|
|
Line 526: |
Line 526: |
| {{!}}- | | {{!}}- |
| {{Description|7|text=* Same as ground version, but in the air | | {{Description|7|text=* Same as ground version, but in the air |
− |
| |
− | }}
| |
− | }}
| |
− |
| |
− | ====== <font style="visibility:hidden" size="0">EX Second Type Seccession Form: Successive Bloom</font> ======
| |
− | {{MoveData
| |
− | |image=BBTag_Yuzuriha_Bloom.png |caption=
| |
− | |name=EX Second Type Seccession Form: Successive Bloom
| |
− | |input=Bloom > C
| |
− | |data=
| |
− | {{AttackDataHeader-BBTag}}
| |
− | {{!}}-
| |
− | {{#lsth:BBTag/Yuzuriha/Data|Bloom > C}}
| |
− | {{!}}-
| |
− | {{Description|6|text=* Waste of meter for the most part, unless you are in RB and lookin to spend meter.
| |
− | * Has more pushback on block than A/B extensions and is slightly less disadvantaged, making it the safest way for Yuzu to end blockstrings if she's alone and can't jump cancel.
| |
| | | |
| }} | | }} |
Revision as of 17:40, 17 October 2019
Yuzuriha
|
|
Health: 17,000
Prejump: 4F
Backdash Time 22F / Invul: 1-7F All
- Movement Options
- Double Jump, 1 Airdash, Dash Type: Run, Teleport
- Playstyle
- Zoner, Space Control
- Team role
- Point
|
Overview
Backstory
Playstyle
Yuzuriha is a zoner that excels at playing the mid to long range game. Her huge normals coupled with 236A/B/C allow her to control a large portion of the screen. Because she is able to cancel 236A/B/C into teleport with 4A/B/C on both hit and block, she is also capable of easily getting in and initiating pressure from nearly full screen. This coupled with an assist gives her a terrifying mixup game as she can safely left-right from anywhere.
She is very reliant on assists in order to make her mixups safe and more difficult to see. She herself also has rather mediocre assists. Because of this she is definitely much more useful as a point character.
Strengths/Weaknesses
Strengths |
Weaknesses
|
- Huge range on both normals and specials grant stellar space control
- Teleports give her access to great left-right mixups when paired with an assist.
- Can initiate pressure from nearly full screen with Flowing Bloom.
|
- Both normals and specials leave her open to being punished when whiffed.
- She can have difficulty dealing with rush down if they manage to get in due to her lack of super fast normals.
|
EXS of Falling Flowers: Ainsel Lost
Yuzuriha's EXS gives her the ability to move at incredibly fast speeds, allowing her to utilize an extreme form of the Iaido martial art and even perform short-ranged teleports. In gameplay, her EXS grants her the ability to enter the "Stance of Mighty Qi and Quiet Heart" stance that removes her ability to run, replacing it with a teleport dash, allows her to automatically evade projectiles while standing still, and enhances her Second Type: Bloom (final attack becomes a unique version of Multi-layer One Ring) and Over Here (decreased start-up and endlag) specials. This stance can only be activated by holding A, B, or C during the special moves listed below. Yuzuriha can perform any move out of her stance but doing so will exit the stance unless it was one of the four listed special moves, requiring the same held input to renter the stance.
Specials that can enter "Stance of Mighty Qi and Quiet Heart":
- Second Type: Bloom
- Seccession Form: Successive Bloom
- Flowing Form: Flowing Bloom
- Multi-layer One Ring (follow-up version only)
Normal Moves
5A
5A
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
5A
|
1500
|
All
|
10
|
3
|
22
|
-8
|
- Decent range and speed, a nice round start option is to hold 6 and move forward while doing it.
- Jump cancelable on block
Her old 5B, pretty reliable but not as quick as other jabs. You can also use this after a 5BBB in the corner if Yuzu is low enough.
|
5AA
|
1500
|
All
|
12
|
4
|
24
|
-11
|
Usually after you see this you should know if you got the hit confirm, although rebeat makes almost everything safe anyways.
|
5AAA
|
350*4
|
All
|
10
|
3,3,4,5
|
17
|
-5
|
Has lots of forward movement which makes this portion of the autocombo useful for going in for close range BNBs. Otherwise, this move is risky if pushblocked.
|
5AAAA
|
1700*2
|
All
|
10
|
3 [(21)4]
|
27
|
-11
|
- Last hit of autocombo, her old 4B, sadly, not a counter anymore as its in an autocombo, but you don't use it much anyways as it scales pretty meh.
Like most 3rd or 4th hits in autocombos, it doesn't have much noticeable use.
|
|
5B
5B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
5B
|
1600
|
All
|
13 <7>
|
2
|
31
|
-16 [-13]
|
Can be used as an anti air, but its not a great one at that. is also used for routes that pick up after a 236[B] or with 2/5A in the corner.
|
5BB
|
1600
|
All
|
7
|
2
|
31
|
-16
|
|
5BBB
|
1600*2
|
All
|
11
|
3,3
|
33
|
-15
|
Last hit of her B autocombo, can be used in the corner for a pickup after j.BBB.
|
|
5C
5C
Let's test you!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
800+
|
High
|
26
|
3
|
2+16L
|
-4
|
Like all uni clashes, its safe on block. it does have a pretty nice hitbox so it won't likely give you the "gord" 5C problem. aside from her teleport Yuzu doesn't have too many mixups either, so it could be good to use sparingly.
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
1000
|
Low
|
8
|
3
|
16
|
-5
|
- A nice poke
- Cannot be rapid-fired
- Jump cancellable on block
Her old 2B, you usually want to save this as an option to jc and keep pressure going.
|
|
2B
2B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
2B
|
1600
|
Low
|
13 <7>
|
2
|
31
|
-16
|
2BB
|
1600
|
All
|
7
|
2
|
31
|
-16
|
2BBB
|
1600*2
|
All
|
11
|
3,3
|
33
|
-15
|
- Equal to the 5BBB string, except they don't share the same re-beat counter and 2B hits Low
- First hit is her good old 6C
- Also a decent roundstart option
|
|
2C
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
1000*2
|
Low
|
12
|
8,2
|
28
|
-11
|
- Yuzu's sweep
- Hits twice
- Not Jin 2C tricky, but close enough
A rather long sweep, it can be cancelled on the first hit for certain height dependent combos.
|
|
j.A
j.A
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
j.A
|
1550
|
High
|
11
|
2
|
22
|
-
|
Pretty good range for poking airborne opponents, a good move overall.
|
j.AA
|
1550
|
High
|
8
|
2
|
20
|
-
|
Used in certain combos that go for delayed 236X routes.
|
|
j.B
j.B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
j.B
|
1600
|
High
|
14 <7>
|
3
|
22
|
-
|
If low enough to the ground, you can go into 5A, this can also be used to buffer the stance install. Otherwise, it is advised to go for j.BBB loops and delaying either j.B or j.BB for consistency.
|
j.BB
|
1600
|
High
|
7
|
3
|
22
|
-
|
|
j.BBB
|
2300
|
High
|
12
|
10
|
Until L+15L [Until L+7L]
|
-
|
As of patch 1.50, this auto combo now has its uses as a primary combo extender; due to the last hit of this string causing a wallbounce meaning you can now get multiple reps out of this
|
|
j.C
j.C
the people's elbow
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
1500
|
High
|
11
|
Until L
|
0
|
3
|
- ELBOW
- An overhead, but easy to see coming.
You will rarely see this, as it cant even be used as an air combo ender in most cases.
|
|
Universal Moves
Ground Throw
Ground Throw 5B+C
Right in the gut
|
|
Multi-layer One Ring
Multi-layer One Ring 5A+D (air OK)
Finally a non metered reversal
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Ground
|
1000, 600*3, 2000
|
Air Unblockable, All*3
|
16
|
5(4)5*3
|
6+46L
|
-34
|
- Moves Yuzu forward and jumps a little. Can help with escaping the corner
- Does NOT passes through the opponent when blocked and lasts long to punish, meaning it's pretty unsafe on block.
The hitbox lingers a bit and is rather large so you can catch people who aren't careful. On the other hand, if you aren't careful then you just threw yourself at them for a free punish.
|
Air
|
1000, 900*3
|
All
|
17
|
5(4)5*3
|
Until L+35L
|
-
|
- Not much reason to use the air version, but you do yu(zuriha)
|
|
Skills
Second Type: Bloom
Second Type: Bloom 236A/B (air OK)
That's a nice Mist Finer you got there
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Ground A
|
1300
|
All
|
21 <9>
|
2
|
39
|
-13
|
Ground B
|
1300
|
All
|
21 <9>
|
2
|
39
|
-13
|
Yuzuriha slashes forward with her katana. While decent range, the slow recovery makes it incredibly risky to use if whiffed. All three versions of the attack can be followed up with 4A/B/C
A: Attacks in front of her, despite it being slightly aimed upwards.
B: Anti-Air version that attacks upward.
|
Air A
|
1300
|
All
|
22 <9>
|
2
|
Until L
|
-
|
Air B
|
1300
|
All
|
22 <9>
|
2
|
Until L
|
-
|
Similar to her ground version, Yuzuriha slashes the air at high speeds with her katana. It is also still incredibly dangerous to whiff. Air versions can also be canceled via 4A/B/C
A: Attacks straight ahead of her
B: Attacks downward
|
|
Bloom Ender
Bloom Ender 236X * 3
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Ground Ender
|
2000
|
All
|
25
|
3
|
Total: 68
|
-5
|
Air Ender
|
2000
|
All
|
17
|
3
|
Total: Until L+12L
|
-
|
Stance Ender
|
1700, 850*3, 3000
|
All
|
17
|
10(4)5*3(Until L+13)3
|
24
|
-
|
Automatically performs ender after doing three 236X in a row.
|
|
Second Type Flowing Form: Flowing Bloom
Second Type Flowing Form: Flowing Bloom Bloom > 4A/B/C
"Learn your matchups, bitch boy."
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
A
|
1300
|
All
|
41
|
2
|
39
|
-13
|
- Good for fakeouts
- Slash em from the front
Yuzuriha teleports in front of the enemy. Can be DP'd or jabbed by certain characters if they blocked the 236X.
|
B
|
1300
|
All
|
41
|
2
|
39
|
-13
|
Yuzuriha behind the enemy. Can be DP'd or jabbed by certain characters if they blocked the 236X.
|
C
|
1300
|
All
|
37
|
2
|
Until L
|
-
|
Yuzuriha teleports behind the enemy and above (if she's the ground) or on the ground (if she's airbourne). Can be DP'd or jabbed by certain characters if they blocked the 236X.
|
|
Over Here!
Over Here! 214A/B/C (air OK)
Mirage Thruster is for amateurs that can't use raw EXS.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Ground A
|
-
|
-
|
-
|
-
|
71 <52> [65 <56>]
|
-
|
- Fully invulnerable from frames 24 to 44
- Good for fakeouts
- Slow if not in stance
Yuzuriha teleports in a set distance in front of the enemy.
|
Ground B
|
-
|
-
|
-
|
-
|
67 <48> [61 <42>]
|
-
|
- Fully invulnerable from frames 24 to 40
- Slow if not in stance
- Useful for cross ups in cross combo
Yuzuriha teleports behind the enemy.
|
Ground C
|
-
|
-
|
-
|
-
|
60 <41> [60 <41>]
|
-
|
- Fully invulnerable from frames 24 to 40
- Elbow em from above
- Slow if not in stance
Yuzuriha teleports above and behind the enemy.
|
Air A
|
-
|
-
|
-
|
-
|
61 <41> [61 <41>]
|
-
|
- Fully invulnerable from frames 25 to 41
- Slow if not in stance
Yuzuriha teleports a set distance in front of the enemy.
|
Air B
|
-
|
-
|
-
|
-
|
61 <41> [61 <41>]
|
-
|
- Fully invulnerable from frames 25 to 41
- Slow if not in stance
Yuzuriha teleports behind the enemy.
|
Air C
|
-
|
-
|
-
|
-
|
68 <48> [62 <42>]
|
-
|
- Fully invulnerable from frames 25 to 41
- Slow if not in stance
Yuzuriha teleports on the ground and behind the enemy.
|
|
Stance of Mighty Qi and Quiet Heart
Stance of Mighty Qi and Quiet Heart Hold A/B/C after Bloom
How to beat touga
|
- Can only go into stance after a 236[X].
- Her movement is heavily limited, can only teleport.
- Autododges projectiles.
Here we have the thing that makes Yuzu a point for zoners. By doing 236[X] after a slash or her 236 super, she can enter stance. Stance gives her a faster teleport (only once), faster slash (along with a follow up), and teleport dashes. It's usually beneficial to enter stance after a combo.
|
|
EX Second Type: Bloom
EX Second Type: Bloom 236C (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Ground
|
2200
|
All
|
21 <9>
|
2
|
39
|
-9
|
- Can be used to threaten opponent, deals unrecoverable damage like all EX skills
Costs meter but goes fullscreen, making it a great tool to punish those not careful.
|
Air
|
2200
|
All
|
22 <9>
|
2
|
Until L
|
-
|
- Same as ground version, but in the air
|
|
Partner Skills
5P
5P UNI 66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
1500*2
|
All
|
15
|
8(1)3
|
24+15L
|
-25
|
- Good range
- Can use cross combo to go into itself
An overall reliable assist. Has the privilege of being tall and also doing two hits even on on block, meaning slightly better lockdown than some assists.
|
|
6P
6P Second Type: Bloom
236 in assist form!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
2200
|
All
|
(18)+28
|
2
|
35
|
-11
|
- Useful for when 4P won't cut it.
Yuzu does a single slash that wall bounches and is pretty long, but wont reach fullscreen. What's useful about this assist is that it is rather disjointed, meaning that if Yuzu is far enough away, she is pretty safe while still attacking from a distance. If you push sideways she will move with the screen as she swipes, so it can technically take up more stage space without taking up more of a given screen.
|
|
4P
4P 5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
1700
|
All
|
(18)+11
|
2
|
34
|
-17
|
- Knocks the opponent into the air.
- Can not pick up from the ground.
Like most 4Ps, the opponent cant tech after being hit, unlike most 4Ps, its range is rather poor.
|
|
Distortion Skills
Second Type: Raging Bloom
Second Type: Raging Bloom 236B+C (air ok)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Ground
|
590*12, 2000 [370*19, 900*4]
|
All
|
1+17 <7+5>
|
1,1,{1(4)1}*4,1(4)2 [1,1,{1(4)1}*8,1(28)3]
|
54 [60]
|
-35 [-38]
|
Air
|
590*12, 2000 [385*19, 900*4]
|
All
|
1+17 <7+5>
|
1,1,{1(4)1}*4,1(4)2 [1,1,{1(4)1}*8,1(28)3]
|
Until L+12L
|
-
|
- Can enter stance if you hold a button.
Rather long range, but no real reason to use it over Luster Birth unless you are in the air or want to end into stance.
|
|
Secret Skill: Luster Birth
Secret Skill: Luster Birth 214B+C
Remember when this is 1-all invul?
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
2000*2, 0, 6500 [2000*2, 400*4, 2200*2, 3000]
|
All
|
1+15 <1+19>
|
3(20)2(28)10 [3(20)2(24)10]
|
68
|
-47
|
- In resonance, the sword sheathing animation deals extra damage to end someone a cool way.
- If blocked, Yuzu will continue up to the repeated slashes but will not trigger the animation for the final part of the attack.
If the first two hits whiff, she wont finish the animation and be left wide open.
|
|
Distortion Skill Duo
Secret Skill: Luster Birth P during Main Character's Distortion Skill
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
500*2, 0, 1500 [500*2, 50*4, 0, 1500, 300]
|
All
|
1+1
|
3(20)2(28)10 [3(20)2(24)10]
|
68
|
-47
|
Detailed description of the usefulness of the move go here
|
|
Astral Heat
Zeroth Type: Life Crimson 222B+C
All evil... ...shall perish!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
-
|
All
|
1+16
|
6
|
70
|
-55
|
- Goes about fullscreen
- Use astral the second they start falling, of it will whiff.
Can be combo'd into from A or C 236 slashes.
|
|
Navigation
|
To edit frame data, edit values in BBTag/Yuzuriha/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
|