236A~C does.
Shukuchi - Heavenly Steps (Moon Skill)
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1300 | LHA | - | - | 3 moon icons | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
18 | 3 | 23 | 44 | -3 | - |
Super Moves
Hoemaru - Spider Slayer
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3500 | LHA | - | - | 3 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+11 | 5 | 40 | 56 | -28 | All 1-17 |
- Usable in the air.
- Invulnerable. One of the very few fully invincible air moves in the game.
- Air blockable.
Dan-no-Ura Eight-Boat Leap
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
4800 | LH | - | - | 4 Magic Circuit | - |
First Active | Active | Recovery | Overall | Advantage | Invul |
1+21 | 4 | 27 | 52 | -14 | All 1-25 |
- Usable with 4 full Magic Circuit gauges, at any time in Blood Heat, or with a successful Shield while in Blood Heat.
- Damage in Blood Heat scales with the amount of Heat Gauge remaining on activate.
- Uses the animation of 5C if done manually with the A+B+C+D input.
Reverse Beats
Attack | Chain | Advantage |
---|---|---|
5B/2B | 5A/2A | -3 |
5C/2C | 5A/2A | -1 |
Attack | Chain | Frame Gap |
---|---|---|
Customization
Palette options
Ushiwakamaru Roadmap
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