Under Night In-Birth/Yuzuriha/old

From Mizuumi Wiki
Jump to: navigation, search
Yuzuriha

This character page is for an older version of the game, Under Night In-Birth Exe:late (UNIEL). To see Yuzuriha's character page for the newest version, Under Night In-Birth Exe:late[st] (UNIST), click here.

Introduction

yada yada yada yada

Story

Unique Trait/Health

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 stances by default when you use these moves, and you can stay in the 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 three 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 a 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 a stance and when she executes a move that leads into a stance.

More information on the actions Yuzuriha can perform in her stance are available in the Special Moves section in the movelist below.
Health: 9,800

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.

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.

Move List

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

Startup includes the first active frame.

Normal Moves

5A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
180 5 2 12 -2 Sp,EX,CS L -

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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
140 6 3 12 -3 Se,Sp,EX,CS HL -

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

5B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
525 10 3 27 -11 Sp,EX,CS HL -

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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
450 9 6 11 0 Sp,EX,CS L -

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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
680 12 4 24 -10 Sp,EX,CS HL -

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).

2C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
673 12 10 25 -9 Sp,EX,CS L -

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

j.A
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
140 8 30 (max) X+2 Varies Sp,EX,CS H/AS -

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

j.B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
398 9 2 X+3 Varies Sp,EX,CS H/AS -

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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
498 12 3 X+4 Varies Sp,EX,CS H/AS -

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

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

6A/B/C
Air O.K.
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
580 (all versions) Ground: 16
Air: 15
Ground: 2
Air: 3
Ground: 30
Air: X+11
Ground: -14
Air: -16 to -31
Sp,EX,CS 6A/6B: HL
6C: L
Air: HLA
-

(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 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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
720 (no counter)
1050
(counter successful, both hits connect)
18 3 24 -9 Sp,EX,CS HL -

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.

4C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1040 12 15 20 -7 Sp,EX,CS HL -

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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
420 15 5 X+4 Varies Sp,EX,CS H/AS -

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]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
710 23 5 X+4 Varies Sp,EX,CS H/AS -

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).

Universal Mechanics

Force Function ★
B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
850 36 1 42 x Sp,EX,CS HL -

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)
[B+C]
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
1220 86 1 53 +16 (combo stun) (CS) UNB -

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

Throw
A+D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
950 4 1 22 +24 (combo stun) - UNB -

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 Cancel
214D
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 16 5 27 Blocked: -14
Hit: +40
- HL -

Fluff

Veil Off
A+B+C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
0 21 (min)
69 (max)
2 37 Blocked: -13
Hit: +36
- HLA -

Universal reversal. Invincible from start-up until the first active frame. Not throw invincible. You can delay the start-up until the 69th frame, but there's no real incentive to do so outside of thwarting meaty attacks.

Dash Normals

66B
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
720 9 2 23 -4 Sp,EX,CS HL -

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

66C
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
760 10 3 53
Landing: 21
-28 Sp,EX,CS HL -

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.

Special Moves

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

236X
Air O.K.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
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
-

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.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
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
-

A mid angle slash, similar to 6B. Both versions cause a wallbounce on hit.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 1754 Ground: 14
Air: 19
Ground: 5
Air: 5
Ground: 38
Air: X+11
Ground: -16
Air: -8 to -21
(CS) Ground: HLA
Air: HLA
-

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.

Soutsuki Ittou-ryuu Igai Ryuka! Hae Ichirin
「双月一刀流以下略!八重一輪」

214X
Air O.K.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A 1157 Ground: 20
Air: 22
Ground: 5
Air: 5
Ground: 46
Air: X+23
Ground: -11
Air: 0 to -7
Sp,EX,CS Ground: HLA
Air: HLA
-

A shorter jump that doesn't take Yuzuriha very far. It's most often used after a close-range confirm.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B 1157 Ground: 21
Air: 23
Ground: 5
Air: 5
Ground: 41
Air: X+23
Ground: -6
Air: 0 to -7
Sp,EX,CS Ground: HLA
Air: HLA
-

A longer jump that's often used to cover more distance after a confirm from midscreen.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
EX 2007 Ground: 15
Air: 13
Ground: 3
Air: 3
Ground: 53
Air: X+33
Ground: -6
Air: 0 to -7
(CS) Ground: HLA
Air: HLA
-

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

Kocchi da yo!
「こっちだよー!」

421X
Air O.K.
Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
A - 1 - 37
(no cancel)
- 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.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
B - 1 - 37
(no cancel)
- 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.

Version Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
C - 1 - 29
(no cancel)
- 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.

Iki Seishin no Mae
「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.
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
- - - - - Sp,EX,CS - -

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

After performing the move, 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 the stance move Togiri is used. Unless you hold down a button, Yuzuriha will exit all stances on her own after a period of time.

If you press 5A, 5B, or 5C, and the button you choose doesn't have a pink stance icon, 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: the buttons you can use during the stance are based on what stance marks you have, and using any buttons during the stance will consume the appropriate stance mark, meaning that you can't use that button again until the stance mark is restored.

For instance, if you enter the stance by using 236A, Yuzuriha will perform 236A, then enter her stance. This means you cannot use 5A to do any moves, normal or special. You can choose to press either 5B, which will use 6B and consume the B stance mark, or 6C, which will use C and consume the C stance mark. You could also do 236B/214B/421B (which would consume the B stance mark), or 236C/214C/421C (which would consume the C stance mark).

Togiri
「跡切」

D
While in Iki Seishin no Mae
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
- - - 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 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.

Seipu
「瀞歩」

6/4
While in Iki Seishin no Mae
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
- - - - - Sp,EX,CS - -

Yuzuriha shuffles forward or backward very slowly. If you do this long enough, Yuzuriha recovers any consumed stance marks.

Ishi
「移徙」

66/44
Air O.K.
While in Iki Seishin no Mae
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
- 1 - ~24 - - - -

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

Fuuetsu
「風越」

7/8/9
While in Iki Seishin no Mae
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
- 1 - X+11 - - - -

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.

Ryuuran
「流漣」

22
Air O.K.
While in Iki Seishin no Mae
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
- 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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3003 13 3 132 -30 - HLA -

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.

Infinite Worth EXS

Soutsuki Ittou-Ryuu Battoujutsu 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
Damage Startup Active Recovery Frame Adv Cancels Guard/Shield Hitbox
3720 16 3 49 -26 - HLA -

infinite words exs

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


Holds and Slides

Normally, when Yuzuriha uses a move that leads into stance, she can't use the same button twice in a row. However, there is a trick to reuse the same button while in the stance, thanks to the fact that using a move to enter a stance doesn't automatically consume the mark. The process is pretty straightforward, and can be done multiple ways:

  • Variant 1: Use any stance move, and before the attack hits, hold down any button ASIDE from the one used for the move.
  • Variant 2: Hold down a button, then use a stance move.

In combo notation, variant 1 is commonly referred to as a slide, while variant 2 is commonly called a hold. Done properly, the pink stance mark should shift to the button that you're holding down, instead of the one that was used to start the initial move. This gives you the freedom to use the attack from the first button once again.

For instance, if you use 236A, then hold down the B button while Yuzuriha is preparing the attack, she will take her stance again once the animation is over; however, the pink stance mark will be set to the B button instead of the A button, allowing you to use 236A again. Alternatively, while performing a 66C, hold down the C button then input 236A; the pink mark will be set to the C button instead of the A button.

Naturally, using any attack after shifting the pink mark to a different button will consume that particular mark, so it's only really useful one time in any given combo.

You can use up all stance marks while in the stance if you so choose, but this will mean that unless you restore them, Yuzuriha will not be able to attack, or do a slide or a hold to a different stance button.

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
Yuzuriha-1.png
Yuzuriha-2.png
Yuzuriha-3.png
Yuzuriha-4.png
Yuzuriha-5.png
Globe Amaranth Snow Drop Autumn Flower Gold Rush Cluster Amaryllis
Yuzuriha-6.png
Yuzuriha-7.png
Yuzuriha-8.png
Yuzuriha-9.png
Yuzuriha-10.png
Cherry blossom Dandelion Underwater Sun Shrine Maiden Four Leaves
Yuzuriha-11.png
Yuzuriha-12.png
Yuzuriha-13.png
Yuzuriha-14.png
Yuzuriha-15.png
Dies Irae Golden Done Twig Palm Ghiaccio Luce Heliconiaceae
Yuzuriha-16.png
Yuzuriha-17.png
Yuzuriha-18.png
Yuzuriha-19.png
Yuzuriha-20.png
UNDER NIGHT IN-BIRTH Exe:Late
General

ControlsFAQGlossaryHUDSystem

Characters

HydeLinneWaldsteinCarmineOrieGordeauMerkavaVatistaSethYuzurihaHildaEltnumChaosAkatsukiNanaseByakuya