Yu Yu Hakusho: Toguro (Otouto)

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Toguro
(Younger Brother)
File:YToguro Prof Portrait.png
Play Style Big Body - "Grappler"
Status Dangerous
Info *Does anything*
dizzied

Imagine loving a fighting game with every fiber of your being, memorizing your combos front-to-back, studying your matchups like you're writing your doctoral thesis on them...then this hulkin' lad invincible back-dashes up to you and throws you for 65%.

Does crushing the hearts and minds of your enemies while barely breaking a sweat sound like fun to you? Do you think terms like "Execution" and "Neutral" are simply concepts created to be ignored? Young Toguro is the character for you.

In all seriousness, Y.Toguro is an extremely good character whose only setback is his poor mobility. His combos, while short, can instantly dizzy an impressive number of cast members, leading to big damage with a low barrier of entry. While not exactly a "grappler" in that he doesn't have any kind of command grab, extending out of a grab is an integral part of effectively playing YYMD, and Y.Toguros gameplan hinges almost entirely on either baiting out buttons to whiff punish at mid-range or manipulating YYMDs unique movement options like lane-changing and invincible back-dashing through attacks and projectiles to get within grab distance. Understanding and embracing the unorthodox movement of YYMD is paramount to excelling in the game and picking up Y.Toguro without a decent understanding of when to properly implement those movement options will take him from 100% of 100%, right down to 0%.

Note about Hitboxes & Data!
Genkai Laugh.png

The tools used to capture the hitboxes for YYMD are from a tool that isn't ready for public use, and was graciously given to the TF wiki editors specifically to present what we can for those interested in playing and learning YuYuMD. Wishing to respect the developers' intent, the tools will not be hosted here at this time. When that changes or when new tools become available, we will certainly do everything we can to make them as publicly accessible as possible! Until then, we hope the info we can provide, helps!



Standing Normals


5B
Input Chain Damage Guard Startup Active Recovery Frame Adv
5B / 5YY B.png
yes - Mid - - - -

Decent jab. Links into 2HIT 236B after a dash cancel.

6B
Input Chain Damage Guard Startup Active Recovery Frame Adv
6B / 6YY B.png
no - Mid - - - -

Y.Toguro's longest poke, fairly safe on whiff and with solid reward on hit from canceling to 236A. An important midrange tool in conjunction with 22A/B.

5A
Input Chain Damage Guard Startup Active Recovery Frame Adv
5A / 5YY A.png
no - Mid 1 1 - -

Big, slow anti-air. Cancelable near the start, but you'll pretty much never be able to cancel it when used as an anti-air. Y.Toguro would usually much rather use A+B or fire off some finger bullets against jump-ins, depending on the situation.

6A
Input Chain Damage Guard Startup Active Recovery Frame Adv
6A / 6YY A.png
no - Mid 1 1 - -

Toguro does a big forward-leaning punch. Despite appearances, not an overhead. Hugely important for catching backdashes and jump backs. Not quite as committal as it may look! Whiffs over Hiei and Genkai at point-blank.


Crouching Normals


2B
Input Chain Damage Guard Startup Active Recovery Frame Adv
2B / 2YY B.png
yes - Low 1 1 - -

Probably Y.Toguro's overall most important neutral and pressure tool due to its speed, range, and safety. On hit, Y.Toguro can opt for a short combo like 2B (x3) > 6B > 236A, or go directly into 2HIT 236B after a dash cancel (though it's a very tight link). Otherwise, he can mix up an unprepared opponent by doing a quick dash into throw for huge reward. On block, he can go for repeated dash cancel 2Bs or go for a ti

2A
Input Chain Damage Guard Startup Active Recovery Frame Adv
2A / 2YY A.png
no - Mid 1 1 - -

Easily Y.Toguro's worst ground normal. Has a shorter overall hitbox compared to 5A, which is already a niche move, along with having far more recovery and not being cancelable. It does, however, have one niche: it's used in his frame kill restun setups. Whiffing 2 2As near a stunned opponent, starting right as they land, will allow him to restun with a Throw > 2HIT 236B.


Jumping Normals


j.B
Input Chain Damage Guard Startup Active Recovery Frame Adv
j.5B / j.5YY A.png
yes - Mid 1 1 - -
j.5A
Input Chain Damage Guard Startup Active Recovery Frame Adv
j.5A / j.5YY A.png
yes - Mid 1 1 - -

What, on the surface, looks like an extremely slow jump normal attached to a character who already takes 12 frames to get into the air, is actually one of his scariest tools. It does a pretty monstrous amount of stun, and when hit close to the ground, its landing lag can be dash canceled into 236B for a dizzy on much of the roster, or mixed up with a dash cancel into throw > 2HIT 236B for a dizzy on all of the roster. A move to be used sparingly, but not to be ignored.

j.8A
Input Chain Damage Guard Startup Active Recovery Frame Adv
j.8A / j.8YY A.png
no - Mid 1 1 - -

Not a particularly useful move. As Y.Tog already takes so long to make it into the air, reaction anti-airing with this is nearly impossible, and there are scarcely any situations where anti-airing someone this high up is necessary in the first place. In addition, it can't be special canceled, and is pretty slow itself to boot. You probably have a better option.


Specials



Dash Punch
Input Chain Damage Guard Startup Active Recovery Frame Adv
236A/236YY A.png
No - Mid 1 1 - -

Better combo ender than 236B in cancels or any other situation where 236B won't land both hits. Can be a useful tool in neutral and pressure to catch backdashes similar to 6A.

Dash Upper
Input Chain Damage Guard Startup Active Recovery Frame Adv
236B/236YY B.png
No - Mid 1 1 - -

The move that enables all of this character's horseshit. Does great damage and absurd stun. Treasure seemingly knew it would be a problem, as the game seems hardcoded to not allow you to get both hits in numerous situations - out of throw, you have to whiff a normal before using it to get both hits, and it seemingly can never get both hits if it's directly canceled into out of a normal - dash canceling said normal and linking it works fine though.

Shidan
Input Chain Damage Guard Startup Active Recovery Frame Adv
22A / 22YY A.png
No - Mid 1 1 - -

Huge hitbox. At range, it's safe, can easily win clashes against certain approaches, and covers a lot, while doing decent chip damage. Not to be overused, but an important tool in your arsenal. Whiffs standing Genkai and Hiei.

Input Chain Damage Guard Startup Active Recovery Frame Adv
22B / 22YY B.png
No - Mid 1 1 - -

The AYY A.png and BYY B.png versions share the exact same frames and are (seemingly?) the same move.

Katsu
*stubs toe*
*SCREAMS*
*creates best anti-air in the game*
*stubs toe*
*SCREAMS*
*creates best anti-air in the game*
Input Chain Damage Guard Startup Active Recovery Frame Adv
A+B / YY A.png+YY B.png
No - Mid 1 1 - -

Absurdly active anti-air, anti-pressure tool, and reversal with clash frames for most of its duration. Very difficult to challenge for much of the roster, but whiff punishable.

Souwan Goushou
Input Chain Damage Guard Startup Active Recovery Frame Adv
j.22A / j.22YY A.png
No - Mid 1 1 - -

Good cancel after a j.5A that's too high to do anything else after. Occasionally a decent gap closing tool as well.

Input Chain Damage Guard Startup Active Recovery Frame Adv
j.22B / j.22YY B.png
No - Mid 1 1 - -

The AYY A.png and BYY B.png versions share the exact same frames. Both versions are (seemingly?) identical outside of the distance they travel.


Super



100% of 100%
Input Chain Damage Guard Startup Active Recovery Frame Adv
262A/262YY A.png
No - Mid 1 1 - -

Note: Input notation used is "literal", but is easier accomplished by doing a double quarter circle minus the final input.

  • Directional Notation: T Down.pngT DownRight.pngT Right.pngT Down.pngT DownRight.pngYY A.png
  • Number Notation: 23623A


Misc



Throw
Input Chain Damage Guard Startup Active Recovery Frame Adv
6A / 6YY A.png
(While close)
yes - - - - - -

There's one thing you're looking for after this. Whiff a normal, then 236B when they're around the level of Toguro's face. This will instantly dizzy most of the cast, dealing a hefty chunk of damage in the process. Whiffing 5B and doing a negative edge 236B is probably the overall most consistent way to do it, but do whatever works for you.

Taunt
Input Chain Damage Guard Startup Active Recovery Frame Adv
A+B+C / YY A.pngYY B.pngYY C.png
(While close)
yes - - - - - -

Toguro lulls you into a false sense of security with a thumbs up, before flipping it upside down. Truly demoralizing.

Reference list of Misc left to add:

- Forward and Back dash

- Blocking

=== Normal Combos ===

  • 2B (x3) > 6B > 236A

Y.Tog's standard BnB. Does solid damage from his go-to poke and grants a knockdown.

  • 2B xx 66 > 236B

Stuns most of the roster. 5B can also be used, though he uses the move less overall. Best to only go for if you're practiced and confident, as it's hard.

  • j.5A > land xx 66 > 236B

Only works on deep jump-ins. Stuns everyone except Kuwabara.

Throw Combos

  • Throw > Whiff Normal > 236B

Y.Tog's BnB, also called "Throw > 2HIT 236B" and described in the Throw section on the movelist. Does massive damage and stuns the whole roster except for Kuwabara.

The Restun

After any stun of the Star or Hiei tier, Y.Tog gets the chance to restun. To do so, face away from the enemy and whiff 2 2As as they are standing up. Then, Throw > 2HIT 236B. This works on Genkai, Hiei, Kurama, Elder Toguro, and Itsuki. Yusuke and Chu will be stunned, but have enough frames to mash out, while Kuwabara, Sensui, and Y.Tog himself will not be stunned.