Under Night In-Birth/UNIST/Yuzuriha

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Yuzuriha

Introduction

She doesn't think. She runs away from her laws, and chooses to be alone, living life as she
pleases, not bound by anyone. Tonight, too, is nothing more than a whimsical stroll.
The naked sword is seldom drawn, but when it is, the blade never lies. Everything is
reflected in its clear glimmer... And, her true self lies beyond the freedom she attained.
The self she has lost.

Story

Gameplay

Yuzuriha's comfortable somewhere between close and mid-range; most of her combo potential is in close quarters, but leaving space between her and the opponent lets her use her tools a little better. She doesn't excel at rushdown per se, but space control and mind games; good Yuzurihas will display flexible use of her normals and specials to punish the opponent's poor decision making and capitalize on that. Her teleports are useful for confusing the opponent after using her stance-related normals and specials, while the specials themselves are excellent for helping her buy time to position herself--or positioning herself better when they hit.

Additionally, the reduction in input complexity from UNIEL and a few changes to move properties and hitboxes have made it generally easier to convert damage off of single hits. In particular, Yuzuriha's reworked Force Function and its aerial equivalent as well as her new aerial stance jump give her more flexibility in extending certain combos.

Yuzuriha's weaknesses, though, are serious. While she does control space well, her attacks have noticeable recovery time, so misreading the opponent's action or position can be a ticket for her to get punished. When she's put on the defensive, her answers are mostly blocking well, attempting to use her 4B, or using a Vorpal-state Guard Thrust to push the opponent away, as her sole reversal-worthy move will eat up all of her meter. These two factors mean that she will have to pick her counterattacks very carefully against opponents that can overwhelm her with superior attack or movement speed, or opponents that can punish her own mistakes from a distance.


Unique Traits

Health: 10,700

Character Trait: Yuzuriha has a stance system that relies on her holding down buttons while inputting or after inputting commands for specific moves. These moves are marked in the movelist below with ★'s next to their name.

You enter Stance by default when you use these moves, and you can stay in Stance by holding down any button when performing the move.

The buttons that Yuzuriha has available for use while she is in her stance are displayed as four icons, or stance marks, right under her lifebar. They will appear when she is using a move that enters a stance, and they follow these color rules:

  • Black: The button is unavailable for use. This happens after a button has been pressed during Stance.
  • Blue: The button is available for use.
  • Pink: The button is being held down. This happens both when Yuzuriha is holding down a button for Stance and when she executes a move that leads into Stance. If Stance is activated and no button is held down, the D button will be colored pink by default.

More information on the actions Yuzuriha can perform in her stance are available in the Special Moves section in the movelist below.

Vorpal Trait: grounded FF and [FF] startup -10f, air FF damage increased.

Move List

L = Low, H = High, UNB = Unblockable, CS = Chain Shift

Startup includes the first active frame.

Normal Moves

5A
UNIST Yuzuriha 5A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
180 5 2 12 -2 Sp,EX,CS L Foot

Yuzuriha does a low hitting step-like kick. It has fast startup but little range, making it most useful at close range to pick up enemies that are on the ground.


2A
UNIST Yuzuriha 2A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
140 5 3 12 -3 Se,Sp,EX,CS HL Strike

Yuzuriha thrusts her sword forward hilt-first. Cancels into itself, so it's useful as a pressure tool.


5B
UNIST Yuzuriha 5B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
525 10 3 22 -6 Sp,EX,CS HL Strike

Yuzuriha cuts away from herself, creating a slash trail right in front of her. Much like 5A, this has a use as an OTG, but has much better range.


2B
UNIST Yuzuriha 2B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
450 9 6 11 0 Sp,EX,CS L Foot

Yuzuriha uses the end of her sword's scabbard to jab at the ground in front of her. It starts up slower than 2A but also has more reach, making it a viable option as a pressure tool.


5C
UNIST Yuzuriha 5C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
680 12 4 24 -10 Sp,EX,CS HL Strike

Yuzuriha performs a high slash, covering a large space above her. Its fast startup makes it a good tool for anti-air on its own, but the horizontal hitbox isn't as great. Throw/Assault OS with 5C~5AD (Plink C with A+D).

Head invincible frames 10~15


2C
UNIST Yuzuriha 2C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
673 12 10 25 -9 Sp,EX,CS L Foot, Strike

Yuzuriha slashes outward, then upward, hitting two times. Has a great horizontal hitbox and is a staple in her combos.


j.A
UNIST Yuzuriha j.A.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
140 8 Till Landing X+2 Varies Sp,EX,CS H/AS Head

Yuzuriha leans forward and in with an elbow strike aimed below her. Has a ton of active frames.


j.B
UNIST Yuzuriha j.B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
398 9 3 X+3 Varies Sp,EX,CS H/AS Head

Yuzuriha slashes the space in front of her with a horizontal cut. Its hitbox doesn't extend downward, so it's best used against opponents that are also in the air.


j.C
UNIST Yuzuriha j.C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
498 12 4 X+4 Varies Sp,EX,CS H/AS Head

Yuzuriha does a horizontal turning slash similar to j.B, but the hitbox not only extends outward but also a little bit downward. It retains j.B's horizontal reach as well, so it can be used for air-to-air or just as a ranged jump-in normal.


Command Normals

Battoujutsu Ichi no Kata: Kiri ★
「双月一刀流抜刀術壱之型:桐」

6A/B/C
Air O.K.
UNIST Yuzuriha 6A.png
6A
UNIST Yuzuriha 6B.png
6B
UNIST Yuzuriha 6C.png
6C
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
580 (all versions) Ground: 16
Air: 15
Ground: 2
Air: 3
Ground: 24
Air: X+11
Ground: -8
Air: -15 to -31
Sp,EX,CS 6A/6B: HL
6C: L
Air: HLA
A/B: Strike
C: Projectile

(Translation: Twin Moon One-Blade Style, Blade-Drawing Art First Form: Paulownia)

A set of three-way slashes that are a staple part of Yuzuriha's gameplay; they can be done on the ground or in the air. Using one of these moves while in Stance will consume one of Yuzuriha's stance marks. Because of the nature of Yuzuriha's stance (explained in the Special Moves section), it is possible, on hit only, to actually do all three slashes simply by pressing the corresponding button(s) with no direction; e.g., 6A 5B 5C or 6B 5A 5C. When used during a stance, this move consumes a stance mark.

  • 6A: An upward slash.
  • 6B: A straight slash.
  • 6C: A low slash.


4B
UNIST Yuzuriha 4B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
720 (no counter)
1050
(counter successful, both hits connect)
17 3 24 -9 Sp,EX,CS HL Strike

Yuzuriha swings her coat backward, negating any projectiles that come into contact with it. If she is hit by a physical attack while this move is active, she will bring the coat back and pull it upward, knocking the opponent into the air. It can be canceled into special moves, EX moves, and Chain Shift.

Head invincible frames 7~14


4C
UNIST Yuzuriha 4C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
1040 12 15 20 -7 Sp,EX,CS HL Strike

Yuzuriha takes a step forward, swinging her coat as she does. It launches the opponent slightly on hit, and the last hit can be canceled into a jump, specials, EX moves, and Chain Shifts.


j.2C
UNIST Yuzuriha j.2C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
420 13 5 X+4 Varies Sp,EX,CS H/AS Head

Yuzuriha does an overhead slash with her sword, angling it downward to strike the enemy. One of Yuzuriha's best jump-ins against a grounded opponent due to vertical coverage, but will trade with or lose to anything with invulnerability on startup.


j.2[C]
UNIST Yuzuriha j.2C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
710 23 5 X+4 Varies Sp,EX,CS H/AS Head

The charged version of j.2C. On hit, it knocks aerial enemies out of the air and down to the ground, with a decent amount of untechable time to allow for followup attacks when Yuzuriha lands. This move sees a lot of use after 236A~7/8/9D for some of Yuzuriha's most damaging and flexible combo setups (see the Combos section below for more information).


Dash Normals

66B
UNIST Yuzuriha 5B.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
720 9 2 23 -4 Sp,EX,CS HL Strike

Yuzuriha performs her 5B slash; however, unlike the regular 5B, this one will knock down opponents on hit.


66C
UNIST Yuzuriha 66C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
760 10 3(3)3 41 -28 Sp,EX,CS HL Strike

Yuzuriha jumps backward and performs a downward slash. On hit, she can cancel into special moves, EX moves, or Chain Shift. This move is rarely used raw; it is often in most combos that include a j.2[C] on an aerial opponent.


Universal Mechanics

Battoujutsu San no Kata: Tachi ★
5B+C
Air O.K.
UNIST Yuzuriha B+C.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
850 Ground: 34
Air: 28
Ground: 2
Air: 5
42 x Sp,EX,CS HL Strike

Yuzuriha draws and slashes her sword, creating multiple slashes a bit in front of her. To enter her stance, you must pick one button to hold once she bends down to strike.


Force Function (charged)
5[B+C]
Air O.K.
UNIST Yuzuriha B+Cx.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
1220 84 1 54 +16 (combo stun) (CS) UNB Strike

A charged up version of the regular Force Function; it's unblockable, and reaches farther than the uncharged version.


Throw
A+D
UNIST Yuzuriha Throw.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
950 4 1 22 +24 (combo stun) - UNB Throw

Yuzuriha forces the opponent to crumple by smacking them in the stomach with the hilt of her sword. Can follow up with a combo anywhere on screen.


Guard Thrust
214D
UNIST Yuzuriha 214D.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
Normal 0 15 5 26 -12 - HL Strike

Completely invincible frames 1~15

Vorpal 0 12 5 26 -12 - HL Strike

fluff

Completely invincible frames 1~12


Veil Off
A+B+C
UNIST Yuzuriha A+B+C.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
Normal 0 20~68 2 Till L+7 Uncharged:-13 Charged:-14 - HLA Strike

Universal reversal. Invincible from start-up until the first active frame. You can delay the start-up until the 68th frame, but there's no real incentive to do so outside of thwarting meaty attacks.

Completely invincible frames 1~30/91

Cross-Cast 0 2 4 20 +3 - HL Strike

Occurs if enemy is in hitstun. Used mostly as a way to tack on extra damage, or to reliably close out the round.

Completely invincible frames 1~19


Special Moves

Battoujutsu Ni no Kata: Saki
「双月一刀流抜刀術弐之型:咲」

236X
Air O.K.
UNIST Yuzuriha 236B.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 950 Ground: 17
Air: 22
Ground: 2
Air: 5
Ground: 36
Air: X+11
Ground: -8
Air: -12 to -25
Sp,EX,CS Ground: HL
Air: HLA
Strike

On the ground, this is a high-angle slash, similar to 6A. When 236A is used in midair, the slash is angled downward instead, similar to 6C. Both versions cause a launch on hit. You can perform additional Saki attacks by pressing A, B, or C on hit or block; the easiest way to use this is simply to input 236A~B~A~C. If this or 23B is blocked, you can make them safer by inputting 6A/B/C and canceling with Togiri.

Air special invincible frames 13~18 (Ground)
Air normal invincible frames 17~18 (Ground)

B 950 Ground: 17
Air: 22
Ground: 2
Air: 5
Ground: 36
Air: X+11
Ground: -8
Air: -7 to -16
Sp,EX,CS Ground: HL
Air: HLA
Strike

A mid angle slash, similar to 6B. Both versions cause a wallbounce on hit. You can perform additional Saki attacks by pressing A, B, or C on hit or block. Attempting to use B Saki twice in a row by pressing B~C will result in 6B coming out instead.

EX 1754 Ground: 1+13
Air: 1+18
Ground: 5
Air: 5
Ground: 38
Air: X+11
Ground: -16
Air: -8 to -21
(CS) Ground: HLA
Air: HLA
Strike

Three sharp slashes, with a fourth hit of damage after Yuzuriha sheathes her sword. You can cancel into other stance attacks after the first slash.

Throw invincible frames 1~3


Igai Ryuka! Yae Ichirin
「双月一刀流以下略!八重一輪」

214X
Air O.K.
UNIST Yuzuriha 214X.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A 1157 Ground: 20
Air: 22
Ground: 5(4)16
Air: 5(4)16
Ground: 26
Air: X+23
Ground: -11
Air: 0 to -7
Sp,EX,CS Ground: HLA
Air: HLA
Ground: Strike
Air: Air Strike, Strike

A shorter jump that doesn't take Yuzuriha very far. It's most often used after a close-range confirm. The ground version goes almost straight up, while the air version goes forward.

If j.214A or j.214B is done close to the ground and D-canceled, it becomes plus on block. It can be used infrequently as a pressure tool.

Foot invincible frames 16~24 (Ground)
Foot invincible frames 18~26 (Air)

B 1157 Ground: 21
Air: 23
Ground: 5(4)16
Air: 5(4)16
Ground: 21
Air: X+23
Ground: -6
Air: 0 to -7
Sp,EX,CS Ground: HLA
Air: HLA
Ground: Strike
Air: Air Strike, Strike

A longer jump that's often used to cover more distance after a confirm from midscreen. Both the ground and air versions go forward.

Foot invincible frames 17~25 (Ground)
Foot invincible frames 19~27 (Air)

EX 2007 Ground: 1+14
Air: 1+12
Ground: 3(4)19
Air: 3(4)19
Ground: 33
Air: X+33
Ground: -6
Air: 0 to -7
(CS) Ground: HLA
Air: HLA
Strike

Travels about the distance of B version with slightly more horizontal range, and adds one extra hit of damage when Yuzuriha sheathes her sword.

Completely invincible frames 1~17 (Ground)
Completely invincible frames 1~15 (Air)


Over Here!
「こっちだよー!」

421X
Air O.K.
UNIST Yuzuriha 421X.png
Version Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
A - - - Ground: 50
Air: 44
- Sp,EX,CS - -

On the ground, this places Yuzuriha right in front of the opponent; in the air, it does the same, but leaves Yuzuriha in midair.

Strike and projectile invincible frames 16~24 (Ground)
Completely invincible frames 12~19 (Air)

B - - - Ground: 50
Air: 44
- Sp,EX,CS - -

On the ground, this places Yuzuriha right behind the opponent; in the air, it does the same, but leaves Yuzuriha in midair.

Strike and projectile invincible frames 15~20 (Ground)
Completely invincible frames 18~26 (Air)

C - - - Ground: 59
Air: 49
- Sp,EX,CS - -

On the ground, this places Yuzuriha in the air behind the opponent; in the air, it places Yuzuriha on the ground behind the opponent.

Strike and projectile invincible frames 15~19, Completely invincible frame 20(Ground)
Completely invincible frames 14~28, Strike and projectile invincible frame 19(Air)


Iki Seishin no Kamae
「威気静心之構 」

Use a move marked with ★, or hold down any button when using a move marked with ★
Air O.K.
UNIST Yuzuriha Stance.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - Sp,EX,CS - Strike

(Translation: Majestic, Calm-Minded Stance [lit., Stance of Majestic Calm Mind])

After performing a move marked with ★, Yuzuriha enters a stance that allows her to perform a variety of maneuvers. This is a critical part of her gameplay, as she can use stance cancels for both offensive and defensive purposes. The stance marks will activate when she enters the stance, and deactivate at the end of the stance. Unless you hold down a button or use the move Togiri, Yuzuriha will exit stance at the end of the move.

If you press 5A, 5B, or 5C while in stance, and the mark for that button is blue, Yuzuriha will do the corresponding version of 6A, 6B, or 6C, which can then be canceled into a special move. You can also use other special moves while in the stance, and those special moves can always be canceled into 6A, 6B, or 6C by pressing the appropriate button.

Remember two things, though: you can only press buttons that have a blue stance mark, and using any buttons during the stance will turn its mark black, meaning that you can't use that button again until the stance mark is restored.

New to UNIST is the D stance button, which is automatically "held down" for you when you first enter a stance unless you are already holding down a different button. This can make it possible to use the same button twice in a row depending on how the stance is entered.

For instance, if you enter the stance by using 236A, Yuzuriha will perform 236A, then enter her stance. The D stance mark will light up, allowing you to use the A, B, or C buttons one time until you leave stance.


Togiri
「跡切」

D
While in Iki Seishin no Mae
UNIST Yuzuriha Stance D.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - Varies - - - -

Yuzuriha cancels her stance, and a circular effect appears when she does so. If the D button is used to cancel the stance, the stance marks will deactivate when the button is pressed instead of when they normally do. This is integral when performing some combos, as it will shorten Yuzuriha's recovery and let you use normals a lot faster once your stance ends. Using the D button before 236A/B hits the opponent, however, will reduce the damage significantly.


Shijima
「瀞歩」

6/4
While in Iki Seishin no Mae
UNIST Yuzuriha Stance 6.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - - - Sp,EX,CS - -

Yuzuriha shuffles forward or backward very slowly. Any black stance marks become blue at the end of the animation.


Watamashi
「移徙」

66/44
Air O.K.
While in Iki Seishin no Mae
UNIST Yuzuriha 421X.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - Ground: 35
Air: 39 forward, 38 backward
- - - -

Yuzuriha teleports forward or backward a short distance. In the air, her falling speed slows down after using this move.

Strike and projectile invincible frames 9~19 (Ground)
Completely invincible frames 6~18 forward, 6~17 backward (Air)


Hazumi
「風越」

7/8/9
While in Iki Seishin no Mae
Air O.K.
UNIST Yuzuriha Stance 8.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- - - Ground: 23
Air: 20
- - - -

Yuzuriha performs a high jump. If you are still holding down the button, this can be canceled as if it were a stance after the peak of her jump.


Sazanami
「流漣」

22
While in Iki Seishin no Mae
Air O.K.
UNIST Yuzuriha Stance 22.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
- 1 ~16 ~32 - (Sp),(EX),(CS) - -

Yuzuriha performs a dodge in place. When she successfully dodges an attack from an enemy, she regains any consumed stance marks.


Infinite Worth

Soutsuki Ittou-Ryuu Ougi: Kashou
「双月一刀流奥義: 華生」

41236D
UNIST Yuzuriha 41236D.png
Also known as the Shinsengumi Special. Yuzuriha's only real reversal option.
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
3003 1+12 3(20)3(31)6 72 -30 - HLA Strike

Yuzuriha uses two slashes, one upward and one downward, before dashing forward to strike again. If the third attack is not blocked/does not miss and one of the other two attacks has hit, she will slice through the enemy with one final slash. This is the only move Yuzuriha has with any invulnerable frames, meaning that it makes an excellent reversal, but because of how many resources it uses as an Infinite Worth, it should be used carefully. It is easily baited once you have 200 meter and is very punishable. Also keep in mind it is air blockable.

Its range is deceptive as well (it can hit spaces up to about 5 or 6/6.5 character lengths in front of Yuzuriha, the rough equivalent of the distance between players at match start). If you can combo into it, it adds roughly 700 damage which can be enough to secure a kill.

Completely invincible frames 1~31
Strike and projectile invincible frames 32~60


Infinite Worth EXS

Zero no Kata Hi-ougi: Inochi Kurenai
「双月一刀流抜刀術零之型秘奥義: 命紅」

A+B+C+D
UNIST Yuzuriha A+B+C+D.png
Damage Startup Active Recovery Frame Adv Cancel Guard Attribute
3720 1+14 6 47 -26 - HLA Strike

infinite words exs

Completely invincible frames 1~26


Combos

Combo Notation Guide:
( ) = optional, typically the combo will be easier if omitted
[ ] = Input is held
/ = Option to choose between multiple actions
+ = Multiple buttons are pressed simultaneously
(x N) = Attack can be repeated N number of times, range provided
(#) = Next action is taken after a certain number of hits
-> = Special is cancelled to add on special
CH = Counter Hit
HC = High Counter
CS = Chain Shift, or 5D 5D
~ = Indicates that the move on the right side of the ~ is to be input as soon as possible after the move on the left side.

Using 7/8/9D

Some of Yuzuriha's more challenging combos will utilize her 7/8/9 jump from her stances, with the use of the D button to cancel the stance so she can use her air normals after the peak of the jump. Rather than press the direction, then press D at the peak of her jump, it is often easier to combine the two motions or pre-buffer them. There are a few ways to do this:

  • As the stance move hits, press the direction and the D button at the same time.
  • As the move starts up, hold the direction you want to jump in, then press D once the move hits.

If you do this successfully, the circle that indicates the end of the stance should appear where Yuzuriha jumps from, or during the middle of her jump, and not at the end of her jump when she's hovering in the air. Even with the cancel, the timing for the normals is still a little tricky, so don't mash it out. Practice something as simple as 236A~8D (insert normal here) if you need to improve your timing.


Using j.2[C]

Combos which utilize j.2[C] are sensitive to the openings of the combo. Based on opener, your opponent may be able to tech before j.2[C] connects. Please keep the following in mind when confirming into 236A~9D > j.2[C]. The routes listed below will guarantee that 236A~9D > j.2[C] connects. 236A~9D > j.2[C] will NOT connect off of any combo that begins with assault or throw.

  • 5A opener
    • 5C/4C/2C
    • 2A > 2C (Note: replacing 2C with 5C or 4C does not work.)
    • 2B
  • 2A opener
    • 5C/4C/2C
    • 2B > 5C/4C/2C
    • 5A > 5C/4C/2C
    • 2A > 2B
  • j.A opener
    • 5A > 5C
    • 5A > 5C > 2C
    • 5A > 5C/4C/2C
  • 5B opener
    • 2B > 5C > 4C
    • 2B > 5C/4C/2C
    • 2A > 2B > 5C/4C/2C
    • 2A > 5A > 2B > 5C/4C/2C
  • 2B opener
    • 5B > 5C/4C/2C
    • 5C/4C/2C
  • j.B opener
    • 5A > 5C
    • 5A > 5C/4C/2C
  • 4B opener
    • 2C
    • 4C > 2C
    • 66B
  • 5C opener
    • 4C > 2C
    • 5C/4C/2C
    • 2B, 5C/4C/2C
    • 2A, 2B, 5C/4C/2C
  • 2C opener
    • Straight into 236A
  • 4C opener
    • Straight into 236A
  • j.C opener
    • 5A, 5C
    • 5A, 5C/4C/2C
    • 5A, 5C/4C/2C


Midscreen Starter

Beginner

  • 2A > 2B > 2C > 4C > 5C > j.B > j.C > j.6B~5C > 214A
    • A simple midscreen combo that ends with a 214A to put you near the opponent; if done in the corner, you wind up slightly under them, but since the 214A is techable, use that time to position yourself for your next attack.
  • 236B > (delay 236B) > delay 236A~421C~214B
    • A basic punish combo that comes after you use 236B to catch someone at midscreen. The tricky parts of this combo come from learning when to input the next 236B or the 236A; the next hardest part is getting the cancel to 421C correct. As long as you remember your change in facing after 421C, 214B should come out very naturally.

Intermediate

  • 236B > (reset stance) 236B > delay > j.214B+D > 2C > 4C > j.B > j.2C > j.C > 66B (slide C) > 236A~236B~236A > 214C+D
    Damage: 4027 w/Vorpal 100% http://youtu.be/MsbtwwQi7hk?t=6m36s
  • 4B (non CH) > 236B > 236A~9D > j.2[C] > 66C (hold C) > delay j.236A > j.214A > 66B (slide C) > 236A~236B~236A > j.214C+D
  • 4B (CH) > 2C > 236A~9D > j.2[C] > 66C (hold C) > j.236A > j.214A > 66B (slide C) > 236ABA > 214C+D
  • j.236A > j.236B > j.214B+D > 2C > 4C > j.B > j.2C > j.C (hold C) > 66B > 236B > 236A > 236B
  • Assault j.2C > 5B > 5C > 2C > 236A (slide C) > 8D > j.236B > j.214B~D > delay 66C (hold C) > j.236A~j.236B~j.236A
    Damage: 2593, no Vorpal

Corner Starter

Intermediate
Note #1: If the opponent techs after the 66C ender they are forced to ground-tech; all 66C enders may be replaced with 66B to allow the opponent to air-tech after the combo.

Note #2: vs. Chaos only--4C > 2C does not connect in corner, use 2B > 2C instead.

  • 5C > 2C > 236A~9D > j.2[C] > 4C > 2C (hold C) > 236B~236A~236B > 214B+D > 66C > (j.421A or j.421C)
    Damage: 3487 > Hits: 19
  • 5A > 5C > 2C > 236A > 236B > 7 > late j.C > 66C > j.236A > choose from following enders
    • j.214A+D > 66C > (j.421A or j.421C)
      Damage: 3089 w/ Vorpal, Hits: 15
    • j.236C > j.214B~D > 66C > (j.421A or j.421C)
      Damage: 3540 w/ Vorpal, Hits: 20
  • 2C > 5C > j.B > j.2C > j.C (hold C) > 66B > 236A > 236B > 421A~D > 66C > j.236A > choose from following enders
    • j.236C > j.214B~D > 66C > (j.421A or j.421C)
      Damage: 3890 w/ Vorpal, Hits: 22
    • j.214B~D > 66C > (j.421A or j.421C)
      Damage: 3419 w/ Vorpal, Hits: 18
  • Assault j.2C > 5A > 5C > 236B ~ 8D > j.2[C] > 4C > 2C (hold C) > 236B~236A~214B~D > 66C
    Damage: 2529, no Vorpal

Throw Starter

Intermediate

  • (After corner throw only) 5C > 236B > 8D > j.2[C] > 4C > 2C (hold C) > 236B > 236A > 214B~D > 66C > j.421C~D
    Damage: 1876 w/Vorpal http://youtu.be/MsbtwwQi7hk?t=7m7s
    • Note for 2C that you will want to hold C until you have completed 214B~D.
  • (After corner throw only) 4C > 2C (hold C) > 236A > 236B > 421A~D > 66C > j.236A (hold A) > j.236C delay j.214B~D > 66C > j.421C~D
    Damage: 2333 w/Vorpal 100% http://youtu.be/MsbtwwQi7hk?t=7m15s
    • Note for 2C that you will want to hold C until you have completed 421A~D. Similarly, for j.236A, you will want to hold A until you have completed j.214B~D.

Setups

Corner

  • 66C > 421A combo ender [Places opponent in corner.]
    • Ex. Mixup #1: Late j.214B (meaty B-ichirin) on hit, able to confirm to full bnb with 2B link
  • 236B > 7 combo ender [Places opponent 1 character length from corner.]
    • Ex. Mixup #1: 236B (slide A)~7 > 421B > 421C
      • Teleport to air-corner, teleport to ground on original side
    • Ex. Mixup #2: 236B~7D > j.2[C]
      • Meaty j.2[C] against tech.
    • Ex. Mixup #3: 236B~7D (late D) > j.2[C] Throw
      • j.2[C] does not hit.
  • 236B~7D > j.2[C] [Places opponent 3 character lengths from corner.]
    • Able to Veil-Off afterwards for guaranteed GRD Break and safe activation.
    • Ex. Mixup #1: 9~j.5[A] > j.44D
      • Stance jumps over opponent, air-stance backdash back to original side. The j.5A is the stance version of j.6A, so input it after the peak of the jump from 9.
    • Ex. Mixup#2: 7 > 6D > j.421A > j.421C > j.623B
      • Stance jump backward, then low assault jump over opponent, teleport to original side in air, teleport to corner on ground, teleport to original side on ground.

Midscreen

  • j.2[C] combo ender
    • Ex. Mixup #1: 7 > j.6D > 421A
      • Following knockdown, stance jump backwards, assault forward to other side, A kocchi back to original side.
        Note: Despite being on the other side of the opponent after the assault, A kocchi input is still as if you were on original side.
  • 236A block string ender
    • Ex. Mixup #1: (hold A) 421C > j.C > 214B~D
      • Teleport to air on opposite side, stance air C, B ichirin back to original side
  • 66B combo ender
    • Ex. Mixup #1: (hold A) 421B > 421B~C > 236B+D
      • Teleport to opposite side, teleport to original side, C stance poke, B battou
  • Full screen, neutral, not in corner
    • Ex. Mixup #1: j.421C (hold A) > 8 > j.421C~D
      • Teleport to ground opposite side, stance jump, teleport to ground original side. Useful against charge (i.e., Vatista).

Colors

Chaenomeles Sinensis Siberian Iris Betula Grossa Water Drips Successful Black
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Globe Amaranth Snow Drop Autumn Flower Gold Rush Cluster Amaryllis
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Cherry blossom Dandelion Underwater Sun Shrine Maiden Four Leaves
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Dies Irae Golden Done Twig Palm Ghiaccio Luce Heliconiaceae
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The New Squad Short Circuit Muddied Lady Sea Soldier Morning Glory
Vermillion Eye Summer Heat Haze Freesia Refracta Black Rabbit Primrose Yellow
UNDER NIGHT IN-BIRTH Exe:Late[st]
General

ControlsFAQOffense/DefenseGlossaryHUDSystem

Characters

HydeLinneWaldsteinCarmineOrieGordeauMerkavaVatistaSethYuzurihaHildaEltnumChaosAkatsukiNanaseByakuyaPhononMikaWagnerEnkidu