BBTag/Yuzuriha

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Overview
Overview

Yuzuriha is a zoner that excels at playing the mid to long range game. Her huge normals coupled with 236A/B/C allow her to control a large portion of the screen. Because she is able to cancel 236A/B/C into teleport with 4A/B/C on both hit and block, she is also capable of easily getting in and initiating pressure from nearly full screen. This coupled with an assist gives her a terrifying mixup game as she can safely left-right from anywhere.

She is very reliant on assists in order to make her mixups safe and more difficult to see. She herself also has rather mediocre assists. Because of this she is definitely much more useful as a point character.

Pros
Cons
  • Huge range on both normals and specials grant stellar space control
  • Teleports give her access to great left-right mixups when paired with an assist.
  • 4F tele in stance which makes it nearly impossible to react to.
  • Stance forces opponents to approach or chose their movement rather carefully.
  • Can initiate pressure from nearly full screen with Flowing Bloom.
  • Both normals and specials leave her open to being punished when whiffed.
  • Hardest character to bring true potential out in.
  • No true way to open up your opponent by herself
  • Essentially learning two different characters in and out of stance.
  • Whiffed buttons makes her extremely punishable.
  • She can have difficulty dealing with rush down if they manage to get in due to her lack of super fast normals.
Yuzuriha's EXS gives her the ability to move at incredibly fast speeds, allowing her to utilize an extreme form of the Iaido martial art and even perform short-ranged teleports. In gameplay, her EXS grants her the ability to enter the "Stance of Mighty Qi and Quiet Heart" that removes her ability to run, replacing it with a teleport dash that can go past opponents, automatically evade projectiles while standing still, and enhances her Second Type: Bloom rekka (Bloom Ender is replaced with a unique version of Multi-layer One Ring) and Over Here! (decreased start-up and endlag) specials. Yuzuriha can perform any move out of her stance but doing so will exit the stance unless it was one of the listed special moves, requiring the same held input to renter the stance.
Yuzuriha
BBTag Yuzuriha Portrait.png
Health
17,000
Prejump
4F
Backdash
22F (1~7F Inv All)
Unique Movement Options
Over Here!
Fastest Attack
Reversals

Normal Moves

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 1500 All 10 3 22 -8 B
5AA 1500 All 12 4 24 -11 B
5AAA 350×4 All 10 3,3,4,5 17 -5 B
5AAAA 1700×2 All 10 3 [(21)4] 27 -11 B

  • Decent range and speed, a nice round start option is to hold 6 and move forward while doing it.
  • Jump cancelable on block

5A is pretty reliable but not as quick as other jabs. You can also use this after a 5BBB in the corner if Yuzu is low enough.


Usually after you see 5AA you should know if you got the hit confirm, although rebeat makes almost everything safe anyways.


5AAA has lots of forward movement which makes this portion of the autocombo useful for going in for close range BNBs. Otherwise, this move is risky if pushblocked. }}


  • Last hit of autocombo, her old 4B, sadly, not a counter anymore as its in an autocombo, but you don't use it much anyways as it scales pretty meh.

Like most 3rd or 4th hits in autocombos, it doesn't have much noticeable use.

5B

5C

2A

2B

2C

j.A

j.B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.B 1600 High 14 <7> 3 22 H
j.BB 1600 High 7 3 22 H
j.BBB 2300 High 12 10 Until L+15L [Until L+7L] H

  • Another decent poke

If low enough to the ground, you can go into 5A, this can also be used to buffer the stance install. Otherwise, it is advised to go for j.BBB loops and delaying either j.B or j.BB for consistency.


  • j.BB is Combo filler

  • Causes wallbounce

j.BBB has its uses as a primary combo extender; due to the last hit of this string causing a wallbounce meaning you can now get multiple reps out of this

j.C


Universal Moves

Ground Throw

5B+C

Multi-layer One Ring

5A+D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
AD 1000, 600×3, 2000 Air Unblockable, All×3 16 5(4)5×3 6+46L -34 B, P1×4 1~27 All
j.AD 1000, 900×3 All 17 5(4)5×3 Until L+35L B, P×3 1~28 All

  • Moves Yuzu forward and jumps a little. Can help with escaping the corner
  • Does NOT passes through the opponent when blocked and lasts long to punish, meaning it's pretty unsafe on block.
  • Read it again, only the 1st hit is air-unblockable. The later hits *can* be air-blocked.

The hitbox lingers a bit and is rather large so you can catch people who aren't careful. On the other hand, if you aren't careful then you just threw yourself at them for a free punish.


Skills

Second Type: Bloom

236A/B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236A 1300 All 21 <9> 2 39 -13 B
236B 1300 All 22 <9> 2 39 -13 B 12~23 H
<4~10 H>
j.236A 1300 All 22 <9> 2 Until L H
j.236B 1300 All 22 <9> 2 Until L H

Yuzuriha slashes forward with her katana. While decent range, the slow recovery makes it incredibly risky to use if whiffed. All three versions of the attack can be followed up with 4A/B/C


A: Attacks in front of her, despite it being slightly aimed upwards.


B: Anti-Air version that attacks upward.


Similar to her ground version, Yuzuriha slashes the air at high speeds with her katana. It is also still incredibly dangerous to whiff. Air versions can also be canceled via 4A/B/C


A: Attacks straight ahead of her


B: Attacks downward

Bloom Ender

236X × 3

Second Type Flowing Form: Flowing Bloom

Bloom -> 4A/B/C

Over Here!

214A/B/C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
214A 71 <52> [65 <56>] 24~44 All
<5~25 All>
214B 67 <48> [61 <42>] 24~40 All
<5~21 All>
214C 60 <41> [60 <41>] 24~40 All
<5~21 All>
j.214A 61 <41> [61 <41>] 25~41 All
<5~21 All>
j.214B 61 <41> [61 <41>] 25~41 All
<5~21 All>
j.214C 68 <48> [62 <42>] 25~41 All
<5~21 All>

  • Values in <> are when done from stance
  • Vaules in [] are when holding the button. Yuzuriha enters stance afterwards.
  • Slow if not in stance
  • 214A teleports in a set distance in front of the enemy. Good for fakeouts.
  • 214B teleports behind the enemy. Useful for cross ups in cross combo.
  • 214C teleports above and behind the enemy. Elbow em from above
  • j.214C teleports to the ground and behind the enemy.

Stance of Mighty Qi and Quiet Heart

Hold A/B/C after Bloom

  • Her movement is heavily limited, can only teleport.
  • Autododges projectiles.

Here we have the thing that makes Yuzu a point for zoners. By doing 236[X] after a slash or her 236 super, she can enter stance. Stance gives her a faster teleport (only once), faster slash (along with a follow up), and teleport dashes. It's usually beneficial to enter stance after a combo.

Specials that can enter "Stance of Mighty Qi and Quiet Heart":

  • Third Type: Sever
  • Second Type: Bloom
  • Succession Form: Successive Bloom
  • Flowing Form: Flowing Bloom
  • Bloom Ender
  • Multi-layer One Ring (follow-up version only)
  • Over Here!
  • Second Type: Raging Bloom


Extra Skills

EX Second Type: Bloom

236C (Air OK)

Partner Skills

5P

UNI 66C

6P

Second Type: Bloom

4P

5B


Distortion Skills

Second Type: Raging Bloom

236B+C (Air ok)

Secret Skill: Luster Birth

214B+C


Distortion Skill Duo

Secret Skill: Luster Birth

P during Partner's Distortion Skill


Astral Heat

Zeroth Type: Life Crimson

222B+C


External References

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To edit frame data, edit values in BBTag/Yuzuriha/Data.
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