橘 右京, Tachibana Ukyō
Ukyo has everything you could ask for in a character: Fast movement, long reach, damaging punishes, reliable anti-airs, great mixups, you name it. He specializes in harassing the opponent from mid-screen with fast, high priority normals and punishing mistakes with his far-reaching strikes or a quickly executed TK Tsubame. Once Ukyo has scored a knockdown, he can employ his deadly mixup-game, which include an instant overhead and a grounded cross-up.
While Tsubame is nowhere near the terror it was in previous games (most notably Samsho 2), it comes out in only 5 frames, granting him near unrivaled control over the airspace and making up for his unusually floaty jump. On the ground, 2B is fast and covers the space directly above your head, so jumping is almost always a bad idea against Ukyo. Like Haohmaru, he can also “fake” his Hiken Sasameyuki special to make the opponent commit to something stupid.
If you want a character who’s basically guaranteed to be strong in one way or another, look no further than Ukyo. Play him if you like simple effective playstyles, good neutral, mixups, long blue hair, or want to raise awareness for tuberculosis.
- Great punishment
- Strong mix-ups due to good lows and access to an instant overhead (Tsubame Gaeshi).
- Ironclad grip over the airspace.
- One of the most versatile moves in existence in Tsubame Gaeshi, which covers all points above.
- Longest rage duration in the game.
- Floaty jump.
- Lacks a traditional projectile.
- Bad frame data on heavy slashes.
- WFT that is extremely situational to land.
- Slowest rage gain in the game.
- Below average health.
- Damage Taken: 110%
- Rage Duration: 20 seconds
- Worst meter gain
Ukyo is best thought of as a hit-and-run character. Due to his variety of strengths, he can be played in a multitude of ways. You can play a defensive game of maintaining neutral and punishing the opponent’s mistakes, or a rushdown style with high and low mix-ups abusing Tsubame Gaeshi. None of these strategies are set in stone, you can implement different parts of his toolset in different amounts into your own playstyle. Ukyo is a character that is scary both when up close in the opponent’s face, and when down backing at full screen with a life lead.
Generally you want to control space and harass with 5B as your primary grounded poke. Recoil cancel on block into 236S if you read they will press a button. Look for whiffs from the opponent and capitalize on them with 2C, 6K, 66K, Tsubame, or aforementioned 5B. Shut down their jump-ins with Tsubame, 2B, and air-to-air j.C. Counter projectile zoning with backdash Tsubame reflect. Score a knockdown from his punishment tools or his fast dash into throw, and use the momentum to either regain space or go in to apply his mixups.
|Lightning Blade (Issen)
5A+B+C during Rage Explosion
|Concealed Sabre Snowfall Slash
|Swordless Sabre Snowfall Slash
|Concealed Sabre Swallow Swipe
|Concealed Sabre Phantom Strike
Zanzou Fumikomi Giri
Weapon Flipping Technique
Super Special Move
- n.5B xx 236C
250 damage. Very consistent when not spaced far. Go-to combo for close range punishes.
- 5B xx 236A
144 damage. Very consistent combo.
- microwalk, 5B xx 236C
192 damage. Optimal conversion from forward throw, now works on every character. No microwalk required on Earthquake.
- microwalk, 5B xx 236C
- 6CD, n.5B xx 236A
200 damage. Very consistent and grants good okizeme options.
- 4CD (back throw them into the corner), WFT
231 damage. In the chance you get a defensive throw when cornered, take away their weapon.