BBTag/Yumi

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Overview[edit]
Overview

Lore:Yumi is a third-year student and the leader of the Gessen Girls Academy elite shinobi.

She lost her parents at a young age, luckily her grandfather Kurokage raised her along with the other Gessen girls.

On the outside Yumi has a cold personality nevertheless she has a sister's love for her teammates. After the passing of Kurokage, Yumi begins to lead her team with discipline and love.
Playstyle
Yumi is a hybrid zoner/mixup character with ice projectiles that have restand properties and rekkas with multiple follow-ups. She is straightforward to play, ability to be aggressive, and with somewhat more ranged options than a typical character.
Pros Cons
  • Very strong assist and support kit
  • Good blockstring safety, almost all of her normal moves can be jump cancelled on block, and both 214x dances can be dash cancelled.
  • Amazing mixup options, she has fast highs, long range lows and frametraps which become even scarier when doing cross combo pressure.
  • Her 236x and 6P projectiles have re-stand properties, which allows mixups and resets to happen at any point during her or her partner's combos.
  • Very high damage output (presses 5B twice and kills your character)
  • Good zoning tools
  • Can set up unburstable combos with Rave.
  • Struggles against strong mid-range poking characters
  • Zoning is outshined against more dedicated zoning characters such as Vatista and Hilda.
  • Stubby anti-air game



Normal Moves[edit]

5A[edit]

5B[edit]

5C[edit]

2A[edit]

2B[edit]

2C[edit]

j.A[edit]

j.B[edit]

j.C[edit]


Universal Moves[edit]

Ground Throw[edit]

5B+C

Shinobi in Bloom[edit]

5A+D


Skills[edit]

Whirling Fans[edit]

236A/B

Grand Stage: Snowbird[edit]

j.236A/B

Dancing as One: Yang[edit]

214A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
First Step
A
1000 All 14 3 18 -4 -
Second Step
AA
1000 All 13 3 21 -7 -
Third Step
AAA
600*2 All 13 3(10)3 22 -8 -
Fourth Step
AAAA
300*5, 325*5 All 14 4,4,4,4,2(9)1,1,1,1,2 30 -13 -
Piercing Tide
> B
2000 All 26 4 15 +12 -
Howling Ogre
> C
2000 High 20 16 Total 49 -5 -
Demonic Destruction
> 2C
1000, 1500 Low 25 12 [(8)4] Total 72 -8 -
Breathtaker
> 66
- - - - 18 - -

[edit]

  • Howling Ogre travels from the sky to the ground, hits 7 frames after the opponent comes out of blockstun from a rekka, can be used as a reset opportunity if used during a combo on a grounded opponent.
  • Demonic Destruction leads into Aerial Rave automatically on hit.
    • A small ice surface travels along the ground, creating an ice spike when it either connects with the opponent or after a set distance, will still reach even if the rekka is pushblocked.
  • Breathtaker cancels the current rekka into a dash forward, leaving Yumi -4 and safe. Typically used to bait reversals.

Dancing as One: Yin[edit]

214B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
First Step
B
750*3 All 15 [17] 3,3(4)4 26 -17 -
Second Step
BB
1700 All 17 4 21 -12 -
Third Step
BBB
1700 All 17 4 22 -13 -
Fourth Step
BBBB
800*2 All 17 4(8)4 28 -19 -
Dancing in Snow: Purity
> A
2000 All 25 3 30 -12 -
Breathtaker
> 66
- - - - 18 - -

[edit]

Pressing B after the Fourth Step will loop back to the First Step, but all First Steps that are looped this way have 17 frames of startup.

  • Dancing in Snow: Purity is a frametrap that hits on frame 4 after opponent exits blockstun. Will catch jumps. Leads into Aerial Rave automatically on hit.
  • Breathtaker cancels the current rekka into a dash forward, leaving Yumi -9. Unsafe vs mashing, but can bait most reversals this way.

Aerial Rave[edit]

Automatic followup to certain attacks

Extra Skills[edit]

Dancing in Snow: Dance of Blades[edit]

236C

Termination[edit]

214C

Grand Stage: Storm of Snowbirds[edit]

j.236C

Killing Stone[edit]

Aerial Rave > C


Partner Skills[edit]

5P[edit]

Dancing as One: Yang - Fourth Step

6P[edit]

Whirling Fans

4P[edit]

Dancing in Snow: Purity


Distortion Skills[edit]

Secret Ninja Art: Black Ice[edit]

236B+C

Secret Ninja Art: Ice Pillar Fan[edit]

214B+C


Distortion Skill Duo[edit]

Secret Ninja Art: Ice Pillar Fan[edit]

P during Main Character's Distortion Skill


Astral Heat[edit]

Ultimate Secret Ninja Art: Ice Queen[edit]

222B+C



External References[edit]

Navigation[edit]


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