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 weaknesses, 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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
180 x x x x x x -

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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
140 x x x x x x -

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

5B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
525 x x x x x x -

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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
450 x x x x x x -

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.

5C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
680 x x x x x x -

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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
673 x x x x x x -

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

j.A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
140 x x x x x x -

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

j.B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
398 x x x x x x -

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.

j.C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
498 x x x x x x -

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)
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
580 (all versions) x x x x x x -

(Translation: Twin Moon One-Blade Style, Blade-Drawing Art First Form: Paulownia)

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 5B 5C or 6B 5A 5C. When used during a stance, this move consumes a stance mark.

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


4B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
720 (no counter), 1050 (counter successful, both hits connect) x x x x x x -

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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1040 x x x x x x -

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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
420 x x x x x x -

Yuzuriha does an overhead slash with her sword, angling it downward to strike the enemy. One of Yuzuriha's best jump-ins against a grounded opponent due to vertical coverage, but will trade with or lose to anything with invulnerability on startup.


j.2[C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
710 x x x x x x -

The charged version of j.2C. On hit, it knocks aerial enemies out of the air and down to the ground, with a decent amount of untechable time to allow for followup attacks when Yuzuriha lands. This move sees a lot of use after 236A~7/8/9D for some of Yuzuriha's most damaging and flexible combo setups (see the Combos section below for more information).


Universal Mechanics

Force Function ★
B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
850 x x x x x x -

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]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1220 x x x x x x -

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


Throw
A+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
950 x x x x x x -

Yuzuriha forces the opponent to crumple by smacking them in the stomach with the hilt of her sword. Because it causes crumple, it is one of her most dangerous combo starters at any position on screen, as it guarantees a free 2C for a perfect start into any combo.


Dash Normals

66B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
720 x x x x x x -

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


66C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
760 x x x x x x -

Yuzuriha jumps backward and performs a downward slash. On hit, she can cancel into special moves, EX moves, or Chain Shift. This move is rarely used raw; it is often in most combos that include a j.2[C] on an aerial opponent.


Special Moves

{{UNIEL-Move |name=Soutsuki Ittou-Ryuu Battoujutsu Ni no Kata: Saki
「双月一刀流抜刀術弐之型:咲」
★ |input=236X
j.236X |image= |caption= |data= ! Version ! height="25px" |Damage ! Startup ! Active ! Recovery ! Frame Adv ! Cancels ! Guard/Shield ! Hitbox |- ! A | height="25px"| x | x | x | x | x | x | x | - |- | colspan="10" style="text-align: left; vertical-align:top;" |

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.

|-


! Version ! height="25px" |Damage ! Startup ! Active ! Recovery ! Frame Adv ! Cancels ! Guard/Shield ! Hitbox |- ! B | height="25px"| x | x | x | x | x | x | x | - |- | colspan="10" style="text-align: left; vertical-align:top;" |

A mid angle slash, similar to 6B. Both versions cause a wallbounce on hit.

|-


! Version ! height="25px" |Damage ! Startup ! Active ! Recovery ! Frame Adv ! Cancels ! Guard/Shield ! Hitbox |- ! EX | height="25px"| x | x | x | x | x | x | x | - |- | colspan="10" style="text-align: left; vertical-align:top;" |

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.

|-


! Version ! height="25px" |Damage ! Startup ! Active ! Recovery ! Frame Adv ! Cancels ! Guard/Shield ! Hitbox |- ! j.A | height="25px"| x | x | x | x | x | x | x | - |- | colspan="10" style="text-align: left; vertical-align:top;" |

fluff

|-


! Version ! height="25px" |Damage ! Startup ! Active ! Recovery ! Frame Adv ! Cancels ! Guard/Shield ! Hitbox |- ! j.B | height="25px"| x | x | x | x | x | x | x | - |- | colspan="10" style="text-align: left; vertical-align:top;" |

fluff ! Version ! height="25px" |Damage ! Startup ! Active ! Recovery ! Frame Adv ! Cancels ! Guard/Shield ! Hitbox |- ! j.EX | height="25px"| x | x | x | x | x | x | x | - |- | colspan="10" style="text-align: left; vertical-align:top;" |

fluff

|-

|-


Soutsuki Ittou-ryuu Igai Ryuka! Hae Ichirin
「双月一刀流以下略!八重一輪」

214X
Air O.K.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A x x x x x x x -

A shorter jump that doesn't take Yuzuriha very far. It's most often used after a close-range confirm.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B x x x x x x x -

A longer jump that's often used to cover more distance after a confirm from midscreen.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX x x x x x x x -

Travels about the distance of B version with slightly more horizontal range, and adds one extra hit of damage when Yuzuriha sheathes her sword.

Kocchi da yo!
「こっちだよー!」

412X
Air O.K.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A x x x x x x x -

On the ground, this places Yuzuriha right in front of the opponent; in the air, it does the same, but leaves Yuzuriha in midair.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B x x x x x x x -

On the ground, this places Yuzuriha right behind the opponent; in the air, it does the same, but leaves Yuzuriha in midair.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX x x x x x x x -

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 」

X
Air O.K.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A x x x x x x x -

fluff

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B x x x x x x x -

fluff

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
C x x x x x x x -

fluff

Togiri
「跡切」

D
While in Iki Seishin no Mae
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

Yuzuriha cancels her stance, and a circular effect appears when she does so. 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. This is integral when performing some combos, as it will let you use normals a lot faster once your stance ends. Using the D button before 236A/B hits the opponent, however, will reduce the damage significantly.

Seipu
「瀞歩」

6/4
While in Iki Seishin no Mae
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

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 O.K.
While in Iki Seishin no Mae
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

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
While in Iki Seishin no Mae
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

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 O.K.
While in Iki Seishin no Mae
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
x x x x x x x -

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」

41236D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3003 x x x x x x -

Yuzuriha uses two slashes, one high and one low, before dashing forward to hit again. If the third attack is not blocked/does not miss and one of the other two attacks has hit, she will slice through the enemy with one final slash. 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 as an Infinite Worths, 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 (it can hit spaces up to about 5 or 6/6.5 character lengths in front of Yuzuriha, the rough equivalent of the distance between players at match start), 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: Inochi Kurenai
「双月一刀流抜刀術零之型秘奥義: 命紅」

A+B+C+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3720 x x x x x x -

infinite words exs


Combos

Using 7/8/9D

Some of Yuzuriha's more challenging combos will utilize her 7/8/9 jump from her stances, with the use of the D button to cancel the stance so she can use her air normals after the peak of the jump. Rather than press the direction, then press D at the peak of her jump, it is often easier to combine the two motions or pre-buffer them. There are a few ways to do this:

  • As the stance move hits, press the direction and the D button at the same time.
  • As the move starts up, hold the direction you want to jump in, then press D once the move hits.

If you do this successfully, the circle that indicates the end of the stance should appear where Yuzuriha jumps from, or during the middle of her jump, and not at the end of her jump when she's hovering in the air. Even with the cancel, the timing for the normals is still a little tricky, so don't mash it out. Practice something as simple as 236A 8D (insert normal here) if you need to improve your timing.


Using j.2[C]

Combos which utilize j.2[C] are sensitive to the openings of the combo. Based on opener, your opponent may be able to tech before j.2[C] connects. Please keep the following in mind when confirming into 236A 9D j.2[C]. The routes listed below will guarantee that 236A j.2[C] connects. 236A j.2[C] will NOT connect off of any combo that begins with assault or throw.

  • 5A opener
    • 5C/4C/2C
    • 2A, 2C (Note: replacing 2C with 5C or 4C does not work.)
    • 2B
  • 2A opener
    • 5C/4C/2C
    • 2B, 5C/4C/2C
    • 5A, 5C/4C/2C
    • 2A, 2B
  • j.A opener
    • 5A, 5C
    • 5A, 5C, 2C
    • 5A, 5C, 4C, 2C
  • 5B opener
    • 2B, 5C, 4C
    • 2B, 5C, 4C, 2C
    • 2A, 2B, 5C, 4C, 2C
    • 2A, 5A, 2B, 5C, 4C, 2C
  • 2B opener
    • 5B, 5C (4C or 2C)
    • 5C (4C or 2C)
  • j.B opener
    • 5A, 5C
    • 5A, 5C, 4C or 2C
    • 5A, 5C, 4C, 2C
  • 4B opener
    • 2C
    • 4C, 2C
    • 66B
  • 5C opener
    • 4C, 2C
    • 5B, 4C, 2C
    • 2B, 5B, 4C, 2C
    • 2A, 2B, 5B, 4C, 2C
  • 2C opener
    • Straight into 236A
  • 4C opener
    • Straight into 236A
  • j.C opener
    • 5A, 5C
    • 5A, 5C, 4C or 2C
    • 5A, 5C, 4C, 2C

Midscreen Starter

Beginner

  • 2A, 2B, 2C, 4C, 5C, j.B, j.C, j.6B~5C, 214A
    • A simple midscreen combo that ends with a 214A to put you near the opponent; if done in the corner, you wind up slightly under them, but since the 214A is techable, you don't want to get mash-happy or you might eat a move when they recover and land.

Intermediate

  • 4B (non CH), 236B, 236A, 9D, j.2[C], 66C (hold C), delay j.236A, j.214A, 66B (slide C), 236ABA, j.214CD
  • 4B (CH), 2C, 236A, 9D, j.2[C], 66C (hold C), j.236A, j.214A, 66B (slide C), 236ABA, 214CD
  • j.236A, j.236B, j.214B+D, 2C, 4C, j.B, j.2C, j.C (hold C), 66B, 236B, 236A, 236B
  • Assault j.2C, 5B, 5C, 2C, 236A (shift C), 8, j.236B, j.214B~D, delay 66C (hold C), j.236A, j.236B, j.236A
    Damage: 2593, no Vorpal

Corner Starter

Intermediate
Note #1: If the opponent techs after the 66C ender they are forced to ground-tech; all 66C enders may be replaced with 66B to allow the opponent to air-tech after the combo.

Note #2: vs. Chaos only-- 4C, 2C does not connect in corner, use 2B 2C instead.

  • 5C, 2C, 236A, 9D, j.2[C], 4C, 2C (hold C), 236B, 236A, 236B, 214B+D, 66C, (j.421A or j.421C)
    Damage: 3487, Hits: 19
  • 5A, 5C, 2C, 236A, 236B, 7, late j.C, 66C, j.236A, choose from following enders
    • j.214A+D, 66C, (j.421A or j.421C)
      Damage: 3089 w/ Vorpal, Hits: 15
    • j.236C, j.214B~D, 66C, (j.421A or j.421C)
      Damage: 3540 w/ Vorpal, Hits: 20
  • 2C, 5C, j.B, j.2C, j.C (hold C), 66B, 236A, 236B, 421A~D, 66C, j.236A, choose from following enders
    • j.236C, j.214B~D, 66C, (j.421A or j.421C)
      Damage: 3890 w/ Vorpal, Hits: 22
    • j.214B~D, 66C, (j.421A or j.421C)
      Damage: 3419 w/ Vorpal, Hits: 18
  • Assault j.2C, 5A, 5C, 236B, 8D, j.2[C], 4C, 2C (hold C), 236B, 236A, 214B~D, 66C
    Damage: 2529, no Vorpal

Throw Starter

Intermediate

  • (After corner throw only) 5C, 236B~8D, j.2[C], 4C, 2C (hold C), 236B, 236A, 214B~D, 66C, j.421C~D
    Damage: 1876 w/Vorpal http://youtu.be/MsbtwwQi7hk?t=7m7s
    • Note for 2C that you will want to hold C until you have completed 214B~D.
  • (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
    Damage: 2333 w/Vorpal 100% http://youtu.be/MsbtwwQi7hk?t=7m15s
    • Note for 2C that you will want to hold C until you have completed 421A~D. Similarly, for j.236A, you will want to hold A until you have completed j.214B~D.

Setups

Corner

  • ~66C, 421A combo ender [Places opponent in corner.]
    • Ex. Mixup #1: Late j.214B (meaty B-ichirin) on hit, able to confirm to full bnb with 2B link
  • ~236B 7 combo ender [Places opponent 1 character length from corner.]
    • Ex. Mixup #1: ~236B~[A] 7 421B 421C
      • Teleport to air-corner, teleport to ground on original side
    • Ex. Mixup #2: ~236B 7~D j.2[C]
      • Meaty j.2[C] against tech.
    • Ex. Mixup #3: ~236B 7~D (late) j.2[C] Throw
      • j.2[C] does not hit.
  • ~236B 7D j.2[C] [Places opponent 3 character lengths from corner.]
    • Able to Veil-Off afterwards for guaranteed GRD Break and safe activation.
    • Ex. Mixup #1: 9 j.6[A] j.44D
      • Jumps over opponent, air-stance backdash back to original side.
    • Ex. Mixup#2: 7 6D j.421A j.421C j.623B
      • Low assault jump over opponent, teleport to original side in air, teleport to corner on ground, teleport to original side on ground.

Midscreen

  • ~j.2[C] combo ender
    • Ex. Mixup #1: 7 j.6D 421A
      • Following knockdown, jump backwards, assault forward to other side, A kocchi back to original side.
        Note: Despite being on the other side of the opponent after the assault, A kocchi input is still as if you were on original side.
  • ~236A block string ender
    • Ex. Mixup #1: (hold A) 421C j.C 214B~D
      • Teleport to air on opposite side, stance air C, B ichirin back to original side
  • 66B combo ender
    • Ex. Mixup #1: (hold A) 421B 421B C 236B+D
      • Teleport to opposite side, teleport to original side, C stance poke, B battou
  • Full screen, neutral, not in corner
    • Ex. Mixup #1: j.421C (hold A) 8 j.421C~D
      • Teleport to ground opposite side, stance jump, teleport to ground original side. Useful against charge (i.e., Vatista).

Colors

Chaenomeles Sinensis Siberian Iris Betula Grossa Water Drips Successful Black
Yuzuriha-1.png
Yuzuriha-2.png
Yuzuriha-3.png
Yuzuriha-4.png
Yuzuriha-5.png
Globe Amaranth Snow Drop Autumn Flower Gold Rush Cluster Amaryllis
Yuzuriha-6.png
Yuzuriha-7.png
Yuzuriha-8.png
Yuzuriha-9.png
Yuzuriha-10.png
Cherry blossom Dandelion Underwater Sun Shrine Maiden Four Leaves
Yuzuriha-11.png
Yuzuriha-12.png
Yuzuriha-13.png
Yuzuriha-14.png
Yuzuriha-15.png
Dies Irae Golden Done Twig Palm Ghiaccio Luce Heliconiaceae
Yuzuriha-16.png
Yuzuriha-17.png
Yuzuriha-18.png
Yuzuriha-19.png
Yuzuriha-20.png

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