Under Night In-Birth/UNI2/Yuzuriha/Starter

From Mizuumi Wiki
Jump to navigation Jump to search
Uni2 profile yuzuriha.png
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Yuzuriha specific notation notes:

  • ~D, >D, and 7/8/9D denote D cancels. Simply tap D during the previous action to exit stance. Stance cancels during a jump are often notated as prior rather than as 9~D for convenience, and because the player may safely input these commands simultaneously. Note that D cancel triggers on D release, so it is important to not hold down D when attempting to D cancel.
    • Combos on this page where D cancels aren't written before a link into a normal should be read as exiting stance by releasing the held button instead. D cancels will work for these combos, but the extra recovery from not D canceling sets up a helpful or necessary delay.
  • Notation of 236BA, 236AB, 236BAB, 236ABA, or 236ABAC more accurately correspond to 236A~B~A~C for example, but reduced for the writer's convenience. The sequential inputs denote how players can input followup 236X slashes by pressing the appropriate button without holding any direction, such that rapid consecutive 236 inputs are not required.
  • XD corresponds to X+D. This denotes a "D-pair" input, which allows the player to attack with an already used stance mark. The attack will have out of stance startup and D-canceled recovery, and Yuzuriha will exit stance after the action. The inputs must occur within two frames of each other. If the player is already holding D, they must instead release D and press the desired button simultaneously.
  • In previous UNI releases, holding A, B, or C was required to maximize damage in combos. This is no longer the case. Suggested holds may be notated in places where a non-default/D hold may benefit a specific combo, but in general holds are not notated.


Out of stance

Pressuring with normals

Yuzuriha's pressure with her normals is fairly standard. It should be mastered first, as this universal knowledge will enable complementing her stance pressure.

  • 2A and 5A are standard jabs, while their cancel window may be short, there are lots of ways to frametrap, and tick throw from them.
  • 5B and 2B both have a big cancel window, again, good for frametraps.
  • 2B being +0F is excellent to reset pressure with, as 66B right after can most B mashes.
  • 4B has an infinite cancel window into specials.

5C and 2C on the other hand have a more limited cancel window, which also makes it harder to deal with delayed mashes. While 2C is -7F on block, the pushback will naturally make Yuzu safe from most mashes (except some buttons like Eltnum 2B if Yuzu is not spaced). 5C however is more unsafe, and should be cancelled.

Natural frametraps:

  • 5A/2A > 5C/2C
  • 2B > 236B
  • B/C > 214X
  • 2B > 4B

Manual frametraps:

  • 5A/2A > dl 5B/2B
  • B/C > dl. 6X
  • 5B/5C/2C/4B/4C > dl. 236B
  • 5C/4C > dl. 4B

The Stance

Basic Stance Flowchart

At far range, Yuzu should zone with 236X, and if the opponent is not trying to come at her, concentrating will force them to approach so as to not lose the GRD war. Use 421A, stancejump and stance 66 to avoid, reposition and approach, so that her zoning should not become linear and instead, make them doubt about how to even close the gap. 421C is not really effective, and 421B best kept as a whiffpunish on read.

To enter stance safely, use 6A whiff, without risking being shielded.


At midrange, Yuzu has more choice in her keep out options, with her excellent frametrap potential with 6X, sniping upbackers with 236A, upback herself and start j236A sequences for more zoning. *See sections below

236B starts to lose some power in that range as the opponent can jump over it and punish, and works better as a callout to people trying to back from your 6X range. Stance dash and stance backdash are very important, especially against characters with longer midrange pokes. 421B and 421C become much more relevant, as they won't teleport Yuzu right next to the opponent, and can create space as they are looking to dash at her.

For antiairing, 6A and 2FF will beat air approaches, while 214B will interrupt people jumping in neutral, or even lowcrush some of their pokes. 214B also allows some short pressure stance pressure even if it is blocked, which can be mixed with stance dashes to avoid being right next to them.

Finally, if they respect too much, do tk214B~D for + frames to skip neutral safely and start offense.


At close range, stance attacks do not offer much beyond 6X and 214X frametraps, which become increasingly weaker as she spends her marks. Generally, Yuzu wants to mix when she D cancels with her frametraps sequences sequences up close, or use stance movements to maintain space advantage (421A is especially good too as it moves Yuzu backwards).

Lastly, avoid being in the air stance while being close to them horizontally as Yuzu cannot cover below her, and use teleports to reposition more favourably.

Ground stance pressure

Once Yuzuriha starts to pressure out of stance, she can reliably press 6X to safely enter stance to extend her pressure with new frametraps and spacetraps.

Stagger pressure in stance: 6X

The 6X staggers are the basis of Yuzu's pressure. Thanks to the infinite cancel window on 6A/B/C, it is quite difficult to guess when her blockstring actually ends, and for her, it is very easy to frametrap at will.

Practice these strings so as to get comfortable delaying each of the slashes, and throwing out the D-paired 236B in negative edge as quick as possible after the last 6X:

  • 6B~[D]
  • 6C~[D]
  • 6B~[D] (dl.) 6C 236B+D
  • 6C~[D] (dl.) 6B 236B+D
  • 6B~[D] (dl.) 6C (dl.) 6B 236B+D
  • 6C~[D] (dl.) 6B (dl.) 6C 236B+D

Make sure to practice the combo if the final 6X 236B+D

Notice that there's no delay between the final 6X 236B+D, as it wouldn't combo otherwise. This is even more important for 6B 236B+D, since CH 6B cannot be combo'd on D cancel, unlike CH 6C.

The further you go down the full stance sequence, the less options are available, so make sure to vary delays so the opponent hesitates.


Once you enforced respect onto the opponent and are blocking or shielding, you can cancel the stance at any point to reset pressure:

  • staying spaced
  • press a button again to start a new blockstring
  • dash throw
  • assault j2C
  • assault j2[C](whiff) throw
  • etc.

6B or 6C first?

Because 5C and 2C don't have a big cancel window, the frametrap will work the same whether you use 6B or 6C. Furthermore, once you are in stance, pressing 6C counterhit can be easily picked up into a full combo. It wouldn't be possible to do 6C > dl. 6C as a cancel (frametrapping 5F jabs), while 6B > dl. 6C allows it.

Still, 6C being a low, it will interrupt any early buffered attempt of standing buttons.

Depending on what your opponent is trying to do, choose the option that will cover theirs.

The foundation of air stance pressure: j.236A

j.236A is Yuzuriha's best air-to-ground button in long range neutral, boasting an incredible reach for a reasonable startup, it is easy to hit or force the opponent to block it from jumping in neutral and even roundstart backjumping.

At first, it is recommended to get familiar with these sequences:

  • j.236A~[C] (dl.) j.236A~[D] dl. j.236B
  • j.236A~[C] dl. j.236B (low to the ground)

For readability's sake, if [D] is held, you can assume that any other held button is released even if not written as such.


The idea is to create respect by varying the delays between your j.236X, and if they don't respect, hit and convert into full combos.

  • j.236A j.236A is used to instill respect, at first with no delay, then bigger delays.
  • Once they are scared of the second j.236A, use j.236A dl. j.236B low to the ground to catch the opponent delaying their approach.
  • Being low to the ground for j.236B allows to reset safely to neutral, or even throw out a few last stance moves.
  • if the opponent is trying to jump above a very delayed, low to the ground j.236B, they will punish you for it. Shorten the delay on j.236B, or use j.6B if you need to answer fast on reaction, to match them.
  • it's possible to do j.236B+D (in negative edge) after j.236B, as a final frametrap.
  • if they are too far out, there is not much point in continuing the sequence as Yuzuriha can land again safely and reiterate neutral.

Why the C hold?

Holding C on the first j236A makes hitconfirm easier (no negative edge on j.236A j.236B j.214B+D).

Why changing it to D hold?

Holding D on the second j236A to access your C button again, namely 421C and j.214C, which can come in useful if they blocked the first j.236A.


HITCONFIRM PRACTICE

Practice hitconfirming on reaction on the first or second j236A:

  • j.236A~[C] j.236A~[D] dl. j.236B on block
  • j.236A~[C] j.236B j.214B+D on hit
  • j.236A~[C] (blocked) j.236A~[D] j.236B j.214B+D Negative Edge on hit


Abusing their respect: tk height j.214B

From the same sequence as above, and if close and low enough, you can go for j214B(+D) to be up to +3F and start pressure:

  • j.236A dl. j.214B
  • j.236A dl. j.236A/j.236B j.214B
  • j.236A j.236A dl j.236B j.214B+D (j.236B j.214B+D is a frametrap, but can be DP'd through)


However, being at the correct spacing for j.214B to connect may not happen often, and betting on their respect all the time may not work consistently.

Mixing up with the stancejump

To address the aforementioned problem, we will use the stancejump to vary, bait autopiloted answers, and even get to approach from further away. j.236A j.9[C] (hold the stance) will allow to reiterate the above strings (with one j.236A less) from farther. j.8[C] and j.7[C] are valid as well for getting a more comfortable position.

  • j236A j.9[C] j.236A etc.
  • j236A j.9[C] j.6B to meet people jumping at you on reaction
  • if you did j.236A~[C] j.236A, you will hold 9[D] instead

Or simply land if you were low enough or they are respecting:

  • j.236A/B~[D] land
  • j.236A~[D] dl. j.236B land
  • j.6X~[D] land

Note that stancejump becomes unavailable if they shielded, but you can continue your blockstring to keep them at bay.

Landing in stance

Upon landing after using the various blockstrings presented above, you will often find yourself with A and C marks still available (A won't be available after a second j.236A). While staying in stance in D hold, you will have access to these common followups:

  • 6A will antiair on reaction jumpers, hitconfirm into a linked 236B
  • 6C may catch players not blocking low
  • 236B+D (in negative edge) can work as a last frametrap from further.
  • 236C will work as a fast check whether the opponent committed on the ground or in the air
  • 214C may be helpful as a reversal in dire situations


Calling out shield

Once all of the above is established, the opponent may look for shielding the air stance sequences. You can call this out directly if you are close enough with:

  • j.236A~[C]~[D] 6C
  • j.236A j.9[C]~[D] land 6C
  • j.236A j.9D j.C/j.2C (delay the D release to fake it properly)

Like so, it is possible to directly punish high and low shields, nonetheless, this should not become a priority over maintaining the zoning.

In the case they are too far to call them out, or you don't want to commit, and they are still trying to shield, you still have ways to abuse their greed by: - doing nothing (and potentially charging yourself) - whiffing slashes to bluff and incite them to whiff shield for longer.

All of the above is also applicable from j.236B and j.236C, the latter being more focused on whiffpunishing.

Videos

External Links

The thirty minute Yuzu by Ruric

Yuzuriha Stance FAQ by carp

Yuzu Bible Table of Contents *Some of the content is still from UNICLR.

Starter and Resources
Getting Started
FAQ
Controls
HUD & UI
Strategy
Frame Data
Glossary
Resources and Links
Mechanics
Movement
Offense
Defense
Gauges
Damage and Combo System
Attack Attributes
Characters