BBTag/Yumi

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Overview
Overview

 Yumi  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 Aerial Rave.
  • Limited options for solo combo extensions.
  • Rekkas are easily pushblocked out.
  • 5P has low blockstun on each hit, allowing the opponent to quickly act after pushblocking it.
  • Air normals are mediocre, making her reliant on j.236C to control neutral after jumping.


Yumi
BBTag Yumi Portrait.png
Health
17,000
Prejump
4F
Backdash
23F (1~7F Inv All)
Fastest Attack
Reversals

Normal Moves

5A

5B

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 900×2 All 13 7,20 6 -6 B
5BB 1700 All 10 3 19 -3 B
5BBB 2000 All 13 4 33 -18 B

The second hit of 5B has differing amounts of blockstun based on where the fan is. When it's stationary at the furthest point it has the most, as it's traveling back it has less. Because of this, blocking the second hit at either the furthest point or the closest point to Yumi gives the most blockstun, and blocking it immediately after the fan begins moving gives the least blockstun. Mileage may vary depending on how fat the blocking character's hitbox is.

5C

2A

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 Low 7 3 9 0 F

  • Jump cancellable on hit and block
  • Tied with 5A for a 3-time gatling
  • Gatling window into another 2A lasts until the move is over

This combined with the frame 6 5A gives Yumi a stagger game rivalling Susanoo. It's effectively a UNIST low that's 0 on block, meaning you can come back in with a microdash 5A and beat out frame 7 or slower mashing options. Also because of 5A's hitstun on counter hit, it will win trades against a lot of frame 6 buttons depending on the character. The other great thing about 2A stagger is that it has hardly any native pushback. You can theoretically land 2A 5 or 6 times in a row midscreen as a blockstring, giving you plenty of time to decide when you want to reset. This attack also has fast enough recovery to option select frame 11 or slower wakeup reversals with block, basically giving you a grounded safe jump.

2B

2C

j.A

j.B

j.C


Universal Moves

Ground Throw

5B+C

Shinobi in Bloom

5A+D (Air OK)


Skills

Whirling Fans

236A/B

Grand Stage: Snowbird

j.236A/B

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.236A 1500 All 23 Until Hit 43+2L P1
j.236B 1500 All 23 Until Hit 43+2L P1

  • Single hit durability air fireball, similar to the grounded A version
  • Air A Snowbird sends the projectile horizontally; Air B Snowbird is angled down diagonally

Both versions allow air actions to be used after recovering. TK j.236X into airdash j.A/j.B is a useful approach tool, allowing combos off successful stray hits. Being similar to the grounded version, Snowbird shares the same freeze and restand properties on hit.

Dancing as One: Yang

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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 B
Second Step
AA
1000 All 13 3 21 -7 B
Third Step
AAA
600×2 All 13 3(10)3 22 -8 B
Fourth Step
AAAA
300×5, 325×5 All 14 4,4,4,4,2(9)1,1,1,1,2 30 -13 B
Piercing Tide
> B
2000 All 26 4 15 +12 B
Howling Ogre
> C

No results

Demonic Destruction
> 2C
1000, 1500 Low 25 12 [(8)4] Total 72 -8 F
Breathtaker
> 66
18

  • 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

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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. 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 B
Second Step
BB
1700 All 17 4 21 -12 B
Third Step
BBB
1700 All 17 4 22 -13 B
Fourth Step
BBBB
800×2 All 17 4(8)4 28 -19 B
Dancing in Snow: Purity
> A
2000 All 25 3 30 -12 B
Breathtaker
> 66
18

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

Automatic followup to certain attacks

Extra Skills

Dancing in Snow: Dance of Blades

236C

Termination

214C

Grand Stage: Storm of Snowbirds

j.236C

Killing Stone

Aerial Rave -> C


Partner Skills

5P

Dancing as One: Yang - Fourth Step

6P

Whirling Fans

4P

Dancing in Snow: Purity


Distortion Skills

Secret Ninja Art: Black Ice

236B+C

Secret Ninja Art: Ice Pillar Fan

214B+C


Distortion Skill Duo

Secret Ninja Art: Ice Pillar Fan

P during Main Character's Distortion Skill


Astral Heat

Ultimate Secret Ninja Art: Ice Queen

222B+C



External References

Navigation

 Yumi
To edit frame data, edit values in BBTag/Yumi/Data.
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