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
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Input
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Chain
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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5B / 5 ![YY B.png](/images/thumb/e/e8/YY_B.png/24px-YY_B.png)
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yes
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-
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Mid
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-
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-
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-
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-
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|
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Input
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Chain
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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6B / 6 ![YY B.png](/images/thumb/e/e8/YY_B.png/24px-YY_B.png)
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no
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-
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Mid
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-
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-
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-
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-
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|
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Input
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Chain
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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5A / 5 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png)
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no
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-
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Mid
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1
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1
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-
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-
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|
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Input
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Chain
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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6A / 6 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png)
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no
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-
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Mid
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1
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1
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-
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-
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Crouching Normals
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Input
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Chain
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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2B / 2 ![YY B.png](/images/thumb/e/e8/YY_B.png/24px-YY_B.png)
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yes
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-
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Low
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1
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1
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-
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-
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|
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Input
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Chain
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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2A / 2 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png)
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no
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-
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Low
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1
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1
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-
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-
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Jumping Normals
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Input
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Chain
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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j.5B / j.5 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png)
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yes
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-
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Mid
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1
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1
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-
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-
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|
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Input
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Chain
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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j.5A / j.5 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png)
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yes
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-
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Mid
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1
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1
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-
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-
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|
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Input
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Chain
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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j.6A / j.6 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png)
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yes
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-
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Mid
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1
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1
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-
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-
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Specials
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Input
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Chain
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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22A / 22 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png)
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No
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-
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Mid
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1
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1
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-
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-
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Input
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Chain
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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22B / 22 ![YY B.png](/images/thumb/e/e8/YY_B.png/24px-YY_B.png)
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No
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-
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Mid
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1
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1
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-
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-
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Resshuu Koukyuuha can be Fired either Grounded or Mid-Air, though only the Grounded version can be fired at different angles.
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Input
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Chain
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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236A / 236 ![YY A.png](/images/thumb/8/8f/YY_A.png/24px-YY_A.png)
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-
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-
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Mid
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1
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1
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-
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-
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|
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Input
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Chain
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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236B / 236 ![YY B.png](/images/thumb/e/e8/YY_B.png/24px-YY_B.png)
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-
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-
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Mid
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1
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1
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-
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-
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|
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Input
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Chain
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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236C / 236 ![YY C.png](/images/thumb/0/0b/YY_C.png/24px-YY_C.png)
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-
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-
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Mid
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1
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1
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-
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-
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|
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Input
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Chain
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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|
-
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-
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Mid
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1
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1
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-
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-
|
|
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Input
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Chain
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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-
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-
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-
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Mid
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1
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1
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-
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-
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As you might have seen from some of the other sprites, the Resshuu ball has two different sprites and two different box combinations between the two. The smaller Resshuu will always have both a Parry (Purple) and Hit (Red) boxes. The larger of the two will only have a (slightly larger) Hitbox.
During any Resshuu Koukyuuha, the ball will alternate sporadically between the two. While this is useful to keep in mind, it probably isn't the most practical thing in the world to use a Resshuu expecting it to do one thing or the other EXACTLY when you need it to.
DO note, however, that the startup of Resshuu where Itsuki is holding the ball will Always be the smaller, parry-active version of the two. Only After the ball Leaves Sensui's hands will it begin to alternate.
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Still gotta add this
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Input
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Chain
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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66 / ![T Right.png](/images/thumb/b/bb/T_Right.png/24px-T_Right.png) ![T Right.png](/images/thumb/b/bb/T_Right.png/24px-T_Right.png)
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yes
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-
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Mid
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1
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1
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-
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-
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|
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Input
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Chain
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv
|
|
yes
|
-
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Mid
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1
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1
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-
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-
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|
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Input
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Chain
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Damage
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Guard
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Startup
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Active
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Recovery
|
Frame Adv
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5C / ![YY C.png](/images/thumb/0/0b/YY_C.png/24px-YY_C.png)
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yes
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-
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Mid
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1
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1
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-
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-
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|
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Input
|
Chain
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Damage
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Guard
|
Startup
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Active
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Recovery
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Frame Adv
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|
yes
|
-
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Mid
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1
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1
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-
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-
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This is, technically, Sensui's absolute best move.
YYMDs taunts drain the opponents meter- described more in System Mechanics (it's coming I promise -GD).
Sensui's taunt is extremely fast, and drains a very serviceable amount of meter from the opponent with each press. When playing against characters that lack full-screen projectiles or great screen-control options like Jin, Y.Toguro, or maybe even Hiei: when they're full-screen and in a different lane, it's possible to mash this taunt a few times and drain almost 50% of their meter or more in a matter of seconds before they even realize what's happening. Especially useful against characters with dangerous or practical supers like Chu or Itsuki.
In a game where all of the best tools are locked behind meter-use and you're constantly using meter, having the best taunt means quite a lot, and Sensui has the best taunt YYMD has to offer by far.
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Reference list to add-
- Throw
- Low Block
- Successful Counter special animations
- Super; All angles