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 to play a dynamic zoning game. She doesn't seek to hold her ground against oncoming opponents, but instead flits from far to near and back again as suits her current situation. She engages on her own terms, seeking to force the opponent into playing her game. 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. Strong burst movement and good walk/dash speed allow her to quickly close space and begin pressure if given the opportunity. Stable damage output from nearly anywhere means she's a constant threat.

Her close-quarters pressure is limited by her slow dash startup, limited forward-moving options, and lack of standing overhead. Her ranged options consist entirely of mids and lows, and she has few viable tricks with which to catch an experienced opponent off guard. She needs to draw the opponent into playing her game to win, but the ability to combo off her throw for damage, meter, and corner carry means the opponent can never relax. Defense is also a weakness due to poor range vs frame data on counterpoking normals, situational option coverage, no meterless reversal, and slow/situational metered options. Systematic tools such as Veil Off and Guard Thrust can alleviate this somewhat, so careful management of resources is vital.

Yuzuriha enters a quick-draw stance after using certain abilities. Startup and recovery on these abilities are reduced while in stance, and she can chain them 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.
  • Can convert almost any hit into a combo with carry/knockdown.
  • Stable damage output from almost any hit.
  • Spending GRD can increase already strong damage on many routes by 100-200, especially midscreen.
  • 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).
  • 4C is a forward-moving, multihit normal that converts for high damage.
  • 5C's large vertical hitbox checks approaches from both ground and air.
  • 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.
  • Burst movement options are somewhat committal, and are easily punished if used poorly.
  • Can get caught facing the wrong direction when using stance mobility options, limiting you to defensive actions until you can re-orient.

Character Stats

10300 5A 5B 5C 4C 236B 214C 1000 -1000 4 42 7 2400 50 3200 5 27 -36100 1-8 Full
9~10 Throw 200 100

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.
N = Normal Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
(X) = Hit canceleable only
-X- = Hit or Whiff cancelable
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
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.

5B
UNI Yuzuriha 5B.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. Extremely generous cancel window, one of her better starters, and 0 on block with 5A rebeat.

5C
UNI Yuzuriha 5C.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.

Crouching Normals

2A
UNI Yuzuriha 2A.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.

2B
UNI Yuzuriha 2B.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.

2C
UNI Yuzuriha 2C.png
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.

Air Normals

j.A
UNI Yuzuriha j.A.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.

j.B
UNI Yuzuriha j.B.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.

j.C
UNI Yuzuriha j.C.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.

Command Normals

6X
Battoujutsu Ichi no Kata: Kiri★
双月一刀流抜刀術壱之型:桐
6A/B/C
UNI Yuzuriha 6A.png
6A
UNI Yuzuriha 6B.png
6B
UNI Yuzuriha 6C.png
6C
6A Damage Guard Cancel Property Cost Attribute
580 Mid SP, EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
16 2 24 (21 D-Cancelled) 41 (38 D-Cancelled) -8 (-5 D-Cancelled) -

Slashes upwards at a 45 degree 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 2 24 (21 D-Cancelled) 41 (38 D-Cancelled) -8 (-5 D-Cancelled) -

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 2 24 (21 D-Cancelled) 41 (38 D-Cancelled) -8 (-5 D-Cancelled) -

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 when sufficiently far away to allow it.

j.6A Damage Guard Cancel Property Cost Attribute
580 Mid/Air SP, EX, CS - - Head
Startup Active Recovery Overall Advantage Invul
15 3 25 (24 D-Cancelled)
[12 (11 D-Cancelled) on landing]
43 (42 D-Cancelled) -11 (-10 D-Cancelled)
TK -15 (-14 D-Cancelled)
-

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 3 25 (24 D-Cancelled)
[12 (11 D-Cancelled) on landing]
43 (42 D-Cancelled) -11 (-10 D-Cancelled)
TK -15 (-14 D-Cancelled)
-

Similar to 6B. Hits the opponent straight outwards. Mostly used in combos.

j.6C Damage Guard Cancel Property Cost Attribute
580 Mid/Air SP, EX, CS - - Head
Startup Active Recovery Overall Advantage Invul
15 3 25 (24 D-Cancelled)
[12 (11 D-Cancelled) on landing]
43 (42 D-Cancelled) -11 (-10 D-Cancelled)
TK -15 (-14 D-Cancelled)
-

Slashes at a slight downward angle. Excellent neutral tool, easy to confirm from, and sometimes useful in combos.

A set of three-way slashes that 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. 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 one of Yuzuriha's stance marks. 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.

4B
UNI Yuzuriha 4B.png
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 is able to parry 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 or any mid/high attacks hitting her lower body.

Parries incoming attacks frames 7~14

4C
UNI Yuzuriha 4C.png
Damage Guard Cancel Property Cost Attribute
1040 Mid 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.

j.2C
UNI Yuzuriha j.2C.png
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.

Dash Moves

66B
UNI Yuzuriha 5B.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.

66C
UNI Yuzuriha 66C.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.

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 IC.png
B+C Damage Guard Cancel Property Cost Attribute
850 Mid EX, CS - - Strike
Startup Active Recovery Overall Advantage Invul
35 (25 With Vorpal) 2 41 (40 with D-Cancel) 77 (76 D-Cancelled. 67 Vorpal, 66 Vorpal D-Cancelled) -8 (-7 D-Cancelled) -

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. Dash cancelable during startup as well as on hit and block, along with the jump and stance attack cancels common to other stance attacks.

j.B+C Damage Guard Cancel Property Cost Attribute
850 (890 Base with Vorpal) Mid/Air SP, EX, CS - - Head
Startup Active Recovery Overall Advantage Invul
18 5 23 45 (44 D-Cancelled) -8 (-7 D-Cancelled) -

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.

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
Damage Guard Cancel Property Cost Attribute
765 Mid/Air - - - Strike
Startup Active Recovery Overall Advantage Invul
15 2 29 (28 D-Cancelled) 45 (44 D-Cancelled) -9 (-8 D-Cancelled) -

Yuzuriha dashes forward into a short slash. Launches the opponent straight up on hit, similar to but slightly lower than 236A. A staple in many of Yuzuriha's most damaging combo routes, especially midscreen, 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 out of stance.

Unlike most other stance attacks, the hitbox on FF~A is fairly small. It has limited horizontal range and very poor vertical coverage. The dash will attempt to track the opponent's position, but it has a maximum range and may pass through opponents moving forward at very close range. It will pass under jumps as well. The slash does not correct facing in these situations, causing the attack to whiff and leave Yuzuriha vulnerable to counterattacks.

Throw
Throw
投げ
A+D
UNI Yuzuriha AD.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.

Guard Thrust
Guard Thrust
ガードスラスト
214D
UNI Yuzuriha 214D.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.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNI Yuzuriha ABC.png
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.

Special Moves

236X
Battoujutsu Ni no Kata: Saki★
双月一刀流抜刀術弐之型:咲
236X
UNI Yuzuriha 236B.png
236A Damage Guard Cancel Property Cost Attribute
950 Mid UNQ, -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
17 2 36 54 -8 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-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
17 2 36 54 -8 -

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 Mid (CS) - 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+13 5 38 54 -16 1~3 Throw

Three quick slashes, with a fourth hit as Yuzuriha sheathes her sword. You can cancel into other stance attacks after the first 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 a strong 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-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
22 2 22
[11 on landing]
56 -12 -

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-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
22 2 22
[11 on landing]
56 -7 -

Slashes horizontally, akin to its grounded counterpart.

j.236C Damage Guard Cancel Property Cost Attribute
1642 Mid, Air (CS) - 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+18 5 23
[11 on landing]
56 -8 -

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.

214X
Sougetsu Ittou-ryu et cetera! Yae Ichirin★
双月一刀流以下略!八重一輪
214X
UNI Yuzuriha 214X.png
214A Damage Guard Cancel Property Cost Attribute
1157 Mid, Air -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
20 5(4)16 26 70 -11 16~24 Foot
214B Damage Guard Cancel Property Cost Attribute
1157 Mid, Air -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
21 5(4)16 21 66 -6 17~25 Foot
214C Damage Guard Cancel Property Cost Attribute
2007 Mid, Air (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
1+14 3(4)19 30 70 -6 1~17 Full
j.214A Damage Guard Cancel Property Cost Attribute
1157 Mid, Air -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
22 5(4)16 x
[23 on landing]
56 ±0 18~26 Foot
j.214B Damage Guard Cancel Property Cost Attribute
1157 Mid, Air -EX-, -CS- - - Strike
Startup Active Recovery Overall Advantage Invul
23 5(4)16 x
[23 on landing]
57 ±0 19~27 Foot
j.214C Damage Guard Cancel Property Cost Attribute
2007 Mid, Air (CS) - 100 EXS Strike
Startup Active Recovery Overall Advantage Invul
1+12 3(4)19 x
[33 on landing]
70 ±0 1~15 Full
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
Stance
Iki Seishin no Kamae
(Stance)
威気静心之構

After ★ Moves
UNI Yuzuriha Stance.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
D Cancel
Togiri
跡切
D while in Stance
UNI Yuzuriha Stance D.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
Stance Walk
Shijima
瀞歩
6/4 while in Stance
UNI Yuzuriha Stance 6.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.

Stance Dash
Watamashi
移徙
66/44 while in Stance
UNI Yuzuriha 421X.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 35 - 9~19 Strike
Stance Jump
Hazumi
風越
7/8/9 while in Stance
UNI Yuzuriha Stance 8.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
3 - - 23 - -

Airborne on frame 4. No throw invulnerability during startup.

Stance Dodge
Sazanami
流漣
22 while in Stance
UNI Yuzuriha Stance 22.png
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 25 frame invulnerability window in which this cancels into any other stance move.

j.22 Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - - 28 - -

Getting hit by a strike or projectile during the dodge window triggers a 31 frame invulnerability window in which this cancels into any other stance move. Landing early cuts the invulnerability short.

Super Moves

Infinite Worth

Sougetsu Ittou-Ryu Ougi: Kashou
双月一刀流奥義:華生
41236D
UNI Yuzuriha 41236D.png
Damage Guard Cancel Property Cost Attribute
3033 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

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
Damage Guard Cancel Property Cost Attribute
- 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.

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


Yuzuriha Wiki Roadmap

Click here for the UNICLR roadmap.

Page last edited on: 2020-09-04 by Johhny.

50% complete
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  • Added gameplay summary, new move, and partial frame data.
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Strategy
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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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