GBVSR/Yuel: Difference between revisions

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Yuel's main anti-air when in Third Dance and also useful as a juggle extender. Converts out of a good number of her stance options on counter hit, giving her high reward for successfully landing a frame trap. Yuel automatically exits Third Dance if she uses this move.
Yuel's main anti-air when in Third Dance and also useful as a juggle extender. Converts out of a good number of her stance options on counter hit, giving her high reward for successfully landing a frame trap. Yuel automatically exits Third Dance if she uses this move.

Revision as of 11:32, 11 January 2024

Overview

Overview
A descendant of certain ancient bloodline that inherits Foxflame, which they can control through their unique dance. Yuel is a close-range rushdown specialist who can pressure her opponent using her Third Dance stance, which allows her to aggress with multiple advantageous and rewarding normals while automatically countering any mid attacks from the opponent. Although she lacks consistent high damage and long-range tools, good reads will allow the player to reset pressure repeatedly and prance around the opponent in ways that no other characters are capable of.
Yuel
GBVSR Yuel Portrait.png
Health
16000
Prejump
4f
Backdash
18f
Unique Movement Options
Step Dash (during Third Dance)

 Yuel is an offensive character that dances around her opponents using backflips and stances.

Pros
Cons
  • Excellent Movement: Yuel sports great walkspeed, dash speed, and multiple unique movement options such as her HanaarashiGBVSR Yuel 214L.pngGuardAllStartup46Recovery13Advantage+1 backstep and her j.U, allowing her to remain evasive and close the distance on the opponent in unique ways.
  • Oppressive Pressure: Yuel sports strong offensive specials such as FoxflameGBVSR Yuel 22X.pngGuardAllStartup21Recovery17Advantage0, and can transition into and out of her Third Dance stance in order to maintain pressure on the opponent with numerous advantageous moves. Additionally, her Eye of the SparrowGBVSR Yuel 5U-Catch.pngGuardAllStartup7Recovery15Advantage-13 counter allows Yuel to deal very well with reversals.
  • Great Neutral Game: With f.M, 2M, L-Starlit SkyGBVSR Yuel 236X.pngGuardAllStartup14Recovery16Advantage-3, Yuel boasts a number of safe, forward moving attacks that can be used to poke or whiff punish the opponent very easily from mid-range.
  • Low Grounded Damage: Yuel's only consistent corner combo starter is H-Starlit SkyGBVSR Yuel 236X.pngGuardAllStartup14Recovery16Advantage-6 which leads to relatively mediocre damage in the corner. In general, her damage from most connects on the ground (outside of crouch confirms) is below average.
  • Struggles at Range: Yuel is strongest at mid to close range, so she can potentially struggle against characters who can keep her at bay with strong heavy pokes or projectiles.


Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.

Normal Moves

Grounded Normals

c.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 All 5 3 6 +4 +8
Total: 13

Standard Granblue c.L. Used for pressure and tick throws due to its strong frame advantage on block. Comes with great linking options for combos and chains into her other light normals.

On block, any medium normal, c.H, and 2U will frame trap.

  • Links into: c.L, f.L, 2L, c.M, 2M, c.H, 2U
  • Crouching: f.M
  • Counter Hit: f.H

c.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 All 6 3 14 -2 +2
Total: 22

Negative on block which is normally a detriment to c.M normals, but comes with a much larger activation range than average to compensate. Complements Yuel's offense well as she has plenty of other plus moves to work with. c.M is more of a tool to capitalize on plus frames due to its speed and reach.

Contrary to the animation shows, it does not hit on both sides of Yuel as the animation would suggest.

  • Links into Counter Hit: c.M, f.L, 2L
  • Crouching Counter Hit: 2M, 2U

c.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000, 200×2 All 8 2, 2, 2 21 -4 0
Total: 34

Yuel's c.H does a bit less damage than average but is pretty strong for pressure due to its speed and high hitstun. It is the only way to frametrap into H Foxflame and the only way to combo into H Foxflame on a grounded opponent, though they must be crouching. The speed and far activation range make it pretty strong in punish situations where some characters can only use medium or even only light normals.

Triple Attack

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
c.XX 700 All 9 3 15 -3 +1
c.XXX 700 All 12 3 18 -4 0
c.XX6M 700 Low 12 3 16 -4 KD
c.XX6H 700 High 18 3 21 -4 +1
Total: 26
Total: 32
Total: 30
Total: 41

c.XX

  • Second hit of a Triple Attack.

c.XXX

  • Safe, uninteresting ender. No notable attributes.

c.XX6M

  • Low Triple Attack ender.

c.XX6H

  • Overhead Triple Attack ender.

f.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 Low 6 3 8 +2 +6
Total: 16

Much stronger than the average f.L due to its higher frame advantage and low guard property. Works very well with 66L pressure and her other tools. Safely buffers into her L Starlit SkyGBVSR Yuel 236X.pngGuardAllStartup14Recovery16Advantage-3 for extended pressure. An excellent button overall.

f.M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600, 300 All 9 3, 1 21 -7 -3
Total: 33

This is an amazing button and easily a candidate for one of the best f.Ms in the game. It has a relatively quick 9 frames of startup and hits twice, controlling a lot of space in front of Yuel while being easy to hitconfirm. The forward movement is both a blessing and a curse as it's a fantastic whiff punish tool but must be cancelled in order to stay safe.

f.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 All 10 6 19 -8 -4
Total: 34

Counterpoke-style f.H, great for stopping approaches and beating other f.Ms via clash priority. Does not change Yuel's hurtbox very much, unlike what the animation may suggest. Relatively easy to confirm into 236M midscreen or 236H in the corner for good damage.

2L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400 Low 6 3 10 -2 +2
Total: 18

Yuel's fastest low. Better than average by simply being able to chain into Yuel's f.L. Good pressure tool but generally needs to be chained in order to establish a threat other than another low. Cancels into: c.L, f.L, 2L

2M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
900 Mid 7 3 15 -3 +1
Total: 24

The crouching complement to f.M and a great normal to use after Yuel's plus on block options when spaced out. While it doesn't sport some of f.M's better qualities, its speed, deceptive range and better framedata on block let it compete. Good to use as a supplement if people are trying to counterpoke f.M with crouching buttons.

  • Links into Counter hit: 5L
  • Crouching Counter hit: f.L, 2L, 5M

2H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000, 300 All 11 3, 3 24 -10 -6
Total: 40

Reliable anti-air, but a bit unorthodox. Because it hits twice, counterhits will not carry between the first and second hit. Air hit 2H is one of only two ways to combo into H FoxflameGBVSR Yuel 22X.pngGuardAllStartup23Recovery14Advantage+4, with the other being crouching hit c.H. These properties combined make 2H combos highly consistent.

  • Combos into 22H on airborne opponents.
  • Combos into 22M and Yugetsu on air counterhit.
    • Must be 2nd hit only or cancelled on the first hit.

2U

Dash Normals

66L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000 Mid 8 3 10 [15] +2 +6
The number of recovery frames is not a simple number (10 [15]). Please specify explicitly.

Advancing, plus on block pressure tool. Works wonders with the rest of Yuel's kit as she already has plenty of plus frames and pressure resets to work with.}.

  • Links into Standing: 2L, f.L, c.M, 2M[ch], 2U[ch], , c.H[ch]
  • Crouching: 2M, 2U, f.M[ch]

66M

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1100 Low 12 4 21 -8 KD
Total: 36

Surprisingly long-reaching sword slide. Hits farther than the animation would suggest, which is wild considering the animation itself. Can be spaced to be a little safer, but will usually be -5 at best.

66H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1200 Mid 15 4 23 -8 +10
Total: 41

Yuel whips her tail at her opponent. Stops her dead in her tracks. Mostly useful as a DP punish starter due to forcing crouch on hit, which allows Yuel to extend her combo with c.H into 22H. Also has some situational use in antiair combos. Mostly unsafe on block, so it shouldn't be thrown out in neutral.

Links into: c.L, f.L, 2L, c.M, 2M, f.M, c.H, f.H, 2U, 22U

Air Normals

j.L

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600 High/Air 5 Until L Until L+1
Total: 5

Yuel's longest reaching air normal, making it her go-to air-to-air. Hits once unlike Yuel's other air normals, which can give her combos upon reaching the ground.

  • Active until landing.

j.M

j.H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500×2 High/Air, All 8 4(3)3 Until L+1
Total: 18

Has a bigger gap between hits than j.M, making Yuel plus if used from higher up.

  • Only the first hit that connects is an overhead.
  • Unique for a j.H as it can hit crossup.

j.U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
250×n All 19 3×n 11 -2 +2

Air stall-style j.U. Hits repeatedly until Yuel touches the ground and is not an overhead.

  • Can pass through opponent during the move, but j.U will never hit as a crossup.
  • Recovery starts when Yuel touches the ground.


Unique Action

About Third Dance (Stance)

Press 5U to enter Third Dance, a stance for Yuel that changes all of Yuel's normals and movement options. She retains access to her throws, though they perform an auto-dash before performing the throw (see Throw section). During the stance:

  • Yuel does an automatic counter (Eye of the Sparrow) that catches mid strike only (meaning it will lose to projectiles, lows, overheads and throws).
  • Yuel cannot block, or Cross Over during stance, but can perform Evade. Pressing guard while in stance will cause Yuel to dodge regardless of directional input.
  • Yuel cannot walk forwards nor backwards during stance.
  • Yuel cannot run during stance. Run and backdash are replaced with a unique forward and backwards hop.

Enter/Leave Third Dance

5U/5U while in Third Dance

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
5U 20
td.U 12

Press 5U to enter the stance. You can enter the stance by the following methods besides a raw activation in neutral:

  • Canceling from normals: window is 4F starting from the frame normal connects.
    • You cannot activate on whiff.
  • Activate in specials/throws: window starts from startup until the last 5 frame of recovery, and goes in the stance immediately after the recovery ends.
    • You can go into the stance whether the move hits or not.
    • You cannot activate the stance from Raging Strike/Chain or Ultimate skills.

Going into stance changes the frame data of many of Yuel's normals. Below is a comparison of each attack's advantage with and without stance cancelling:

Stance Cancel Advantage
AttackNormalCharge canceled
c.LGBVSR Yuel cL.pngGuardAllStartup5Recovery6Advantage+4+4-8
f.LGBVSR Yuel fL.pngGuardLowStartup6Recovery8Advantage+2+2-8
2LGBVSR Yuel 2L.pngGuardLowStartup6Recovery10Advantage-2-2-8
c.MGBVSR Yuel cM.pngGuardAllStartup6Recovery14Advantage-2-2-6
f.MGBVSR Yuel fM.pngGuardAllStartup9Recovery21Advantage-7-7-6
2MGBVSR Yuel 2M.pngGuardMidStartup7Recovery15Advantage-3-3-6
c.HGBVSR Yuel cH.pngGuardAllStartup8Recovery21Advantage-4-4-2
2HGBVSR Yuel 2H.pngGuardAllStartup11Recovery24Advantage-10-10-4
c.XXGBVSR Yuel cXX.pngGuardAllStartup9Recovery15Advantage-3-3-6
c.XXXGBVSR Yuel cXXX.pngGuardAllStartup12Recovery18Advantage-4-4-4

Whlie in stance, press U to leave the stance. H normals in stance will automatically exit Third Dance. For the other normals, you can deactivate without animation if you inputted U before the last 5 frame of recovery, even if whiffed.

Forward/Backward Hop

66/44 while in Third Dance

Eye of the Sparrow

Automatic Counter in Third Dance

Third Dance: Attack

Third Dance > 5L, 2L, 5M, or 2M

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
td.5L 600 All 5 3 8 0 +4
td.2L 800 All 8 3 15 -3 KD
td.5M 1100 All 16 4 11 +2 +7 10-19 Low
td.2M 900 Low 10 6 5 +2 +6 7-18 Low Profile
Total: 15
Total: 25
Total: 30
Total: 20

Yuel will remain in Third Dance for Light and Medium moves unless U is pressed during animation.


td.5L
  • Cancels into: td.5L, td.2L
  • Links into (requires cancelling the stance) crouching hit: 5L, 2M[ch], 2U[ch]
  • Counter hit: 2L, f.L, 5M

td.2L

Using it on block will end Yuel's turn up close, as -3 is enough for the opponent to press 2L and beat her stance options. td.2L is generally useful as an ender for td.5L pressure, as it forces an air tech on hit and allows her to reposition.


td.5M

td.5M forces crouch on hit (which gives +1 hitstun all the time) and crushes throws. It can also go over lows due to its hurtbox.

  • Links into: td.5L, td.2L, 5L, 2L, f.L, c.M, 2M, 2U, f.M[ch]
  • Counterhit: td.2M, td.5H, td.2H, c.H, f.H
  • Links into Yugetsu on counterhit.
  • Avoids throws starting frame 7.

td.2M

td.2M is an incredible low that can recover quickly enough to beat wakeup reversals if used as a meaty. Useful for pressure as it's +2 even if when leaving stance.

  • Cancels into: td.5L, td.2L (on late recovery)
  • Links into: 5L, 2L, f.L, c.M, c.H[ch]
  • Crouching hit: 2M, 2U, f.M[ch]

Gurren

Third Dance > 5H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1600 All 15[29] 11 14 -6 -

Chargeable advancing attack that automatically exits Third Dance on use. Used to cover ground while in stance and potentially reset pressure. Particularly useful when cancelling into Third DanceGBVSR Yuel 5U.pngGuardStartupRecovery20Advantage- from HanaarashiGBVSR Yuel 214L.pngGuardAllStartup46Recovery13Advantage+1's backstep, as it gives Yuel the space needed to make Gurren advantageous on hit and block.

  • Charged version knocks down on hit.
  • Charged version is 2 frames less advantaged on block.
  • Uncharged, ranges from +2 to +8 on hit depending on range. If this hits at close enough range while uncharged it always knocks down.
    • Pushback on hit limits combo option, but if at far enough range 2M is a consistent followup.
  • +4 on block at maximum distance, or if it hits as meaty as possible.

Yugetsu

Third Dance > 2H

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1300 All 11 6 24 -13 KD
Total: 40

Yuel's main anti-air when in Third Dance and also useful as a juggle extender. Converts out of a good number of her stance options on counter hit, giving her high reward for successfully landing a frame trap. Yuel automatically exits Third Dance if she uses this move.

  • Launches on hit.
  • Juggles into f.M or c.H depending on distance.


Universal Mechanics

Ground Throw

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
td.L+M 2500 Throw 20 3 25 HKD +44 3~13 Airborne
LU 2500 Throw 4 3 31 N/A HKD +44

Standard throw. Third Dance version performs an automatic stance hop forward before performing the throw, making sure you're always close to the opponent first. This increases the startup significantly, however.

  • Forward throw allows for a DP-safe meaty low in the corner: LM~U > td.5M (whiff) > td.2M
  • Alternatively, you can set up a safejump with microwalk jump j.H
  • You can press 5U during the throw animation and enter/leave stance.

Air Throw

Raging Strike

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1500 Guard Crush 45 [52] 28 1 37 +8 [+15] +15
  • Requires a Bravery Point.
  • Guard Crush when hitting an opponent's block, launches on hit.
  • Won't Guard Crush when connecting with an opponent already in blockstun.
  • Does not hit on both sides of Yuel.

Raging Chain

Brave Counter


Skills

Starlit Sky

GBVS Charge.png 236X or 5S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
236L 300×3 All 14 4×3 16 -3 KD
236M 100×6, 500 All 18 2×6,4 21 -8 KD
236H 100×6, 700 All 14 2×6,4 16 -6 KD

236L

L Starlit Sky is Yuel's safe special cancel. It ends her turn on block as she's -3 and close, being in opponent 2L range and too negative to do anything about it with Third Dance.


236M

236M combos from her Triple attack and can be confirmed into from f.M and f.H. While it does frame trap when used as a cancel, doing so is a big risk for relatively low reward.


236H

Yuel's juggle starter in the corner. Links into c.M.

  • Wallbounces in the corner.
Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
236L 3 200+720, 120×2
236M 3 200+720, 120×5, 60×2
236H 3 400+720, 120×5, 60×2

236L:

  • Cooldown: 20F
  • Clash level 1


236M:

  • Cooldown: 20F
  • Clash level 2


236H:

  • Cooldown: 480F
  • Clash level 3

Hien: Homuragaeshi

GBVS Parry.png 623X or 6S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
623L 200×5 All 6 2×5 27 -12 KD
623M 200×4, 100×3 All 9 2×8 33 -26 KD 1-14 Full
623H 100×10, 500 All 11 2×10(11)2 34 -36 KD 1-28 Full

623L

623L has no invulnerability whatsoever but will always knock down on hit. As an anti-air it's a little bit shabby, but if hit high enough you can get a combo going followed by f.M, or even a close normal.


623M

623M is invincible on startup and Yuel's fastest meterless reversal. Useful as a combo ender as it gives Yuel a meaty td.2M in the corner, that can be safe against Ultimate reversals with manual timing.


623H

Standard reversal H DP.

Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
623L 3 200+720, 120×4
623M 3 200+720, 120×4, 60×2
623H 3 400+720, 120×4, 60×6

623L:

  • Cooldown: 20F
  • Clash level 8


623M:

  • Cooldown: 20F
  • Clash level 14


623H:

  • Cooldown: 20F
  • Clash level 16

Hanaarashi

GBVS SpecialCharge.png 214X or 4S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
214L 600×2 All 46 3,3 13 +1 +5 3-15 Full
214M 1000 Low 41 6 18 -7 KD 3-15 Full
214H 900×2 All 42 3,3 12 +2 +6 1-14 Full
214H-M 1500 Low 38 6 15 -4 KD 1-14 Full
  • Yuel can press 5U before the lunge to enter Third DanceGBVSR Yuel 5U.pngGuardStartupRecovery20Advantage- instead. Doing this makes the move last 32 frames total.

Hanaarashi is a useful escape tool and canned pressure reset. Yuel can use the invulnerability of the flip and the Third Dance cancel to back off and reset to neutral essentially whenever she wants. Challenging flip is also awkward for the opponent as long-reaching moves are typically mids that will be countered by Eye of the Sparrow or shorter moves that whiff versus her allowing the lunge to play out.

Invincibility and evasive nature allows this to avoid and punish certain attack, or just avoid and stay away if cancelled into Third Dance.

On block, you may use this move to avoid Brave Counters, which will leave you at -1 frames disadvantage if cancelled into Third Dance. If you let the attack after the flip play out, the opponent can react and hit you out of the attack, so be warned.

Due to the long startup, the opponent has 23 frames to react and punish with 66L, regardless of which version is used or if you cancel into Third Dance. Avoid using predictable pressure resets or escapes to make it harder for the opponent to do this.


214L

214M
  • Can start juggle combo by linking into a c.L

214H
Version Cooldown Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Untechable (Air Counter Hit) 28 32 36 40 44
Blockstun (Ground) 10 12 14 16 18
Blockstun (Air) 19 21 23 25 27
Hitstop 10 10 12 14 16
Counter Hit Hitstop +2 +2 +4 +8 +12
Counter Hit Skybound Gauge gain
214L 3 200+720, 120
214M 3 200+720
214H 3 400+720, 120
214H-M 2 400, 720

214L:

  • Cooldown: 20F
  • Clash level 2


214M:

  • Cooldown: 20F
  • Clash level 2


214H:

  • Cooldown: 480F


214H-M:

  • Cooldown: 480F

Foxflame

GBVS Strike.png 22X or 2S

Version DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
22L 800 All 21 9 17 0 +4
22M 1000 All 31 9 13 +5 +9
22H 1200 All 23 9 14 +4 +8

22L

22L will frame trap from c.H and full autocombo, and links into 2M on counter hit. On block, these sequences leave Yuel outside the range of most light buttons, allowing her to take her turn with 2M. This will beat light buttons that can't reach as well as buttons slower than 7 frames, or clash with other 7 frame mediums.


22M

22M is the slowest but most advantageous version. It will never frame trap, but Yuel moves forward during its startup, making for a rewarding if risky pressure reset. If the opponent somehow gets hit by this, it will link into c.H for a combo.


22H

22H frame traps from c.H, combos from it on a crouching opponent, and links into c.H on hit. If the opponent doesn't mash, Yuel is a whopping +4 on block for continued pressure. In addition, it will always combo from an air hit of 2H, making it useful for anti-air combos and certain punishes.


Ultimate Skills

Ultimate Starlit Sky

GBVS Charge.png 236U or 5S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
400, 200×8, 700 Mid 13 2x8 20 -4 HKD +45

A fast, hard-hitting version of Starlit Sky. Wallbounces at a height greater than 236H allowing for stronger routes in the corner. Good for corner carry but generally outshined by 22U when in range for it.

Ultimate Hien: Homuragaeshi

GBVS Parry.png 623U or 6S+U

Ultimate Hanaarashi

GBVS SpecialCharge.png 214U or 4S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500×3, 800 Mid 22 3,3,3,1 10 +4 HKD +63

Drops its invulnerability properties to become a purely offensive move, advancing Yuel forwards, and going over low-hitting moves and some low-traveling projectiles such as  Anila's sheepGBVSR Anila 236L.pngGuardMidStartup17RecoveryTotal 52Advantage-7. On hit, causes a launch and links into c.H in the corner, or f.M/f.H midscreen. Plus on block and has more reach than 2U. Can be used as a throw bait, though it can be awkward as such; it needs to be done early or slightly spaced out, as the move doesn't become airborne immediately.

Ultimate Foxflame

GBVS Strike.png 22U or 2S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600×3 Mid 9 1,1,3 14 +6 +10
  • Automatically enters Third Dance on use.

A version of Foxflame that allows for stance conversions anywhere on screen. Fast enough to be linked into from most juggles that would normally route into c.H for the meter refund. On block, frame traps into td.2M.

Skybound Art

Crimson Dance: Rinnen-aratame

236236H or 236S

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
1000, 100×6, 450×2, 1500 Mid 9+5 -23 HKD +46 1-14 All, 15-16 Strike/Throw

A powerful attack with invincible startup that charges forward half a screen. While the damage is a bit lacking compared to other SBAs, it is guaranteed to drain a Bravery Point on hit as its cinematic portion activates from any range.

The invincibility is short after the superflash, so don't bother trying to bulldoze through projectiles with this super.

  • Recovers 1 Bravery Point for Yuel during superflash.
  • Removes 1 Bravery Point from the opponent on hit.
  • 50% minimum damage: 2000


Super Skybound Art

Sapphire Dance: Gentiana

236236U or 236S+U

DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
120×19, 1320, 2400 [100×19, 2100] Mid 7+7 3×20 40 -24 HKD +43 [HKD +46] 1~22 All

Vacuums even on whiff, but the cinematic will only play if the opponent is drawn in and hit during the first few moments of the animation. The long animation will catch attempted Evades.

  • Recovers 1 Bravery Point for Yuel during superflash.
  • Removes 2 Bravery Points from the opponent on close hit only. The listed damage assumes a 20% increase due to Bravery Penalty.
  • 50% minimum damage: 3000 [-]


Colors

Default Colors
Color 1
Color 2
Color 3
Color 4
Color 5
GBVSR Yuel Color 01.png
GBVSR Yuel Color 02.png
GBVSR Yuel Color 03.png
GBVSR Yuel Color 04.png
GBVSR Yuel Color 05.png
Color 6
Color 7
Color 8
Color 9
Color 10
GBVSR Yuel Color 06.png
GBVSR Yuel Color 07.png
GBVSR Yuel Color 08.png
GBVSR Yuel Color 09.png
GBVSR Yuel Color 10.png
Color 11
Color 12
Color 13
Color 14
Color 15
GBVSR Yuel Color 11.png
GBVSR Yuel Color 12.png
GBVSR Yuel Color 13.png
GBVSR Yuel Color 14.png
GBVSR Yuel Color 15.png
Color 16
Color 17
Color 18
Color 19
Color 20
GBVSR Yuel Color 16.png
GBVSR Yuel Color 17.png
GBVSR Yuel Color 18.png
GBVSR Yuel Color 19.png
GBVSR Yuel Color 20.png
Color 21
EX
GBVSR Yuel Color 21.png
GBVSR Yuel Color EX.png
Weapons
01
02
03
04
GBVSR Yuel Weapon 01.png
GBVSR Yuel Weapon 02.png
GBVSR Yuel Weapon 03.png
GBVSR Yuel Weapon 04.png
05
06
07
08
GBVSR Yuel Weapon 05.png
GBVSR Yuel Weapon 06.png
GBVSR Yuel Weapon 07.png
GBVSR Yuel Weapon 08.png
09
GBVSR Yuel Weapon 09.png


Navigation

 Yuel
To edit frame data, edit values in GBVSR/Yuel/Data.


57% complete
Page Completed To-do Score
Overview
  • All moves are listed/explained
  • Starter guide done
  • Images of color and weapon variations
17/20
Combos
  • Basic, core and specialized combos are shown
  • Combo theory explained
  • Combolist listing all combos
  • Implemented videos for all combos in basic, core and spec. sections
10/10
Strategy
  • Data for 214X~U cancels
  • 22X frametraps
  • Meaty td.2M explanation
  • General gameplan
  • Neutral
  • Offensive/defensive options (like blockstrings etc.)
5/20
Matchups
  • Page created
  • A few (unreviewed) notes added
  • Add notes for all MUs
1/20
Frame Data
  • Framedata is filled in, most moves have images
  • A few moves are missing active/recovery?
  • Add images for 66X normals and ultimate specials, hitbox images
24/30
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