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 that can go past opponents, allows her to automatically evade projectiles while standing still, and enhances her Second Type: Bloom rekka (Bloom Ender is replaced with 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 listed special moves, requiring the same held input to renter the stance.
Specials that can enter "Stance of Mighty Qi and Quiet Heart":
Third Type: Sever
Second Type: Bloom
Succession Form: Successive Bloom
Flowing Form: Flowing Bloom
Bloom Ender
Multi-layer One Ring (follow-up version only)
Over Here!
Second Type: Raging Bloom
Playstyle
Yuzuriha 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.
Pros
Cons
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.
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
Old 5C
Usually after you see this you should know if you got the hit confirm, although rebeat makes almost everything safe anyways.
5AAA
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
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.
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.
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
Combo filler
j.BBB
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
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
Not much reason to use the air version, but you do yu(zuriha)
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
Air B
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
Automatically performs ender after doing three 236X in a row. If in stance before you start, then does a longer, ender that's very useful for Active Switch combos.
Second Type Flowing Form: Flowing Bloom
Second Type Flowing Form: Flowing Bloom Bloom > 4A/B/C
Yuzuriha teleports in front of the enemy. Can be DP'd or jabbed by certain characters if they blocked the 236X.
B
Slash em from the back
Yuzuriha behind the enemy. Can be DP'd or jabbed by certain characters if they blocked the 236X.
C
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)
Mirage Thruster is for amateurs that can't use raw EXS.
Fully invulnerable from frames 24 to 44, from 5 - 25 in stance.
Good for fakeouts
Slow if not in stance
Yuzuriha teleports in a set distance in front of the enemy.
Ground B
Fully invulnerable from frames 24 to 40, from 5 - 21 in stance.
Slow if not in stance
Useful for cross ups in cross combo
Yuzuriha teleports behind the enemy.
Ground C
Fully invulnerable from frames 24 to 40, from 5 - 21 in stance.
Elbow em from above
Slow if not in stance
Yuzuriha teleports above and behind the enemy.
Air A
Fully invulnerable from frames 25 to 41, from 5 - 21 in stance.
Slow if not in stance
Yuzuriha teleports a set distance in front of the enemy.
Air B
Fully invulnerable from frames 25 to 41, from 5 - 21 in stance.
Slow if not in stance
Yuzuriha teleports behind the enemy.
Air C
Fully invulnerable from frames 25 to 41, from 5 - 21 in stance.
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.
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.
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.
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.