Under Night In-Birth/UNIST/Yuzuriha

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Profile-yuzuriha.png

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

A rather dangerous looking girl who wields as blade as tall as herself. She is a descendant of the protectors of this domain, but her family has abandoned that task, with the exception of the single blade she wields. Yuzuriha herself has heard of Voids and the Night Blade, but finds the entire concept ridiculous -- her parents failed to pass on the tradition. One night, she takes the heirloom sword, and heads into the Hollow Night, where all the In-Births are said to gather. Why must she go out tonight, you ask? Well, because it seems like fun, of course!

I don't care what happened in the past...
I'm me, and you're you. Isn't that enough?

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.

Strengths Weaknesses
  • Coming soon
  • Coming soon


Character Stats

Health
10700
Forward Walk Speed Backward Walk Speed Jump Startup Jump Duration
1000 -1000 4 42
Dash Startup Initial Dash Speed Dash Acceleration Max Dash Speed
7 2400 50 3200
Backdash Startup Backdash Duration Backdash Distance Backdash Invul
5 27 -36100 1~8 Full
9~10 Throw

Unique Trait

  • Has a stance, which is accessed by certain moves (marked on this page with ★).
    • Yuzuriha can stay in stance by holding down a button after the move.
    • There are 4 stance icons representing A, B, C, and D below Yuzuriha's life bar.
    • During stance, the icon's color indicates the status of each button.
      • Black: The button is unavailable for use. (Buttons become unavailable after use.)
      • Blue: The button is available for use.
      • Pink: The button is in use or being held down. If no button is held down, the D button will be colored pink by default.

Vorpal Trait

  • Force Function startup decreased
  • [Increased] Force Function startup decreased
  • Aerial Force Function damage increased
  • Aerial Force Function range increased
Frame Data Help
Header Tooltip
Damage Damage done by this attack.
(x) denotes combined damage
[x] denotes minimum damage
Guard The way this move must be blocked.
High = Can block standing
Low = Can block crouching
Mid = Can block standing or crouching
Air = Can block in the air
Air Shield = Can block in the air while shielding
Unblockable = Cannot be blocked
Cancel Actions this move can be canceled into.
N = Normal Cancelable
SP = Special Cancelable
EX = EX/IW Cancelable
CS = Chain Shift
UNQ = Unique (See description)
hitonly - Hit canceleable only
whiff = Whiff cancelable
Property Special properties this move has. Click on the property to navigate to an explanation.
Cost The resources this move costs to use.
GRD = GRD Blocks
EXS = EXS Meter
Vorpal = Vorpal
GRD Break = Causes GRD Break
Attribute Attributes of the attack. Mostly used in situations involving invul.
There are two sets of attributes: Strike/Throw and Head/Foot/Dive/Projectile
Every move has a Strike/Throw attribute, but doesn't always have Head/Foot/Dive/Projectile attribute.
---
Strike = Strike (Anything that isn't a Throw is a Strike)
Throw = Throw
---
Head = Head (Most jump normals)
Foot = Foot
Dive = Some air specials
Projectile = Projectile
Startup Frame when the first hitbox is present.
+ denotes the frames before and after super flash.
Active The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present.
Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
Recovery Frames that this move has after the active frames if not canceled.
(x) denotes recovery frames when landing.
Overall Frames that this move takes from start to finish before the character returns to neutral.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup equal or less than this move's advantage, it will result in opponent hitting that move.
Invul The frames where this move cannot be hit by an attribute.
Full = Fully invincible
Strike = Strike invincible
Throw = Throw invincible
Head = Head invincible
Foot = Foot invincible
Dive = Dive invincible
Projectile = Projectile invincible

Normal Moves

5A
UNIST Yuzuriha 5A.png
Damage Guard Cancel Property Cost Attribute
180 L Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
5 2 12 - -2 -
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 Guard Cancel Property Cost Attribute
140 HL Se,Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
5 3 12 - -3 -
Yuzuriha thrusts her sword forward hilt-first. Cancels into itself, so it's useful as a pressure tool.


5B
UNIST Yuzuriha 5B.png
Damage Guard Cancel Property Cost Attribute
525 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 3 22 - -6 -
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 Guard Cancel Property Cost Attribute
450 L Sp,EX,CS - - Foot
Startup Active Recovery Overall Advantage Invul
9 6 11 - 0 -
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 Guard Cancel Property Cost Attribute
680 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 4 24 - -10 -
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 Guard Cancel Property Cost Attribute
673 L Sp,EX,CS - - Foot, Strike
Startup Active Recovery Overall Advantage Invul
12 10 25 - -9 -
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 Guard Cancel Property Cost Attribute
140 H/AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
8 Till Landing X+2 - Varies -
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 Guard Cancel Property Cost Attribute
398 H/AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
9 3 X+3 - Varies -
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 Guard Cancel Property Cost Attribute
498 H/AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
12 4 X+4 - Varies -
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 Guard Cancel Property Cost Attribute
580 (all versions) 6A/6B: HL
6C: L
Air: HLA
Sp,EX,CS - - A/B: Strike
C: Projectile
Startup Active Recovery Overall Advantage Invul
Ground: 16
Air: 15
Ground: 2
Air: 3
Ground: 24
Air: X+11
- Ground: -8
Air: -15 to -31
-
(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 Guard Cancel Property Cost Attribute
720 (no counter)
1050
(counter successful, both hits connect)
HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
17 3 24 - -9 -
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

Parries incoming attacks frames 7~14


4C
UNIST Yuzuriha 4C.png
Damage Guard Cancel Property Cost Attribute
1040 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
12 15 20 - -7 -
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 Guard Cancel Property Cost Attribute
420 H/AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
13 5 X+4 - Varies -
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 Guard Cancel Property Cost Attribute
710 H/AS Sp,EX,CS - - Head
Startup Active Recovery Overall Advantage Invul
23 5 X+4 - Varies -
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 Guard Cancel Property Cost Attribute
720 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
9 2 23 - -4 -
Yuzuriha performs her 5B slash; however, unlike the regular 5B, this one will knock down opponents on hit.


66C
UNIST Yuzuriha 66C.png
Damage Guard Cancel Property Cost Attribute
760 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
10 3(3)3 41 - -28 -
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 Guard Cancel Property Cost Attribute
850 HL Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
Ground: 34
Air: 28
Ground: 2
Air: 5
42 - x -
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 Guard Cancel Property Cost Attribute
1220 UNB (CS) - - Strike
Startup Active Recovery Overall Advantage Invul
84 1 54 - +16 (combo stun) -
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 Guard Cancel Property Cost Attribute
950 UNB - - - Throw
Startup Active Recovery Overall Advantage Invul
4 1 22 - +24 (combo stun) -
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
Guard Thrust
ガードスラスト
214D
UNIST Yuzuriha 214D.png
214D
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch 100 EXS, GRD Break Strike
Startup Active Recovery Overall Advantage Invul
15 5 26 45 -12 1~15 Full,
16~45 Full on hit
214D
Vorpal
Damage Guard Cancel Property Cost Attribute
0 Mid - Launch Vorpal Strike
Startup Active Recovery Overall Advantage Invul
12 5 26 42 -12 1~15 Full,
16~45 Full on hit
Blows the opponent away on hit.
  • Usable only during blockstun.
  • Generally better to use while in Vorpal as it's faster and costs less resources.
Veil Off
Veil Off
ヴェールオフ
A+B+C
UNIST Yuzuriha A+B+C.png
A+B+C
Normal
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
20 2 [7 (3 on hit) on landing] 58 (54 on hit) -13 1~30 Full
A+B+C
Full Charge
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch, Wall Bounce, GRD Break 100+ EXS Strike
Startup Active Recovery Overall Advantage Invul
68 2 [7 (2 on hit) on landing] 108 (103 on hit) -14 1~91 Full
Universal reversal that blows the opponent back on hit.
  • Requires at least 100 meter and puts you in Veil Off state which grants 20% more damage, but drains your meter at a slow rate.
  • Meter drains much slower when health is below 30% (orange health).
  • You can hold down A+B+C to delay activation and gain a few extra benefits, but doing so is highly unrecommended unless trying to run the clock as this move already has a long start up as is.
A+B+C
Cross Cast
Damage Guard Cancel Property Cost Attribute
0 Mid, Air - Launch 100+ EXS, Vorpal Strike
Startup Active Recovery Overall Advantage Invul
2 4 20 25 +3 1~19 Full
Cancels an action and launches the opponent high into the air on hit.
  • Usable only when you'd be able to use chain shift.
  • Requires at least 100 meter and consumes vorpal state and drains meter at a fast rate.
  • Has a lot of hitstun, making it easy to combo from.
  • Grants an additional bounce if both have been used in the combo so far.
    • If the opponent does end up hitting the ground during the combo, damage is prorated.
  • Pressing A+B+C can be used for a shortcut for Infinite Worth.
  • Used mostly as a way to tack on extra damage, or to reliably close out the round.

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
A Damage Guard Cancel Property Cost Attribute
950 Ground: HL
Air: HLA
Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
Ground: 17
Air: 22
Ground: 2
Air: 5
Ground: 36
Air: X+11
- Ground: -8
Air: -12 to -25
-
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 Damage Guard Cancel Property Cost Attribute
950 Ground: HL
Air: HLA
Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
Ground: 17
Air: 22
Ground: 2
Air: 5
Ground: 36
Air: X+11
- Ground: -8
Air: -7 to -16
-
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 Damage Guard Cancel Property Cost Attribute
1754 Ground: HLA
Air: HLA
(CS) - - Strike
Startup Active Recovery Overall Advantage Invul
Ground: 1+13
Air: 1+18
Ground: 5
Air: 5
Ground: 38
Air: X+11
- Ground: -16
Air: -8 to -21
-
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
A Damage Guard Cancel Property Cost Attribute
1157 Ground: HLA
Air: HLA
Sp,EX,CS - - Ground: Strike
Air: Air Strike, Strike
Startup Active Recovery Overall Advantage Invul
Ground: 20
Air: 22
Ground: 5(4)16
Air: 5(4)16
Ground: 26
Air: X+23
- Ground: -11
Air: 0 to -7
-
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 Damage Guard Cancel Property Cost Attribute
1157 Ground: HLA
Air: HLA
Sp,EX,CS - - Ground: Strike
Air: Air Strike, Strike
Startup Active Recovery Overall Advantage Invul
Ground: 21
Air: 23
Ground: 5(4)16
Air: 5(4)16
Ground: 21
Air: X+23
- Ground: -6
Air: 0 to -7
-
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 Damage Guard Cancel Property Cost Attribute
2007 Ground: HLA
Air: HLA
(CS) - - Strike
Startup Active Recovery Overall Advantage Invul
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
-
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
A Damage Guard Cancel Property Cost Attribute
- - Sp,EX,CS - - -
Startup Active Recovery Overall Advantage Invul
- - Ground: 50
Air: 44
- - -
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 Damage Guard Cancel Property Cost Attribute
- - Sp,EX,CS - - -
Startup Active Recovery Overall Advantage Invul
- - Ground: 50
Air: 44
- - -
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 Damage Guard Cancel Property Cost Attribute
- - Sp,EX,CS - - -
Startup Active Recovery Overall Advantage Invul
- - Ground: 59
Air: 49
- - -
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 Guard Cancel Property Cost Attribute
- - Sp,EX,CS - - Strike
Startup Active Recovery Overall Advantage Invul
- - - - - -
(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 Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - 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 Guard Cancel Property Cost Attribute
- - Sp,EX,CS - - -
Startup Active Recovery Overall Advantage Invul
- - - - - -
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 Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - 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 Guard Cancel Property Cost Attribute
- - - - - -
Startup Active Recovery Overall Advantage Invul
- - 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 Guard Cancel Property Cost Attribute
- - (Sp),(EX),(CS) - - -
Startup Active Recovery Overall Advantage Invul
1 ~16 ~32 - - -
Yuzuriha performs a dodge in place. When she successfully dodges an attack from an enemy, she regains any consumed stance marks.

Supers

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 Guard Cancel Property Cost Attribute
3003 HLA - - - Strike
Startup Active Recovery Overall Advantage Invul
1+12 3(20)3(31)6 72 - -30 -
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 Guard Cancel Property Cost Attribute
3720 Mid, Air - - 200 EXS, Vorpal or GRD Break Strike
Startup Active Recovery Overall Advantage Invul
1+14 6 47 67 -25 1~26 Full
Yuzuriha becomes surrounded by a pillar of light which goes into a cinematic on hit.
  • Must have less than 30% health (orange health) to use.
  • Moves characters close to round start position.
  • Due to the cost, it is usually not recommended to use this move unless it will kill the opponent.

Videos

Colors

Default Unlocks

001 Chaenomeles Sinensis
001 Chaenomeles Sinensis
002 Siberian Iris
002 Siberian Iris
003 Betula Grossa
003 Betula Grossa
004 Water Drips
004 Water Drips
005 Successful Black
005 Successful Black
006 Globe Amaranth
006 Globe Amaranth
007 Snow Drop
007 Snow Drop
008 Autumn Flower
008 Autumn Flower
009 Gold Rush
009 Gold Rush
010 Cluster Amaryllis
010 Cluster Amaryllis

Customization Unlocks (2000 IP Each)

011 Cherry blossom
011 Cherry blossom
012 Dandelion
012 Dandelion
013 Underwater Sun
013 Underwater Sun
014 Shrine Maiden
014 Shrine Maiden
015 Four Leaves
015 Four Leaves
016 Dies Irae
016 Dies Irae
017 Golden Done
017 Golden Done
018 Twig Palm
018 Twig Palm
019 Ghiaccio Luce
019 Ghiaccio Luce
020 Heliconiaceae
020 Heliconiaceae
021 The New Squad
021 The New Squad
022 Short Circuit
022 Short Circuit
023 Muddied Lady
023 Muddied Lady
024 Sea Soldier
024 Sea Soldier
025 Morning Glory
025 Morning Glory
026 Vermillion Eye
026 Vermillion Eye
027 Summer Heat Haze
027 Summer Heat Haze
028 Freesia Refracta
028 Freesia Refracta
029 Black Rabbit
029 Black Rabbit
030 Primrose Yellow
030 Primrose Yellow

External Links


UNDER NIGHT IN-BIRTH Exe:Late[st]
General
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Patch Notes
System
Characters
Hyde
Linne
Waldstein
Carmine
Orie
Gordeau
Merkava
Vatista
Seth
Yuzuriha
Hilda
Chaos
Nanase
Byakuya
Phonon
Mika
Wagner
Enkidu
Eltnum
Akatsuki