User:PCvolt

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Uni2 profile yuzuriha.png
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

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

Yuzuriha specific notation notes:

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

Getting Started

Enders

66B > 236ABAC > 236A+D (aka 66B slashes): Yuzuriha's most common combo ender. No hold is required.

How to spend meter

Dumping meter is very easy, as you can take the slashes ender and append 236C, giving the following ender: 66B > 236ABAC > 236A+D > 236C

Prorated Jabs starter

These combos will work from most starters, even with multiple jabs.

Combo Damage Cost Meter Gain Location
  • This combo will work no matter what, even with extremely prorated starters.
  • In doubt, default to this route.
  • Use 4C when your opponent is too far for 5C to connect, dealing however less damage.
  • The corner BnB, can be followed with a teleport after 66C.
  • Works with prorated starters.

Jabs starter

Yuzuriha's damaging combos come from her j.2[C] route, which is not always available depending on your starter.

From which starters j2[C] route works?

A starter:

  • 2A > 2B > 2C/5C > 236A
  • 2AA > 2B > 2C > 236A
  • 2AAA/5A > single B/C normal > 236A

B starter:

  • 5B > (2B > 5C >) 2C > 236A
  • 2B > (5C >) 2C > 236A

C starter:

  • 5C > (rebeat >) 2C > 236A
  • 2C > (5C > dl.) 236A
Combo Damage Cost Meter Gain Location
  • 214A for no sideswitch, 214B+D for sideswitch.
  • Sideswitch

5B/2B starter

The B starters use the same j.2[C] routing that jabs starters do, which makes them easy to remember.

Combo Damage Cost Meter Gain Location
  • Same route as with 2A
  • Using 214B+D makes the 66B link difficult because of positioning.
  • Same as above, but with 2C and 5C swapped, and better damage. Use either version of 214X for sideswitching.
  • Same route as with 2A
  • Sideswitch

2BC starter

Combo Damage Cost Meter Gain Location
  • Exactly the same j2[C] route seen as in A and B/C starters.
  • Exactly the same j2[C] route seen as in A and B/C starters.

Throw~2 starter

Combo Damage Cost Meter Gain Location
  • Same route as with 2A, better meter generation and carry than the other routes for less damage.
  • The best compromise between damage optimization and stability.
  • Sideswitch
  • Can be ended with 66B slashes ender if damage is a priority.
  • +3F on 66C > 421C~D okizeme.
  • Trades more damage for worse okizeme on 421C~D.
  • +0F on 66C > 421C~D okizeme.

236B starter

Combo Damage Cost Meter Gain Location
  • Mid/long-range conversion for 236B, as it uses twice 236B, it prorates a lot.
  • Holding B will increase the window in which you can delay the D-paired 214B, and make the combo much easier.
  • Close/mid-range conversion for 236B, deals much better damage than the previous.
  • Works off max range 2C, which is notable as it deals higher damage than the max range 2C > 4C route (3454dmg vs 3177dmg).
  • 5C can be more tight to land, in which case, default to 5B.
  • This combo can be initially hard to learn, as it requires a series of multiple inputs that become reversed. It is however worth to learn.

236C starter

Yet again, making use of the BnB routes.

Combo Damage Cost Meter Gain Location
  • If the opponent is in the air, you will have to delay j.6C more the higher they are.
  • tk.236ABC route is not available from j.236C.

Theory

Most combos beginning from close range hits follow the formula of hit>launcher + air followup(>optional extender)>stance chain>ender. In some cases, the launcher and followup is delayed to the middle of the combo and an extending sequence is inserted beforehand.

Combos from mid/far ranges rely heavily on stance attacks to confirm, most notably 236A/B, 214B, and their air counterparts. This allows Yuzuriha to close space and follow with a short relaunch sequence into an ender.

Midscreen ender selection most often prioritizes damage, space, and frame advantage, though sometimes knockdown is desirable. Corner ending priorities vary more between damage and knockdown. 66B, 66B 236B~A~B 236A+D, and 66C(>j421A) are the most common enders; for more information, see the Enders section.

Adding too much filler between the initial hit and the launcher may reduce damage or prevent the use of certain components.

Where practical, routes often avoid reusing the same move to prevent Same Move Proration (SMP). SMP increases combo scaling, and some attacks have properties such that reusing them in a combo is not viable. For example, (j)214A/B and FF~A have significantly less hitstun on repeat uses.

FAQ

How do I do j.C into 66B/66C etc?

Remember that you can start inputting motions before you're actionable, and that UNI has a small input buffer. Begin the 66 input during your air attack, then input your attack as you land. Remember to hold 6 through the attack input.

When do I D cancel?

More than 3f into the startup of the move you wish to cancel, but not so late into recovery as to miss the cancel window. The fail timing typically comes quite late, so the window for successful D cancels is very large. On Yae Ichirin for example, you can D cancel at any time until Yuzuriha lands from her flip. Note that 236A and 236B have reduced base damage if you D cancel during their startup, so a safe timing for D cancels is slightly after the move would connect.

How do I do these fast motion sequences?

You have more time for each input than you probably realize. You can start the motion as soon as you finish the previous attack input, or even sooner in some cases. Use your time effectively and keep your inputs clean. It may not happen immediately, but given time and focused practice you can succeed.

Which button should I hold during combos?

You can hold any button so long as it's not used after the first stance attack in the sequence. If you came from previous installs of UNI, know that there is no more penalty for D hold.

How to manage holds on pad?

Remap your controls and/or use claw grip. D and sometimes C on shoulder buttons is common, but different players use many different setups. Take advantage of the macro binds as well.

How do I D-pair if I'm already holding D?

This requires a more technique we call "negative edge D-pair", for which you release D as you're pressing your attack button.

Videos

External Links

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Getting Started
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