Under Night In-Birth/UNIEL/Yuzuriha

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File:Movelist-yuzuriha.jpg
Yuzuriha's Movelist

Introduction

yada yada yada yada

Story

Unique Trait/Health

Yuzuriha has a stance system that relies on her holding down buttons while inputting or after inputting commands for specific moves. These moves are marked in the movelist below with ★'s next to their name.

You enter stances by default when you use these moves, and you can stay in the stance by holding down any button when performing the move.

The buttons that Yuzuriha has available for use while she is in her stance are displayed as three icons, or stance marks, right under her lifebar. They will appear when she is using a move that enters a stance, and they follow these color rules:

  • Black: The button is unavailable for use. This happens after a button has been pressed during a stance.
  • Blue: The button is available for use.
  • Pink: The button is being held down. This happens both when Yuzuriha is holding down a button for a stance and when she executes a move that leads into a stance.

More information on the actions Yuzuriha can perform in her stance are available in the Special Moves section in the movelist below.

Health: 9,800

Gameplay

Yuzuriha's comfortable somewhere between close and mid-range; most of her combo potential is in close quarters, but leaving space between her and the opponent lets her use her tools a little better. She doesn't excel at rushdown per se, but space control and mind games; good Yuzurihas will display flexible use of her normals and specials to punish the opponent's poor decision making and capitalize on that. Her teleports are useful for confusing the opponent after using her stance-related normals and specials, while the specials themselves are excellent for helping her buy time to position herself--or positioning herself better when they hit.

Yuzuriha's weakneeses, though, are serious. While she does control space well, her attacks have noticeable recovery time, so misreading the opponent's action or position can be a ticket for her to get punished. When she's put on the defensive, her answers are mostly blocking well, attempting to use her 4B, or using a Vorpal-state Guard Thrust to push the opponent away, as her sole reversal-worthy move will eat up all of her meter. These two factors mean that she will have to pick her counterattacks very carefully against opponents that can overwhelm her with superior attack or movement speed, or opponents that can punish her own mistakes from a distance.

Move List

Normal Moves

5A

Yuzuriha does a low hitting step-like kick. It has fast startup but little range, making it most useful at close range to pick up enemies that are on the ground.

2A

Yuzuriha thrusts her sword forward hilt-first. Cancels into itself, so it's useful as a pressure tool.

j.A

Yuzuriha leans forward and in with an elbow strike aimed below her. Useful for attempting to cross up an unsuspecting opponent.

5B

Yuzuriha cuts away from herself, creating a slash trail right in front of her. Much like 5A, this has a use as an OTG, but has much better range.

2B

Yuzuriha uses the end of her sword's scabbard to jab at the ground in front of her. It starts up slower than 2A but also has more reach, making it a viable option as a pressure tool.

j.B

Yuzuriha slashes the space in front of her with a horizontal cut. Its hitbox doesn't extend downward, so it's best used against opponents that are also in the air.

5C

Yuzuriha performs a high slash, covering a large space above her. Its fast startup makes it a good tool for anti-air on its own, but the horizontal hitbox isn't as great.

2C

Yuzuriha slashes outward, then upward, hitting two times. Has a great horizontal hitbox and is a staple in her combos.

j.C

Yuzuriha does a horizontal turning slash similar to j.B, but the hitbox not only extends outward but also a little bit downward. It retains j.B's horizontal reach as well, so it can be used for air-to-air or just as a ranged jump-in normal.

Command Normals

Soutsuki Ittou-Ryuu Battoujutsu Ichi no Kata: Kiri「双月一刀流抜刀術壱之型:桐」6A/B/C (air ok) ★

A set of three-way slashes that are a staple part of Yuzuriha's gameplay; they can be done on the ground or in the air. The aerial versions are air-unblockable. Using one of these moves 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, on hit only, to actually do all three slashes simply by pressing the corresponding button(s) with no direction; e.g., 6A > B > C or 6B > A > C. When used during a stance, this move consumes a stance mark.

  • 6A: An upward slash.
  • 6B: A straight slash.
  • 6C: A low slash.
4B

Yuzuriha swings her coat backward, negating any projectiles that come into contact with it. If she is hit by a physical attack while this move is active, she will bring the coat back and pull it upward, knocking the opponent into the air. It can be canceled into special moves, EX moves, and Chain Shift.

4C

Yuzuriha takes a step forward, swinging her coat as she does. It launches the opponent slightly on hit, and the last hit can be canceled into a jump, specials, EX moves, and Chain Shifts.

j.2C

Yuzuriha does an overhead strike with her sword still in its sheath.

j.2[C]

The charged version of j.2C. On hit, it knocks aerial enemies out of the air.

Universal Mechanics

Force Function B+C ★

Yuzuriha draws and slashes her sword, creating multiple slashes a bit in front of her. To enter her stance, you must pick one button to hold once she bends down to strike.

Force Function (charged) [B+C]

A charged up version of the regular Force Function; it's unblockable, and reaches farther than the uncharged version.

Throw A+D

Yuzuriha forces the opponent to crumple by smacking them in the stomach with the hilt of her sword. One of her best combo starters by virtue of the fact that it lets her start up from pretty much anywhere.

Dash Normals

66B

Yuzuriha performs her 5B slash; however, unlike the regular 5B, this one will knock down opponents on hit.

66C

Yuzuriha jumps backward and performs a downward slash. On hit, she can combo into special moves, EX moves, or Chain Shift.

Special Moves

Soutsuki Ittou-Ryuu Battoujutsu Ni no Kata: Saki 「双月一刀流抜刀術弐之型:咲」 236A/B/C (air ok) ★

Yuzuriha takes a step forward and slashes her sword. The main difference between this move and her 6A/B/C series is that this move has much more range; the tradeoff is that Yuzuriha can only aim in two directions, as the C version is the EX version of the move. When used during a stance, this move consumes a stance mark.

  • A version: On the ground, this is a high-angle slash, similar to 6A. When 236A is used in midair, the slash is angled downward instead, similar to 6C. Both versions cause a launch on hit.
  • B version: A mid angle slash, similar to 6B. Both versions cause a wallbounce on hit.
  • C version: EX version. Three sharp slashes, with a fourth hit of damage after Yuzuriha sheathes her sword. You can cancel into other stance attacks after the first slash.
Soutsuki Ittou-ryuu Igai Ryuka! Hae Ichirin「双月一刀流以下略!八重一輪」214A/B/C (air ok) ★

Yuzuriha jumps forward with a kick, then drops to the ground as multiple slashes appear at the peak of her jump. When used during a stance, this move consumes a stance mark.

  • A version: A shorter jump that doesn't take Yuzuriha very far. It's most often used after a close-range confirm.
  • B version: A longer jump that's often used to cover more distance after a confirm from midscreen.
  • C version: EX version. Travels about the distance of B version with slightly more horizontal range, and adds one extra hit of damage when Yuzuriha sheathes he sword.
Kocchi da yo!「こっちだよー!」 421A/B/C (air ok) ★

Yuzuriha dashes forward, becoming briefly invisible before reappearing in a different location based on the button pressed. When used during a stance, this move consumes a stance mark.

  • A version: On the ground, this places Yuzuriha right in front of the opponent; in the air, it does the same, but leaves Yuzuriha in midair.
  • B version: On the ground, this places Yuzuriha right behind the opponent; in the air, it does the same, but leaves Yuzuriha in midair.
  • C version: On the ground, this places Yuzuriha in the air behind the opponent; in the air, it places Yuzuriha on the ground behind the opponent.
Iki Seishin no Mae「威気静心之構」 Hold down a button when inputting or after using moves marked with a ★ (air ok)

After performing the move, Yuzuriha enters a stance that allows her to perform a variety of maneuvers. This is another critical part of her gameplay, as she can use stance cancels for both offensive and defensive purposes. The stance marks will activate when she enters the stance, and deactivate at the end of the stance unless the D button is pressed while the stance or any of the moves that enter the stance are going on (see below for more information.)

Regardless of how you enter the stance, pressing 5A, 5B, or 5C will give you the corresponding version of 6A, 6B, or 6C, which can then be canceled into a special move. You can also use other special moves while in the stance, and if you so choose, those special moves can be canceled into 6A, 6B, or 6C by pressing the appropriate button.

However, you should note two things: 1) the buttons you can use during the stance are based on what stance marks you have; 2) using any buttons during the stance will consume the appropriate stance mark, meaning that you can't use that button again until the stance mark is restored.

For instance, if you enter the stance by holding down A during 236A, Yuzuriha will perform 236A, then enter her stance. Because you entered the stance by holding the A button, you cannot use 5A to do any moves, normal or special. You can choose to press either 5B, which will use 6B and consume a stance mark, or 6C, which will use C and consume a stance mark. You could also do 236B/214B/421B, or 236C/214C/421. If you were to use the B button in any way, it would consume the B stance mark, which would also stop you from using any other attacks with the B button.

However, there is a trick to reuse the same button more than once while in the stance, thanks to the fact that using a move to enter a stance doesn't automatically consume the mark. The process is pretty straightforward:

  • Step 1: Use any stance move.
  • Step 2: Before the attack hits, hold down any button ASIDE from the one used for the move.

Done properly, the pink stance mark should shift to the button that you're holding down, instead of the one that was used to start the initial move. This gives you the freedom to use the attack from the first button once again. For instance, if you use 236A, then hold down the B button while Yuzuriha is preparing the attack, she will take her stance again once the animation is over; however, the pink stance mark will be set to the B button instead of the A button, allowing you to use 236A again. Naturally, using 236A after shifting the pink mark to the B button will consume that particular mark, so it's only really useful one time in any given combo.

You can use up all stance marks while in the stance if you so choose, but this will mean that unless you restore them, Yuzuriha will not be able to attack. This doesn't mean you can do absolutely nothing without stance marks, though. In addition to using 5A, 5B, 5C, or special moves during the stance, Yuzuriha has some other options:

  • Togiri「跡切」 D (can be done during a stance attack), or release the held button

Yuzuriha cancels her stance. If the D button is used to cancel the stance, the stance marks will deactivate when the button is pressed instead of when they normally do. Using the D button during 236A or B will reduce the damage signififcantly.

  • Seipu「瀞歩」 6/4

Yuzuriha shuffles forward or backward very slowly. If you do this long enough, Yuzuriha recovers any consumed stance marks.

  • Ishi「移徙」 66/44 (air ok)

Yuzuriha teleports forward or backward a short distance. In the air, her falling speed slows down after using this move.

  • Fuuetsu「風越」 7/8/9

Yuzuriha performs a high jump. If you are still holding down the button, this can be canceled as if it were a stance AFTER the peak of her jump.

  • Ryuuran「流漣」 22 (air ok)

Yuzuriha performs a dodge in place. When she successfully dodges an attack from an enemy, she regains any consumed stance marks.

Infinite Worths

Soutsuki Ittou-Ryuu Ougi: Kashou 「双月一刀流奥義: 華生」 41236 D

(eng. Twin Moons One Blade Style Secret Technique: Life's Bloom)

Yuzuriha uses two slashes, one high and one low, before dashing forward with one more strike. If the third one hits, she will slice through the enemy with one more strike. This is the only move Yuzuriha has with any invulnerable frames, meaning that it makes an excellent counterattack, but because of how many resources it uses, it should be used carefully.

It can be used in combos, but its damage scales very quickly, so it's not so great for that purpose; its range is deceptive as well, so its strength as a reversal lies in that point and its unscaled damage.

Infinite Worths EXS

Soutsuki Ittou-Ryuu Battoujutsu Zero no Kata Hi-ougi: Inochikurenai 「双月一刀流抜刀術零之型秘奥義: 命紅」 A+B+C

(eng. Twin Moons One Blade Sword Drawing Arts, The Zeroth Type Ultimate Move: Red Thread of Lives)

infinite words exs

Combos

Midscreen Starter

Intermediate

  • 4B (non CH) 236B 236A j.9D j.2[C] 66C (hold C) delay j.236A j.214A 66B (slide C) 236ABA j.214CD
  • 4B (CH) 2C 236A j.9D j.2[C] 66C (hold C) j.236A j.214A 66B (slide C) 236ABA 214CD

Corner Starter

Intermediate

Throw Starter

Intermediate

  • (After corner throw only) 4C 2C (hold C) 236A 236B 421A D 66C j.236A (hold A) j.236C delay j.214B D 66C j.421C D

Colors

Chaenomeles Sinensis Siberian Iris Betula Grossa Water Drips Successful Black
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Globe Amaranth Snow Drop Autumn Flower Gold Rush Cluster Amaryllis
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Cherry blossom Dandelion Underwater Sun Shrine Maiden Four Leaves
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Dies Irae Golden Done Twig Palm Ghiaccio Luce Heliconiaceae
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