Under Night In-Birth/UNI2/Yuzuriha
Under Construction
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Story
Yuzuriha is a member of the Dual Moon clan--a group of warriors that split off from the Night Blade long ago.
She currently serves as the guardian of the shrine meant to protect her town from the forces of the Night.
Yuzuriha fought many battles during Amnesia's reign of terror, eventually succeeding in suppressing them.
One day, however, Kuon the Aeon--the former leader of the Night Blade--appeared before her.
His presence reminded her of a great incident in the distant past that forced the schism between the Night Blade and the Dual Moon clan.
Though Yuzuriha herself has no direct connection to this ancient scandal, she decides to confront Kuon to get payback for her clan and to clear all doubt within herself.
"Somethin' just don't sit right with me..."
“ |
Now then, lessee which one of us |
” |
Gameplay
Yuzuriha is a mobile zoning character that controls much of the screen with her long sword slashes. She constantly shifts between zoning, maneuvering around the opponent's options, and going on the offensive. Yuzuriha can convert almost any hit into consistent damage and corner carry, as well as combo off her throw. Stable damage output from nearly anywhere means she's a constant threat.
Yuzuriha's excellent neutral game is balanced by limited tools on offense and defense. She plays a very basic strike/throw offense and must often rely on universal mechanics for defense. She has few viable tricks to catch experienced opponents off guard, so she needs to draw the opponent into playing her game to win.
Yuzuriha enters a quick-draw stance after using certain actions. Attacks in stance are faster, safer, and can cancel into other actions somewhat freely. Each ability used consumes a stance mark, so her available options decrease until she exits stance. She also trades her normal movement options and ability to block for a slow walk, a teleport dash, a command jump, and a dodge. Her combination of range and frame data is unmatched in stance. She has no overheads or throw in stance, but her frame traps, mobility, and ability to punish predictable opponents demand respect.
Strengths | Weaknesses |
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Character Stats
Health | Smart Steer Route | ||
---|---|---|---|
10400 | 5A > 5B > 5C > 236B > 5A+B > IW (requires 200 EXS) | ||
Forward Walk Speed | Backward Walk Speed | Jump Startup | Jump Duration |
1100 | -1000 | 4 | 42 |
Dash Startup | Initial Dash Speed | Dash Acceleration | Max Dash Speed |
7 | 2400 | 50 | 3200 |
Backdash Startup | Backdash Duration | Backdash Distance | Backdash Invul |
4 | 26 | -36100 | 1~8 Full 9~10 Throw |
Throw Width (pixels) | Throw Range (pixels) | ||
200 | 100 | ||
Unique Trait |
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Vorpal Trait |
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Frame Data Help | |
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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
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
180 | Low | SP, EX, CS | - | - | Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 2 | 12 | 18 | -2 | - |
5B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
540 | Mid | SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 3 | 22 | 34 | -6 | - |
5C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
690 | Mid | SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | 24 | 39 | -10 | 10~15 Head |
Crouching Normals
2A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
150 | Mid | SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
5 | 3 | 12 | 19 | -3 | - |
2B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
450 | Low | SP, EX, CS | - | - | Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 6 | 11 | 25 | 0 | - |
2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
701 | Low | SP, EX, CS | - | - | Strike, Foot |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 10 | 23 | 44 | -7 | - |
Air Normals
j.A
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
140 | High, Air Shield | SP, EX, CS | - | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | Until Land | 2 on landing | Landing + 2 | +13 Assault: -3 - +13 |
- |
j.B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
440 | High, Air Shield | SP, EX, CS | - | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
9 | 3 | 19 [3 on landing] |
32 | +14 Assault: +1 - +15 |
- |
j.C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
590 | High, Air Shield | SP, EX, CS | - | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 4 | Until Land [4 on landing] |
Landing + 4 | +13 Assault: +5 - +15 |
- |
Command Normals
6X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
580 | Mid | SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 Stance: 6 |
2 | 24 D cancel: 21 Stance: 16 |
41 (38 D-Cancelled) | -8 D cancel: -5 Stance: 0 |
- |
Slashes an upwards angle. Launches on hit. Quick and noncommittal antiair in stance, the easiest of the three to whiff as a rebeat from 236B, and a key component in most routes using FF~A.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
580 | Mid | SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 Stance: 6 |
2 | 24 D cancel: 21 Stance: 16 |
41 (38 D-Cancelled) | -8 D cancel: -5 Stance: 0 |
- |
Slashes straight outwards. Has the most range of the three and hits OTG, making it useful both as a poke and a combo extender.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
580 | Low | SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
16 Stance: 6 |
2 | 24 D cancel: 21 Stance: 16 |
41 (38 D-Cancelled) | -8 D cancel: -5 Stance: 0 |
- |
Slashes at the opponent's feet. Yuzuriha's only stance low. Launches at a low angle on hit, giving it very favorable properties on counterhit and in trades. Also used for rebeating given sufficient space.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
580 | Mid/Air | SP, EX, CS | - | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 Stance: 5 |
3 | 25 D cancel: 24 Stance: 18 [12 (11 D-Cancelled) on landing] |
43 (42 D-Cancelled) | -10 D cancel:-9 Stance: -4 |
- |
Similar to 6A, but airborne. Yuzuriha's only air attack that hits significantly above her, and thus a situationally valuable air-to-air. Also used in certain combo routes, usually as part of a setup for Veil Off.
j6X loses all cancels when shielded and then cannot perform any actions while falling except EX specials, stance dash, and dodge.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
580 | Mid/Air | SP, EX, CS | - | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 Stance: 5 |
3 | 25 D cancel: 24 Stance: 18 [12 (11 D-Cancelled) on landing] |
43 (42 D-Cancelled) | -10 D cancel:-9 Stance: -4 |
- |
Similar to 6B. Hits the opponent straight outwards. Mostly used in combos. Using this slightly above TK height will cover many airborne attack vectors while still hitting crouchers.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
580 | Mid/Air | SP, EX, CS | - | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 Stance: 5 |
3 | 25 D cancel: 24 Stance: 18 [12 (11 D-Cancelled) on landing] |
43 (42 D-Cancelled) | -10 D cancel:-9 Stance: -4 |
- |
4B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
520 | Mid | SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 | 3 | 22 | 41 | -7 | 7~14 Head |
Yuzuriha steps back while swinging her coat. Launches opponents on hit and pulls them in on block. While pulling her coat across her, she will parry mid and high attacks that hit the upper half of her body. Any successful parry renders her invulnerable for the remainder of the move's duration.
On successful parry of a strike, she pulls the opponent in with her coat and launches them upwards. Against objects (Azhi, Thanatos, etc) and projectiles, the vacuum effect will not trigger and she can instead special cancel the recovery. Invulnerability does not carry over on cancel. If the vacuum effect does not trigger, a hitbox activates frame 17. This hitbox has limited range, but is a very strong starter.
F7 parry activation and head invuln makes it a situational, but effective antiair. Can OS with 4B~AD. Cannot parry lows, regardless of hitbox.
Parries incoming attacks frames 7~144C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
945 | Mid | (N), SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
12 | 13 | 17 | 41 | -4 | - |
j.2C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
510 | High, Air Shield | SP, EX, CS | - | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
13 | 5 | Until Land [4 on landing] |
Landing + 4 | +13 Assault: +6 - +13 |
- |
Yuzuriha does an overhead slash with her sword, slicing downward to strike the enemy. Yuzuriha's main jump-in attack due to vertical coverage.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
710 | High, Air Shield | SP, EX, CS | - | - | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
23 | 5 | Until Land [4 on landing] |
Landing + 4 | 13 | - |
Dash Moves
66B
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
720 | Mid | SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
8 | 2 | 23 | 32 | -5 | - |
66C
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
744 | Mid | SP, EX, CS | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
10 | 9 | 41 | 59 | -26 | 10~18 Foot |
Yuzuriha performs a leaping two-hit slash off the opponent. Airborne starting frame 6, with some lower hurtbox retraction starting on the same frame. The speed, hurtbox shift, and airborne state make it an effective throw OS crush. Can be canceled on either hit.
The first hit pops the opponent up slightly on hit for extended combos and is used in many of her midscreen combos. It also puts her at a good height for using j.FF, j.236X, and j.214X in pressure, though all of these options leave a gap on block. The second hit knocks opponents down and sends Yuzuriha flying back, and is used for some combo followups or as a corner ender to secure hard knockdown.Universal Mechanics
Force Function
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
850 | Mid | EX, CS | - | 1 GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
35 (25 with Vorpal) | 2 | 42 D cancel: 41 Stance: 34 |
77 (76 D-Cancelled. 67 Vorpal, 66 Vorpal D-Cancelled) | -8 D cancel: -7 Stance: 0 |
- |
Yuzuriha enters her quick-draw stance and slashes outwards at her opponent. Can hold B+C to delay the strike, or release a button quickly to fake an attack. Unlike most of her stance abilities, startup does not decrease if already in stance. Dash cancelable during startup as well as on hit and block, along with the jump and stance attack cancels common to other stance attacks. Blocked FF > dash cancel is +7 in stance and 0 when D canceled.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1220 | Unblockable | CS | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
70 (60 With Vorpal) | 1 | 54 (53 D-Cancel) | 124 (123 D-Cancel, 114 Vorpal, 113 Vorpal D-Cancel) | - | - |
Fully charged version of Yuzuriha's Force Function. An unblockable attack that reaches farther than the uncharged version. Startup reduced by 10f in Vorpal. Flashes 25f before the attack activates, at which point you are fully committed to this attack. Mostly a gimmick that serves to limit FF charge duration, since you're unable to force opponents into taking the hit. Jump or backdash when you see the small flash during her charge in order to escape.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
850 | Mid/Air | SP, EX, CS | - | 1 GRD | Head |
Startup | Active | Recovery | Overall | Advantage | Invul |
18 | 5 | 23 D cancel: 22 Stance: 12 Landing: 11 |
45 (44 D-Cancelled) | -11 D cancel: -10 Stance: -1 |
- |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
780 | Mid | EX, CS | - | 1 GRD (0.5 GRD in Vorpal) | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
11 Stance: 8 |
- | - | 39 | -13 | 9~? Head Stance: 6~? Head |
Yuzuriha performs a rising anti-air slash. Has a delayed cancel window in stance that leaves Yuzuriha at +3 on block and cancels into any stance action. Good antiair with generous untech time for reliable confirms and combo extensions. She begins rising 2f before the head invulnerability begins.
Startup and head invulnerability are accelerated by 1f both in and out of stance when Yuzuriha is in Vorpal.Force Function Follow-up
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
765 | Mid/Air | - | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 2 | 29 D cancel: 28 Stance: 20 |
45 (44 D-Cancelled) | -6 D cancel: -5 Stance: 0 |
- |
An alternative Force Function attack. Yuzuriha dashes forward into a short slash. Launches the opponent straight up on hit, similar to but slightly lower than 236A. Used in many of Yuzuriha's most damaging midscreen routes, and offers good carry as well. 0 on block in stance; can cancel into other attacks, jump, and stance dash at any point during the recovery. Can frame trap with it in pressure, but strong pushback and poor advantage on block limit its utility. Dash cancel is -6 in stance, -13 D canceled.
FF~A's dash travels up to about half screen. The slash's hitbox is relatively short and has limited vertical coverage, but in total the attack has comparable reach to her 236B. The dash will push opponents slightly at close range, or potentially pass through if they are moving forward. It will pass under jumps as well. The slash does not correct facing in these situations, causing the attack to whiff and leaving Yuzuriha vulnerable to counterattacks.Throw
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1580 | - | - | - | - | Throw |
Startup | Active | Recovery | Overall | Advantage | Invul |
4 | 3 | 24 | 83 (Whiff 30) | - | - |
Guard Thrust
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | Mid | - | Launch | 100 EXS, All GRD | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 5 | 26 | 45 | -12 | 1~15 Full, 16~45 Full on hit |
Veil Off
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
15 | 2 | 7 (3 on hit) on landing | 64 (54 on hit) | -23 | 1~30 Full |
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.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
0 | All | - | Launch | 100+ EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
2 | 4 | 20 | 25 | +3 | 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.
Special Moves
236X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
970 | Mid | UNQ, -EX-, -CS- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 Stance: 9 |
2 | 36 D cancel: 35 Stance: 28 |
54 | -8 D cancel: -7 Stance: 0 |
11~18 Dive 13~18 Head |
A long, upward angled slash. Launches the opponent straight up on hit. A staple of Yuzuriha's combos, and important for controlling air space further away from Yuzuriha.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
950 | Mid | UNQ, -EX-, -CS- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
17 Stance: 9 |
2 | 36 D cancel: 35 Stance: 28 |
54 | -8 D cancel: -7 Stance: 0 |
- |
A long horizontal slash, controlling the ground across most of the screen. Sends the opponent flying away on hit, usually resulting in a wallbounce. A core tool in Yuzuriha's zoning and stance pressure. If cancelled into a whiffed 6X, becomes +7 if staying in stance or +1 if D-cancelled.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1754 | Mid, Air | (CS) | - | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
4+8 Stance: 4+3 |
5 | 38 D cancel 37 Stance: 30 |
54 | -16 D cancel: -16 Stance: -8 |
1~3 Throw |
Three quick slashes, with a fourth hit as Yuzuriha sheathes her sword. You can cancel into other stance attacks after any slash. Combines the range of 236A and 236B with lower startup for a tremendous whiff punish tool that can confirm into high damage from anywhere on screen. Yields tremendously damaging combos on hit point blank, making it her best DP punish starter. Also commonly used to spend excess meter for damage at the end of combos without sacrificing position or frame advantage.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
970 | Mid, Air | UNQ, -EX-, -CS- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
22 Stance: 10 |
2 | 22 [11 on landing] |
56 | -5 D cancel: -4 Stance: +2 |
- |
A long, downward-angled slash, highly effective as an air-to-ground zoning tool. Launches the opponent similarly to 236A, but with less frame advantage. Also used in some combo routes.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
950 | Mid, Air | UNQ, -EX-, -CS- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
22 Stance: 10 |
2 | 22 [11 on landing] |
56 | 0 D cancel: +1 Stance: +7 |
- |
Slashes horizontally, akin to its grounded counterpart.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1642 | Mid, Air | (CS) | - | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
4+12 Stance: 4+3 |
5 | 23 [11 on landing] |
56 | -1 D cancel: 0 Stance: +6 |
- |
The inversion of its grounded counterpart, attacking space far forward and a bit below Yuzuriha. A bit slower and harder to utilize, especially at max range, but still effective for punishing careless attacks while airborne.
236A/B and j236A/B base damage depends on Yuzuriha's remaining stance marks. When entering stance they have full base damage, as the next attack base damage is reduced slightly, and for any subsequent attacks in stance their base damage is floored.
Yuzuriha can cancel Saki into a different Saki slash by simply pressing A, B, or C. C will replicate a B slash, rather than the EX version. Pressing the same button as the previous slash (or C after pressing B) will instead give a Kiri slash, since you cannot cancel a move into itself. To cancel into Kiri during stance, hold forward, down, back, downforward, or downback. Forward is commonly used, but down can make certain input sequences easier depending on the intended followup.214X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1418 | Mid, Air | -EX-, -CS- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
20 Stance: 12 |
5(4)16 | 26 D cancel: 23 Stance: 10 |
70 | -11 D cancel: -8 Stance: +5 |
16~24 Foot |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1418 | Mid, Air | -EX-, -CS- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
21 Stance: 13 |
5(4)16 | 21 D cancel: 18 Stance: 5 |
66 | -6 D cancel: -3 Stance: +10 |
17~25 Foot |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2007 | Mid, Air | (CS) | - | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
4+11 Stance: 4+6 |
3(4)19 | 30 | 70 | -6 | 1~17 Full |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1418 | Mid, Air | -EX-, -CS- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
22 Stance: 12 |
5(4)16 | x [23 D cancel: 20 Stance: 7 on landing] |
56 | ±0 D cancel: +3 Stance: +16 |
18~26 Foot |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
1418 | Mid, Air | -EX-, -CS- | - | - | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
23 Stance: 13 |
5(4)16 | x [23 D cancel: 20 Stance: 7 on landing] |
57 | ±0 D cancel: +3 Stance: +16 |
19~27 Foot |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
2007 | Mid, Air | (CS) | - | 100 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
4+9 Stance: 4+7 |
3(4)19 | x [33 on landing] |
70 | ±0 | 1~15 Full |
Yuzuriha leaps forward and rapidly slashes around her. 214A leaps high and slightly forward, j.214A is a more horizontal short leap forward, and 214B and j.214B are longer horizontal leaps. A staple tool in all of her combos, and j.214A/B are commonly used in pressure since they're +3 if performed low to the ground and D canceled. The meterless versions are cancelable through their entire recovery on block and have low recovery on whiff if Yuzuriha remains in stance. Not all options are immediately available on recovery in stance; this value reflects the earliest timing at which Yuzuriha can attack again after a whiff.
214C and j.214C are reversals, albeit slow and very situational ones. Neither hits point blank, and the initial hit can miss crouchers depending on the opponent and their spacing. However, the invulnerability extends partway into active frames and their disadvantage on block is much better than most reversals. Just don't whiff.
214C and j.214C lose invulnerability against A+D throws and airthrows (Eltnum, Akatsuki) starting frame 4, but retain invulnerability against command throws for the stated invul duration. 214C is airborne starting frame 11.421X
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 50 | - | 16~24 Strike |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 50 | - | 15~20 Strike |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | 11 on landing | - | 59 | 15~19 Strike 20 Full |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | 11 on landing | 44 | - | 12~19 Full |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | 11 | 44 |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | 11 on landing | 49 | - | 14~18 Full 19 Strike |
Teleport series. Each attempts to establish a specific position relative to the opponent, space permitting. A teleport spaces in front of and slightly away from the opponent, B moves behind them, and C moves behind and to the air (421C) or ground (j.421C).
Teleports are primarily for repositioning, not mix. Teleporting after 236X sets up a frame trap into 6X.Stance
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
Yuzuriha's unique stance. Entered by holding any button after a stance move (marked with ★). Allows her to cancel specials into other specials, in addition to dramatically improving the frame data of said specials, but she can only use a limited set of attacks and spends a corresponding stance mark on each. Starts with A, B, C, and D stance marks. Any stance move used in stance will consume the associated mark. If a mark is consumed, Yuzuriha cannot use another special with the associated button until she resets her marks by leaving and re-entering stance, completing a full Shijima walk cycle, or dodging something with Sazanami. Cannot block, throw, tech, shield, or assault in stance, and her walk, dash, backdash, and jump also change.
A, B, and C holds are used in combos to maximize damage. D hold allows greater flexibility in neutral by leaving attacking inputs available. D hold is generally not used midcombo, as it penalizes combo damage on each stance attack using D hold after the starting hit. If a button is not held, Yuzuriha will default to D hold and remain in stance until she recovers from any input sequence.D Cancel
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | - | - | - |
D cancel, causes Yuzuriha to exit stance. If input before the very end of a stance action's recovery, it will improve that action's frame advantage over exiting stance naturally.
D cancel occurs when *releasing* the D input, aside from one special application. If you have already spent a mark, you can input an action corresponding to that input and press D at the same time as the action button to perform a "D-pair". This will initiate that action with out of stance startup and D canceled recovery. If holding D, the input is instead performed with D release as normal.Stance Walk
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 47 | - | - |
Stance Dash
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 35 | - | 9~19 Strike |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 35 | - | 9~19 Strike |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 39 | - | 6~18 Strike |
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 38 | - | 6~17 Strike |
Stance Jump
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
3 | - | - | 23 | - | - |
Stance Dodge
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | Stance Held: 33 | - | 1-17 Strike/Projectile |
Stance dodge. Yuzuriha's closest alternative to blocking in stance. Getting hit by a strike or projectile during the dodge window triggers a 15f pause as she dodges the attack. Successful dodges recover all stance marks and allow her to cancel Sazanami's recovery into any stance attack. She is then invulnerable for 10f during recovery if not canceled; this does not cover her full recovery time.
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
- | - | - | - | - | - |
Startup | Active | Recovery | Overall | Advantage | Invul |
- | - | - | 28 | - | - |
Super Moves
Infinite Worth
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3453 | Mid | - | - | 200 EXS | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+9 | 3(20)3(31)6 | 72 | 144 | -30 | 1~31/61~92 Full 32~60/93~99 Strike |
Infinite Worth EXS
Damage | Guard | Cancel | Property | Cost | Attribute |
---|---|---|---|---|---|
3770 | All | - | Knockdown | 200 EXS, Vorpal or GRD Break (only when IWEXS does not hit) | Strike |
Startup | Active | Recovery | Overall | Advantage | Invul |
1+14 | - | - | 67 | -25 | 1~26 Full |
Notable Rebeats and Gaps
Attack | Chain | Advantage |
---|---|---|
5B | 5A | 0 |
2A | -1 | |
5C, 2C | 5A | -1 |
2A | -2 | |
236A/B | 6X~D | +1 |
Attack | Chain | Frame Gap |
---|---|---|
5A, 2A | 5C, 2C, 4C | 1 |
2B | 4B, 236A, 236B | 1 |
236B w6X | 236B | 3 |
236A/B 421A/B | 6X | 4 |
Videos
External Links
- Yuzuriha Primer by Tari
- Yuzu Bible Table of Contents by Osu (contains several links to resources)