Note about Hitboxes & Data!
The tools used to capture the hitboxes for YYMD are from a tool that isn't ready for public use, and was graciously given to the TF wiki editors specifically to present what we can for those interested in playing and learning YuYuMD. Wishing to respect the developers' intent, the tools will not be hosted here at this time. When that changes or when new tools become available, we will certainly do everything we can to make them as publicly accessible as possible! Until then, we hope the info we can provide, helps!
Standing Normals
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
5B / 5 ![YY B.png](/images/thumb/e/e8/YY_B.png/24px-YY_B.png)
|
yes
|
-
|
Mid
|
-
|
-
|
-
|
-
|
|
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
6B / 6 ![YY B.png](/images/thumb/e/e8/YY_B.png/24px-YY_B.png)
|
no
|
-
|
Mid
|
-
|
-
|
-
|
-
|
|
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
5A / 5 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png)
|
no
|
-
|
Mid
|
1
|
1
|
-
|
-
|
|
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
6A / 6 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png)
|
no
|
-
|
Mid
|
1
|
1
|
-
|
-
|
|
Crouching Normals
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
2B / 2 ![YY B.png](/images/thumb/e/e8/YY_B.png/24px-YY_B.png)
|
yes
|
-
|
Low
|
1
|
1
|
-
|
-
|
|
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
2A / 2 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png)
|
no
|
-
|
Low
|
1
|
1
|
-
|
-
|
|
Jumping Normals
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
j.5B / j.5 ![YY B.png](/images/thumb/e/e8/YY_B.png/24px-YY_B.png)
|
yes
|
-
|
Mid
|
1
|
1
|
-
|
-
|
|
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
j.5A / j.5 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png)
|
yes
|
-
|
Mid
|
1
|
1
|
-
|
-
|
|
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
j.8A / j.8 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png)
|
yes
|
-
|
Mid
|
1
|
1
|
-
|
-
|
|
Specials
Kuwabara has a few different verions of ReiKen, which all require an A+B (
![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png)
+
![YY B.png](/images/thumb/e/e8/YY_B.png/24px-YY_B.png)
) input. Closer to "Command normals," but still considered specials since they all consume some amount of Meter.
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
5A+B / 5 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png) + ![YY B.png](/images/thumb/e/e8/YY_B.png/24px-YY_B.png)
|
-
|
-
|
Mid
|
1
|
1
|
-
|
-
|
|
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
6A+B / 6 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png) + ![YY B.png](/images/thumb/e/e8/YY_B.png/24px-YY_B.png)
|
-
|
-
|
Mid
|
1
|
1
|
-
|
-
|
|
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
2A+B / 2 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png) + ![YY B.png](/images/thumb/e/e8/YY_B.png/24px-YY_B.png)
|
-
|
-
|
Mid
|
1
|
1
|
-
|
-
|
|
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
j.5A+B / j.5 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png) + ![YY B.png](/images/thumb/e/e8/YY_B.png/24px-YY_B.png)
|
-
|
-
|
Mid
|
1
|
1
|
-
|
-
|
Can be used to win air-to-air exchanges before they even begin. Not so effective when used following a 5B air-to-air exchange, however.
|
|
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
236A/236 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png) j.236A/j.236 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png)
|
No
|
-
|
Mid
|
1
|
1
|
-
|
-
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
236B/236 ![YY B.png](/images/thumb/e/e8/YY_B.png/24px-YY_B.png) j.236B/j.236 ![YY B.png](/images/thumb/e/e8/YY_B.png/24px-YY_B.png)
|
No
|
-
|
Mid
|
1
|
1
|
-
|
-
|
The A and versions share the same frames and hitboxes, but have slightly different Startup, Recovery, and travel speeds.
|
|
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
22A / 22 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png)
|
No
|
-
|
Mid
|
1
|
1
|
-
|
-
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
22B / 22 ![YY B.png](/images/thumb/e/e8/YY_B.png/24px-YY_B.png)
|
No
|
-
|
Mid
|
1
|
1
|
-
|
-
|
|
|
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
|
No
|
-
|
Mid
|
1
|
1
|
-
|
-
|
|
|
Super
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
226A/226 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png)
|
No
|
-
|
Mid
|
1
|
1
|
-
|
-
|
Note: Input notation used is "literal", but is easier accomplished by tapping down once before inputing a quarter circle. A double quarter circle can also be input, if preffered.
- Directional Notation:
![T Down.png](/images/thumb/a/a4/T_Down.png/24px-T_Down.png) ![T Down.png](/images/thumb/a/a4/T_Down.png/24px-T_Down.png) ![T DownRight.png](/images/thumb/2/29/T_DownRight.png/24px-T_DownRight.png) ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png)
- Number Notation: 2236A
Can be combo'd into from Kuwabaras typically good starters and followups- 2B, single-hit 6A, etc. Invincibility on startup means it can be an effective wakeup option for an unassuming opponent, though its long, drawn-out animation and long recovery while staying stationary practically begs to be shot with a level 8 ReiGan if it's avoided.
Very strong, but like almost all other supers, uses up almost all of your Meter. Kuwabara, in particular, can be especially meter-hungry for his already extremely effective and damaging combos, so while this can be a useful and damaging super in specific situations, most will find that the Meter is better used elsewhere.
|
|
Misc
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
|
yes
|
-
|
Mid
|
1
|
1
|
-
|
-
|
|
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
5C / ![YY C.png](/images/thumb/0/0b/YY_C.png/24px-YY_C.png)
|
yes
|
-
|
Mid
|
1
|
1
|
-
|
-
|
|
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
6A / 6 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png) (While close)
|
yes
|
-
|
-
|
-
|
-
|
-
|
-
|
|
"Ok, fine."
*Screams*
*Kills you* "Ok, fine."
*Screams*
*Kills you*
|
Input
|
Chain
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
|
yes
|
-
|
-
|
-
|
-
|
-
|
-
|
One of the few multi-purpose taunts in YYMD. Can be used to stun-lock larger characters like Y.Toguro and Chu in a method similar to O.Toguro's Yubibari infinite.
|
|
Reference list of Misc left to add:
- Blocking Low