Under Night In-Birth/UNIST/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?

Yuzuriha pairs far-reaching space control with strong movement to create 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 and lack of forward-moving normals, 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
  • Can convert almost any hit into a combo with carry/knockdown.
  • Stable damage output from almost any hit.
  • Can end combos favorably either by knockdown or 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.).
  • Has 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.
  • Generally weak/situational defensive options (no meterless reversal, and the metered 214C reversal has a poor hitbox).
  • Has difficulty poking out of certain strings due to short A normals and slow B normals.
  • Highly committal/situational throw OSes.
  • Zoning tools have high recovery, making her susceptible to whiff punishment.
  • Burst movement options are somewhat committal, and can be punished if used poorly.
  • Can get caught facing the wrong direction when using mobility or stance options, which can be difficult to recover from.

Character Stats

Health
10700
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

Unique Trait

  • Has a stance, which is accessed by 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 in use or being held down. If no button is held down, the D button will be colored pink by default.

Vorpal Trait

  • Force Function startup decreased
  • [Increased] Force Function startup decreased
  • Aerial Force Function damage increased
  • Aerial Force Function range increased
Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into on hit or block, unless specially noted.
N = Normal Cancelable
SE = Self Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
TH = Throw Cancelable
J = Jump Cancelable (Hit cancelable only by default)
(X) = Hit cancelable only
-X- = Can additionally be cancelled during whiff
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
±x~±x denotes a possible range of advantage. The left value is when the active frames hit sooner (generally worse) and the right value is for when the active frames hit later (generally better).
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible

Normal Moves

5A
UNI Yuzuriha 5A.png
Damage Guard Cancel Property Cost Attribute
180 L Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
5 2 12 - -2 -

Yuzuriha does a low step kick. Her fastest low, but also her shortest normal. Low total duration makes it her best rebeat option.


2A
UNI Yuzuriha 2A.png
Damage Guard Cancel Property Cost Attribute
140 HL Se,Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
5 3 12 - -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.


5B
UNI Yuzuriha 5B.png
Damage Guard Cancel Property Cost Attribute
525 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 3 22 - -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.


2B
UNI Yuzuriha 2B.png
Damage Guard Cancel Property Cost Attribute
450 L Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
9 6 11 - 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.


5C
UNI Yuzuriha 5C.png
Damage Guard Cancel Property Cost Attribute
680 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 4 24 - -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.


2C
UNI Yuzuriha 2C.png
Damage Guard Cancel Property Cost Attribute
673 L Sp,EX,CS - - Foot, Strike
Startup Active Recovery Overall Advantage Invul
12 10 25 - -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.


j.A
UNI Yuzuriha j.A.png
Damage Guard Cancel Property Cost Attribute
140 H/AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
8 Till Landing X+2 - Varies -

Yuzuriha leans forward and in with an elbow strike aimed below her. Hitbox doesn't cover much space, 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 H/AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
9 3 X+3 - Varies -

Yuzuriha slashes the space in front of her with a horizontal cut. Its hitbox doesn't extend downward, but it has tremendous horizontal reach. Excellent air-to-air. Whiffs most crouchers at max range.


j.C
UNI Yuzuriha j.C.png
Damage Guard Cancel Property Cost Attribute
498 H/AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
12 4 X+4 - Varies -

Yuzuriha does a horizontal turning slash similar to j.B, but trades some horizontal reach for superior vertical coverage in both directions. 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

Battoujutsu Ichi no Kata: Kiri ★
「双月一刀流抜刀術壱之型:桐」

6A/B/C
Air O.K.
UNI Yuzuriha 6A.png
6A
6A
UNI Yuzuriha 6B.png
6B
6B
UNI Yuzuriha 6C.png
6C
6C
Damage Guard Cancel Property Cost Attribute
580 (all versions) 6A/6B: HL
6C: L
Air: HLA
Sp,EX,CS - - A/B: Strike
C: Projectile
Startup Active Recovery Overall Advantage Invul
Ground: 16
Air: 15
Ground: 2
Air: 3
Ground: 24
Air: X+11
- Ground: -8
Air: -15 to -31
-

(Translation: Twin Moon One-Blade Style, Blade-Drawing Art First Form: Paulownia)

A set of three-way slashes that are a staple part of Yuzuriha's gameplay; they can be done on the ground or in the air. Good for a midrange poke with low recovery, frame traps, 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.

  • 6A: An upward slash.
  • 6B: A straight slash.
  • 6C: A low slash.


4B
UNI Yuzuriha 4B.png
Damage Guard Cancel Property Cost Attribute
720 (no counter)
1050
(counter successful, both hits connect)
HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
17 3 24 - -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. On successful parry, she pulls the opponent in with her coat and launches them upwards. Does not parry lows and attacks hitting below her waist. If the parry 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.

Parries incoming attacks frames 7~14


4C
UNI Yuzuriha 4C.png
Damage Guard Cancel Property Cost Attribute
1040 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 15 20 - -7 -

Yuzuriha takes a step forward, swinging her coat as she does. Good horizontal reach and very active. Launches the opponent on hit. Also cancelable to 4B on block, and to normals on hit.


j.2C
UNI Yuzuriha j.2C.png
Damage Guard Cancel Property Cost Attribute
420 H/AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
13 5 X+4 - Varies -

Yuzuriha does an overhead slash with her sword, slicing downward to strike the enemy. One of Yuzuriha's best jump-ins against a grounded opponent due to vertical coverage.


j.2[C]
UNI Yuzuriha j.2C.png
Damage Guard Cancel Property Cost Attribute
710 H/AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
23 5 X+4 - Varies -

The charged version of j.2C. On hit, it knocks aerial enemies out of the air and down to the ground, with a decent amount of untechable time to allow for followup attacks when Yuzuriha lands. This move sees a lot of use after 236A~7/8/9D for some of Yuzuriha's most damaging and flexible combo setups (see the Combos section below for more information). Can be used to fake an attack out of assault.

Dash Normals

66B
UNI Yuzuriha 5B.png
Damage Guard Cancel Property Cost Attribute
720 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
9 2 23 - -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 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 3(3)3 41 - -28 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 extremely punishable on whiff.

Universal Mechanics

Battoujutsu San no Kata: Tachi ★
5B+C
Air O.K.
UNI Yuzuriha BC.png
Damage Guard Cancel Property Cost Attribute
850 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
Ground: 34
Air: 28
Ground: 2
Air: 5
42 - x -

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.


Force Function (charged)
5[B+C]
Air O.K.
UNI Yuzuriha BC IC.png
Damage Guard Cancel Property Cost Attribute
1220 UNB (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
84 1 54 - +16 (combo stun) -

Fully charged version of the regular Force Function; it's unblockable, and reaches farther than the uncharged version. Startup reduced by 10f in Vorpal. Has a clear tell 20f 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.


Throw
A+D
UNI Yuzuriha AD.png
Damage Guard Cancel Property Cost Attribute
950 UNB - - - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 - +24 (combo stun) -

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

Battoujutsu Ni no Kata: Saki
「双月一刀流抜刀術弐之型:咲」

236X
Air O.K.
UNI Yuzuriha 236B.png
A Damage Guard Cancel Property Cost Attribute
950 Ground: HL
Air: HLA
Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
Ground: 17
Air: 22
Ground: 2
Air: 5
Ground: 36
Air: X+11
- Ground: -8
Air: -12 to -25
13~18 Dive (Ground)
17~18 Head (Ground)

On the ground, this is a high-angle slash, similar to 6A. When 236A is used in midair, the slash is angled downward instead, similar to 6C. Both versions cause a launch on hit. You can perform additional Saki attacks by pressing A, B, or C on hit or block; the easiest way to use this is simply to input 236A~B~A~C. Cannot cancel into itself. If this or 236B is blocked, you can make them safer by whiffing a Kiri. To cancel into Kiri after 236X, hold any direction while inputting A/B/C. 236A is very strong at controlling air space away from Yuzu, and is a staple launcher in her combos. J236A is a very effective air-to-ground zoning tool that also has uses in a few combo routes.

B Damage Guard Cancel Property Cost Attribute
950 Ground: HL
Air: HLA
Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
Ground: 17
Air: 22
Ground: 2
Air: 5
Ground: 36
Air: X+11
- Ground: -8
Air: -7 to -16
-

A horizontal slash, similar to 6B. Both versions send the opponent flying away on hit, usually resulting in a wallbounce. A staple tool in Yuzuriha's zoning and stance pressure.

EX Damage Guard Cancel Property Cost Attribute
1754 Ground: HLA
Air: HLA
(CS) - - Strike
Startup Active Recovery Overall Advantage Invul
Ground: 1+13
Air: 1+18
Ground: 5
Air: 5
Ground: 38
Air: X+11
- Ground: -16
Air: -8 to -21
1~3 Throw

Three sharp slashes, with a fourth hit of damage after Yuzuriha sheathes her sword. You can cancel into other stance attacks after the first slash. Low startup for its immense range makes it an excellent whiff punish tool that confirms into good damage. Up close it becomes a tremendously damaging DP punish. Also commonly used to spend excess meter for damage at the end of combos.


Igai Ryuka! Yae Ichirin
「双月一刀流以下略!八重一輪」

214X
Air O.K.
UNI Yuzuriha 214X.png
A Damage Guard Cancel Property Cost Attribute
1157 Ground: HLA
Air: HLA
Sp,EX,CS - - Ground: Strike
Air: Air Strike, Strike
Startup Active Recovery Overall Advantage Invul
Ground: 20
Air: 22
Ground: 5(4)16
Air: 5(4)16
Ground: 26
Air: X+23
- Ground: -11
Air: 0 to -7
16~24 Foot (Ground)
18~26 Foot (Air)

A shorter jump that doesn't take Yuzuriha very far. The ground version goes almost straight up, while the air version goes forward. Ground version is rarely used outside of certain combo routes, while the air version is a staple in pressure alongside j214B and in many corner routes.

If j.214A or j.214B is done close to the ground and D-canceled, it becomes plus on block. It can be used infrequently as a pressure tool.

Foot invincible frames 16~24 (Ground)
Foot invincible frames 18~26 (Air)

B Damage Guard Cancel Property Cost Attribute
1157 Ground: HLA
Air: HLA
Sp,EX,CS - - Ground: Strike
Air: Air Strike, Strike
Startup Active Recovery Overall Advantage Invul
Ground: 21
Air: 23
Ground: 5(4)16
Air: 5(4)16
Ground: 21
Air: X+23
- Ground: -6
Air: 0 to -7
17~25 Foot (Ground)
19~27 Foot (Air)

A longer arc that's often used in combos for carry and damage. Both the ground and air versions travel forward.

EX Damage Guard Cancel Property Cost Attribute
2007 Ground: HLA
Air: HLA
(CS) - - Strike
Startup Active Recovery Overall Advantage Invul
Ground: 1+14
Air: 1+12
Ground: 3(4)19
Air: 3(4)19
Ground: 33
Air: X+33
- Ground: -6
Air: 0 to -7
1-17 Full (Ground)
1-15 Full (Air)

Yuzuriha's metered reversal. Travels about the distance of B version with slightly more horizontal range, and adds one extra hit of damage when Yuzuriha sheathes her sword. Slow to start up, and has a significant dead zone in front of her. The first hit is also prone to whiffing against all but the tallest crouching characters at closer spacings. Difficult to punish on block however; the air version is +0 when performed immediately out of a jump. Also used for metered damage at the end of combos in some situations, mostly to ensure the combo finishes a round. Unlike most stance actions, cannot be canceled into other stance actions.


Over Here!
「こっちだよー!」

421X
Air O.K.
UNI Yuzuriha 421X.png
A Damage Guard Cancel Property Cost Attribute
- - Sp,EX,CS - - -
Startup Active Recovery Overall Advantage Invul
- - Ground: 50
Air: 44
- - 16~24 Strike (Ground)
12~19 Full (Air)

Space permitting, moves Yuzuriha to a midrange position in front of the opponent. Air version carries some forward momentum after reappearing.

B Damage Guard Cancel Property Cost Attribute
- - Sp,EX,CS - - -
Startup Active Recovery Overall Advantage Invul
- - Ground: 50
Air: 44
- - 16~24 Strike (Ground)
12~19 Full (Air)

Space permitting, moves Yuzuriha to a midrange position behind the opponent. If the opponent is in the corner or at the edge of the screen, will reappear in front of the opponent. Air version carries momentum in the direction of travel after reappearing.

C Damage Guard Cancel Property Cost Attribute
- - Sp,EX,CS - - -
Startup Active Recovery Overall Advantage Invul
- - Ground: 59
Air: 49
- - 15~19 Strike 20 Full (Ground)
14~18 Full 19 Strike (Air)

Attempts to swap sides like 421B, but also transitions from ground to air or vice versa.


Iki Seishin no Kamae
「威気静心之構 」

Use a move marked with ★, or hold down any button when using a move marked with ★
Air O.K.
UNI Yuzuriha Stance.png
Damage Guard Cancel Property Cost Attribute
- - Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
- - - - - -

(Translation: Majestic, Calm-Minded Stance [lit., Stance of Majestic Calm Mind])

After performing a move marked with ★, Yuzuriha enters a stance that allows her to perform a variety of maneuvers. This is a critical part of her gameplay, as she can use stance cancels for both offensive and defensive purposes. The stance marks will activate when she enters the stance, and deactivate at the end of the stance. Unless you hold down a button or use the move Togiri, Yuzuriha will exit stance after recovering from any actions you input.

If you input a stance action while in stance and the mark for that button is glowing blue, Yuzuriha will spend that mark to perform the corresponding action. The mark will turn black to show that it has been used and is no longer available. Any button held during stance will glow pink, indicating that it is currently held and unavailable for use.

UNIST also allows you to hold D, freeing up your A, B, and C buttons for use without concern for hold constraints. This is primarily used in neutral and pressure. Holding D during combos will scale that combo's damage, so holding a different button is preferred. The D hold penalty is not applied to the action used when entering stance, only subsequent actions. If you do not hold any button when entering stance, it is treated as a temporary D hold and the D mark will glow pink accordingly.

For instance, if you enter the stance by using 236A, Yuzuriha will perform 236A, then enter her stance. The D stance mark will light up, allowing you to use the A, B, or C buttons one time each until you leave stance.

Stance marks can be refreshed in three ways: 1) Exiting and re-entering stance. 2) Successfully dodging an attack with Sazanami. 3) Performing a full walk cycle (45 frames).


Togiri
「跡切」

D
While in Iki Seishin no Mae
UNI Yuzuriha Stance D.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - Varies - - -

Yuzuriha cancels her stance, with a small white flash indicating the cancel. If performed during a stance action, this will reduce its recovery relative to allowing stance to end normally. This is often referred to as "D canceling". D canceling is integral in neutral, pressure, and many combos, as it enables you to act more quickly when exiting stance. Canceling too late into a move's recovery will not incur this benefit.

236A/B receive a damage penalty if Yuzuriha D cancels during their startup. As such, it is best to wait until their recovery frames to D cancel these moves.

Note that the D cancel triggers on D release, not D press. To D cancel you need to tap and release D, or if already holding D you can simply release it.


Shijima
「瀞歩」

6/4
While in Iki Seishin no Mae
UNI Yuzuriha Stance 6.png
Damage Guard Cancel Property Cost Attribute
- - Sp,EX,CS - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -

Yuzuriha shuffles forward or backward very slowly. Any spent stance marks will refresh at the end of the animation.


Watamashi
「移徙」

66/44
Air O.K.
While in Iki Seishin no Mae
UNI Yuzuriha 421X.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - Ground: 35
Air: 39 forward, 38 backward
- - 9~19 Strike (Ground)
6~18 Full (Air forward)
6~17 Full (Air backward)

Yuzuriha teleports forward or backward a short distance. In the air, her falling speed slows briefly afterwards. Air stance dash also carries some forward momentum.


Hazumi
「風越」

7/8/9
While in Iki Seishin no Mae
Air O.K.
UNI Yuzuriha Stance 8.png
Damage Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - Ground: 23
Air: 20
- - -

Yuzuriha performs a high jump. If you are still holding down the button, this can be canceled as if it were a stance after the peak of her jump.


Sazanami
「流漣」

22
While in Iki Seishin no Mae
Air O.K.
UNI Yuzuriha Stance 22.png
Damage Guard Cancel Property Cost Attribute
- - (Sp),(EX),(CS) - - -
Startup Active Recovery Overall Advantage Invul
1 ~16 ~32 - - -

Yuzuriha performs a dodge in place. When she successfully dodges an attack from an enemy, there is a brief pause she regains any consumed stance marks. She can then cancel into any stance action.

Supers

Infinite Worth

Soutsuki Ittou-Ryuu Ougi: Kashou
「双月一刀流奥義: 華生」

41236D
UNI Yuzuriha 41236D.png
Also known as the Shinsengumi Special.
Also known as the Shinsengumi Special.
Damage Guard Cancel Property Cost Attribute
3033 HLA - - - Strike
Startup Active Recovery Overall Advantage Invul
1+12 3(20)3(31)6 72 - -30 1~31 Full 32~60 Strike

Yuzuriha slashes twice before dashing forward to strike a third time. Deceptively large hitbox, reaching about 3/4 of the screen and with significant vertical height. It is air blockable however. Moderate startup, favorable hitbox, and good damage output makes it a strong, if high risk reversal option. Very punishable on block, and spends all your meter. Can also end combos with it for an extra ~1000 damage.

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
3720 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.

Videos

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

External Links


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