Background
The owner of Tsukinami Ranch, which has been owned by her family for many generations.
All the food produced at the ranch is cooked and sold at a restaurant on the ranch that’s open to the public.
It’s become a bit of a tourist spot in recent years thanks to Tsukinami’s masterful cooking skills, so she’s become quite a proficient hunter and butcher to keep up with the demand for meat.
By some miracle, she manages to get nearly all the work done on her own.
The only help Tsukinami gets at the ranch is from an elf named Rogue, who is tasked with some of the less difficult activities.
Tsukinami would love to become good friends with her and learn to be a bit more relaxed, but they’ve both got a long way to go.
The community calls her "Tsuki" for short.
Overview
Playstyle
Tsuki is a Multihit Monster. Probably THE Unga Top-tier of Kyanta.
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Pros |
Cons |
- BOKO Queen: Can really pile on the boko with all of her multihitting moves(5X, j.B, 5EX, j.EX). Puts a lot of pressure on your opponent to try and parry out, but hard to punish with the mobility of 5EX, and j.EX.
- Trapper: Getting a knockdown in the corner is really advantagous, setup net, into a multihitting unblockable.
- Jack of All Trades: Got a decent version of everything: 5A confirms, 50/50s, projectiles, Meter taunt. Can be put in most places.
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- Get Baited: EX moves take a little commitment. can definitely be baited to use EX move and have it whiff or punished. Once your out of meter, hard to escape airtight oki.
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Movelist
5A
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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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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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5
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Mid
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N/A
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N/A
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N/A
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0
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N/A
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N/A
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N/A
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N/A
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2-hit jab similar to Azuma-Deka's 5A, except this one can anti-air extremely well.
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2A
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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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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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5
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Low
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N/A
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N/A
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N/A
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0
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N/A
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N/A
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N/A
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N/A
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Low poke with extra active frames compared to most characters.
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J.A
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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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Invuln
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Effect
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15
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High
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N/A
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Until Ground
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Until Ground
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0
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N/A
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Long lasting jumping kick, your primary air to air and air to ground.
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5B
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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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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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25
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Mid
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N/A
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N/A
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N/A
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0
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N/A
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N/A
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N/A
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N/A
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Very fast decently ranged poke.
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2B
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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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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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20
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Low
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N/A
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N/A
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N/A
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0
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N/A
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N/A
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N/A
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N/A
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Fast low launcher, unsafe on block but so fast rarely punished.
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J.B
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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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Invuln
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Effect
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7*11(39)
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Mid
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N/A
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Until Ground
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Until Ground
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0
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N/A
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Much like Gyanta's j.B, this is an 11-hit unsafe (even on hit) mid jump-in that's mainly used as KC>j.B>KC fodder or ultra 1 confirm.
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5X
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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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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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9*9(39)
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Mid
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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Spin, very unsafe, rarely used outside of a few combos and even then j.B out performs it by 6 damage when possible.
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2X
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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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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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25
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High
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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-
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A useful leaping strike that covers a lot of distance and leads into a combo. Has invulnerable start-up for no good reason.
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J.X
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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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Invuln
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Effect
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N/A
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High
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N/A
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N/A
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N/A
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N/A
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Unblockable, Trapped
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Unblockable that puts the opponent into Net State.
Opponents caught in net-state cannot be grabbed, have no damage scaling, the attacker cannot suffer pushback.
Unlike other similar traps, you can mash out with left and right.
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5EX Main Reversal Main Reversal
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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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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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13*12 (45 only 5 hits will combo)
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Mid
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N/A
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N/A
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N/A
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N/A
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Knockdown
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N/A
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N/A
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KD, KB, C
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Extremely invulnerable and lets you move for a short bit before you're frozen in place.
Has a huge deadzone behind Tsuki when performed, jumping over it makes her insanely easy to punish.
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2EX
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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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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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40
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High
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N/A
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N/A
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N/A
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N/A
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Knockdown
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N/A
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N/A
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KD
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Fast unreactable jump-in that moves a third of the screen while still invulnerable.
Hard to anti-air.
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J.EX
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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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Invuln
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Effect
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20*10(111)
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Mid
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N/A
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N/A
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Until Ground
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N/A
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KD
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Really good quick tk.j.EX, can move left and right during it similar to Rare's j.EX. Like Rare, hit the bottom of hit hitbox, with the top of your opponents hurtbox for max damage.
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Ultra 1 (2Y) Air Blender Air Blender
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N/A
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25*9(149)
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High
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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?
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KD, KB, BD, F, NC
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Invuln start-up jump-in spin that does 149, 20 more than most Ultras and has the scaling changes so it'll always deal 20 on the last hit.
Insanely good for punishing crouches, dealing 173 raw.
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Ultra 2 (Y) Choppa Choppa Choppa Choppa
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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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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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Knockdown
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N/A
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-N/A
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-
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Not Genei Jin, buffs Tsuki's 5B and 5X to do even more multi-hits.
5B does 88 dmg in 4 hits, 5X does 66 in 9 hits. OK Ultra, might be outclassed by U1 or Demon Type
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Grab (AB)
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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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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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40
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Grab
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N/A
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N/A
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N/A
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N/A
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Knockdown
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Knockdown
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N/A
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KD, KB
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Okay grab that has some alright KC follow-ups.
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Taunt (Select)
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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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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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+20 to next attack
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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Yawn for a 1 bar of meter, "because she needs it".
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Combos
Notation Help
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Disclaimer:
Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Controls.
Character-specific notation, will be on the character's page.
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FB
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Refers to the act of gaining a "Flash Bonus", which grants you extra meter, on the hit of a move.
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KC
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Refers to pressing B+Y on the same frame, or the macro-button for B+Y. This is known as a Kyanta-Cancel, this game's Roman-Cancel.
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DC
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Refers to cancelling a move by activating Demon type's buff, similar to KC.
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XEX
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Refers to pressing X+Y on the same frame, or the macro-button for X+Y.
This is known as an EX move, for example: j.EX>5EX>2EX.
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{X/Y/Z}
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Move X or Y or Z can be used.
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#X
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Indicates that any of A, B and C may be used with #. Example: 3A (Down-right, Light.)
If you have trouble with this notation, you may want to google for "Numpad Notation" elsewhere.
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(X)xN or (X)xN-N
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Loop the inputs in the square brackets or parenthesis as many times as N, sometimes doesn't include brackets or parenthesis but still means the same thing.
Also occasionally includes a dash to indicate that a varying amount of hits can be performed.
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j.X
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Button X is input while you are in the air jump.
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X(whiff)
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Indicates that X is intended to whiff.
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(Delay) or (Wait)
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Indicates a short delay on the hit.
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(X)
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X move is omittable from the combo, this will be mentioned in the hover text.
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tk.X
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Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
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AA
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Indicates the move hits an opponent in the air, referred to as an Anti-air. Hence AA.
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[X]
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Indicates if a move should be held down.
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]X[
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Indicates if a held move should be released, for example: 5[B] > 5]B[.
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MID
j.A/2X > 2A > tk.j.EX > 5X (112)
- Works with either j.A or 2X, damage listed is 2X.
5A,5B,U2,(5B)x6,5X
Corner
2EX > 5B >(delay) 5B > 2B > 5X (116)
2EX/2B > 2A > 7 > U1 > 5X (187)
- U1 won't get every hit if you jump with 8 or 9, 7 will guarantee every hit into 5X. Listed damage is 2EX.
2X/j.A > (2A > 5B)xN
====Net Infinite====
j.X(setup) > j.B/5X > (j.X(hit) > j.X(setup) > 5A > 5X)xN
- Basic net loop, takes three reps to kill.
j.X(setup) > 2X > (2A)x5 > (j.X(hit) > j.X(setup) > 5A > 5X)xN
- Slightly harder net loop starter with 2X, meant to catch people jumping.
Example of these here: Tsukinami - Net loops (By YFDHippo)
Other Resources
Guides/Showcases
Notable Players
Yellowswerve
General
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Advanced
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Characters
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