Yu Yu Hakusho: Yusuke

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Yusuke Urameshi
File:Yusuke Prof Portrait.png
Play Style Rushdown
Status Alive
Info "I REALLY like mashing YY A.png"


True to form, Yusuke is either exclusively getting slapped around, or grinding anything that breathes to dust. With extremely strong Rushdown tools, amazing air-to-air conversions, a storable Super-worthy fireball that can be used to end a multitude of combos, and an extremely powerful corner infinite, Yusuke has a lot to work with. The only thing holding Yusuke back in the slightest is Meter Management, as all of his best tools will wring out meter like a sponge. In the wrong hands, he explodes with zero meter to spare. In the right hands, he's the heart of YYMD fundamentals.

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 - - - -

Standard jab. Can be dash-canceled with T DashR.png (66) to link more consecutive hits beyond it's usual pushback. If you're going to do this though, it's usually better to just use 2B since it hits low, unless you're certain 5B will stuff a bad wakeup button. Good "get off me" button during scrambles however, and typically used for Wavedashing. Big boi parry box though, so can be good for brushing off annoying jump-in B's.

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

Multi-hit (2-hits). It's...fine, but Yusuke has so many better tools that it's really not worth it to actually use this as a combo ender, poke, etc. If you use this, you probably meant to dash-cancel a 2B or 5B and goofed it. It's ok though, we forgive you.

5A
Input Chain Damage Guard Startup Active Recovery Frame Adv
5A / 5YY A.png
no - Mid 1 1 - -
6A
Input Chain Damage Guard Startup Active Recovery Frame Adv
6A / 6YY A.png
no - Mid 1 1 - -


Specials



Hyaku Retsuken
Gorilla Mode: Engaged
Gorilla Mode: Engaged
MASH MASH MASH
MASH MASH MASH
MASHMASHMASH
MASHMASHMASH
I had to expand my Photoshop canvas size to fit this one. That's how good it is.
I had to expand my Photoshop canvas size to fit this one. That's how good it is.
Input Chain Damage Guard Startup Active Recovery Frame Adv
AAA/YY A.pngYY A.pngYY A.png
No - Mid 1 1 - -
Input Chain Damage Guard Startup Active Recovery Frame Adv
BBB/YY B.pngYY B.pngYY B.png
No - Mid 1 1 - -

The AYY A.png and BYY B.png versions share the exact same frames, just with slightly different speeds and damage.

This special makes Yusuke either a bumbling mess, or a ToD nightmare. There's really never a reason to use the BYY B.png version when it costs nearly as much as AYY A.png without any of the damage or versatility. As bad as it sounds, how this caffeine-spiked gorilla-brain button-mashing time-bomb is used separates the weak players from the strong.

YY A.png version: Great damage, great stun, typically very safe, combo ender out of multitudes of situations, and the explosive tool behind Yusukes turnaround corner infinite. At the expense of draining meter like a boat with a hole in it, even mashing at mid-range can stuff a ton of dash-in poke attempts or not-so-hot jump-ins.

YY B.png version: "Yeah, I was mashing. You still got hit tho."

Shotgun
Input Chain Damage Guard Startup Active Recovery Frame Adv
22A / 22YY A.png
No - Mid 1 1 - -
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, just with slightly different speeds and damage. Mash to extend.

You would think that this might be better to poke or end with than YY A.pngYY A.pngYY A.png, but the end-lag is a little too painful to risk it on block. The big thing with Shotgun is its invincibility on startup, so its main use-case is as an invincible reversal/wakeup option. Multiple parry-frames as well, so it can also combat moves like Chu or Genkai's j.YY A.pngYY A.pngYY A.png. Won't necessarily punish, but still a good low-effort "I can probably parry that" option.


Note about ReiGan Data!
Genkai Laugh.png

The ReiGan technically has 8 charge/power levels, some of which re-use frames between levels. The tools we currently have to capture Hitbox data do not specify which level the ReiGan is at when charging/firing, so we're left with only visual differences to discern the levels. Hopefully, this information is useful in the meantime until new tools progress!



All ReiGans can be Fired either Grounded or Mid-Air. The only difference between YY A.png and YY B.png is the travel speed.


ReiGan
Level 1
so much for "only 4 shots a day"...
so much for "only 4 shots a day"...
Input Chain Damage Guard Startup Active Recovery Frame Adv
236A / 236YY A.png

236B / 236YY B.png
- - Mid 1 1 - -

There's a good chance you're either only firing This, or a Level 7/8. YY A.png being the faster of the two can be the usual useful long-range annoyance that you might be used to from other fireballs. Drains meter MUCH faster then you might expect. Endlag is preeeetty bad when grounded though, so use it at your own risk. Can go straight through Kuramas Roses, and stop rushing attacks like O.Toguro's Ken Henge. WILL get beaten and outright deleted by other fireballs greater than Level 1, so pay attention to your opponent's charge!

Probably the most useful tool with Level 1's is multi-air fireballs. Only one fireball can exist onscreen at a time, but you can link multiple j.236YY A.pngs if your execution is on-point. More flashy than practical against shorter members of the cast.

ReiGan
Level 2
Input Chain Damage Guard Startup Active Recovery Frame Adv
236A / 236YY A.png

236B / 236YY B.png
- - Mid 1 1 - -

ReiGan
Level 5
Input Chain Damage Guard Startup Active Recovery Frame Adv
236A / 236YY A.png

236B / 236YY B.png
- - Mid 1 1 - -


This is a weird one...right now, I'm not sure if this shares the exact same sprites as lv.5 or lv.7. Will definitely elaborate when there's a better way to differentiate!

-GD

ReiGan
Level 8
Input Chain Damage Guard Startup Active Recovery Frame Adv
236A / 236YY A.png

236B / 236YY B.png
- - Mid 1 1 - -

The Big Boi. This is what you want. This is the good stuff. This is it. Just what Yusuke needs- a gigantic wall of damage to throw across the screen, end his gorilla-punch combos, or even end his air combos. It is Beauty. It is Grace. It's a giant sphere of death, longing for your opponents embrace.

ReiGan
Charging
Input Chain Damage Guard Startup Active Recovery Frame Adv
236C / 236YY C.png

Tap YY C.png to store!
- - Mid 1 1 - -

Can only be performed while Grounded. Equally as essential as YY Charge.png Charging Meter.

You HAVE to work charging and storing the Level 7/8 Reigun into your gameplan. Having a miniature Super in your pocket at all times is nothing to scoff at. One of the few things Yusuke will struggle with is Meter Management, so pick your shots wisely and don't waste a charge!

Still gotta add this- lots of frames ;-;

- Reference list-

Have been needs editing+uploading:

- Stand and Crouch Block
- Stand and Back Dash
- Taunt
- Throw