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 Aerial Rave.
- Limited options for solo combo extensions.
- Rekkas are easily pushblocked out.
- 5P has low blockstun on each hit, allowing the opponent to quickly act after pushblocking it.
- Air normals are mediocre, making her reliant on j.236C to control neutral after jumping.
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. Entire sequence is unburstable, however partners can still be called and tagged into.
Seldom happy birthdays due to the character priority system.
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
Extends Aerial Rave with another rep. A worthwhile use of bar to stack unburstable damage, regenerate assist bar, run out resonance... This move does it all :)
Partner Skills
5P
Dancing as One: Yang - Fourth Step
A great lockdown and neutral assist due to it's long duration and ample disjoint. However, each hit has low blockstun, which means that the opponent can move almost immediately after pushblocking Yumi away.
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