BBTag/Yuzuriha

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Yuzuriha
BBTag Yuzuriha Portrait.png

Health: 16,000
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
BBTag Yuzuriha 5A.png
BBTag Yuzuriha 5AA.png
BBTag Yuzuriha 5AAA.png
BBTag Yuzuriha 5AAAA.png
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
  • Old 5C

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
  • Her old 4C

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
BBTag Yuzuriha 5B.png
BBTag Yuzuriha 5BB.png
BBTag Yuzuriha 5BBB.png
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1600 All 13 <7> 2 31 -16 [-13]
  • Her old 6A

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
  • Her old 6B

Combo filler mostly.

5BBB 1600*2 All 11 3,3 33 -15
  • Her old force function

Last hit of her B autocombo, can be used in the corner for a pickup after j.BBB.


5C
5C
BBTag Yuzuriha 5C.png
Let's test you!
Damage Guard Startup Active Recovery Frame Adv.
800+ High 26 3 2+16L -4
  • Her old j.2C

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
BBTag Yuzuriha 2A.png
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
BBTag Yuzuriha 2B.png
BBTag Yuzuriha 5BB.png
BBTag Yuzuriha 5BBB.png
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
BBTag Yuzuriha 2C.png
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
BBTag Yuzuriha jA.png
BBTag Yuzuriha jAA.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1550 High 11 2 22 -
  • Main air to air

Pretty good range for poking airborne opponents, a good move overall.

j.AA 1550 High 8 2 20 -
  • Combo filler

Used in certain combos that go for delayed 236X routes.


j.B
j.B
BBTag Yuzuriha jB.png
BBTag Yuzuriha jBB.png
BBTag Yuzuriha jBBB.png
Version Damage Guard Startup Active Recovery Frame Adv.
j.B 1600 High 14 <7> 3 22 -
  • Another decent poke

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 -
  • Combo filler
j.BBB 2300 High 12 10 46 -
  • Causes wallbounce

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
BBTag Yuzuriha jC.png
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
BBTag Yuzuriha GroundThrow.png
Right in the gut
Damage Guard Startup Active Recovery Frame Adv.
0, 2000 Throw 7~30 3 23 -
  • A throw, easy to pick up after.

P U N C H


Multi-layer One Ring
Multi-layer One Ring
5A+D (air OK)
BBTag Yuzuriha MultilayerOneRing.png
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)
BBTag Yuzuriha Bloom.png
That's a nice Mist Finer you got there
Version Damage Guard Startup Active Recovery Frame Adv.
Ground A 1300 All 17 <9> 2 39 -13
Ground B 1300 All 17 <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 17 <9> 2 Until L -
Air B 1300 All 17 <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


Second Type Seccession Form: Successive Bloom
Second Type Seccession Form: Successive Bloom
Bloom > A/B
BBTag Yuzuriha Bloom.png
Version Damage Guard Startup Active Recovery Frame Adv.
A
  • Follow up to 236X

Combo fodder, the last part changes into ichi, how far yuzu lands depends on how high the opponent was for the final part. Uses the slash for A version, so if not in stance it will blow the opponent back after the final slash.

B
  • Follow up to 236X

Uses the slash for the B version, so if not in stance the opponent will be knocked upwards a bit.


Second Type Flowing Form: Flowing Bloom
Second Type Flowing Form: Flowing Bloom
Bloom > 4A/B/C
BBTag Yuzuriha OverHere.png
"Learn your matchups, bitch boy."
BBTag Yuzuriha Bloom.png
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
  • Slash em from the back

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 -
  • Slash em from above

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)
BBTag Yuzuriha OverHere.png
Mirage Thruster is for amateurs that can't use raw EXS.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground A - - - - 71 <52> -
  • 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> -
  • 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> -
  • 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> -
  • 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> -
  • Fully invulnerable from frames 25 to 41
  • Slow if not in stance

Yuzuriha teleports behind the enemy.

Air C - - - - 68 <48> -
  • 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
BBTag Yuzuriha StanceOfMightyQi.png
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.


Extra Skills

EX Second Type: Bloom
EX Second Type: Bloom
236C (air OK)
BBTag Yuzuriha Bloom.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2200 All 17 <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 17 <9> 2 Until L -
  • Same as ground version, but in the air


EX Second Type Seccession Form: Successive Bloom
EX Second Type Seccession Form: Successive Bloom
Bloom > C
BBTag Yuzuriha Bloom.png
Damage Guard Startup Active Recovery Frame Adv.
  • 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.


Partner Skills

5P
5P
UNI 66C
BBTag Yuzuriha 5P.png
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
BBTag Yuzuriha Bloom.png
236 in assist form!
Damage Guard Startup Active Recovery Frame Adv.
2200 All (18)+17 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
BBTag Yuzuriha 5B.png
Damage Guard Startup Active Recovery Frame Adv.
1700 All (18)+11 2 26 -9
  • 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)
BBTag Yuzuriha RagingBloom.png
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
BBTag Yuzuriha LusterBirth.png
BBTag Yuzuriha LusterBirth2.png
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
BBTag Yuzuriha LusterBirth2.png
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
  • Important points go here

Detailed description of the usefulness of the move go here


Astral Heat

Zeroth Type: Life Crimson
222B+C
BBTag Yuzuriha LifeCrimson.png
All evil...
BBTag Yuzuriha LifeCrimson2.png
...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.


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