Under Night In-Birth/UNI2/Yuzuriha

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Uni2 profile yuzuriha.png

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
takes down that Aeon brat first!

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
  • Oppresive Neutral Dominance: Excellent space control from both ground and air. Yuzuriha has many safe tools to poke at the opponent and stuff movement or counterattacks from midscreen, and her 236X slashes cover most of the screen. She also has strong movement options, with a good forward and backward walk speed, while multiple burst movement options in stance help her reposition effectively to maintain control, avoid counterattacks, or even close in to start offense.
  • Stance: Stance greatly improves her space control, with attacks in stance having faster startup, better frame advantage, and relatively free cancel options within her remaining marks. Challenging Yuzuriha during stance is very risky.
  • Great conversions: Reliable meterless conversions off almost any hit for consistent damage output and corner carry.
  • Throw: Can combo off throw for additional damage, carry, and to run the clock and help secure Vorpal.
  • Limited Mix-Up: Offense relies on basic frame traps and strike/throw/anti-OS. She has no standing overhead, has limited stagger windows on up close normals, and struggles to punish reckless shields. Subpar dash requires balancing pressure resets with returning to neutral or using more committal options.
  • Unconventional Defense: Her A normals are short but fast, B and C normals are slow but huge. Her reversal is a slow metered 214C that whiffs against up close opponents so it must be used to call out spaced frame traps. Her parry is slow and loses to all lows and anything hitting at her feet but has huge reward when successful. She has a great rising normal in her j2C that can be used to call out pressure resets and throws. Her jump options are plentiful against spaced opponents thanks to her air slashes and teleports. Every successful mashout can lead to a side switch.

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
  • Enters a stance after using certain moves (marked on this page with ★).
    • Yuzuriha can stay in stance by holding down a button after the move.
    • There are 4 stance icons representing A, B, C, and D below Yuzuriha's life bar.
    • During stance, the icon's color indicates the status of each button.
      • Black: The button is unavailable for use. (Buttons become unavailable after use.)
      • Blue: The button is available for use.
      • Pink: The button is currently held to maintain stance. If no button is held down, the game will default to D hold until move recovery ends. If not holding a button at this time, she will exit stance.
Vorpal Trait
  • Force Function startup decreased.
  • [Increased] Force Function startup decreased.
  • Aerial Force Function damage increased.
  • Aerial Force Function range increased.
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
UNI Yuzuriha 5A.png
UNI Yuzuriha 5A HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
180 Low SP, EX, CS - - Foot
Startup Active Recovery Overall Advantage Invul
5 2 12 18 -2 -
Yuzuriha does a low step kick. Her fastest low, but also her shortest normal. Good stagger window, up to 3f gap when chained into itself. Low total duration makes it her best rebeat option.
5B
5B
5B
UNI Yuzuriha 5B.png
UNI Yuzuriha 5B HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
540 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 3 22 34 -6 -
Yuzuriha cuts away from herself, creating a slash trail right in front of her. Moderate reach both horizontally and vertically; not a reliable antiair. Extremely generous cancel window, one of her better starters, and 0 on block with 5A rebeat.
5C
5C
5C
UNI Yuzuriha 5C.png
UNI Yuzuriha 5C HB.png
Hitboxes Off
Hitboxes On
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
The Great Wall. Yuzuriha performs a high slash, covering a large space above and in front of her. Excellent for controlling space and checking approaches. Has some anti-air properties, but the head invulnerability starts late so it can be difficult to use defensively. Hitbox has a deadzone above her head in the space immediately in front of her, so good spacing is necessary to catch opponents high up. Throw/Assault OS with 5C~1AD (Plink C with A+D). -1 on block with rebeat to 5A.

Crouching Normals

2A
2A
2A
UNI Yuzuriha 2A.png
UNI Yuzuriha 2A HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
150 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
5 3 12 19 -3 -
Yuzuriha thrusts her sword forward hilt-first. Cancels into itself, so it's useful as a pressure tool. Slightly bigger hitbox and a better starter than 5A, but hits mid, has a slightly worse stagger window, and recovers 1f slower.
2B
2B
2B
UNI Yuzuriha 2B.png
UNI Yuzuriha 2B HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
450 Low SP, EX, CS - - Foot
Startup Active Recovery Overall Advantage Invul
9 6 11 25 0 -
Yuzuriha jabs at the ground with her scabbard. A bit slow for its range, but very low recovery and 0 on block. Long active frames can catch opponents on approach.
2C
2C
2C
UNI Yuzuriha 2C.png
UNI Yuzuriha 2C 1 HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
701 Low SP, EX, CS - - Strike, Foot
Startup Active Recovery Overall Advantage Invul
12 10 23 44 -7 -
Yuzuriha slashes low across the ground, hitting twice. Very good horizontal hitbox and the long active frames are effective for catching backdashes, but long duration makes it a very committal option that's often better used in pressure and combos than neutral. Knocks down on hit. -1 on block with rebeat to 5A, can only cancel on the second hit.

Air Normals

j.A
jA
UNI Yuzuriha j.A.png
Worthy contender for one of the game's best voice clips.
UNI Yuzuriha j.A HB.png
Hitboxes Off
Hitboxes On
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
-
Yuzuriha leans forward and in with an elbow strike aimed below her. The hitbox isn't very big, but the long active frames can catch opponents off guard. Sometimes used in double overhead setups.
j.B
jB
UNI Yuzuriha j.B.png
UNI Yuzuriha j.B HB.png
Hitboxes Off
Hitboxes On
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
-
Yuzuriha slashes the air in front of her with a horizontal cut. The hitbox doesn't extend downward, but it has tremendous horizontal reach, is very disjointed, and recovers while airborne if done early enough. Excellent air-to-air. Whiffs most crouching opponents at far range.
j.C
jC
UNI Yuzuriha j.C.png
UNI Yuzuriha j.C HB.png
Hitboxes Off
Hitboxes On
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
-
Yuzuriha performs an arcing slash across her body. Trades some of j.B's horizontal reach for superior vertical coverage. Great for spaced jump-ins and falling attacks where j.B may not hit low enough, as well as damage and stability in some combo routes. Hitbox extends slightly behind her, so it's a good option if you're facing the wrong way as you come down over an opponent.

Command Normals

6X
Battoujutsu Ichi no Kata: Kiri★
双月一刀流抜刀術壱之型:桐
6A/B/C
UNI Yuzuriha 6A.png
6A
UNI Yuzuriha 6B.png
6B
UNI Yuzuriha 6C.png
6C
UNI Yuzuriha j.6A.png
j.6A
UNI Yuzuriha j.6B.png
j.6B
UNI Yuzuriha j.6C.png
j.6C
UNI Yuzuriha 6A HB.png
6A
UNI Yuzuriha 6B HB.png
6B
UNI Yuzuriha 6C HB.png
6C
UNI Yuzuriha j.6A HB.png
j.6A
UNI Yuzuriha j.6B HB.png
j.6B
UNI Yuzuriha j.6C HB.png
j.6C
Hitboxes Off
Hitboxes On
6A
Battoujutsu Ichi no Kata: Kiri★
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.

6B
Battoujutsu Ichi no Kata: Kiri★
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.

6C
Battoujutsu Ichi no Kata: Kiri★
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.

j6A
Battoujutsu Ichi no Kata: Kiri★
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.

j6B
Battoujutsu Ichi no Kata: Kiri★
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.

j6C
Battoujutsu Ichi no Kata: Kiri★
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
-
Slashes at a slight downward angle. Excellent neutral tool, easy to confirm from, and also useful in combos.
4B
4B
4B
UNI Yuzuriha 4B Parry.png
Parry
UNI Yuzuriha 4B.png
Hit
UNI Yuzuriha 4B Parry HB.png
Parry
UNI Yuzuriha 4B HB.png
Hit
Hitboxes Off
Hitboxes On
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 7~14
4C
4C
UNI Yuzuriha 4C.png
UNI Yuzuriha 4C HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
945 Mid (N), SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 13 17 41 -4 -
Yuzuriha steps forward while swinging her coat. Launches the opponent on hit. Good horizontal reach and very active, and the forward movement and frame advantage make it useful for staying in during pressure. Also cancelable to 4B on block, and to normals on hit.
j.2C
j2C
UNI Yuzuriha j.2C.png
UNI Yuzuriha j.2C.png
UNI Yuzuriha j.2C HB.png
UNI Yuzuriha j.2C IC HB.png
Hitboxes Off
Hitboxes On
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 -
The charged version of j.2C. Knocks airborne enemies to the ground, with a good amount of untechable time to allow for followup attacks after Yuzuriha lands. A staple tool in many of Yuzuriha's better combo routes, typically after 236A. Also useful for faking an overhead from assault to bait shields.

Dash Moves

66B
66B
UNI Yuzuriha 5B.png
UNI Yuzuriha 66B HB.png
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
720 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
8 2 23 32 -5 -
Yuzuriha performs an advancing slash similar to 5B. Faster than her other B normals and with better range, 66B is useful in pressure, confirms, and even on defense. Knocks down on hit, often granting Yuzu a combo on trade. A staple part of Yuzu's combos for dragging launched opponents down to continue combos, or to reach opponents further away. Retains 5B's generous cancel window, though only into specials.
66C
66C
UNI Yuzuriha 66C.png
UNI Yuzuriha 66C HB.png
Hitboxes Off
Hitboxes On
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

Battoujutsu San no Kata: Tachi★
双月一刀流抜刀術参之型:截
BC
UNI Yuzuriha BC.png
BC
UNI Yuzuriha BC IC.png
[BC]
UNI Yuzuriha j.BC.png
j.BC
UNI Yuzuriha BC HB.png
BC
UNI Yuzuriha BC IC HB.png
[BC]
UNI Yuzuriha j.BC HB.png
j.BC}
Hitboxes Off
Hitboxes On
B+C
Battoujutsu San no Kata: Tachi★
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.

[B+C]
Battoujutsu San no Kata: Tachi★
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.

jB+C
Battoujutsu San no Kata: Tachi★
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
-
Air version of Yuzuriha's Force Function. Covers a lot of space both horizontally and vertically, so it's nice for countering approaches. Sometimes used as combo filler for greater damage at the cost of some GRD. Carries previous jump momentum; you can also cancel any prior momentum by plinking the input (j.6B~C or j.6C~B). Gains a larger hitbox and increased damage in Vorpal. Also dash cancelable, but unlike grounded FF you're very minus after: -16 after 66 and -15 on 44. Loses all options on shield except EX cancels, dash, and dodge.
Sougetsu Ittou-Ryu et cetera! Ten'i Muhou★
2B+C
UNI2 Yuzuriha 2BC.png
UNI2 Yuzuriha 2BC HB.png
Hitboxes Off
Hitboxes On
2B+C
Sougetsu Ittou-Ryu et cetera! Ten'i Muhou★
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

Battoujutsu San no Kata: Tachi (Follow-up)★
双月一刀流抜刀術参之型:截
B+C~A
UNI Yuzuriha BC X.png
UNI Yuzuriha BC X HB.png
Hitboxes Off
Hitboxes On
B+C~A
Battoujutsu San no Kata: Tachi (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
Throw
投げ
AD
UNI Yuzuriha AD.png
UNI Yuzuriha AD HB.png
Hitboxes Off
Hitboxes On
A+D
Throw
Damage Guard Cancel Property Cost Attribute
1580 - - - - Throw
Startup Active Recovery Overall Advantage Invul
4 3 24 83 (Whiff 30) - -
Yuzuriha rams the hilt of her sword into her opponent's stomach, causing them to crumple to the ground. Can follow up with a combo anywhere on screen.
Guard Thrust
Guard Thrust
ガードスラスト
6+A+B+C
UNI Yuzuriha 214D.png
UNI Yuzuriha 214D HB.png
Hitboxes Off
Hitboxes On
6A+B+C
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
Guard Thrust is a type of Guard Cancel that is only usable during blockstun. Blows the opponent away on hit.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI Yuzuriha ABC.png
A+B+C
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.
A+B+C
Cross Cast Veil Off
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
Battoujutsu Ni no Kata: Saki★
双月一刀流抜刀術弐之型:咲
236X
UNI Yuzuriha 236A.png
236A
UNI Yuzuriha 236B.png
236B
UNI Yuzuriha 236C.png
236C
UNI Yuzuriha j.236A.png
j.236A
UNI Yuzuriha j.236B.png
j.236B
UNI Yuzuriha j.236C.png
j.236C
UNI Yuzuriha 236A HB.png
236A
UNI Yuzuriha 236B HB.png
236B
UNI Yuzuriha 236C HB.png
236C
UNI Yuzuriha j.236A HB.png
j236A
UNI Yuzuriha j.236B HB.png
j236B
UNI Yuzuriha j.236C HB.png
j236C
Hitboxes Off
Hitboxes On
236A
Battoujutsu Ni no Kata: Saki★
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.

236B
Battoujutsu Ni no Kata: Saki★
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.

236C
Battoujutsu Ni no Kata: Saki★
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.

j236A
Battoujutsu Ni no Kata: Saki★
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.

j236B
Battoujutsu Ni no Kata: Saki★
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.

j236C
Battoujutsu Ni no Kata: Saki★
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
Sougetsu Ittou-ryu et cetera! Yae Ichirin★
双月一刀流以下略!八重一輪
214X
UNI Yuzuriha 214X 1.png
Rising
UNI Yuzuriha 214X.png
In the Air
UNI Yuzuriha 214X 1 HB.png
Rising
UNI Yuzuriha 214X HB.png
In the Air
UNI Yuzuriha 214C 1 HB.png
Rising
UNI Yuzuriha 214C HB.png
In the Air
Hitboxes Off
Hitboxes On
214A
Sougetsu Ittou-ryu et cetera! Yae Ichirin★
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
214B
Sougetsu Ittou-ryu et cetera! Yae Ichirin★
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
214C
Sougetsu Ittou-ryu et cetera! Yae Ichirin★
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
j214A
Sougetsu Ittou-ryu et cetera! Yae Ichirin★
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
j214B
Sougetsu Ittou-ryu et cetera! Yae Ichirin★
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
j214C
Sougetsu Ittou-ryu et cetera! Yae Ichirin★
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
Over Here!★
こっちだよー!
421X
UNI Yuzuriha 421X.png
It's Motivation Time
421A
Over Here!★
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
Iki Seishin no Kamae
(Stance)
威気静心之構
After ★ Moves
UNI Yuzuriha Stance.png
This is the stance!
UNI Yuzuriha stance HB.png
Hitboxes Off
Hitboxes On
Stance
Iki Seishin no Kamae
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
Togiri
跡切
D while in Stance
UNI Yuzuriha Stance D.png
This isn't the Stance!
UNI Yuzuriha Stance D HB.png
Hitboxes Off
Hitboxes On
StanceD
Togiri
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
Shijima
瀞歩
4/6 while in Stance
UNI Yuzuriha Stance 6.png
UNI Yuzuriha Stance 6 HB.png
Hitboxes Off
Hitboxes On
Stance6/4
Shijima
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 47 - -
Stance walk. Moves very slowly. Refreshes all used stance marks upon completion. Cancellable into any stance input at any point in the animation.
Stance Dash
Watamashi
移徙
66 while in Stance
UNI Yuzuriha 421X.png
Lua error in mw.text.lua at line 219: bad argument #1 to 'len' (string expected, got nil).
Hitboxes Off
Hitboxes On
66 while in stance
Watamashi
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 35 - 9~19 Strike
44 while in stance
Watamashi
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 35 - 9~19 Strike
j66 while in stance
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 39 - 6~18 Strike
j44 while in stance
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 38 - 6~17 Strike
Stance dash. Yuzuriha trades her run for a teleporting dash that travels a fixed distance toward or away from the opponent. Has some strike invul during the teleporting frames. Can be performed both on the ground and in the air.
Stance Jump
Hazumi
風越
7/8/9 while in Stance
UNI Yuzuriha Stance 8.png
UNI Yuzuriha Stance 8 HB.png
Hitboxes Off
Hitboxes On
7/8/9 while in Stance
Hazumi
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
3 - - 23 - -
Stance jump. Higher than a normal jump and reaches peak height faster, but much less horizontal movement with 7/9 than normal jumps. Airborne on frame 4. No throw invulnerability during startup.
Stance Dodge
Sazanami
流漣
22
UNI Yuzuriha Stance 22.png
UNI Yuzuriha Stance j.22.png
UNI Yuzuriha Stance 22 HB.png
UNI Yuzuriha Stance j.22 HB.png
Hitboxes Off
Hitboxes On
22 while in Stance
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.

j22 while in Stance
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 28 - -
Air Sazanami functions much the same as the ground version, but gains 16f invul on successful dodge in addition to the 15f pause.

Super Moves

Infinite Worth

Sougetsu Ittou-Ryu Ougi: Kashou
双月一刀流奥義:華生
41236D
UNI Yuzuriha 41236D 1.png
UNI Yuzuriha 41236D 2.png
UNI Yuzuriha 41236D 3.png
UNI Yuzuriha 41236D 1 HB.png
UNI Yuzuriha 41236D 2 HB.png
UNI Yuzuriha 41236D 3 HB.png
Hitboxes Off
Hitboxes On
41236D
Sougetsu Ittou-Ryu Ougi: Kashou
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
Yuzuriha performs a dramatic three slash attack. IW is both a damaging meter dump and Yuzuriha's best reversal. Has a massive hitbox and generous invulnerability, beating out nearly every other reversal in the game. Very costly and punishable, so use it wisely. There is a gap between the second and third hits; Yuzuriha is still invulnerable during this time. Greedy opponents who mash between these hits will find themselves counterhit by the third slash, and you can then OTG for a short combo.

Infinite Worth EXS

Zero no Kata Hi-ougi: Inochi Kurenai
双月一刀流抜刀術零之型秘奥義:命紅
ABCD
UNI Yuzuriha ABCD.png
UNI Yuzuriha ABCD HB.png
Hitboxes Off
Hitboxes On
A+B+C+D
Zero no Kata Hi-ougi: Inochi Kurenai
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
Standard IWEXS.

Notable Rebeats and Gaps

Rebeat Table
Attack Chain Advantage
5B 5A 0
2A -1
5C, 2C 5A -1
2A -2
236A/B 6X~D +1
Gap Table
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

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