(Color Coding) |
|||
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* Good blockstring safety, almost all of her normal moves can be jump cancelled on block, and both 214x dances can be dash cancelled. | * Good blockstring safety, almost all of her normal moves can be jump cancelled on block, and both 214x dances can be dash cancelled. | ||
* Amazing mixup options, she has fast highs, long range lows and frametraps which become even scarier when doing cross combo pressure. | * Amazing mixup options, she has fast highs, long range lows and frametraps which become even scarier when doing cross combo pressure. | ||
* Her 236x and 6P projectiles have re-stand properties, which allows mixups and resets to happen at any point during her or her partner's combos. | * Her 236x and {{clr|5|6P}} projectiles have re-stand properties, which allows mixups and resets to happen at any point during her or her partner's combos. | ||
* Very high damage output (presses 5B twice and kills your character) | * Very high damage output (presses {{clr|3|5B}} twice and kills your character) | ||
* Good zoning tools | * Good zoning tools | ||
* Can set up unburstable combos with Rave. | * Can set up unburstable combos with Rave. | ||
Line 26: | Line 26: | ||
==Normal Moves== | ==Normal Moves== | ||
===<big>5A</big>=== | ===<big>{{clr|1|5A}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==== ==== | ==== ==== | ||
* Moves her forward slightly | * Moves her forward slightly | ||
An upward swipe with her fan, pretty much what you'll start combos with other than 2A since both are pretty safe to start out with. | An upward swipe with her fan, pretty much what you'll start combos with other than {{clr|1|2A}} since both are pretty safe to start out with. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>5B</big>=== | ===<big>{{clr|3|5B}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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|} | |} | ||
==== ==== | ==== ==== | ||
The second hit of 5B has differing amounts of blockstun based on where the fan is. When it's stationary at the furthest point it has the most, as it's traveling back it has less. Because of this, blocking the second hit at either the furthest point or the closest point to Yumi gives the most blockstun, and blocking it immediately after the fan begins moving gives the least blockstun. Mileage may vary depending on how fat the blocking character's hitbox is. | The second hit of {{clr|3|5B}} has differing amounts of blockstun based on where the fan is. When it's stationary at the furthest point it has the most, as it's traveling back it has less. Because of this, blocking the second hit at either the furthest point or the closest point to Yumi gives the most blockstun, and blocking it immediately after the fan begins moving gives the least blockstun. Mileage may vary depending on how fat the blocking character's hitbox is. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>5C</big>=== | ===<big>{{clr|4|5C}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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</div> | </div> | ||
===<big>2A</big>=== | ===<big>{{clr|1|2A}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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<!--Insert text below the =s and above the divs--> | <!--Insert text below the =s and above the divs--> | ||
* Jump cancellable on hit and block | * Jump cancellable on hit and block | ||
* Tied with 5A for a 3-time gatling | * Tied with {{clr|1|5A}} for a 3-time gatling | ||
* Gatling window into another 2A lasts until the move is over | * Gatling window into another {{clr|1|2A}} lasts until the move is over | ||
This combined with the frame 6 5A gives Yumi a stagger game rivalling Susanoo. It's effectively a UNIST low that's 0 on block, meaning you can come back in with a microdash 5A and beat out frame 7 or slower mashing options. Also because of 5A's hitstun on counter hit, it will win trades against a lot of frame 6 buttons depending on the character. The other great thing about 2A stagger is that it has hardly any native pushback. You can theoretically land 2A 5 or 6 times in a row midscreen as a blockstring, giving you plenty of time to decide when you want to reset. This attack also has fast enough recovery to option select frame 11 or slower wakeup reversals with block, basically giving you a grounded safe jump. | This combined with the frame 6 {{clr|1|5A}} gives Yumi a stagger game rivalling Susanoo. It's effectively a UNIST low that's 0 on block, meaning you can come back in with a microdash {{clr|1|5A}} and beat out frame 7 or slower mashing options. Also because of {{clr|1|5A}}'s hitstun on counter hit, it will win trades against a lot of frame 6 buttons depending on the character. The other great thing about {{clr|1|2A}} stagger is that it has hardly any native pushback. You can theoretically land {{clr|1|2A}} 5 or 6 times in a row midscreen as a blockstring, giving you plenty of time to decide when you want to reset. This attack also has fast enough recovery to option select frame 11 or slower wakeup reversals with block, basically giving you a grounded safe jump. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>2B</big>=== | ===<big>{{clr|3|2B}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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Images = | Images = | ||
<gallery widths="210px" heights="210px" mode="nolines"> | <gallery widths="210px" heights="210px" mode="nolines"> | ||
BBTag_Yumi_2B.png | I mean, you could just 236C. | BBTag_Yumi_2B.png | I mean, you could just {{clr|4|236C}}. | ||
</gallery> | </gallery> | ||
|-| | |-| | ||
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</div> | </div> | ||
===<big>2C</big>=== | ===<big>{{clr|4|2C}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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* 2 hit fan attack | * 2 hit fan attack | ||
Has good proration for combos and adds a chunk of damage. 5BB commonly is used to combo into 2C > 214B. | Has good proration for combos and adds a chunk of damage. {{clr|3|5BB}} commonly is used to combo into {{clr|4|2C}} > {{clr|3|214B}}. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>j.A</big>=== | ===<big>{{clr|1|j.A}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
Line 263: | Line 263: | ||
</div> | </div> | ||
===<big>j.B</big>=== | ===<big>{{clr|3|j.B}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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{{FrameDataHeader-BBTag|version=yes}} | {{FrameDataHeader-BBTag|version=yes}} | ||
|- | |- | ||
{{AttackVersion|name=j.B | {{AttackVersion|name=j.B | ||
{{#cargo_query:tables=MoveData_BBTag | {{#cargo_query:tables=MoveData_BBTag | ||
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln | |fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln | ||
Line 291: | Line 291: | ||
}} | }} | ||
|- | |- | ||
{{AttackVersion|name=j.BB | {{AttackVersion|name=j.BB | ||
{{#cargo_query:tables=MoveData_BBTag | {{#cargo_query:tables=MoveData_BBTag | ||
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln | |fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln | ||
Line 303: | Line 303: | ||
</div> | </div> | ||
===<big>j.C</big>=== | ===<big>{{clr|4|j.C}}</big>=== | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==Universal Moves== | ==Universal Moves== | ||
===<big>Ground Throw</big>=== | ===<big>Ground Throw</big>=== | ||
<span class="input-badge">'''5B+C'''</span> | <span class="input-badge">'''{{clr|3|5B}}+{{clr|4|C}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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===<big>Shinobi in Bloom</big>=== | ===<big>Shinobi in Bloom</big>=== | ||
<span class="input-badge">'''5A+D (Air OK)'''</span> | <span class="input-badge">'''{{clr|1|5A}}+{{clr|2|D}} (Air OK)'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==Skills== | ==Skills== | ||
===<big>Whirling Fans</big>=== | ===<big>Whirling Fans</big>=== | ||
<span class="input-badge">'''236A/B '''</span> | <span class="input-badge">'''{{clr|1|236A}}/{{clr|3|B}} '''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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===<big>Grand Stage: Snowbird</big>=== | ===<big>Grand Stage: Snowbird</big>=== | ||
<span class="input-badge">'''j.236A/B'''</span> | <span class="input-badge">'''{{clr|1|j.236A}}/{{clr|3|B}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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* Air A Snowbird sends the projectile horizontally; Air B Snowbird is angled down diagonally | * Air A Snowbird sends the projectile horizontally; Air B Snowbird is angled down diagonally | ||
Both versions allow air actions to be used after recovering. TK j.236X into airdash j.A/j.B is a useful approach tool, allowing combos off successful stray hits. Being similar to the grounded version, Snowbird shares the same freeze and restand properties on hit. | Both versions allow air actions to be used after recovering. TK j.236X into airdash {{clr|1|j.A}}/{{clr|3|j.B}} is a useful approach tool, allowing combos off successful stray hits. Being similar to the grounded version, Snowbird shares the same freeze and restand properties on hit. | ||
</div> | </div> | ||
</div> | </div> | ||
===<big>Dancing as One: Yang</big>=== | ===<big>Dancing as One: Yang</big>=== | ||
<span class="input-badge">'''214A'''</span> | <span class="input-badge">'''{{clr|1|214A}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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BBTag_Yumi_214AAAA1_Hitbox.png | BBTag_Yumi_214AAAA1_Hitbox.png | ||
BBTag_Yumi_214AAAA2_Hitbox.png |Fourth Step | BBTag_Yumi_214AAAA2_Hitbox.png |Fourth Step | ||
BBTag_Yumi_{{clr|1|214A}}-B_Hitbox.png |Piercing Tide | |||
BBTag_Yumi_214AC_Hitbox.png |Howling Ogre | BBTag_Yumi_214AC_Hitbox.png |Howling Ogre | ||
BBTag_Yumi_{{clr|1|214A}}-2C_Hitbox.png |Demonic Destruction | |||
</gallery> | </gallery> | ||
</tabber> | </tabber> | ||
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===<big>Dancing as One: Yin</big>=== | ===<big>Dancing as One: Yin</big>=== | ||
<span class="input-badge">'''214B'''</span> | <span class="input-badge">'''{{clr|3|214B}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==Extra Skills== | ==Extra Skills== | ||
===<big>Dancing in Snow: Dance of Blades</big>=== | ===<big>Dancing in Snow: Dance of Blades</big>=== | ||
<span class="input-badge">'''236C'''</span> | <span class="input-badge">'''{{clr|4|236C}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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===<big>Termination</big>=== | ===<big>Termination</big>=== | ||
<span class="input-badge">'''214C'''</span> | <span class="input-badge">'''{{clr|4|214C}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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===<big>Grand Stage: Storm of Snowbirds</big>=== | ===<big>Grand Stage: Storm of Snowbirds</big>=== | ||
<span class="input-badge">'''j.236C'''</span> | <span class="input-badge">'''{{clr|4|j.236C}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==Partner Skills== | ==Partner Skills== | ||
===<big>5P</big>=== | ===<big>{{clr|5|5P}}</big>=== | ||
<span class="input-badge">'''Dancing as One: Yang - Fourth Step'''</span> | <span class="input-badge">'''Dancing as One: Yang - Fourth Step'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
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</div> | </div> | ||
===<big>6P</big>=== | ===<big>{{clr|5|6P}}</big>=== | ||
<span class="input-badge">'''Whirling Fans'''</span> | <span class="input-badge">'''Whirling Fans'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
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</div> | </div> | ||
===<big>4P</big>=== | ===<big>{{clr|5|4P}}</big>=== | ||
<span class="input-badge">'''Dancing in Snow: Purity'''</span> | <span class="input-badge">'''Dancing in Snow: Purity'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
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==Distortion Skills== | ==Distortion Skills== | ||
===<big>Secret Ninja Art: Black Ice</big>=== | ===<big>Secret Ninja Art: Black Ice</big>=== | ||
<span class="input-badge">'''236B+C'''</span> | <span class="input-badge">'''{{clr|3|236B}}+{{clr|4|C}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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===<big>Secret Ninja Art: Ice Pillar Fan</big>=== | ===<big>Secret Ninja Art: Ice Pillar Fan</big>=== | ||
<span class="input-badge">'''214B+C'''</span> | <span class="input-badge">'''{{clr|3|214B}}+{{clr|4|C}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==Distortion Skill Duo== | ==Distortion Skill Duo== | ||
===<big>Secret Ninja Art: Ice Pillar Fan</big>=== | ===<big>Secret Ninja Art: Ice Pillar Fan</big>=== | ||
<span class="input-badge">'''P during Main Character's Distortion Skill '''</span> | <span class="input-badge">'''{{clr|5|P}} during Main Character's Distortion Skill '''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> | ||
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==Astral Heat== | ==Astral Heat== | ||
===<big>Ultimate Secret Ninja Art: Ice Queen</big>=== | ===<big>Ultimate Secret Ninja Art: Ice Queen</big>=== | ||
<span class="input-badge">'''222B+C'''</span> | <span class="input-badge">'''{{clr|3|222B}}+{{clr|4|C}}'''</span> | ||
<div class="attack-container"> | <div class="attack-container"> | ||
<div class="attack-gallery"> | <div class="attack-gallery"> |
Revision as of 05:21, 18 March 2022
Yumi Yumi is a hybrid zoner/mixup character with ice projectiles that have restand properties and rekkas with multiple follow-ups. She is straightforward to play, ability to be aggressive, and with somewhat more ranged options than a typical character.
- Very strong assist and support kit
- Good blockstring safety, almost all of her normal moves can be jump cancelled on block, and both 214x dances can be dash cancelled.
- Amazing mixup options, she has fast highs, long range lows and frametraps which become even scarier when doing cross combo pressure.
- Her 236x and 6P projectiles have re-stand properties, which allows mixups and resets to happen at any point during her or her partner's combos.
- Very high damage output (presses 5B twice and kills your character)
- Good zoning tools
- Can set up unburstable combos with Rave.
- Struggles against strong mid-range poking characters
- Zoning is outshined against more dedicated zoning characters such as Vatista and Hilda.
- Stubby anti-air game
Normal Moves
5A
- Moves her forward slightly
An upward swipe with her fan, pretty much what you'll start combos with other than 2A since both are pretty safe to start out with.
5B
The second hit of 5B has differing amounts of blockstun based on where the fan is. When it's stationary at the furthest point it has the most, as it's traveling back it has less. Because of this, blocking the second hit at either the furthest point or the closest point to Yumi gives the most blockstun, and blocking it immediately after the fan begins moving gives the least blockstun. Mileage may vary depending on how fat the blocking character's hitbox is.
5C
2A
- Jump cancellable on hit and block
- Tied with 5A for a 3-time gatling
- Gatling window into another 2A lasts until the move is over
This combined with the frame 6 5A gives Yumi a stagger game rivalling Susanoo. It's effectively a UNIST low that's 0 on block, meaning you can come back in with a microdash 5A and beat out frame 7 or slower mashing options. Also because of 5A's hitstun on counter hit, it will win trades against a lot of frame 6 buttons depending on the character. The other great thing about 2A stagger is that it has hardly any native pushback. You can theoretically land 2A 5 or 6 times in a row midscreen as a blockstring, giving you plenty of time to decide when you want to reset. This attack also has fast enough recovery to option select frame 11 or slower wakeup reversals with block, basically giving you a grounded safe jump.
2B
Head invulnerable 9~14
2C
- 2 hit fan attack
Has good proration for combos and adds a chunk of damage. 5BB commonly is used to combo into 2C > 214B.
j.A
j.B
j.C
The first hit can corner steal.
Universal Moves
Ground Throw
5B+C
Shinobi in Bloom
5A+D (Air OK)
Skills
Whirling Fans
236A/B
- Frame advantage is at point-blank range
Grand Stage: Snowbird
j.236A/B
- Single hit durability air fireball, similar to the grounded A version
- Air A Snowbird sends the projectile horizontally; Air B Snowbird is angled down diagonally
Both versions allow air actions to be used after recovering. TK j.236X into airdash j.A/j.B is a useful approach tool, allowing combos off successful stray hits. Being similar to the grounded version, Snowbird shares the same freeze and restand properties on hit.
Dancing as One: Yang
214A
- Howling Ogre travels from the sky to the ground, hits 7 frames after the opponent comes out of blockstun from a rekka, can be used as a reset opportunity if used during a combo on a grounded opponent.
- Demonic Destruction leads into Aerial Rave automatically on hit.
- A small ice surface travels along the ground, creating an ice spike when it either connects with the opponent or after a set distance, will still reach even if the rekka is pushblocked.
- Breathtaker cancels the current rekka into a dash forward, leaving Yumi -4 and safe. Typically used to bait reversals.
Dancing as One: Yin
214B
Pressing B after the Fourth Step will loop back to the First Step, but all First Steps that are looped this way have 17 frames of startup.
- Dancing in Snow: Purity is a frametrap that hits on frame 4 after opponent exits blockstun. Will catch jumps. Leads into Aerial Rave automatically on hit.
- Breathtaker cancels the current rekka into a dash forward, leaving Yumi -9. Unsafe vs mashing, but can bait most reversals this way.
Aerial Rave
Automatic followup to certain attacks
Damage in () does not occur if Killing Stone is used.
Extra Skills
Dancing in Snow: Dance of Blades
236C
Leads into Aerial Rave automatically on hit.
Termination
214C
A counter that is invincible to everything but throws. Projectiles do not activate the followup attack but leave her invincible for the rest of the duration. Strikes will trigger the followup attack. Frame advantage listed is if the followup attack is blocked. Leads into Aerial Rave automatically on hit.
Grand Stage: Storm of Snowbirds
j.236C
Killing Stone
Aerial Rave -> C
Partner Skills
5P
Dancing as One: Yang - Fourth Step
6P
Whirling Fans
- Re-stands the opponent on hit, this means that you can put it at the end of very long combos and aim for mixups and resets.
4P
Dancing in Snow: Purity
Distortion Skills
Secret Ninja Art: Black Ice
236B+C
Secret Ninja Art: Ice Pillar Fan
214B+C
Distortion Skill Duo
Secret Ninja Art: Ice Pillar Fan
P during Main Character's Distortion Skill
Astral Heat
Ultimate Secret Ninja Art: Ice Queen
222B+C
External References
- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •
- Active Change
- Air Recovery
- Astral Heat
- Clash
- Clash Assault
- Cross Burst
- Cross Combo
- Cross Gauge
- Cross Raid
- Cross Gauge Cooldown
- Delayed Down Entrance
- Distortion Skills
- Distortion Skill Duo
- Duo Change
- Extra Assault
- Extra Skills
- Ground Recovery
- Guard Bonus
- Health
- Minimum Damage
- P1, P2
- Partner Skills
- Rampage Time
- Reject Guard
- Reversal Action
- Resonance Blaze
- Resonance Gauge
- Skill Gauge
- Skills
- Smart Combo
- Throw
- Throw Reject
- Throw Counter
- Throw Reject Miss