Daraku Tenshi: The Fallen Angels/Yuiren: Difference between revisions

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Revision as of 20:27, 18 December 2024

Introduction

Yuiren is the manager of a bar called the Wind Fish, but is more well known as its beautiful and equally talented singer. Unbeknownst to its patrons, Yuiren is actually a man who uses his features and musical talent to help attract customers to the bar, which he operates with his twin sister, Yuiran. Despite his gentle demeanour, he is quite strong and a very skilled fighter, with a deep protectiveness of his sister.

Gameplay

Widely regarded as the strongest character in the game. Extremely strong pressure thanks to insane frame data on 5LP/2LP, as well as the unique and very strong feature of having a forward run instead of a normal front step, putting Yuiren’s movement leagues above everyone else’s. The jab loop during MAX mode is also incredibly easy and leads to absurd damage.

Strengths Weaknesses
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
  • TBA: tba.
MOTW Yuiren Art.png

Attributes

Forward Walk Speed Back Walk Speed Run Speed Back Dash Prejump Neutral Jump Forward Jump Back Jump Forward Super Jump Back Super Jump
3 2 9 22f 4f 40f 38f 38f 38f 38f


Move List

Frame Data Source: https://docs.google.com/spreadsheets/d/14u59eRbO9A-CC2qSxLPIzUWcyLRR1VsRM923tbWqnW8/edit?usp=sharing

Standing Normals

5LP
LP
Damage Startup Active Recovery
- 3 4 11/4
On Hit On Block Guard Properties
+4 +11 Low/High -

TBA

5LPx2
LP>LP
Damage Startup Active Recovery
- 3 4 12/4
On Hit On Block Guard Properties
+3 +10 Low/High
  • Cancelling any L to 5LP gives this

TBA

5HP
HP
Damage Startup Active Recovery
- 6, 8, 10, 12 2, 2, 2, 3 26
On Hit On Block Guard Properties
-3, -1, +1, +3 -9, -7, -5, -3 Low/High
  • Has a 4th hit that rarely comes into play

TBA

5LK
LK
Damage Startup Active Recovery
- 7 5 16/5
On Hit On Block Guard Properties
--2 +5 Low/High -

TBA

5HK
HK
Damage Startup Active Recovery
- 4, 9 3, (2), 6 37
On Hit On Block Guard Properties
-11 -17 Low/High -

TBA

Crouch Normals

2LP
2LP
Damage Startup Active Recovery
- 5 5 -
On Hit On Block Guard Properties
+5 +12 Low/High -

TBA

2HP
2HP
Damage Startup Active Recovery
- 4, 9, 12 5, 3, 4 26
On Hit On Block Guard Properties
+2 -4 Low/High
  • Invul f12-25 low-profile

TBA

2LK
2LK
Damage Startup Active Recovery
- 3 5 14/5
On Hit On Block Guard Properties
-5 +7 Low -

TBA

2HK
2HK
Damage Startup Active Recovery
- 7 12 16/5
On Hit On Block Guard Properties
+4 -2 Low
  • Invul f1-29 low-profile
  • Techable launch on air hit

TBA

Comand Normals

6HP
6HP
Damage Startup Active Recovery
- 9, 28, 33 6, (13), 5, 5 30
On Hit On Block Guard Properties
-8, -3 -14, -9 Low/High>High>High
  • Hit 3 whiffs if spaced

TBA

6HK
6HK
Damage Startup Active Recovery
- 18 3 29
On Hit On Block Guard Properties
-1 -7 High
  • Invul f7-21 high-profile
  • Causes st.sitstun if spaced

TBA

3HK
3HK
Damage Startup Active Recovery
- 11 4 23/9
On Hit On Block Guard Properties
+49 KD -1 Low
  • Invul f5> low-profile

TBA

Rising Normals

ris.LP
8LP
Damage Startup Active Recovery
- 4 15 until landing
On Hit On Block Guard Properties
- - High -

TBA

ris.HP
8HP
Damage Startup Active Recovery
- 7 8 until landing
On Hit On Block Guard Properties
- - High -

TBA

ris.LK
8LK
Damage Startup Active Recovery
- 4 15 until landing
On Hit On Block Guard Properties
- - High -

TBA

ris.HK
8HK
Damage Startup Active Recovery
- 6 8 until landing
On Hit On Block Guard Properties
- - High -

TBA

Falling Normals

fal.LP
8LP
Damage Startup Active Recovery
- 4 15 until landing
On Hit On Block Guard Properties
+27 +25 High -

TBA

fal.HP
8HP
Damage Startup Active Recovery
- 7 8 until landing
On Hit On Block Guard Properties
+27 +25 High -

TBA

fal.LK
8LK
Damage Startup Active Recovery
- 4 10 until landing
On Hit On Block Guard Properties
+27 +25 High -

TBA

fal.HK
8HK
Damage Startup Active Recovery
- 7, 14 4, (3), 4 until landing
On Hit On Block Guard Properties
+27 +25 High
  • Hit 2 OTGs on Cool, Taro and Carlos

TBA

Throws

Foward Throw
4/6+HP (close)
Damage Startup Active Recovery
- 2 1 -
On Hit On Block Guard Properties
+14 SpKD - Throw
  • 11f tech window

TBA

Back Throw
4/6+HK (close)
Damage Startup Active Recovery
- 2 1 -
On Hit On Block Guard Properties
+44 SpKD - Throw
  • 15f tech window

TBA

Air Throw
j.2HP (close)
Damage Startup Active Recovery
- 2 1 Until landing
On Hit On Block Guard Properties
Variable KD - Throw
  • Opponent lands on back
  • Untechable. Throws behind

TBA

Stance Switch and Reverse Stance Normals

Stance Switch
LK+HK
Damage Startup Active Recovery
- - - 23
On Hit On Block Guard Properties
- - Air Throw
  • 2HP still accessible

TBA

r.5P
r.5P
Damage Startup Active Recovery
- 7, 14 7, 6 35
On Hit On Block Guard Properties
-9 -15 Low/High -

TBA

r.5K
r.5K
Damage Startup Active Recovery
- 8 6 28/8
On Hit On Block Guard Properties
-2 -8 Low High -

TBA

r.2K
r.2K
Damage Startup Active Recovery
- 6, 17 5, (6), 5 33
On Hit On Block Guard Properties
-6/+22 st.sitstun -12 Low High
  • Invul f15-47 low-profile
  • Stays in reverse stance, hits OTG, hit 1 techable on air hit, causes st.sitstun if spaced

TBA

Escape Dash and Escape Attack

Escape Dash
LP+HP
Damage Startup Active Recovery
- 19 - 3
On Hit On Block Guard Properties
- - -
  • 19f Earliest possible input for EA
  • Invul f1-34 strike, 64 if held, f35/65> throw
  • Throw hurtbox appears for 6 frames before the vuln then disappears lol

TBA

Escape Attack Punch
Punch while holding ED
Damage Startup Active Recovery
- 12 6 24
On Hit On Block Guard Properties
+2 -4 Low/High
  • Invul f1> throw

TBA

Escape Attack Kick
Kick while holding ED
Damage Startup Active Recovery
- 10 5 20
On Hit On Block Guard Properties
+7 +1 High
  • Invul f1> throw

TBA

Deadly Skills

Knuckle Straight
236+P
Damage Startup Active Recovery
- 11 4 25
On Hit On Block Guard Properties
- -3 Low/High
  • Techable launch
  • HP version goes farther

TBA

Knuckle Straight
236+P ( hold )
Damage Startup Active Recovery
- 29 4 25
On Hit On Block Guard Properties
- -3 Low/High
  • Data taken from latest possible release (f20)
  • Holding as long as possible has no hit

TBA

Dodge a Blow ( light )
214+LP
Damage Startup Active Recovery
- 3 10 6, 39
On Hit On Block Guard Properties
- - -
  • Invul f1> upper body on success
  • High parry

TBA

Dodge a Blow ( heavy )
214+HP
Damage Startup Active Recovery
- - 20 10, 39
On Hit On Block Guard Properties
- - -
  • Invul f1> upper body on success
  • High parry

TBA

Crescent Kick ( light )
214+LK
Damage Startup Active Recovery
- 14 (23) 13 25
On Hit On Block Guard Properties
+3 -2 Low/High
  • Brackets are for front hit
  • Invul f10-26 airborne
  • Techable on air hit

TBA

Crescent Kick ( heavy )
214+HK
Damage Startup Active Recovery
- 18 (32) 20 28
On Hit On Block Guard Properties
-2 -8 Low/High
  • Brackets are for front hit
  • Invul f10-40 airborne
  • Techable on air hit
Rising Toe Kick ( light )
623+LK
Damage Startup Active Recovery
- 5 19 33
On Hit On Block Guard Properties
- -26 Low/High
  • Invul f1-4 strike, f5-9 low-profile
  • Techable launch
Rising Toe Kick ( heavy )
623+HK
Damage Startup Active Recovery
- 6, 11 5, 18 33
On Hit On Block Guard Properties
-24 -25 Low/High
  • Invul f2-3 low-profile
  • Hit 2 is a techable launch and whiffs at far range or in MAX

Super Deadly Skill

Starlight Dance
236236+HP
Damage Startup Active Recovery
- 36 + 11 12 25
On Hit On Block Guard Properties
- 0 Low/High
  • invul f1-10 strike
  • Always 0f on block no matter when you hit it
  • Techable launch

TBA

Moonlight Kick
214214+HK
Damage Startup Active Recovery
- 36 + 12, 13, 14, 15, 17, 19, 21, 23, 24, 42, 43, 44, 45, 47, 49, 51, 53, 54, 76, 78, 80, 82, 84, 86, 88, 90, 92, 94 1, 1, 1, 2, 2, 2, 2, 1, 1, (17), 1, 1, 1, 2, 2, 2, 2, 1, 1, (21), 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 29
On Hit On Block Guard Properties
+9 -5 Low/High
  • Invul f1-13, 38-43 strike, f27-34, 57-64, 104-115 low-profile
  • Front hits are 21, 51 and 92
  • istg if theres like a random overhead or unblockable or something here im gonna lose it especially if its one of the very high hitboxes
  • All techable on air hit; there's enough time between each flip to tech out. Can hit OTG with hits closest to ground

TBA