Under Night In-Birth/UNI2/Tsurugi

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Tsurugi

Uni2 profile Tsurugi.png
Health
10800
Prejump
4f
Backdash
26f (1-8 Full, 9-10 Throw)
Unique Movement Options
-
Fastest Attack
2A (5f)
Reversals
623C (5f), 623B (8f)

He rises. He rises as the stalwart knight defending his comrades. He doesn't want anyone to
get hurt. He wants to be their protector. This desire gives him strength. His ironclad conviction
is an insurmountable wall through which nothing can pass.

Story

Tsurugi is a friend of Hyde's from school and a prominent member of a vigilante group called the EFG.
The EFG's main objective is to defend their fellow students from the evil influences of wielders, so they tend to avoid dealing with the Night.

However, the Final Night is a different story.

In order to protect his classmates--not to mention the rest of the world--Tsurugi decides to confront the root of all evil: the Re-Birth.

I bet you'll be out there, too, Kido.
Don't die on me before we meet up...

Gameplay

Tsurugi is a mid-range footsies character who uses a big shield to guard point his opponents' attacks and close the distance. Once he is in he has very strong strike/throw with access to a solid array of buttons and a pseudo-command grab to punish his opponents for trying to shield his offense. His wide arsenal of guard point attacks can make him difficult to contest in neutral for those who are not comfortable with playing around his tools. With his very solid buttons in conjunction with good frame data and very easy combos, he becomes a great choice for both experienced and beginner players alike.


Strengths Weaknesses
  • Great Damage and Pressure: Tsurugi dishes out damage easily and has long stagger windows to supplement his strike/throw game. His 236X series is an effective tool for pressuring his opponents with the EX version being +10 on block and 236A being +1/+0 when fully spaced.
  • Scary Approach Options: Tsurugi has several fast mid-range options that can immediately close a gap between him and his opponent. 66B is a fast 9f option that travels quickly and also easily punishes opponents for walking back or being too passive. 236C is also a lightning fast whiff punish option that lets him start his offense immediately. j.[C] having guard point also means that his assaults and jump ins can sometimes guard point anti-air attempts.
  • Guard Points: The large majority of Tsurugi's kit includes guard points which let him blow through his opponents attacks and discourage his opponents from trying to attack him. These moves include: 2[C], 6[C], j.[C], j.2[C], j.236[B], j.236C, 214C and of course his entire FF stance.
  • Good Meterless Reversal and EX Reversal Options: All of his DPs are useful and are great for getting him out of bad situations. His 623B is a standard meterless reversal with a good hitbox while his 623C is both a good reversal and also a solid combo ender.
  • Completely Lacks Ranged Options: Tsurugi has no fireballs or full-screen options to pressure his opponent. He has to approach with dash-blocking or with his armored moves to get into the mid-range where he is most effective.
Unique Mechanics: Guard Point

Force Function 'Skid-Scare Loader!' - A stance with infinite guard point against mids and highs. Has unique follow-ups. Can cancel special moves into this stance.
Guard Points - Tsurugi's IC moves have guard point frames just before they become active. These guard points can absorb any number of hits during the guard point frames but will automatically lose to any invincible option (Ex. Meterless DPs, EX Reversals, Veil-Off, etc).

Vorpal Trait

Startup of Force Function when canceled into from special moves is reduced by 4F

Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into on hit or block, unless specially noted.
N = Normal Cancelable
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = Can additionally be cancelled during whiff
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible


Normal Moves

Standing Normals

5A
5A
5A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
200 Mid 7 3 11 -2 SE, N, SP, EX, CS, TH
Tsurugi pokes at his opponent with the edge of his shield. Noticeably slower than most 5As making it a worse mash option compared to his 2A. Great blockstring filler.
  • Self cancellable
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
20 0.94 /Data#5A
5A :
5B
5B
5B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
570 Mid 9 4 16 -3 N, SP, EX, CS
Tsurugi thrusts his shield forward. Solid mid-range poke.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
27 0.88 /Data#5B
5B :
5C
5C
5C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
690 Mid 12 4 23 -9 N, SP, EX, CS
Tsurugi slaps the opponent with the entire length of his shield. One of his largest buttons and great for poking at farther opponents.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
38 0.89 /Data#5C
5C :

Crouching Normals

2A
2A
2A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
150 Mid 5 2 12 -2 SE, N, SP, EX, CS, TH
Tsurugi punches at his opponents feet. Great frame data for a 2A and his best mash option for gaps in his opponents blockstrings.
  • Self cancellable
  • This is a MID
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
18 0.95 /Data#2A
2A :
2B
2B
2B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
490 Mid 8 3 15 -2 N, SP, EX, CS
Tsurugi thrusts his shield while crouching at an awkward 70 degree angle. This button can sometimes clip your opponents out of jumps due to the higher angled hitbox. The tip of the shield does NOT reach the floor making it a poor option for OTG pick-ups from max range. Notably this button is only -2 on block which is the same advantage as his A normals making it a good option to use for tick throws.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
25 0.90 /Data#2B
2B :
2C
2C
2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
670 Low 10 4 20 -6 N, SP, EX, CS
One of Tsurugi's few low attacks. Tsurugi bashes at his opponent's toes with his shield. Has good range and is also surprisingly safe on block at -6.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
33 0.89 /Data#2C
2C :
2[C]
2[C]
2UNI Input Hold.png[C]
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
850 Low 24 4 20 -6 N, SP, EX, CS Guard Point 15~23F
The increased version of Tsurugi's 2C that goes a bit farther and does more damage. This is most commonly used guard point normal due to the large guard point window.
  • Has guard point during the startup
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
47 0.86 /Data#2[C]
2[C] :

Air Normals

j.A
jA
jA
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
150 High, Air Shield 7 6 10 Varies N, SP, EX, CS
Tsurugi sticks kicks out his leg at his opponent. Usable as a quick air-to-air option
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
22 0.97 /Data#jA
jA :
j.B
jB
jB
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
490 High, Air Shield 9 4 21 Varies N, SP, EX, CS
Tsurugi angles his shield downwards towards the ground. Not a bad jump in option.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
33 0.90 /Data#jB
jB :
j.C
jC
jC
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
590 High, Air Shield 12 4 Until L Varies N, SP, EX, CS
Tsurugi swipes the entire area below him with his shield. This button has wide range and will also hit behind him.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
0.90 /Data#jC
jC :
j.[C]
j[C]
jUNI Input Hold.png[C]
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
760 High, Air Shield 20 4 - Varies N, SP, EX, CS Guard Point 18~19F
Tsurugi swipes the entire area below him with his shield but covers even more range. This move can guard point non-invincible anti-air options if timed well making it a terrifying aerial to contest.
  • Has guard point during the startup
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
0.87 /Data#j[C]
j[C] :

Command Normals

6C
6C
6C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
770 High 26 3 22 -7 SP, EX, CS
Tsurugi slams his shield over his opponent's head. Overhead option that does not have a telegraphed Increase charge animation.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
50 0.84 (0.77 Initial) /Data#6C
6C :
6[C]
6[C]
6UNI Input Hold.png[C]
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
940 High 33 3 27 -4 SP, EX, CS Guard point 29~32F
Very slow telegraphed overhead option due to the Increase charge animation.
  • Has guard point during the startup
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
62 0.90 (0.88 Initial) /Data#6[C]
6[C] :
3C
3C
3C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
780 Mid 11 2 23 -7 N, SP, EX, CS Head 7~12F
Tsurugi swings his shield upwards. Fantastic anti-air option and covers just about any assault angle.
  • Has head invincibility
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
35 0.84 /Data#3C
3C :


j.6C
j6C
j6C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
680 High, Air Shield 11 5 - Varies N, SP, EX, CS
Tsurugi slams his shield forward and knocks his opponent towards the wall if they are already airborne. Will wall bounce anywhere on screen and is usable as a combo extender.
  • Can be a better assault option in certain matchups where it will hit earlier than j.C
    • Wald, Gord, Mika, Enki
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
0.90 /Data#j6C
j6C :
j.2C
j2C
j2C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
764 Mid, Air Shield / Second hit: Mid, Air 16 Until L + 3 21 -4 -SP-, -EX-, -CS-
Tsurugi hops on his shield like a surfboard and falls vertically toward the ground. Usable as a pseudo-dive kick option. No cancel options on block, but since it's only -4 it can be difficult to punish.
  • Throw punishable on cross-up and -10 if last hit is shielded
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
0.85, 0.92 /Data#j2C
j2C :
  • second hitbox appears on the frame Tsurugi lands
j.2[C]
j2[C]
j2UNI Input Hold.png[C]
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1497 Mid, Air Shield / Second hit: Mid, Air / Third hit and on: Low 29 Until L + 2 (8) 3,3,3,3 34 -12 SP, EX, CS Guard Point 27~28F
J.2[C] immediately transitions into FF~2X once Tsurugi hits the ground. The slide is still a low. Shield low once he hits the ground. If *any* part of the slide is shielded he loses his cancel options and becomes very punishable (-16f).
  • Has guard point during the startup
  • Can only special cancel after the first hit of the slide.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
90 0.85, 0.92x5 /Data#j2[C]
j2[C] :
  • Cancelable on block only during the slide portion of the move

Dash Moves

66B
66B
66B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1032 Low / Second hit and on: Mid 9 4 (16) 3 27 -5 SP, EX, CS
Tsurugi dashes forward and slams his shield into the ground before scooping upwards. An absurdly fast neutral option at 9f that also hits low. The scooping up hit also reaches as high as his 3C which means it can also punish opponents who attempt to neutral jump to avoid the low. Gives good reward on hit and also can be cancelled into 236A to make him +1 if timed correctly.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
58 0.96x3, 0.88 /Data#66B
66B :
  • combo only hitboxes on 24~28F
66C
66C
66C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1018 Mid, Air Shield 11 12 19 -2~-13 SP, EX, CS Leg 9~22F; Airborne 5~27F
Tsurugi hops at his opponent and will grab his opponent and slam them downwards if the hit connects. On block he will only do the hop but he retains the ability to cancel into air specials. Good option for going over low attacks or to crush some option selects.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
41 0.92, 0.86 /Data#66C
66C :

Universal Mechanics

Force Function
Skid-Scare Loader!
スキットスケアローダ!
B+C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C
1.0 GRD
13 (17) - UNQ Mid/High Guard Point
Tsurugi raises his shield and enters a guard stance with unique follow-ups.
  • Does not block lows
  • Can be canceled into from most specials.
  • Has 17F startup when canceled from specials without Vorpal
  • The first attack blocked with this stance has additional hitstop
  • Can cancel into B+C~D after 11F
  • Can cancel into all other follow-ups after 15F
    • If any follow up other than B+C~D are buffered too early they will start up on 19F. There is a 4F sweet spot if inputted on any of the frames 13~16F for it to start as early as possible on 16F. This window begins right as Tsurugi's shield hits the ground.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C~X 680 Mid 13 3 18 +4 (-6*) SP, EX, CS Mid/High Guard Point 1~12F
A shield tackle that maintains guard point during its startup. Returns to stance after its recovery.
  • *+4 on block if maintaining stance. -6 when canceling with B+C~X~D
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C~2X 810 Low 9 3,3,3,3 34
[6 on landing]
-12 SP, EX, CS
A quick low follow-up with similar properties to the grounded half of j.2[C].
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C~4X 690 Mid, Air Shield 13 3 31
[12 on landing]
-16 (N), (SP), (EX), (CS) Throw 1~5F; Airborne 6~33F; Leg 6~24F
Tsurugi performs a sick 360. It becomes low invuln pretty quickly and is throw invuln frame 1 so it's a great way to cover the weaknesses of the guard stance. Since it can cancel into air normals it can be a pretty good pressure reset as well, more so against stand blocking opponents.
  • Whiffs on crouching opponents
  • Punishable when shielded
  • Can freely cancel into air normals, specials, or CS after 19F if not shielded
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C~66 1 Total 28 (24*) UNQ Mid/High Guard Point 1~26F
A forward dash that maintains guard point throughout most of its duration and keeps Tsurugi in stance.
  • It can be canceled into other follow-ups after frame 5 carrying over some momentum
  • Guard Point drops for 2 frames at the end but comes back when returned to stance
  • *It's total duration is 24F when canceled with B+C~66~D. Guard Point for 1~18F only when canceling this way.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
B+C~D Total 15 (6*)
Drops stance and returns to neutral.
  • 6F total recovery when performed from B+C~66. 1~3F of this version is counter hit recovery.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
B+C /Data#B+C
B+C~X 33 0.88 /Data#B+C~X
B+C~2X 54 0.94x4 /Data#B+C~2X
B+C~4X 46 0.86 /Data#B+C~4X
B+C~66 28 (24*) /Data#B+C~66
B+C~D 15 (6*) /Data#B+C~D
B+C :
  • Startup is 17 when canceled from specials moves without vorpal
  • Can cancel into ~D after 11F
  • Can cancel into ~X, ~4X, ~2x, ~44, and ~66 after 15F. If buffered too early these follow-ups will cancel on 19F (i.e. after 18F). If input between 13~16F they will start on 16F (i.e. after 15F)
  • Drains ? GRD per second

B+C~X :

  • Returns to stance after recovery
  • Has a just cancel window from B+C. See notes on B+C
  • *Cancels into ~D after 28F for total duration 43F / -6 on block

B+C~2X :

B+C~4X :

  • Can whiff cancel into air normals after 19F

B+C~66 :

  • Returns to stance after recovery
  • Has a just cancel window from B+C. See notes on B+C.
  • Cancelable into other FF follow-ups after 5F
  • *Cancels into a 6F duration ~D after 18F for a total duration of 24F (Frames 1~3F of ~D are CH state)

B+C~D :

  • 15 frames total from B+C and B+C~X. *6F total from B+C~66.
Throw
A+D
A+D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
1621 Throw 4 Total 92 +36
Tsurugi grabs his opponent and slams them down into the ground right in front of him.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
92 0.90, 0.40 /Data#A+D
A+D :
Smart Steer
5A+B
5A+B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
8 8 (15) 4 18 -4
Tsurugi hits the opponent with his shield up, then back down. This looks like his 623X with a unique follow-up making it safe on block
  • Can be cancelled into IW or IWEXS
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
52 0.92x2, 0.90, 0.40 /Data#5A+B
5A+B :
Guard Thrust
Guard Thrust
6A+B+C
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
-
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
/Data#6A+B+C
6A+B+C :
Veil Off
Veil Off
A+B+C
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
A+B+C -
Universal reversal that blows the opponent back on hit.
  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • If your opponent has Vorpal state and is hit with Veil Off outside of a combo, they will lose Vorpal.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
A+B+C (during a move)
100+ EXS
0 All 2 4 20 +3 Strike 1~19 Full
Cancels an action and launches the opponent high into the air on hit.
  • CVO cancel is treated the same as EX cancel; you can only CVO when you can EX and the opponent is in hit/blockstun.
    • Including in the air.
  • Requires at least 100 meter and consumes Vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Allows for an additional bounce in the combo if two have been used so far, without hitting the combo bounce limit.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
A+B+C /Data#A+B+C
A+B+C
(during a move)
25 Launch /Data#A+B+C
A+B+C :

A+B+C (during a move):


Special Moves

236X
Smart Piler!
スマートパイラー!
236X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236A 680 Mid 12 5 18 +1~-3 (UNQ), (EX), (CS)
Short range punch. When spaced it can be up to +1 on block making it an incredibly strong pressure tool.
  • Can be cancelled into FF anytime after startup.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236B 720 Mid 17 6 24 -5~-10 (UNQ), (EX), (CS)
Longer range punch. Lacks the excellent on-block advantage as the A version but this is typically your best option for confirming far hits.
  • Can be cancelled into FF anytime after startup.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
236C
100 EXS
1998
[Min: 520]
Mid 4+4 8 17 +10 (CS)
Insanely fast (8f) half screen punch that is also a whopping +10 on block. Not a bad option for starting rounds or for starting offense from neutral. This is your best source of plus frames for when you need to extend your pressure. This has NO guard point properties.
  • Wall bounces on hit.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
236A 34 0.87 /Data#236A
236B 46 0.87 /Data#236B
236C 32 /Data#236C
236A :
  • can cancel into follow ups on hit/block/whiff after first active frame (on 13F)

236B :

  • can cancel into follow ups on hit/block/whiff after first active frame (on 18F)

236C :

  • Puts opponent in an air guard crush state on block
  • Has extra active frames after the first connects. The current hitbox ends and it skips straight to 3 additional hits totaling 9 frames (a 2-hit 6F hitbox then a final 3F hitbox).
236X~6A
Motor Grader!
モータグレーダー!
236X~6A
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
880 Mid 14 3 21 -6 (UNQ), (EX), (CS)
Tsurugi slams down his shield as a follow up to his punch attack. Can easily be delayed to create frame traps and grants a full combo on normal hit. Common combo extender as well and also a good knockdown for ending combos.
  • Can be cancelled into FF anytime after startup.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
37 0.80 /Data#236X~6A
236X~6A :
236X~6B/C
Pole Setter!
ポールセッター!
236X~6B
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
530 Mid 26 3 26 -13 -UNQ-, (EX), (CS) Airborne 7~32F
Tsurugi hops into the air and kicks down with an overhead. There is a huge gap between when he jumps into the air until he lands back down which can be easily mashed on with jabs or anti-air buttons. The kick itself is also incredibly unsafe on block if not cancelled into j.236C before he lands. Good for combo filler or as an ender but not a good option for blockstrings.
  • Can only cancel into FF on hit.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
54 0.90, 0.89 /Data#236X~6B
236X~6B :
  • Can cancel the landing recovery into Force Function after the first grounded frame on hit only
  • Has a combo only hitbox on 10F.
623X
Trebuchet!
トレブシェット!
623X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623A 1231 Mid 7 2,6,3 23 -12 -UNQ-, EX, CS Head 1~17F
Fantastic anti-air option and also a staple for extending his combos.
  • Can cancel the landing recovery into FF on hit.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623B 1641 Mid 8 4,3,3,3,4 40 -29 -CS- 1~11F Full
Fully invincible DP option. Has a tendency to swap sides with your opponent.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
623C
100 EXS
2011
[Min: 524]
Mid 4+1 10 (19) 12 (21) 26 38 -39 -CS- 1~14F Full
Multi-hitting EX reversal option. The first hit has good horizontal range so it can reach further opponents from ranges you would not expect. This will ALWAYS cause a hard knockdown so using it at the end of combos guarantees knockdown oki.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
623A 44 0.92x2, 0.90 (0.762 total) /Data#623A
623B 64 /Data#623B
623C 130 /Data#623C
623A :
  • Base Damage: 400x2 + 700
  • Can cancel the landing recovery into Force Function after the first grounded frame on hit only

623B :

623C :

214X
Jaw Crusher!
ジョークラッシャー!
214X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214A 1200 Throw 11 6 32 +55 (hit) UNQ, EX, CS
Short range command grab commonly used in his optimal combos. At low proration Tsurugi will crumple his opponents allowing for a combo extension. If used later in a combo he will always knock them away instead. This is also your ideal option for punishing green shields or as a high-reward TRM option.
  • Techable gold throw if used outside of a combo or punish.
  • Can cancel into FF on hit
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214B 1200 Throw 20 6 32 +55 (hit) UNQ, EX, CS
Longer range command grab with a bit more startup, same properties as the A version otherwise.
  • Techable gold throw if used outside of a combo or punish.
  • Can cancel into FF on hit
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
214C
100 EXS
1644
[Min: 517]
Throw 4+7 4 42 +39 (hit) EX, CS Guard Point 5~10F
Similar to the B version but Tsurugi will also gain guard point. Usable for blowing through some options in neutral.
  • Techable gold throw if used outside of a combo or punish.
  • Gains guard point during the startup.
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
214A 48 0.79 (0.60 Initial) /Data#214A
214B 57 0.79 (0.60 Initial) /Data#214B
214C 56 0.91x3 (0.65, 0.91x2 initial) /Data#214C
214A :

214B :

214C :

j.236X
Bloomer!
ブルーマー!
j236X
Hitboxes Off
Hitboxes On
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j236A 850 Mid 12 3 Until L + 9 -6 (TK) (UNQ), (EX), (CS)
Tsurugi does a downward swipe with his shield. Does not hit high and mainly used for combo filler.
  • Can cancel the landing recovery into FF.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j236B 950 Mid 13 3 Until L + 9 -6 (TK) (UNQ), (EX), (CS)
Same as the A version but slower and more damage.
  • Can cancel the landing recovery into FF.
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j236[B] 1200 High 25 3 Until L + 9 -5 (TK) (UNQ), (EX), (CS) Guard Point 16~24F
Even slower and more damaging version but is an overhead, gains guard point, and offers a longer knockdown.
  • Can cancel the landing recovery into FF.
  • Gains guard point during startup
Version Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
j236C
100 EXS
1828
[Min: 558]
Mid 4+4 1,1,1 Until L + 9 +9 (TK) (CS) Guard Point 6~7F
EX version that is plus on block but does not hit overhead. Good as an EX ender for his combos for adding some extra damage or to keep yourself safe after certain blockstring enders (236X~B/C).
  • Gains guard point during startup
[Show/Hide Additional Data]
Version Overall Blockstun Property Proration Combo Proration Data link
j236A 0.86 /Data#j236A
j236B 0.84 /Data#j236B
j236[B] 0.81 /Data#j236[B]
j236C 0.88x3 /Data#j236C
j236A :
  • Can cancel the landing recovery into Force Function after the first grounded frame

j236B :

  • Can cancel the landing recovery into Force Function after the first grounded frame

j236[B] :

  • Can cancel the landing recovery into Force Function after the first grounded frame

j236C :

Super Moves

Infinite Worth

Earth-Breaking Excavator!!
Requires 200 EXS
アースブレイク エクスカベーター!!
41236D
Hitboxes Off
Hitboxes On
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
3540
[Min: 1449]
Mid 1+8 7 45 -29 1~15F Full
Tsurugi slams the ground causing some pieces of rock to shoot out of the ground. If his opponent gets hit by the rocks then he will go into his full cinematic.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
60 /Data#41236D
41236D :

Infinite Worth EXS

High-Pressure Geo-Crusher!!
Requires 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit)
ハイプレス ジオクラッシャー!!!
A+B+C+D
Damage Guard Startup Active Recovery On-Block Cancel Attribute Invuln
3780 All 3+14 2 51 -25 Strike 1~? Full
Tsurugi becomes surrounded by a pillar of light which goes into a cinematic on hit.
  • Must have less than 30% health (orange health) to use.
  • After the cinematic, characters will be moved to the middle of the stage, regardless of where they were positioned before.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.
[Show/Hide Additional Data]
Overall Blockstun Property Proration Combo Proration Data link
69 Knockdown /Data#A+B+C+D
A+B+C+D (while at orange health):

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5B/2B 2A -3
5C/2C/3C 2A -1
Gap Table
Attack Chain Frame Gap
5A 5C 1F

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