Under Night In-Birth/UNICLR/Yuzuriha

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Profile-yuzuriha.png

She doesn't think. She runs away from her laws, and chooses to be alone, living life as she
pleases, not bound by anyone. Tonight, too, is nothing more than a whimsical stroll.
The naked sword is seldom drawn, but when it is, the blade never lies. Everything is
reflected in its clear glimmer... And, her true self lies beyond the freedom she attained.
The self she has lost.

Story

A rather dangerous looking girl who wields as blade as tall as herself. She is a descendant of the protectors of this domain, but her family has abandoned that task, with the exception of the single blade she wields. Yuzuriha herself has heard of Voids and the Night Blade, but finds the entire concept ridiculous -- her parents failed to pass on the tradition. One night, she takes the heirloom sword, and heads into the Hollow Night, where all the In-Births are said to gather. Why must she go out tonight, you ask? Well, because it seems like fun, of course!

I don't care what happened in the past...
I'm me, and you're you. Isn't that enough?

Gameplay

Yuzuriha pairs far-reaching space control with strong movement. She constantly shifts between zoning, maneuvering around the opponent's options, and going on the offensive. Good range and flexible cancel options allow Yuzuriha to convert almost any hit into consistent damage and corner carry. She can also combo off her throw for additional damage, meter, and carry. Stable damage output from nearly anywhere means she's a constant threat.

Her close-quarters pressure is limited by her slow dash startup, few forward-moving options, and lack of standing overhead. Her ranged options consist entirely of mids and lows, and she has few viable tricks to catch experienced opponents off guard. She needs to draw the opponent into playing her game to win. Defense is also a weakness due to difficulty counterattacking when pressured, situational option coverage, no meterless reversal, and slow/situational metered options. Systematic tools can alleviate this somewhat, so careful management of resources is vital.

Yuzuriha enters a quick-draw stance after using certain actions, allowing her to attack much more quickly and chain actions with relative freedom. Each ability used will consume a stance mark, so her available options decrease with use 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, giving her firm control of neutral. She has no overheads or throw in stance, but her frame traps, mobility, and ability to punish predictable opponents demand respect.

Strengths Weaknesses
  • Very strong neutral, with tools to cover almost every part of the screen. Very good at checking approaches, which opens to the door to her own offense.
  • Can convert almost any hit into a combo with carry/knockdown.
  • Stable damage output from almost any hit.
  • Can end combos favorably either in knockdown or by hitting the opponent away for extra space, damage, and frame advantage.
  • Comboable throw.
  • Has a 7f upper-body parry (4B) that can function as a throw OS (4B~AD).
  • Multiple blockstring enders with good frame advantage.
  • Excellent mobility, with good walk/dash and many burst movement options.
  • Can be visually disorienting to opponents (teleports, dodges, flips, etc.).
  • Two 5 frame normals (5A low, 2A mid).
  • Strong air to air and air to ground control with air normals (j.B, j.2C) and stance options (j.6C, j.FF, j.236A/B, j.214A/B).
  • Overall pressure game is relatively poor. Cannot easily sustain aggression, basic anti-OS options, and often cannot directly punish reckless shielding.
  • Lacks means to strengthen offense or force guessing games by spending resources. Metered options do not generate plus frames or 50/50s, assault j.A cannot act as an "instant overhead", Chain Shift does not set up any notable mixups.
  • Weak meterless defensive options. No meterless reversal, poor range on A normals, slow B normals, average backdash.
  • Metered reversal (214C) is slow and has a poor hitbox. Often reliant on systematic options (Veil Off, Guard Thrust, IW/IWEX) when spending resources on defense.
  • Many of her throw OS options are committal and/or have limited coverage.
  • Zoning tools have high recovery, making her susceptible to whiff punishment.

Character Stats

Health Smart Steer Route
10300 5A 5B 5C 4C 236B 214C
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1000 -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
5 27 -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
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
X [hit only] = Hit canceleable only
X [whiff OK] = 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
UNI Yuzuriha 5A.png
UNI Yuzuriha 5A HB.png
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. Low total duration makes it her best rebeat option.

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5B
UNI Yuzuriha 5B.png
UNI Yuzuriha 5B HB.png
Damage Guard Cancel Property Cost Attribute
525 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.

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5C
UNI Yuzuriha 5C.png
UNI Yuzuriha 5C HB.png
Damage Guard Cancel Property Cost Attribute
680 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.

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Crouching Normals

2A
UNI Yuzuriha 2A.png
UNI Yuzuriha 2A HB.png
Damage Guard Cancel Property Cost Attribute
140 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. 1 frame slower than 5A in overall duration.

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2B
UNI Yuzuriha 2B.png
UNI Yuzuriha 2B HB.png
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.

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2C
UNI Yuzuriha 2C.png
UNI Yuzuriha 2C 1 HB.png
First
First
UNI Yuzuriha 2C 2.png
UNI Yuzuriha 2C 2 HB.png
Second
Second
Damage Guard Cancel Property Cost Attribute
673 Low SP, EX, CS - - Foot, Strike
Startup Active Recovery Overall Advantage Invul
12 10 25 46 -9 -

Yuzuriha slashes low across the ground, hitting twice. Very good horizontal hitbox, but long duration makes it a very committal option that's often better used in pressure and combos than neutral. Knocks down on hit. Highly active, so it's effective at catching backdashes. -1 on block with rebeat to 5A, can only cancel on the second hit.

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Air Normals

j.A
UNI Yuzuriha j.A.png
UNI Yuzuriha j.A HB.png
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.

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j.B
UNI Yuzuriha j.B.png
UNI Yuzuriha j.B HB.png
Damage Guard Cancel Property Cost Attribute
398 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. Excellent air-to-air. Whiffs most crouching opponents at far range.

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j.C
UNI Yuzuriha j.C.png
UNI Yuzuriha j.C HB.png
Damage Guard Cancel Property Cost Attribute
498 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.

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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
UNI Yuzuriha 6A HB.png
6A
6A
UNI Yuzuriha 6B.png
UNI Yuzuriha 6B HB.png
6B
6B
UNI Yuzuriha 6C.png
UNI Yuzuriha 6C HB.png
6C
6C
UNI Yuzuriha j.6A.png
UNI Yuzuriha j.6A HB.png
j.6A
j.6A
UNI Yuzuriha j.6B.png
UNI Yuzuriha j.6B HB.png
j.6B
j.6B
UNI Yuzuriha j.6C.png
UNI Yuzuriha j.6C HB.png
j.6C
j.6C
6A 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 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 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.

j.6A 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.

j.6B 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.

j.6C 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.

These slashes are a staple part of Yuzuriha's gameplan. Good for poking at midrange, frame trapping, and as a whiffed rebeat from 236X to improve frame advantage. Very fast to hit and recover while in stance. Cancelable into other stance attacks and stance jump through the entire recovery duration on hit and block.

Using one of these moves while in stance will consume the corresponding stance mark. Because of the nature of Yuzuriha's stance (explained in the Special Moves section), it is possible, in stance only, to do all three slashes simply by pressing the corresponding button(s) with no direction; e.g., 6A 5B 5C or 6B 5A 5C.

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4B
UNI Yuzuriha 4B Parry.png
UNI Yuzuriha 4B Parry HB.png
Parry
Parry
UNI Yuzuriha 4B.png
UNI Yuzuriha 4B HB.png
Strike
Strike
Damage Guard Cancel Property Cost Attribute
720 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
17 3 24 43 -9 7~14 Head

Yuzuriha steps back while swinging her coat. 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

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4C
UNI Yuzuriha 4C.png
UNI Yuzuriha 4C HB.png
Damage Guard Cancel Property Cost Attribute
1040 Mid (N), SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 15 20 46 -7 -

Yuzuriha steps forward while swinging her coat. Good horizontal reach and very active. Launches the opponent on hit. Good starter, easy to confirm. Also cancelable to 4B on block, and to normals on hit.

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j.2C
UNI Yuzuriha j.2C.png
UNI Yuzuriha j.2C HB.png
Normal
UNI Yuzuriha j.2C IC HB.png
Charged
j.2C Damage Guard Cancel Property Cost Attribute
420 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.

j.2[C] 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.

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Dash Moves

66B
UNI Yuzuriha 5B.png
UNI Yuzuriha 66B HB.png
Damage Guard Cancel Property Cost Attribute
720 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
9 2 23 33 -5 -

Yuzuriha performs an advancing slash similar to 5B. Forward movement gives it good reach for its frame data. Knocks down on hit. 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.

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66C
UNI Yuzuriha 66C.png
UNI Yuzuriha 66C HB.png
Damage Guard Cancel Property Cost Attribute
760 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. Used in many of her combos to knock the opponent down and away for spaced followup sequences, or as a knockdown ender in the corner. Not very good in pressure due to the awkward position it leaves you in and inability to cancel afterwards if shielded. Extremely punishable on whiff. Airborne starting frame 6, with some lower hurtbox retraction starting on the same frame.

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Universal Mechanics

Force Function

Battoujutsu San no Kata: Tachi★
双月一刀流抜刀術参之型:截
B+C
UNI Yuzuriha BC.png
UNI Yuzuriha BC HB.png
Ground
Ground
UNI Yuzuriha j.BC.png
UNI Yuzuriha j.BC HB.png
Air
Air
UNI Yuzuriha BC IC.png
UNI Yuzuriha BC IC HB.png
Charged
Charged
B+C 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.

j.B+C Damage Guard Cancel Property Cost Attribute
850 (890 Base with Vorpal) 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, as well as slightly different launch properties. Also dash cancelable as of cl-r 1.03, but unlike grounded FF you're very minus afterwards.

[B+C] 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. Has a visual tell 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.

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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
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) -9
D cancel: -8
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.

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Throw
Throw
投げ
A+D
UNI Yuzuriha AD.png
UNI Yuzuriha AD HB.png
Damage Guard Cancel Property Cost Attribute
1070 - - - - Throw
Startup Active Recovery Overall Advantage Invul
4 - - 93 (Whiff 26) - -

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.

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Guard Thrust
Guard Thrust
ガードスラスト
214D
UNI Yuzuriha 214D.png
UNI Yuzuriha 214D HB.png
214D
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, GRD Break Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full,
16~45 Full on hit
214D
Vorpal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch Vorpal Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 42 -12 1~15 Full,
16~45 Full on hit

Blows the opponent away on hit.

  • Usable only during blockstun.
  • Generally better to use while in Vorpal as it's faster and costs less resources.
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Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI Yuzuriha ABC.png
UNI Yuzuriha ABC HB.png
Veil Off
Veil Off
UNI Yuzuriha ABC CVO.png
UNI Yuzuriha ABC CVO HB.png
Cross Cast Veil Off
Cross Cast Veil Off
A+B+C
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 [7 (3 on hit) on landing] 58 (54 on hit) -13 1~30 Full
A+B+C
Full Charge
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
68 2 [7 (2 on hit) on landing] 108 (103 on hit) -14 1~91 Full

Universal reversal that blows the opponent back on hit.

  • Airborne: 1~52, Standing: 53~59.
    • For Full Charge version: Airborne: 1~101, Standing: 102~108.
  • 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).
  • You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
A+B+C
Cross Cast
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS, Vorpal 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.

  • Airborne: 1~25.
  • 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.
  • Grants an additional bounce if both have been used in the combo so far.
    • If the opponent does end up hitting the ground during the combo, damage is prorated.
  • 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.
Toggle Hitboxes
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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
UNI Yuzuriha 236A HB.png
236A
236A
UNI Yuzuriha 236B.png
UNI Yuzuriha 236B HB.png
236B
236B
UNI Yuzuriha 236C.png
UNI Yuzuriha 236C HB.png
236C
236C
UNI Yuzuriha j.236A.png
UNI Yuzuriha j.236A HB.png
j.236A
j.236A
UNI Yuzuriha j.236B.png
UNI Yuzuriha j.236B HB.png
j.236B
j.236B
UNI Yuzuriha j.236C.png
UNI Yuzuriha j.236C HB.png
j.236C
j.236C
236A Damage Guard Cancel Property Cost Attribute
950 Mid UNQ, EX [whiff OK], CS [whiff OK] - - 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 Damage Guard Cancel Property Cost Attribute
950 Mid UNQ, EX [whiff OK], CS [whiff OK] - - 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.

236C Damage Guard Cancel Property Cost Attribute
1754
[Min: 510]
Mid CS [hit only] - 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+13
Stance: 1+6
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.

j.236A Damage Guard Cancel Property Cost Attribute
950 Mid, Air UNQ, EX [whiff OK], CS [whiff OK] - - 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.

j.236B Damage Guard Cancel Property Cost Attribute
950 Mid, Air UNQ, EX [whiff OK], CS [whiff OK] - - 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.

j.236C Damage Guard Cancel Property Cost Attribute
1642 Mid, Air CS [hit only] - 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+18
Stance: 1+9
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.

Note: After any Saki attack on hit or block, you can cancel it 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 instead cancel into Kiri during stance, hold any direction (forward, down, back, etc). Forward is commonly used, but down can make certain input sequences easier depending on the intended followup.

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Toggle Hitboxes
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
UNI Yuzuriha 214X 1 HB.png
Rising
Rising
UNI Yuzuriha 214X.png
UNI Yuzuriha 214X HB.png
In the air
In the air
UNI Yuzuriha 214C 1 HB.png
EX Rising
UNI Yuzuriha 214C HB.png
EX In the air
214A Damage Guard Cancel Property Cost Attribute
1157 Mid, Air EX [whiff OK], CS [whiff OK] - - 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 Damage Guard Cancel Property Cost Attribute
1157 Mid, Air EX [whiff OK], CS [whiff OK] - - 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 Damage Guard Cancel Property Cost Attribute
2007
[Min: 602]
Mid, Air CS [hit only] - - Strike
Startup Active Recovery Overall Advantage Invul
1+14
Stance: 1+9
3(4)19 30 70 -6 1~17 Full
j.214A Damage Guard Cancel Property Cost Attribute
1157 Mid, Air EX [whiff OK], CS [whiff OK] - - 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
j.214B Damage Guard Cancel Property Cost Attribute
1157 Mid, Air EX [whiff OK], CS [whiff OK] - - 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
j.214C Damage Guard Cancel Property Cost Attribute
2007 Mid, Air CS [hit only] - 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+12
Stance: 1+10
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, so the high frame advantage is less significant than the low recovery on whiff if Yuzuriha remains in stance. Not all options are immediately available on recovery; this value reflects the earliest timing at which Yuzuriha can attack again after a whiff. If seeking to punish a whiffed attack here, the opponent should attack when they would be in block if the attack connected rather than visually confirming the whiff and attacking after.
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.

Toggle Hitboxes
Toggle Hitboxes
421X
Over Here!★
こっちだよー!
421X
UNI Yuzuriha 421X.png
421A Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 50 - 16~24 Strike
421B Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 50 - 15~20 Strike
421C Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - [11 on landing] 59 - 15~19 Strike
20 Full
j.421A Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - [11 on landing] 44 - 12~19 Full
j.421B Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - [11 on landing] 44 - 12~19 Strike
j.421C 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
UNI Yuzuriha stance HB.png
This is the Stance
This is the Stance
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -

Yuzuriha's unique stance. Frame data improves dramatically while in stance, but she can only use a limited set of attacks and spends a corresponding stance mark on each. Cannot block, throw, tech, shield, or assault in stance, and her walk, dash, backdash, and jump also change.

Toggle Hitboxes
Toggle Hitboxes
D Cancel
Togiri
跡切
D while in Stance
UNI Yuzuriha Stance D.png
UNI Yuzuriha Stance D HB.png
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.
Note that 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.

Toggle Hitboxes
Toggle Hitboxes
Stance Walk
Shijima
瀞歩
6/4 while in Stance
UNI Yuzuriha Stance 6.png
UNI Yuzuriha Stance 6 HB.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 47 - -

Refreshes all used stance marks upon completion. Cancellable into any stance input at any point in the animation.

Toggle Hitboxes
Toggle Hitboxes
Stance Dash
Watamashi
移徙
66/44 while in Stance
UNI Yuzuriha 421X.png
66 Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 35 - 9~19 Strike
44 Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 35 - 9~19 Strike
j.66 Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 39 - 6~18 Strike
j.44 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
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
3 - - 23 - -

Airborne on frame 4. No throw invulnerability during startup.

Toggle Hitboxes
Toggle Hitboxes
Stance Dodge
Sazanami
流漣
22 while in Stance
UNI Yuzuriha Stance 22.png
UNI Yuzuriha Stance 22 HB.png
Ground
Ground
UNI Yuzuriha Stance j.22.png
UNI Yuzuriha Stance j.22 HB.png
Air
Air
22 Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - Stance Held: 33 - 1-17 Strike/Projectile

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.

j.22 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.

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Toggle Hitboxes

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 1 HB.png
First
First
UNI Yuzuriha 41236D 2.png
UNI Yuzuriha 41236D 2 HB.png
Second
Second
UNI Yuzuriha 41236D 3.png
UNI Yuzuriha 41236D 3 HB.png
Third
Third
Damage Guard Cancel Property Cost Attribute
3033
[Min: 1023]
Mid, Air - - 200 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+12 3(20)3(31)6 72 147 -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.

Toggle Hitboxes
Toggle Hitboxes

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
A+B+C+D
UNI Yuzuriha ABCD.png
UNI Yuzuriha ABCD HB.png
Damage Guard Cancel Property Cost Attribute
3770
[Min: 1319]
Mid, Air - Knockdown 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+15 6 46 67 -25 1~26 Full

Yuzuriha 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.
Toggle Hitboxes
Toggle Hitboxes

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

Videos

External Links

Colors

Default Unlocks

001 Chaenomeles Sinensis
002 Siberian Iris
003 Betula Grossa
004 Water Drips
005 Successful Black
006 Globe Amaranth
007 Snow Drop
008 Autumn Flower
009 Gold Rush
010 Cluster Amaryllis

Customization Unlocks (2000 IP Each)

011 Cherry blossom
012 Dandelion
013 Underwater Sun
014 Shrine Maiden
015 Four Leaves
016 Dies Irae
017 Golden Done
018 Twig Palm
019 Ghiaccio Luce
020 Heliconiaceae
021 The New Squad
022 Short Circuit
023 Muddied Lady
024 Sea Soldier
025 Morning Glory
026 Vermillion Eye
027 Summer Heat Haze
028 Freesia Refracta
029 Black Rabbit
030 Primrose Yellow

DLC Colors

031 Equatorial Wave
032 Inferno Blaze
033 Annular Eclipse
034 Seeds of Heaven
035 Clamorous Colors
036 Royal Calibur
037 Stella Nest
038 Little Briar Rose
039 Betrayal of Savior
040 Switching Contrast


Yuzuriha Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2021-09-11 by Sig.

56% complete
Page Completed To-do Score

Overview

  • Created base page with basic formatting
  • Added gameplay summary, new move, move descriptions, and frame data.
  • All colors added.
  • Review FD and evaluate formatting for stance data, especially recovery.
  • Add hitboxes.
  • Expand rebeat/gap table if needed
46/50
Strategy
  • Created base pages
  • Fill in Strategies
0/25
Combos
  • Created base pages
  • Combo theory outline and notation notes added.
  • Combo additions underway.
  • Finish adding combos.
  • Add damage values for primary enders.
10/25


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