Under Night In-Birth/UNI2/Tsurugi
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 rushdown character who uses a shield to parry opponents' attacks. He can get in with his parry tools and stay in by countering his opponent's actions.
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
5A
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
200 | Mid | 7 | 3 | 11 | -2 | SE, N, SP, EX, CS, TH |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=5A
| 5A = A description for 5A
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.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 |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=5B
| 5B = A description for 5B
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.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 |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=5C
| 5C = A description for 5C
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.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 |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=2A
| 2A = A description for 2A
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.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 |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=2B
| 2B = A description for 2B
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.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 |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=2C
| 2C = A description for 2C
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.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 |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=2[C]
| 2[C] = A description for 2[C]
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.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 |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=jA
| jA = A description for jA
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.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 |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=jB
| jB = A description for jB
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.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 |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=jC
| jC = A description for jC
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
0.90 | /Data#jC |
Command Normals
6C
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
770 | High | 26 | 3 | 22 | -7 | SP, EX, CS |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=6C
| 6C = A description for 6C
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.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 |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=6[C]
| 6[C] = A description for 6[C]
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.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 |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=3C
| 3C = A description for 3C
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.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 |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=j6C
| j6C = A description for j6C
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.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- |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=j2C
| j2C = A description for j2C
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.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 |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=j2[C]
| j2[C] = A description for j2[C]
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.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 |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=66B
| 66B = A description for 66B
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.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 |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=66C
| 66C = A description for 66C
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.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 grounded specials. 236A/B and 236X~6A on hit/block/whiff and 214A/B on hit.
- 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 B+C~4X and B+C~2X after 18F
- Can cancel into B+C~44, B+C~66, and B+C~X after 15F
- If these 3 follow ups 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 is about the same time Tsurugi's shield hits the ground and no earlier.
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 | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
1621 | Throw | 4 | Total 92 | +36 |
|description=
field, or a field with name equal to its corresponding input. Do not use |description=
in conjunction with the last input entry. Example use:
{{MoveData-UNI2 | versioned=input | input=A+D
| A+D = A description for A+D
}}
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
92 | 0.90, 0.40 | /Data#A+D |
Guard Thrust
Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|
- |
Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|
/Data#6A+B+C |
Veil Off
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
A+B+C | - | ||||||||
A+B+C (during a move) 100+ EXS |
0 | All | 2 | 4 | 20 | +3 | Strike | 1~19 Full |
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
A+B+C | - | - | - |
- 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.
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Cancel | Attribute | Invuln |
---|---|---|---|---|---|---|---|---|---|
A+B+C (during a move) | 0 | All | 2 | 4 | 20 | +3 | - | - | 1~19 Full |
- 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.
Version | Overall | Blockstun | Property | Proration | Combo Proration | Data link |
---|---|---|---|---|---|---|
A+B+C | /Data#A+B+C | |||||
A+B+C (during a move) |
25 | Launch | /Data#A+B+C |
A+B+C (during a move):
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 | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
720 | Mid | (UNQ), (EX), (CS) | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | 6 | 24 | 46 | -5~-10 | - |
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 | - |
236X~6A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
880 | Mid | (UNQ), (EX), (CS) | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
14 | 3 | 21 | 37 | -6 | - |
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 |
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 |
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 |
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) | - |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1200 | Throw | UNQ, EX, CS | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 | 6 | 32 | 57 | +55 (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 |
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] |
- |
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] |
- |
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 |
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 |
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 |
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