BBTag/Yuzuriha

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Overview

Overview

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.
Yuzuriha
BBTag Yuzuriha Portrait.png
Health
17,000
Prejump
4F
Backdash
22F (1~7F Inv All)
Unique Movement Options
Over Here!
Fastest Attack
2A (8F)
Reversals
A+D (16F)
236B+C (17F)
214B+C (16F)
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.
  • 4F tele in stance which makes it nearly impossible to react to.
  • Stance forces opponents to approach or chose their movement rather carefully.
  • Can initiate pressure from nearly full screen with Flowing Bloom.
  • Both normals and specials leave her open to being punished when whiffed.
  • Hardest character to bring true potential out in.
  • No true way to open up your opponent by herself
  • Essentially learning two different characters in and out of stance.
  • Whiffed buttons makes her extremely punishable.
  • 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" that removes her ability to run, replacing it with a teleport dash that can go past opponents, 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. 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.

Normal Moves

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 10 3 22 -8 B
5AA 1500 All 12 4 24 -11 B
5AAA 350×4 All 10 3,3,4,5 17 -5 B
5AAAA 1700×2 All 10 3 [(21)4] 27 -11 B
  • Decent range and speed, a nice round start option is to hold 6 and move forward while doing it.
  • Jump cancelable on block

5A is 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.


Usually after you see 5AA you should know if you got the hit confirm, although rebeat makes almost everything safe anyways.


5AAA 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.

Version Level P1 P2
5A 3 100 80
5AA 3 100 80
5AAA 3 100 80
5AAAA 4 100 85×2

5A:
5AA:
5AAA:
5AAAA:

  • Only does followup attack (values in []) on hit

  • 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

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1600 All 13 <7> 2 31 -16 [-13] B 6~14 H <None>
XBB 1600 All 7 2 31 -16 B
XBBB 1600×2 All 11 3,3 33 -15 B

5B 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 is combo filler mostly.


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

Version Level P1 P2
5B 3 90 80
XBB 3 100 80
XBBB 5 100 80

5B:

  • Values in <> are when done from stance


XBB:
XBBB:


5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 2+16L -4 H

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.

Level P1 P2
3 100 100


2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 8 3 16 -5 F
  • A nice poke
  • Cannot be rapid-fired
  • Jump cancellable on block

You usually want to save this as an option to jc and keep pressure going.

Level P1 P2
2 90 75


2B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2B 1600 Low 13 <7> 2 31 -16 F
XBB 1600 All 7 2 31 -16 B
XBBB 1600×2 All 11 3,3 33 -15 B
  • Equal to the 5BBB string, except they don't share the same re-beat counter and 2B hits Low
  • Also a decent roundstart option
Version Level P1 P2
2B 3 90 80
XBB 3 100 80
XBBB 5 100 80

2B:

  • Values in <> are when done from stance


XBB:
XBBB:


2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×2 Low 12 8,2 28 -11 F
  • 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.

Level P1 P2
4 90 75


j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1550 High 11 2 22 H
j.AA 1550 High 8 2 20 H
  • Main air to air

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


  • Combo filler

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

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:


j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.B 1600 High 14 <7> 3 22 H
j.BB 1600 High 7 3 22 H
j.BBB 2300 High 12 10 Until L+15L [Until L+7L] H
  • 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 is Combo filler

  • Causes wallbounce

j.BBB 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

Version Level P1 P2
j.B 3 80 80
j.BB 3 80 80
j.BBB 5 80 80

j.B:

  • Values in <> are when done from stance


j.BB:
j.BBB:

  • Values in [] are when holding the button. Yuzuriha enters stance afterwards
  • Maximum Slide duration 10F


j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 High 11 Until L 0 H
  • 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.

Level P1 P2
3 80 80


Universal Moves

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T
  • A throw, easy to pick up after.

P U N C H

Level P1 P2
0, 4 100 50
  • Minimum damage 2000
  • Crumple Duration 100F, Crumple Fall 39F


Multi-layer One Ring

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 1000, 600×3, 2000 Air Unblockable, All×3 16 5(4)5×3 6+46L -34 B, P1×4 1~27 All
j.AD 1000, 900×3 All 17 5(4)5×3 Until L+35L B, P×3 1~28 All
  • 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.
  • Read it again, only the 1st hit is air-unblockable. The later hits *can* be air-blocked.

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.

Version Level P1 P2
AD 4, 3×3, 5 80 60
j.AD 4, 3×3 80 60

AD:

  • Minimum Damage 50, 30×3, 100 (240)


j.AD:

  • Minimum Damage 50, 45×3 (185)


Skills

Second Type: Bloom

236A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1300 All 21 <9> 2 39 -13 B
236B 1300 All 22 <9> 2 39 -13 B 12~23 H
<4~10 H>
j.236A 1300 All 22 <9> 2 Until L H
j.236B 1300 All 22 <9> 2 Until L H

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.


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

Version Level P1 P2
236A 4 60 90
236B 4 60 90
j.236A 4 60 90
j.236B 4 60 90

236A:

  • Values in <> are when canceled into from a 236X or when done from stance
  • Minimum Damage 65


236B:

  • Values in <> are when canceled into from a 236X or when done from stance
  • Minimum Damage 65


j.236A:

  • Values in <> are when canceled into from a 236X or when done from stance
  • Minimum Damage 65


j.236B:

  • Values in <> are when canceled into from a 236X or when done from stance
  • Minimum Damage 65


Bloom Ender

236X × 3

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All 25 3 Total: 68 -5 P1 1~24 All
2000 All 17 3 Total: Until L+12L P1 1~16 All
1700, 850×3, 3000 All 17 10(4)5×3(Until L+13)3 24 H, P1×4

Add a description to this move using the |description= field.

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the character's Strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.

Version Level P1 P2
Bloom Ender 5 100 75
Air Bloom Ender 5 100 75
Stance Bloom Ender 4, 3×3, 5 80, 100 90, 80

Bloom Ender:

  • Minimum Damage 100


Air Bloom Ender:

  • Minimum Damage 100


Stance Bloom Ender:

  • Final hit is considered a separate attack with P2: 80%
  • Minimum Damage 85, 42×3, 150 (361)


Second Type Flowing Form: Flowing Bloom

Bloom -> 4A/B/C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
Bloom 4A 1300 All 41 2 39 -13 B 5~25 All
Bloom 4B 1300 All 41 2 39 -13 B 5~25 All
Bloom 4C 1300 All 37 2 Until L H 5~21 All
  • Good for fakeouts
  • A slashes em from the front
  • B slashes em from the back
  • C slashes em from above

Can be DP'd or jabbed by certain characters if they blocked the 236X.

Yuzuriha teleports behind the enemy and above (if she's the ground) or on the ground (if she's airbourne).

Version Level P1 P2
Bloom 4A 4 60 90
Bloom 4B 4 60 90
Bloom 4C 4 60 90

Bloom 4A:

  • Minimum Damage 65


Bloom 4B:

  • Minimum Damage 65


Bloom 4C:

  • Minimum Damage 65


Over Here!

214A/B/C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 71 <52> [65 <56>] 24~44 All
<5~25 All>
214B 67 <48> [61 <42>] 24~40 All
<5~21 All>
214C 60 <41> [60 <41>] 24~40 All
<5~21 All>
j.214A 61 <41> [61 <41>] 25~41 All
<5~21 All>
j.214B 61 <41> [61 <41>] 25~41 All
<5~21 All>
j.214C 68 <48> [62 <42>] 25~41 All
<5~21 All>
  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards.
  • Slow if not in stance
  • 214A teleports in a set distance in front of the enemy. Good for fakeouts.
  • 214B teleports behind the enemy. Useful for cross ups in cross combo.
  • 214C teleports above and behind the enemy. Elbow em from above
  • j.214C teleports to the ground and behind the enemy.
Version Level P1 P2
214A
214B
214C
j.214A
j.214B
j.214C

214A:

  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards


214B:

  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards


214C:

  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards


j.214A:

  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards


j.214B:

  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards


j.214C:

  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards


Stance of Mighty Qi and Quiet Heart

Hold A/B/C after Bloom

  • 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.

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


Extra Skills

EX Second Type: Bloom

236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 2200 All 21 <9> 2 39 -9 B
j.236C 2200 All 22 <9> 2 Until L H
  • 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.

Version Level P1 P2
236C 4 60 90
j.236C 4 60 90

236C:

  • Values in <> are when canceled into from a 236X or when done in stance
  • Minimum Damage 220


j.236C:

  • Values in <> are when canceled into from a 236X or when done in stance
  • Minimum Damage 220


Partner Skills

5P

UNI 66C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500×2 All 15 8(1)3 24+15L -25 H
  • 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.

Level P1 P2
3 70 80×2
  • Minimum Damage 75×2 (150)


6P

Second Type: Bloom

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2200 All (18)+28 2 35 -11 B
  • 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.

Level P1 P2
5 70 85
  • Minimum Damage 110


4P

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18)+11 2 34 -17 B
  • 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.

Level P1 P2
4 70 85
  • Minimum Damage 85


Distortion Skills

Second Type: Raging Bloom

236B+C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236BC 590×12, 2000
[370×19, 900×4]
All 1+(35 Flash)+17
<1+(35 Flash)+5>
1,1,{1(4)1}×4,1(4)2
[1,1,{1(4)1}×8,1(28)3]
54 [60] -35 [-38] B×12, P2 1~20 All
j.236BC 590×12, 2000
[385×19, 900×4]
All 1+(36 Flash)+17
<7+(36 Flash)+5>
1,1,{1(4)1}×4,1(4)2
[1,1,{1(4)1}×8,1(28)3]
Until L+12L H×12, P2 1~20 All
  • Can enter stance if you hold a button.

Rather long range but less damage than Luster Birth, good for happy birthday scenarios or hitconfirming in the air.

Version Level P1 P2
236BC 5 80 98×13 [98×23]
j.236BC 5 80 98×13 [98×23]

236BC:

  • Values in [] are for Enhanced version
  • Values in <> are when done from stance
  • Minimum Damage 88×12, 160 (1216) [55×19, 90×4 (1405)]


j.236BC:

  • Values in [] are for Enhanced version
  • Values in <> are when done from stance
  • Minimum Damage 88×12, 160 (1216) [55×19, 90×4 (1405)]


Secret Skill: Luster Birth

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000×2, 0, 6500
[2000×2, 400×4, 2200×2, 3000]
All 1+(35 Flash)+15
<1+(35 Flash)+19>
3(20)2(28)10
[3(20)2(24)10]
68 -47 B 1~40 All
  • 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.

Level P1 P2
5 80 60
  • Values in [] are for Enhanced version
  • Values in <> are when done from stance
  • Minimum Damage 200×2, 1560 (1960) [200×2, 40×4, 440×2, 660 (2100)]
  • If only last hit hits opponent, base damage 2000, causes Crumple Duration 100F, Crumple Fall 39F and Down 10


Distortion Skill Duo

Secret Skill: Luster Birth

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×2, 0, 1500
[500×2, 50×4, 0, 1500, 300]
All 1+(75 Flash)+1 3(20)2(28)10
[3(20)2(24)10]
68 -47 B 1~27 All
Level P1 P2
5 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2500 [3000]


Astral Heat

Zeroth Type: Life Crimson

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 1+(75 Flash)+16 6 70 -55 B 1~22 All
  • 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.

Level P1 P2
5


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


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