SBX/Sanada Yukimura

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Overview

Overview
Sanada Yukimura is a beginner friendly all-rounder character who's good at everything  sound familiar?. Yukimura has the best set of normals in the game with them all being useful like 5C which is big and has a vacuum effect and his jabs which are the best in the game. He also has one of the fastest run speeds meaning that he can close the gap easily and start his suffocating offense. He also has the best DP in the game with it being frame one invincible. And finally, once he has reinforcements, he has very good infinite conversions with him getting an infinite of off almost anything. His only weakness being that he can struggle against zoning.
SBX Sanada Yukimura Nameplate.png
SBX Sanada Yukimura Portrait.png
Damage Taken
%
Prejump
F
Backdash
F

 Sanada Yukimura is a speedy character with great range, damage and very suffocating offense with his "gorilla" buttons.

Pros
Cons
  • Good Range: Yukimura's attacks have great range and can easily convert into his combo routes.
  • Infinite Machine: Once he has level 51 reinforcements he can get an infinite of off most hits.
  • Speed: He has one of the fastest run speed in the game, meaning that he can close gaps and start offense really quick.
  • Well-Rounded: He has the best set of normals in the game with 5C and 5A being stand outs, Along with having the best DP.
  • Keep-out: He tends to have issues against zoning and keep out, especially against  Tadakatsu and  Motonari.

Normal Moves

5A

Guard Startup Active Recovery On-Block Damage Level
Mid 5 4 -4 24 1
The best jab in the game with it being fast and big. Used in your pressure and combos. Very good button.

5B

Guard Startup Active Recovery On-Block Damage Level
Mid 7 4 15 -6 55 3
A decent anti-air.

5C

Guard Startup Active Recovery On-Block Damage Level
Mid 14 6,3 18 -2 50x2 4,5
Another fantastic normal. It's big and the second hit has a vacuum effect and can convert into combos.

6B

Guard Startup Active Recovery On-Block Damage Level
High 22 5 22 -11 60 4
Basic 6B overhead.

6C

Guard Startup Active Recovery On-Block Damage Level
Mid, Low 16 2(9)3 60x2
Combo fodder for infinites.

2A

Guard Startup Active Recovery On-Block Damage Level
Low 5 2 6 +1 20 1
Another very good jab.

2B

Guard Startup Active Recovery On-Block Damage Level
Mid 13 3 19 -9 50 3
Your longest reach normal.

2C

Guard Startup Active Recovery On-Block Damage Level
Low 12 3 17 -4 56 4
Combo fodder.

j.A

Guard Startup Active Recovery On-Block Damage Level
High 5 6 5 18 2
Another good spamable jab except in the air. Also used as combo fodder.

j.B

Guard Startup Active Recovery On-Block Damage Level
High 8 6 14 50 3
Combo fodder.

j.C

Guard Startup Active Recovery On-Block Damage Level
High 12 4 20 80 4
Good jump in button.

Universal Mechanics

Ground Throw

6C or 4C

Guard Startup Active Recovery On-Block Damage Level
Throw 5 1 13 100
Basic throw.

Air Throw

j.6C or j.4C

Guard Startup Active Recovery On-Block Damage Level
Throw 3 1 6 1,100
Won't see much use due to the short range.

Blowback Attack

5B+C (Hold OK)

Guard Startup Active Recovery On-Block Damage Level
Mid 17~ 4 21 -9 60
Combo fodder for Yukimura's main infinite.

Aerial Attack

2B+C

Guard Startup Active Recovery On-Block Damage Level
Mid 16 3 18 -12 60
Standard Aerial Attack.

Aerial Spike

j.2C after Aerial Attack

Guard Startup Active Recovery On-Block Damage Level
14 6 23 35
Standard Aerial Spike.

Guard Cancel

6B+C while blocking

Guard Startup Active Recovery On-Block Damage Level
14 3 21 -5
Standard guard cancel.

Reinforcements

5E

Version Guard Startup Active Recovery On-Block Damage Level
5E Lv1 Mid 24 16 78 48 3
5E Lv2 Mid 24 19 75 48x2 3
5E Lv3 Mid 24 22 71 48x3 3
Used heavily in infinites.

2E

Guard Startup Active Recovery On-Block Damage Level
Mid 17 3(6)3(3)3(6) 87 46~69 3
Standard 2E.

Special Moves

Koen: Ichi

236A (Hold OK)

Version Guard Startup Active Recovery On-Block Damage Level
236A Mid 16~ 6 17 -7 70 4
236[A] Mid 48~ 6 17 -4 84

The first part of your rekka. If held it has the same properties as a fully charged Blowback Attack on hit. The attack doesn't need to be fully charged to get this property. The charged version is used heavily in your infinites.

Koen: Ni cancels into:

Koen: Ni

236B or 236A~236B

Version Guard Startup Active Recovery On-Block Damage Level
236A~236B Low 17 6 19 -6 56 5
236B Low 25 6 19 -6 70 5
The second part of your rekka that hits low. If used by itself it has different properties with it being slower and having invincibility.

Koen: San

623B or 236A~236B~623B or 623B+[C] or j.623B

Version Guard Startup Active Recovery On-Block Damage Level
623B Mid 8~ 24 35 -43 70
236B~623B Mid 7 24 35 -43 62 4
623B+C Mid 71~ 24 After landing 13 135
j.623B Mid 3 22 After landing 13 70
The third part of your rekka and your frame one invincible DP. On counter hit and if you have reinforcements it can convert into an infinite against a majority of the cast from any screen position. If you input it as 623B+[C] it can be held and if fully held it will do a lot of damage but this held version is never used.

Suzaku Shou

214C or 236A~214C

Guard Startup Active Recovery On-Block Damage Level
High 29 4 21 -9 70 4
A slow overhead that can be comboed after. Since this can be done after 236A this makes a high low mixup between this and 236B.

Suzaku Shou (Air)

j.214C

Guard Startup Active Recovery On-Block Damage Level
Mid 14 4 After landing 9 60 5
Your air to air combo ender that also serves as a very ambiguous cross up move.

Rekka

214B

Version Guard Startup Active Recovery On-Block Damage Level
214B Mid 14 19 22 -16 17x9 1
214B~214B Mid 7 4 28 -17 70 4
You can do the followup on whiff, hit, or block. Used to confirm off of your far away normals. Is also used as combo fodder in your main infinite.

Basara Attacks

Daikaen Hanabi

214214C

Guard Startup Active Recovery On-Block Damage Level
Mid 7+1 24(21)1~ Total 109 -24 31×4/108 3×4/5
An invincible reversal super but considering that you have a frame one invincible DP, it's not needed.

Shakunetsu Enouha

236236C (~E)

Version Guard Startup Active Recovery On-Block Damage Level
236236C Mid 8+14 Total 62 -17 43x5 5
236236C+E Lv1 Mid 26+5 Total 159 21x2 5
236236C+E Lv2 Mid 26+5 Total 159 21×4 5
236236C+E Lv3 Mid 26+5 Total 159 21×6 5
236236C+E Lv3 Just Frame Mid 8+7+5 Total 91 -1 223 5
A fullscreen fireball super. Your best answer to zoning.

Basara K.O

Nekketsu! Daihunka!

2141236C

Guard Startup Active Recovery On-Block Damage Level
Mid 9+5 31 24 -36 Fatal
An easy to combo into Basara K.O.



Colors

  • This color is only available in the mirror match. It can only be selected by the second player if they select the same character with the same button that the first player did.


Navigation

To edit frame data, edit values in SBX/Sanada Yukimura/Data.
SBX Hideyoshi Icon.png
Hideyoshi
SBX Kenshin Icon.png
Kenshin
SBX Maeda Icon.png
Maeda
SBX Masamune Icon.png
Masamune
SBX Motochika Icon.png
Motochika
SBX Motonari Icon.png
Motonari
SBX Nobunaga Icon.png
Nobunaga
SBX Oichi Icon.png
Oichi
SBX Tadakatsu Icon.png
Tadakatsu
SBX Yukimura Icon.png
Yukimura
PS2 Exclusive Characters
System Links