AzuFight: Taisen Shiyo/Yomi

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Yomi

Introduction

Koyomi Mizuhara, better known as Yomi, is a grade-school friend and general antagonist of Tomo's. She is also the voice of reason, and the most mature and serious of her friends — and as such, the comic foil to the others' silliness. She is both smart and athletic: out of the girls, her grades are second only to Chiyo-chan's, and while she isn't as good as Sakaki or Kagura at sports, she holds her own. Despite appearing healthy and fit, Yomi is dissatisfied with her weight and struggles with her fondness for food, particularly sweets and spicy dishes.

Normal
EX

Overview

Playstyle
AFTS YomiSprite.png Yomi is a grappler that can do a KoF style dodge.
Pick if you like Avoid if you dislike
  • Having a dodge: Yomi has a pretty strong strike invuln dodge that can be followed up by a special cancellable attack.
  • Great corner carry: pretty much always has a way to send the opponent straight to the corner in a combo with meter.
  • Good anti-air and air-to-air options: 623A and 2C are very good anti-air options. Her j.B reaches pretty far and shes one of the few characters that has an air grab, hers being much easier to combo from than the other ones.
  • Great normals: although all of her normals hit mid, most of them have a lot of range and when they don't they're useful in other ways.
  • Not having a backdash: lacks a backdash which can make her movement feel awkward.
  • Meter reliance: basically always needs to spend meter for any sort of good damage or mix.
  • Low damage: lacks a consistent way to get a lot of damage meterless.
  • Sluggish mobility: On top of not being able to back dash, she also has a slow grounded movement and a bad jump arc.
  • Poor mix: Yomi completely lacks a low-hitting option, religating her to strike-throw mix and staggers.

Character Traits

Unique Attributes

Yomi can spot dodge.
She can dodge attacks and counter attack with an overhead chop or a fast high kick. The dodge loses to grabs.
... But she can't backdash.

Outburst

Yomi's outburst gives her armor.
While the outburst timer is active, Yomi can armor through any attack except grabs. She still takes damage and stun from attacks, though.

Move Descriptions

Normals

Standing Normals

5A
5A
AFTS Yomi5A.png
Zoom Punch that mf
Zoom Punch that mf
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
2 - - - Mid - - - -
  • A quick punch.
  • Pretty decent range for it's speed.
5B
5B
AFTS Yomi5B.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
6 - - - Mid - - - -
  • A knee kick
  • Fast and links into lights or mediums.
5C
5C
AFTS Yomi5C 1.png
AFTS Yomi5C 2.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
8 - - - Mid - - - -
  • A multi-hitting horizontal elbow strike.
  • Great for forcing clashes, reaches further than 2C.

Crouching Normals

2A
2A
AFTS Yomi2A.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
5 - - - Mid - - - -
  • A quick crouching punch.
  • Much less range than 5A but does slightly more damage.
2B
2B
AFTS Yomi2B.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
6 - - - Mid - - - -
  • A low kick.
  • Reaches farther than 5B.
  • This hits mid. I'm not joking.
2C
2C
AFTS Yomi2C.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
9 - - - Mid - - - -
  • An uppercut.
  • Launcher, used in Yomi's higher damage routes.

Jumping Normals

j.A
j.A
AFTS YomijA.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
4 - - - Mid - - - -
  • A quick elbow strike.
  • Very fast air-to-air.
j.B
j.B
AFTS YomijB.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
6 - - - Mid - - - -
  • An aerial punch.
  • A bit slower than 5A but reaches further. Combo filler.
j.C
j.C
AFTS YomijC.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
8 - - - Mid - - - -
  • An elbow drop.
  • The people's elbow, Yomi's main jump-in. Good for cross-ups.

Command Normals

Dodge
Dodge
A+B
AFTS YomiAB.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
- - - - N/A - - - -
  • A dodge.
  • Her main defensive option. Loses to grabs.
Back Chop
Back Chop
A+B~A
AFTS YomiAB~A.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
6 - - - High - - - -
  • An overhead chop.
  • Slow but hits overhead.
High Kick
High Kick
A+B~B
AFTS YomiAB~B.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
7 - - - Mid - - - -
  • A High Kick
  • Fastest option out of dodge, basically a psuedo dp for Yomi.
Air Throw
Air Throw
j.2C (Next To Opponent)
AFTS Yomij2C.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
11 - - - Throw - - - -
  • Yomi slams the opponent into the ground.
  • Instant and unblockable, also starts combos. Can't be used during combos.
  • Side switches.

Universal Mechanics

Throw
Throw
6/4C (Next To Opponent)
AFTS Yomi5C 2.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
5 - - - Throw - - - -
  • Yomi grabs the opponent then hits them with her elbow.
  • Can be special canceled into any of her grabs, most notably 236B.
Skylab
Skylab
j.236D~AABBC~(A/B/C)
AFTS Yomij236S.png
Version Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
A Ender 49 - - - High - - - -
  • Yomi throws the opponent around and then Frankensteins them.
Version Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
B Ender 49 - - - High - - - -
  • Yomi throws the opponent around and then drops to the ground with them.
Version Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
C Ender 47 - - - High - - - -
  • Yomi throws the opponent around and then dropkicks them.
Slash Beat
Slash Beat
5D~ABAAB~(C/D)
AFTS Yomi5S.png
Version Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
C Ender 47 - - - Mid - - - -
  • Yomi does a bunch of sumo stuff and then smacks the opponent, launching them up.
Version Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
D Ender 51 - - - Mid - - - -
  • Yomi does a bunch of sumo stuff and then kicks the opponent up, allowing her to continue with Skylab.
Crash Attack
Crash Attack
236D
AFTS Yomi236S.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
12 - - - Guard Break - - - -
  • Big dumb dropkick.
  • Stylish cancelling keeps the momentum, allowing you to become a ballistic missile.
  • Can be jailed into on block in the corner after 5C.
Guard Push
Guard Push
6D while blocking
AFTS YomiAB~B.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
6 - - - Unblockable - - - -
  • High kick
  • Basic guard push.

Specials

Grounded Specials

Manhattan Drop
Manhattan Drop
623A
AFTS Yomi623A.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
13 - - - Throw - - - -
  • Anti-air grab.
  • Yomi's main combo ender.
Leg Trip Enzuigiri
Leg Trip Enzuigiri
236B (Next To Opponent)
AFTS Yomi236B.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
11 - - - Throw - - - -
  • Fast command grab with low recovery.
  • Can be comboed from meterless and sideswitches.
Koppo-Ryu Palm
Koppo-Ryu Palm
41236C (Next To Opponent)
AFTS Yomi2C.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
19 - - - Guard Break - - - -
  • Proximity unblockable.
  • If the opponent jumps Yomi can grab them out of the air by either Stylish Canceling into air grab or just going into 623A.
  • Pushes Yomi away when it lands.
Go To Yomi
Go To Yomi
64A (Next To Opponent)
AFTS Yomi64A.png
Blue Three? Meet Blue Mary.
Blue Three? Meet Blue Mary.
Version Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
Grab 0 - - - Throw - - - -
  • Pretty far reaching command grab, has very high recovery compared to her other grabs.
  • Throws the opponent to the other side of the screen, making this good for corner carry in certain situations.
  • Combos out of her normal throw
8B~2C 28 - - - - - - - -
  • Yomi jumps over to the opponent and snaps their neck.
  • 8B is her main corner carry option, keeps the opponent standing when stylish canceled so you can go into her basic grounded routes.
  • The 2C follow-up has Yomi grab the opponent and jump back to mid-screen.
  • Your main option if you want to keep screen advantage after 64A. Does a hard knockdown but the opponent gets up as Yomi recovers.
2B~8C 28 - - - - - - - -
  • Slide kick after the grab, 8C makes her kick the opponent into the air.
  • Can't really do anything after the launch.
  • Not worth doing over the 8B follow-up.

Supers

Koyomi Special
Koyomi Special
2141236C/(2363214C when not in Outburst)
AFTS Yomi21426C.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
45 (no mash) - - - Mid - - - -
  • Despite how it looks it's actually a hit-grab.
  • Can loop into itself. Can also combo into 623A on Nyamo.
Koyomi Carnival
Koyomi Carnival
j.2362C (Next To Opponent)
AFTS Yomij23632C.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
66 - - - N/A - - - -
  • High damage air grab, kicks the opponent to the other side of the screen.
  • Not really any reason to use this over her normal air grab other than for swag.


Outburst!

Glasses Drive
Glasses Drive
2363214C (While In Outburst)
AFTS Yomi23624C.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
105 - - - Mid - - - -
  • Yomi's highest damage move.
  • Has super slow start-up so it can only be comboed into in very few scenarios, one of which being stun.
  • The hitbox is incredibly small making this impossible to land at point blank range in most situations.
  • Looks really cool.

Strategy

Overview (EX)

Playstyle
AFTS YomiSprite.png EX Yomi is K'.
Pick if you like Avoid if you dislike
  • K'
  • Jack-of-All-Trades: EX Yomi is good in almost any situation; consistently okay damage with great neutral, pressure, etc.
  • Inescapable unblockable set-ups: 236A~6B jails into 236D at certain ranges, allowing her to set up into unblockables pretty easily.
  • Great pressure: with the help of 236A~6B EX Yomi can really just wall a lot of the characters out with her superior range. She can also always be moving forward by kara-canceling 236A from 3B.
  • Great normals: Although all of her normals (excluding 3B) hit mid, most of them have a lot of range and when they don't they're useful in other ways.
  • Sliding: 3B, or Sliding, is a sliding command normal that can be kara canceled. Can also be used to be immune to everything except lows and grabs for a very long time because of a developer oversight.
  • K'
  • High execution: basically anything EX Yomi does into her super requires a very tight link from 236A~6C.

Character Traits (EX)

Unique Attributes

  • Has a backdash
  • K'oyomi
Outburst

Gains health regen and a buffed backdash.

Move Descriptions (EX)

Normals

Standing Normals

5A
5A
AFTS Yomi5A.png
Zoom Punch that mf
Zoom Punch that mf
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
2 - - - Mid - - - -
  • A quick punch.
  • Pretty decent range for it's speed.
5B
5B
AFTS Yomi5B.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
6 - - - Mid - - - -
  • A knee kick
  • Fast and links into lights or mediums.
5C
5C
AFTS Yomi5C 1.png
AFTS Yomi5C 2.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
8 - - - Mid - - - -
  • A multi-hitting horizontal elbow strike.
  • Great for forcing clashes, reaches further than 2C.

Crouching Normals

2A
2A
AFTS Yomi2A.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
5 - - - Mid - - - -
  • A quick crouching punch.
  • Much less range than 5A but does slightly more damage.
2B
2B
AFTS Yomi2B.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
6 - - - Mid - - - -
  • A low kick.
  • Reaches farther than 5B.
  • This hits mid. I'm not joking.
2C
2C
AFTS Yomi2C.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
9 - - - Mid - - - -
  • An uppercut.
  • Launcher, used in Yomi's higher damage routes.

Jumping Normals

j.A
j.A
AFTS YomijA.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
4 - - - Mid - - - -
  • A quick elbow strike.
  • Very fast air-to-air.
j.B
j.B
AFTS YomijB.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
6 - - - Mid - - - -
  • An aerial punch.
  • A bit slower than 5A but reaches further. Combo filler.
j.C
j.C
AFTS YomijC.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
8 - - - Mid - - - -
  • An elbow drop.
  • The people's elbow, Yomi's main jump-in. Good for cross-ups.

Command Normals

Sliding
Sliding
3B
AFTS Yomi64A~2B.png
This is an anti-air. Why? Azufight.
This is an anti-air. Why? Azufight.
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
6 - - - Low - - - -
  • Genuinely the best command normal in the game. Has a guard point to mids and highs that doesn't properly end because of a developer oversight, allowing her to be immune to mids and overheads while she walks around. Also a great anti-air due to the inability to block when you land from a jump. Can also be kara canceled into special moves for movement too.

Universal Mechanics

Throw
Throw
6/4C (Next To Opponent)
AFTS Yomi5C 2.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
5 - - - Throw - - - -
  • Yomi grabs the opponent then hits them with her elbow.
  • Can be special canceled into any of her grabs, most notably 236B.
Skylab
Skylab
j.236D~AABBC~(A/B/C)
AFTS Yomij236S.png
Version Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
A Ender 49 - - - High - - - -
  • Yomi throws the opponent around and then Frankensteins them.
Version Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
B Ender 49 - - - High - - - -
  • Yomi throws the opponent around and then drops to the ground with them.
Version Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
C Ender 47 - - - High - - - -
  • Yomi throws the opponent around and then dropkicks them.
Slash Beat
Slash Beat
5D~ABAAB~(C/D)
AFTS Yomi5S.png
Version Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
C Ender 47 - - - Mid - - - -
  • Yomi does a bunch of sumo stuff and then smacks the opponent, launching them up.
Version Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
D Ender 51 - - - Mid - - - -
  • Yomi does a bunch of sumo stuff and then kicks the opponent up, allowing her to continue with Skylab.
Crash Attack
Crash Attack
236D
AFTS Yomi236S.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
12 - - - Guard Break - - - -
  • Big dumb dropkick.
  • Stylish cancelling keeps the momentum, allowing you to become a ballistic missile.
  • Can be jailed into on block in the corner after 5C.
Guard Push
Guard Push
6D while blocking
AFTS YomiAB~B.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
6 - - - Unblockable - - - -
  • High kick
  • Basic guard push.

Specials

Grounded Specials

Flame Trigger
Flame Trigger
236A
AFTS EXYomi236A.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
11 - - - Mid - - - -
  • Big hitbox in front of Yomi.
  • Can be linked after if it's hit meaty (has a cool visual effect too when it happens).
Flare Shoot
Flare Shoot
236A~6B
AFTS EXYomi236A~6B.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
9 - - - Mid - - - -
  • Projectile
  • Incredibly plus on block, loses to clash like the rest of the projectiles but its pretty helpful for Yomi's approach.
  • Really useful for far range SC conversions.
Hellfire
Hellfire
236A~6C
AFTS EXYomi236A~6C.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
11 - - - Mid - - - -
  • Extremely high kick.
  • Great anti-air, reaches really high and you get a pretty good conversion off it with SC.
  • Also used as her launcher, can be linked into j.A but it's very tight.
Tsuppari
Tsuppari
623B
AFTS EXYomi623B.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
2 - - - Mid - - - -
  • Open palm strikes.
  • Punishable on block, just use 236A.
Ura Ate
Ura Ate
623B~236C
AFTS YomiAB~A.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
5 - - - High - - - -
  • Standing overhead, has a huge gap before the move comes out on an already punishable move.
Ura Ate
Harite
623B~214C
AFTS EXYomi623B~214C.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
6 - - - Mid - - - -
  • Wall bouncing strike, you don't get a conversion off this.
Air Kick
Air Kick
j.236B
AFTS Yomi236B.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
11 - - - High - - - -
  • Can be tiger knee'd.
  • If you're really close to the ground while using this you get a combo after.
  • Not a bad overhead option, just a bit slow.

Supers

Yawara
Yawara
62364C
AFTS EXYomi62364C.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
67 - - - N/A - - - -
  • Counter super. Does a bunch of damage but has a bit of an awkward input.
  • Can genuinely be a threatening move for clashes if you get the input down.
Stargazer
Stargazer
j.236236C
AFTS EXYomij236236C.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
71 - - - Mid - - - -
  • Big projectile super.
  • HUGE, covers basically the entire screen.
  • Yomi recovers before the projectile goes away.


Outburst!

Glasses Drive
Glasses Drive
2363214C (While In Outburst)
AFTS Yomi23624C.png
Damage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
105 - - - Mid - - - -
  • Yomi's highest damage move.
  • Has super slow start-up so it can only be comboed into in very few scenarios, one of which being stun.
  • The hitbox is incredibly small making this impossible to land at point blank range in most situations.
  • Looks really cool.

Strategy (EX)

Combos

Normal

EX

Colors

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