“
|
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 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: Barebones offense relies on basic frame traps and strike/throw/anti-OS. She has no standing overhead, lacks forward moving normals, and struggles to punish reckless shields. Subpar dash requires balancing pressure resets with returning to neutral or using more committal options.
- Trouble Spending Resources: Cannot spend resources to extend offense or force guessing games beyond using Chain Shift for plus frames. She can struggle to come back from a life deficit or quickly close a round.
- Poor Defensive Tools: Subpar range on normals for their startup, no meterless reversal, and limited throw OS options. 214C is slow, whiffs point blank, and the first hit whiffs on most crouching opponents. Reliant on universal options (Shield, Guard Shield, Veil Off, Guard Thrust, IW/IWEX) to escape pressure.
- Struggles With GRD Control: Zoning bleeds GRD against patient opponents, while Concentration leaves them free to act. She struggles to punish good use of Shield and Guard Shield, and she has no unique tools to build or steal GRD.
|
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
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
5B
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
5C
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Crouching Normals
2A
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
2B
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
2C
First First 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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Air Normals
j.A
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
140
|
High, Air Shield
|
SP, EX, CS
|
-
|
-
|
Head
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
8
|
Until Land
|
[2 on landing]
|
Landing + 2
|
+13 Assault: -3 - +13
|
-
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.B
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.C
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Command Normals
6X
6A 6A 6B 6B 6C 6C j.6A j.6A j.6B j.6B 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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
4B
Parry Parry 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
|
|
Toggle Hitboxes Toggle Hitboxes
|
4C
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
j.2C
Normal 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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Dash Moves
66B
|
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, 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 (but only into specials).
|
|
Toggle Hitboxes Toggle Hitboxes
|
66C
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Universal Mechanics
Force Function
Ground Ground Air Air 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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Force Function Follow-up
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
765
|
Mid/Air
|
-
|
-
|
-
|
Strike
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
15
|
2
|
29 D cancel: 28 Stance: 20
|
45 (44 D-Cancelled)
|
-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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Throw
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Guard Thrust
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Veil Off
Veil Off Veil Off 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.
- 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 Toggle Hitboxes
|
Special Moves
236X
236A 236A 236B 236B 236C 236C j.236A j.236A j.236B j.236B 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. If cancelled into a whiffed 6X, becomes +7 if staying in stance or +1 if D-cancelled.
|
236C
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
1754 [Min: 510]
|
Mid, Air
|
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.
236A/B and j236A/B base damage depends on Yuzuriha's remaining stance marks. When entering stance they have 950 base damage, as the next attack base damage is 700, and for any subsequent attacks in stance their base damage is 400.
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
214X
Rising Rising In the air In the air EX Rising 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]
|
-
|
100 EXS
|
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 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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
421X
|
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
This is the Stance This is the Stance
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Yuzuriha's unique stance. Entered by holding any button after a stance move (marked with ★). Allows her to cancel specials into other specials, in addition to dramatically improving the frame data of said specials, but she can only use a limited set of attacks and spends a corresponding stance mark on each. Starts with A, B, C, and D stance marks. Any stance move used in stance will consume the associated mark. If a mark is consumed, Yuzuriha cannot use another special with the associated button until she resets her marks by leaving and re-entering stance, completing a full Shijima walk cycle, or dodging something with Sazanami. Cannot block, throw, tech, shield, or assault in stance, and her walk, dash, backdash, and jump also change.
A, B, and C holds are used in combos to maximize damage. D hold allows greater flexibility in neutral by leaving attacking inputs available. D hold is generally not used midcombo, as it penalizes combo damage on each stance attack using D hold after the starting hit. If a button is not held, Yuzuriha will default to D hold and remain in stance until she recovers from any input sequence.
|
|
Toggle Hitboxes Toggle Hitboxes
|
D Cancel
|
Damage
|
Guard
|
Cancel
|
Property
|
Cost
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Overall
|
Advantage
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
D cancel, causes Yuzuriha to exit stance. If input before the very end of a stance action's recovery, it will improve that action's frame advantage over exiting stance naturally. 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
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Stance Dash
|
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
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Stance Dodge
Ground Ground Air Air
|
22
|
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.
|
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.
|
|
Toggle Hitboxes Toggle Hitboxes
|
Super Moves
Infinite Worth
First First Second Second 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
|
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
Customization Unlocks (2000 IP Each)
DLC Colors
Yuzuriha Wiki Roadmap
Click here for the UNICLR roadmap.
Page last edited on: 2023-05-26 by GoldyDorado01.
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.
- Expand rebeat/gap table if needed
|
48/50
|
Strategy
|
- All non-matchup sections filled out
|
- Reformat content for consistency, clarity, and ease of reading.
- Add matchup notes
|
15/25
|
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
|