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

From SuperCombo Wiki
(Created page with "==Movelist== ===Chain=== ===Super Moves=== ===Bread N Butter Combos=== ===Playstyle=== {{stub}} Category:Daraku Tenshi")
 
m (added some notes)
 
(7 intermediate revisions by 2 users not shown)
Line 1: Line 1:
==Movelist==
{{DT Character Intro
|char=Yuiran
|Forward Walk Speed=2.4
|Back Walk Speed=1.5
|Forward Dash=21f
|Back Dash=23f
|Prejump=4f
|Neutral Jump=34f
|Forward Jump=34f
|Back Jump=34f
|Forward Super Jump=34f
|Back Super Jump=34f
|POW charge=32f
|content=  


===Chain===
==Introduction==
Yuiran is the bartender, and occasionally bouncer, at the Wind Fish bar, which she operates alongside her twin brother, Yuiren. Normally bold and excitable with a short temper, Yuiren tends to avoid showing her more feminine side. She dislikes her brother’s womanly act, wishing he would behave in a more masculine manner.


== Gameplay ==
Fairly technical hybrid grappler type of character. Probably some of the steepest execution requirements in the game, but you’re rewarded for it with strong, safe pressure and some pretty devastating combos.


===Super Moves===
{{ProConTable
|pros=  
*'''Strong Preassure:''' Her j.2HK have a pretty good hitbox and will mantain her oponents grounded.
*'''1f Reversal:''' A command grab with a flash kick input that can get you out some ( not all ) preasure.
*'''TBA:''' tba.
|cons=
*'''Akwards inputs:''' A grappler with most of the inputs being charge.
*'''Weak defense:''' Slowest GUR recovery rate of the cast.
*'''TBA:''' tba.
}}
}}




===Bread N Butter Combos===
==Move List==
Frame Data Source: https://docs.google.com/spreadsheets/d/14u59eRbO9A-CC2qSxLPIzUWcyLRR1VsRM923tbWqnW8/edit?usp=sharing


===Standing Normals===


===Playstyle===
{{MoveData
|image=
|caption=
|name=5LP
|input=LP
|data=
{{AttackData-DT
|damage=
|guard=Low/High
|startup=3
|active=5
|recovery=11/5
|onhit=-+3/+8
|onblock=+10/+15
|properties=
|description= *'''Cancel Routes:''' Any LP, any CMD normal if done late, special
You can use this move to check the oponent since it's fast will eat some moves or jumps, have some use as an antir air for SOME falling moves, especially Haiji's fal.K, but it will lose to other like Haiji's fal.P
}}
}}


{{MoveData
|image=
|caption=
|name=5LPx2
|input=LP>LP
|data=
{{AttackData-DT
|damage=
|guard=Low/High
|startup=3
|active=6
|recovery=11/5
|onhit=+2
|onblock=+9
|properties= *Cancelling any L to 5LP gives this
|description= '''Cancel Routes:''' Any LP, any CMD normal if done late, special
}}
}}


{{MoveData
|image=
|caption=
|name=5HP
|input=HP
|data=
{{AttackData-DT
|damage=
|guard=Low/High
|startup=8, 11
|active=3, 4
|recovery=32/10
|onhit=-7, -4/+15, +18
|onblock=-13, -8/+9, +14
|properties= *Hit 2 can whiff if spaced
|description= *'''Cancel Routes:''' Any CMD normal, special
By itself sucks, but is part of the BNB combo so...
}}
}}


{{stub}}
{{MoveData
|image=
|caption=
|name=5LK
|input=LK
|data=
{{AttackData-DT
|damage=
|guard=Low/High
|startup=12
|active=6/5
|recovery=18/8
|onhit=-5/+4
|onblock=+2
|properties=
|description= *'''Cancel Routes:''' Any CMD normal, special
Your not really gonna use this on purpose
}}
}}
 
{{MoveData
|image=
|caption=
|name=5HK
|input=HK
|data=
{{AttackData-DT
|damage=
|guard=Low/High
|startup=6, 11
|active=3, (2), 6
|recovery=34/4, 8
|onhit=-8/+25
|onblock=-14/+19
|properties= *Invul f41> feet
|description= *'''Cancel Routes:''' Hit 1 only: special, hit 2 only: 2HP, any CMD normal (for 6HP, must be on 6th hitlag frame), r.5X, special (Cancelling hit 1 skips 2)
Your combo starter, sucks on its on but canceling makes it good.
}}
}}
 
===Crouch Normals===
 
{{MoveData
|image=
|caption=
|name=2LP
|input=2LP
|data=
{{AttackData-DT
|damage=
|guard=Low/High
|startup=5
|active=6
|recovery=9/5
|onhit=+5/+8
|onblock=+12/+15
|properties=
|description= '''Cancel Routes:''' Any L, any H, any CMD normal on 6th hitlag frame, special
}}
}}
 
{{MoveData
|image=
|caption=
|name=2HP
|input=2HP
|data=
{{AttackData-DT
|damage=
|guard=Low/High
|startup=9, 14
|active=5, 5
|recovery=25/4, 13
|onhit=-3, +2/+23, +14
|onblock=-4/+17, +8
|properties= *Invul f14-27 low-profile
*not useful knowledge but cancelling hit 2 causes a giant hurtbox to appear f19-26 lol
|description= *'''Cancel Routes:''' Special (Cancelling hit 1 skips 2)
An alternative to 5HP for the BNB, can be useful in some situations where 5HP would whiff
}}
}}
 
{{MoveData
|image=
|caption=
|name=2LK
|input=2LK
|data=
{{AttackData-DT
|damage=
|guard=Low
|startup=6
|active=5
|recovery=15/5
|onhit=-6/+3
|onblock=+3/+15
|properties=
|description= '''Cancel Routes:''' Any LK, any CMD normal if done late, special
}}
}}
 
{{MoveData
|image=
|caption=
|name=2HK
|input=2HK
|data=
{{AttackData-DT
|damage=
|guard=Low
|startup=9
|active=12
|recovery=16/5
|onhit=+4/+14
|onblock=-9/+9
|properties= *f1> low-profile
*Techable launch on air hit
|description= *'''Cancel Routes:''' Special
It juggles so might be useful in some situations, even on trades
}}
}}
 
===Comand Normals===
 
{{MoveData
|image=
|caption=
|name=6HP
|input=6HP
|data=
{{AttackData-DT
|damage=
|guard=Low/High, High, High
|startup=9, 29, 34
|active=5, (15), 5, 5
|recovery=26/9, 7
|onhit=-4, +1/+19
|onblock=-10, -5/+13
|properties= *Invul f55> feet
*Hit 2 whiffs when spaced in MAX, hit 3 whiffs if spaced
*It's only possible to command grab cancel hit 3 since there isn't enough charge time for cancelling hit 2
|description= '''Cancel Routes:''' Special (Only hit 2 and 3 cancel, cancelling 2 skips 3)
}}
}}
 
{{MoveData
|image=
|caption=
|name=6HK
|input=6HK
|data=
{{AttackData-DT
|damage=
|guard=High
|startup=25
|active=5
|recovery=31
|onhit=-4
|onblock=-10
|properties= *Invul f11-29 high-profile
*Causes st.sitstun if spaced
|description=
TBA
}}
}}
 
{{MoveData
|image=
|caption=
|name=3HK
|input=3HK
|data=
{{AttackData-DT
|damage=
|guard=Low
|startup=6
|active=17
|recovery=32
|onhit=+27 KD, -13 or +15 st.sitstun
|onblock=-23
|properties= *Invul f6-46 low-profile
*F6-9 causes KD
|description= Trashy slide, doesn't go that far, but is good for some mixups, you can go for this after 5HK (2hit on hit or 1hit on whiff) not that is good anyway
TBA
}}
}}
 
===Rising Normals===
 
{{MoveData
|image=
|caption=
|name=ris.LP
|input=8LP
|data=
{{AttackData-DT
|damage=
|guard=High
|startup=4
|active=15
|recovery=until landing
|onhit=
|onblock=
|properties= *Can hit some standing chars when done late
|description=
TBA
}}
}}
 
{{MoveData
|image=
|caption=
|name=ris.HP
|input=8HP
|data=
{{AttackData-DT
|damage=
|guard=High
|startup=6
|active=8
|recovery=until landing
|onhit=
|onblock=
|properties=
|description=
TBA
}}
}}
 
{{MoveData
|image=
|caption=
|name=ris.LK
|input=8LK
|data=
{{AttackData-DT
|damage=
|guard=High
|startup=4
|active=15
|recovery=until landing
|onhit=
|onblock=
|properties= *Can hit some standing chars when done late
|description=
TBA
}}
}}
 
{{MoveData
|image=
|caption=
|name=ris.HK
|input=8HK
|data=
{{AttackData-DT
|damage=
|guard=High
|startup=11
|active=8
|recovery=until landing
|onhit=
|onblock=
|properties= *Can hit some standing chars when done late
|description=
TBA
}}
}}
 
===Falling Normals===
 
{{MoveData
|image=
|caption=
|name=fal.LP
|input=8LP
|data=
{{AttackData-DT
|damage=
|guard=High
|startup=4
|active=15
|recovery=until landing
|onhit=+27
|onblock=+25
|properties=
|description=
TBA
}}
}}
 
{{MoveData
|image=
|caption=
|name=fal.HP
|input=8HP
|data=
{{AttackData-DT
|damage=
|guard=High
|startup=7
|active=9
|recovery=until landing
|onhit=+27
|onblock=+25
|properties=
|description=
TBA
}}
}}
 
{{MoveData
|image=
|caption=
|name=fal.LK
|input=8LK
|data=
{{AttackData-DT
|damage=
|guard=High
|startup=9
|active=8
|recovery=until landing
|onhit=+27
|onblock=+25
|properties= *Leg hurtbox out f5
|description=
TBA
}}
}}
 
{{MoveData
|image=
|caption=
|name=fal.HK
|input=8HK
|data=
{{AttackData-DT
|damage=
|guard=High
|startup=7
|active=8
|recovery=until landing
|onhit=+27
|onblock=+25
|properties=
|description=
TBA
}}
}}
 
{{MoveData
|image=
|caption=
|name=Drop Knee
|input=j.2HK
|data=
{{AttackData-DT
|damage=
|guard=High
|startup=6
|active=20
|recovery=until landing
|onhit=+27
|onblock=+25
|properties= *Can hit some standing chars rising
|description= Most of your jump in will use this, really good hitbox, if they block you can make they guess by crossing up, but beware this will lose to rising moves.
TBA
}}
}}
 
 
===Throws===
 
{{MoveData
|image=
|caption=
|name= Foward Throw
|input=4/6+HP (close)
|data=
{{AttackData-DT
|damage=
|guard=Throw
|startup=2
|active=1
|recovery=
|onhit=+24 SpKD
|onblock=
|properties= *Opponent lands on back
*8f tech window.
*If teched at the last frame, opponent ends up behind Yuiran.
*Inputting w/ 4 has poor range, only works inside opponent
|description= Shorter knockdown time, but is harder to tech
TBA
}}
}}
 
{{MoveData
|image=
|caption=
|name= Back Throw
|input=4/6+HK (close)
|data=
{{AttackData-DT
|damage=
|guard=Throw
|startup=2
|active=1
|recovery=
|onhit=+43 SpKD
|onblock=
|properties= *Opponent lands on back
*12f tech window.
*Inputting w/ 4 has poor range, only works inside opponent
*ends in reverse stance
|description= Bigger knockdown time, but is easier to tech
TBA
}}
}}
 
{{MoveData
|image=
|caption=
|name= Secret Throw
|input=7/9+HK (close)
|data=
{{AttackData-DT
|damage=
|guard=Throw
|startup=2
|active=1
|recovery=
|onhit=+35 SpKD
|onblock=
|properties= *Opponent lands on back
*Untechable
|description= Could be your go-to throw if you have the timing and inputs, you can also dash in and use this
TBA
}}
}}
 
{{MoveData
|image=
|caption=
|name= Air Throw
|input=j.2+HP (close)
|data=
{{AttackData-DT
|damage=
|guard=Air Throw
|startup=2
|active=1
|recovery=until landing
|onhit=Variable KD
|onblock=
|properties= *Opponent lands on back
*Untechable. Throws behind
|description= Seems harder to conect than Yuiren's air throw, its strong if you go for it after a air to air situation
TBA
}}
}}
 
===Stance Switch and Reverse Stance Normals===
 
{{MoveData
|image=
|caption=
|name= Stance Switch
|input=LK+HK
|data=
{{AttackData-DT
|damage=
|guard=
|startup=23
|active=
|recovery=
|onhit=
|onblock=
|properties= *Invul f1> feet
|description=
TBA
}}
}}
 
{{MoveData
|image=
|caption=
|name=
|input=r.5X
|data=
{{AttackData-DT
|damage=
|guard=Low/High
|startup=5, 10
|active=5, 5
|recovery=55/12, 11
|onhit=-28/+15
|onblock=-34/+8, +9
|properties= *2nd number in hit. adv. is for hit 2 since hit 1 always combos to the throw
|description= '''Cancel Routes:''' Special, super (Cancelling hit 1 skips 2)
}}
}}
 
{{MoveData
|image=
|caption=
|name=
|input=r.2K
|data=
{{AttackData-DT
|damage=
|guard=Low/High
|startup=8, 19
|active=5, (6), 5
|recovery=34/9
|onhit=-7/+18
|onblock=-13/+12
|properties= *Invul f17> low-profile
*Leg hurtbox out f4
*While hit 2 allows a special cancel, it's endlag doesn't change at all
|description= '''Cancel Routes:''' Special, super (Cancelling hit 1 skips 2)
}}
}}
 
===Escape Dash and Escape Attack===
 
{{MoveData
|image=
|caption=
|name= Escape Dash
|input=LP+HP
|data=
{{AttackData-DT
|damage=
|guard=
|startup=16
|active=
|recovery=4
|onhit=
|onblock=
|properties= *Invul f1-30 strike, 60 if held
*f31/61> no collision
|description=
TBA
}}
}}
 
{{MoveData
|image=
|caption=
|name= Escape Attack
|input=Kick while holding ED
|data=
{{AttackData-DT
|damage=
|guard=Low/High
|startup=13
|active=6
|recovery=24/6
|onhit=+2/+20
|onblock=-4/+14
|properties= *Invul f1> no collision
*hits EDs
|description= You can cancel the recovery of this move by inputing a special
'''Cancel Routes:''' Special, self (only on 20th frame after special cancel, not counting hitlag) (Moves won't come out so it's effectively an endlag reduction. Has a frame after cancel where it cancels to itself, which can be used for an infinite if you're a god.)
}}
}}
 
===Deadly Skills===
 
{{MoveData
|image=
|caption=
|name= Dodge a Blow (light)
|input=214+LP
|data=
{{AttackData-DT
|damage=
|guard=
|startup=4
|active=10
|recovery=6,42
|onhit=
|onblock=
|properties= *Invul f6> upper body
*High parry
|description= '''Cancel Routes:''' Special, super
}}
}}
 
{{MoveData
|image=
|caption=
|name= Dodge a Blow (heavy)
|input=214+HP
|data=
{{AttackData-DT
|damage=
|guard=
|startup=5
|active=20
|recovery=8, 42
|onhit=
|onblock=
|properties= *Invul f6> upper body
*High parry
|description= '''Cancel Routes:''' Special, super
}}
}} 
 
{{MoveData
|image=
|caption=
|name=Arm Lock (light)
|input=[4]6+LP
|data=
{{AttackData-DT
|damage=
|guard=Low/High
|startup=14
|active=1
|recovery=7/*20
|onhit=+36 KD
|onblock=+1
|properties= *Extra recovery on block
*34f charge
*Opponent lands on front
*Run speed: 8
|description=
TBA
}}
}}
 
{{MoveData
|image=
|caption=
|name= Arm Lock (heavy)
|input=[4]6HP
|data=
{{AttackData-DT
|damage=
|guard=Low/High
|startup=14
|active=7
|recovery=7/*21
|onhit=+36 KD
|onblock=0
|properties= *Extra recovery on block
*34f charge
*Opponent lands on front
*Run speed: 8
|description=
TBA
}}
}}
 
{{MoveData
|image=
|caption=
|name= Drop Kick (light)
|input=[4]6+LK
|data=
{{AttackData-DT
|damage=
|guard=Low/High
|startup=15
|active=9
|recovery=62/*49
|onhit=+51 SKD
|onblock=-36
|properties= *Invul f33-69 low-profile | f36-45, 54> low-profile on hit, f46-53 full
*Less recovery on hit/block
*34f charge
*Opponent lands on back
|description=
}}
}}
 
{{MoveData
|image=
|caption=
|name= Drop Kick (heavy)
|input=[4]6+HK
|data=
{{AttackData-DT
|damage=
|guard=Low/High
|startup=19
|active=9
|recovery=60/*45
|onhit=+55 SKD
|onblock=-32
|properties= *Invul f35-71 low-profile | f36-45, 54> low-profile, f46-53 full
*Less recovery on hit/block
*34f charge
|description=
}}
}}
 
{{MoveData
|image=
|caption=
|name= Cross Hold
|input=[2]8+HP (close)
|data=
{{AttackData-DT
|damage=
|guard=Throw
|startup=1
|active=1
|recovery=
|onhit=+9 HKD
|onblock=
|properties= *2f tech window
*No whiff animation
*34f charge
|description=
}}
}}
 
===Super Deadly Skill===
 
{{MoveData
|image=
|caption=
|name= Yuiran Especial close
|input=41236+HP
|data=
{{AttackData-DT
|damage=
|guard=Low/High
|startup=16 + 5
|active=5
|recovery=9
|onhit=+36 KD
|onblock=+8
|properties= *Startup 1st number is superflash
*Opponent lands on front
|description= The only super that doesn't need a charge, range is abismal, but you can use for empty cancels, being plus on block makes this interesting so maybe it has use on preassure.
}}
}}
 
{{MoveData
|image=
|caption=
|name=
|input=[1]46+HP
|data=
{{AttackData-DT
|damage=
|guard=Low/High
|startup=16 + 18
|active=16
|recovery=7/*21
|onhit=+57 KD
|onblock=0
|properties= *Startup 1st number is superflash
*Invul f1-15 strike
*Extra recovery on block
*60f charge
*Opponent lands on back
|description= This super have 2 parts, first one Yuiran runs foward and throws the oponent over her sholder, after that ( or mash it ) you can press HP again and the second part of the super will play out.
}}
}}
 
{{MoveData
|image=
|caption=
|name= Diving Tornado
|input=[3]46+HP
|data=
{{AttackData-DT
|damage=
|guard=Throw
|startup=1
|active=1
|recovery=
|onhit=+35 KD
|onblock=
|properties= *Untechable
*No whiff animation
*60f charge
*First 2 hits inherit the damage of the most recent hitbox used on the side Yuiran's on (including from a previous character)
|description= Her only super that is actually a command grab, like Yuiran Especial you have to mash this one for the most damage.
}}
}}
 
 
{{Navbox-DT}}
[[Category:Daraku Tenshi]]
[[Category:Daraku Tenshi]]

Latest revision as of 00:53, 18 April 2025

Introduction

Yuiran is the bartender, and occasionally bouncer, at the Wind Fish bar, which she operates alongside her twin brother, Yuiren. Normally bold and excitable with a short temper, Yuiren tends to avoid showing her more feminine side. She dislikes her brother’s womanly act, wishing he would behave in a more masculine manner.

Gameplay

Fairly technical hybrid grappler type of character. Probably some of the steepest execution requirements in the game, but you’re rewarded for it with strong, safe pressure and some pretty devastating combos.

Strengths Weaknesses
  • Strong Preassure: Her j.2HK have a pretty good hitbox and will mantain her oponents grounded.
  • 1f Reversal: A command grab with a flash kick input that can get you out some ( not all ) preasure.
  • TBA: tba.
  • Akwards inputs: A grappler with most of the inputs being charge.
  • Weak defense: Slowest GUR recovery rate of the cast.
  • TBA: tba.
DT Yuiran Art.png

Attributes

  • Forward Walk Speed: 2.4
  • Back Walk Speed: 1.5
  • Forward Dash: 21f
  • Back Dash: 23f
  • Prejump: 4f
  • Neutral Jump: 34f
  • Forward Jump: 34f
  • Back Jump: 34f
  • Forward Super Jump: 34f
  • Back Super Jump: 34f
  • POW charge: 32f


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 5 11/5
On Hit On Block Guard Properties
-+3/+8 +10/+15 Low/High -
  • Cancel Routes: Any LP, any CMD normal if done late, special

You can use this move to check the oponent since it's fast will eat some moves or jumps, have some use as an antir air for SOME falling moves, especially Haiji's fal.K, but it will lose to other like Haiji's fal.P

5LPx2
LP>LP
Damage Startup Active Recovery
- 3 6 11/5
On Hit On Block Guard Properties
+2 +9 Low/High
  • Cancelling any L to 5LP gives this

Cancel Routes: Any LP, any CMD normal if done late, special

5HP
HP
Damage Startup Active Recovery
- 8, 11 3, 4 32/10
On Hit On Block Guard Properties
-7, -4/+15, +18 -13, -8/+9, +14 Low/High
  • Hit 2 can whiff if spaced
  • Cancel Routes: Any CMD normal, special

By itself sucks, but is part of the BNB combo so...

5LK
LK
Damage Startup Active Recovery
- 12 6/5 18/8
On Hit On Block Guard Properties
-5/+4 +2 Low/High -
  • Cancel Routes: Any CMD normal, special

Your not really gonna use this on purpose

5HK
HK
Damage Startup Active Recovery
- 6, 11 3, (2), 6 34/4, 8
On Hit On Block Guard Properties
-8/+25 -14/+19 Low/High
  • Invul f41> feet
  • Cancel Routes: Hit 1 only: special, hit 2 only: 2HP, any CMD normal (for 6HP, must be on 6th hitlag frame), r.5X, special (Cancelling hit 1 skips 2)

Your combo starter, sucks on its on but canceling makes it good.

Crouch Normals

2LP
2LP
Damage Startup Active Recovery
- 5 6 9/5
On Hit On Block Guard Properties
+5/+8 +12/+15 Low/High -

Cancel Routes: Any L, any H, any CMD normal on 6th hitlag frame, special

2HP
2HP
Damage Startup Active Recovery
- 9, 14 5, 5 25/4, 13
On Hit On Block Guard Properties
-3, +2/+23, +14 -4/+17, +8 Low/High
  • Invul f14-27 low-profile
  • not useful knowledge but cancelling hit 2 causes a giant hurtbox to appear f19-26 lol
  • Cancel Routes: Special (Cancelling hit 1 skips 2)

An alternative to 5HP for the BNB, can be useful in some situations where 5HP would whiff

2LK
2LK
Damage Startup Active Recovery
- 6 5 15/5
On Hit On Block Guard Properties
-6/+3 +3/+15 Low -

Cancel Routes: Any LK, any CMD normal if done late, special

2HK
2HK
Damage Startup Active Recovery
- 9 12 16/5
On Hit On Block Guard Properties
+4/+14 -9/+9 Low
  • f1> low-profile
  • Techable launch on air hit
  • Cancel Routes: Special

It juggles so might be useful in some situations, even on trades

Comand Normals

6HP
6HP
Damage Startup Active Recovery
- 9, 29, 34 5, (15), 5, 5 26/9, 7
On Hit On Block Guard Properties
-4, +1/+19 -10, -5/+13 Low/High, High, High
  • Invul f55> feet
  • Hit 2 whiffs when spaced in MAX, hit 3 whiffs if spaced
  • It's only possible to command grab cancel hit 3 since there isn't enough charge time for cancelling hit 2

Cancel Routes: Special (Only hit 2 and 3 cancel, cancelling 2 skips 3)

6HK
6HK
Damage Startup Active Recovery
- 25 5 31
On Hit On Block Guard Properties
-4 -10 High
  • Invul f11-29 high-profile
  • Causes st.sitstun if spaced

TBA

3HK
3HK
Damage Startup Active Recovery
- 6 17 32
On Hit On Block Guard Properties
+27 KD, -13 or +15 st.sitstun -23 Low
  • Invul f6-46 low-profile
  • F6-9 causes KD

Trashy slide, doesn't go that far, but is good for some mixups, you can go for this after 5HK (2hit on hit or 1hit on whiff) not that is good anyway TBA

Rising Normals

ris.LP
8LP
Damage Startup Active Recovery
- 4 15 until landing
On Hit On Block Guard Properties
- - High
  • Can hit some standing chars when done late

TBA

ris.HP
8HP
Damage Startup Active Recovery
- 6 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
  • Can hit some standing chars when done late

TBA

ris.HK
8HK
Damage Startup Active Recovery
- 11 8 until landing
On Hit On Block Guard Properties
- - High
  • Can hit some standing chars when done late

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 9 until landing
On Hit On Block Guard Properties
+27 +25 High -

TBA

fal.LK
8LK
Damage Startup Active Recovery
- 9 8 until landing
On Hit On Block Guard Properties
+27 +25 High
  • Leg hurtbox out f5

TBA

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

TBA

Drop Knee
j.2HK
Damage Startup Active Recovery
- 6 20 until landing
On Hit On Block Guard Properties
+27 +25 High
  • Can hit some standing chars rising

Most of your jump in will use this, really good hitbox, if they block you can make they guess by crossing up, but beware this will lose to rising moves. TBA


Throws

Foward Throw
4/6+HP (close)
Damage Startup Active Recovery
- 2 1 -
On Hit On Block Guard Properties
+24 SpKD - Throw
  • Opponent lands on back
  • 8f tech window.
  • If teched at the last frame, opponent ends up behind Yuiran.
  • Inputting w/ 4 has poor range, only works inside opponent

Shorter knockdown time, but is harder to tech TBA

Back Throw
4/6+HK (close)
Damage Startup Active Recovery
- 2 1 -
On Hit On Block Guard Properties
+43 SpKD - Throw
  • Opponent lands on back
  • 12f tech window.
  • Inputting w/ 4 has poor range, only works inside opponent
  • ends in reverse stance

Bigger knockdown time, but is easier to tech TBA

Secret Throw
7/9+HK (close)
Damage Startup Active Recovery
- 2 1 -
On Hit On Block Guard Properties
+35 SpKD - Throw
  • Opponent lands on back
  • Untechable

Could be your go-to throw if you have the timing and inputs, you can also dash in and use this TBA

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

Seems harder to conect than Yuiren's air throw, its strong if you go for it after a air to air situation TBA

Stance Switch and Reverse Stance Normals

Stance Switch
LK+HK
Damage Startup Active Recovery
- 23 - -
On Hit On Block Guard Properties
- - -
  • Invul f1> feet

TBA

r.5X
Damage Startup Active Recovery
- 5, 10 5, 5 55/12, 11
On Hit On Block Guard Properties
-28/+15 -34/+8, +9 Low/High
  • 2nd number in hit. adv. is for hit 2 since hit 1 always combos to the throw

Cancel Routes: Special, super (Cancelling hit 1 skips 2)

r.2K
Damage Startup Active Recovery
- 8, 19 5, (6), 5 34/9
On Hit On Block Guard Properties
-7/+18 -13/+12 Low/High
  • Invul f17> low-profile
  • Leg hurtbox out f4
  • While hit 2 allows a special cancel, it's endlag doesn't change at all

Cancel Routes: Special, super (Cancelling hit 1 skips 2)

Escape Dash and Escape Attack

Escape Dash
LP+HP
Damage Startup Active Recovery
- 16 - 4
On Hit On Block Guard Properties
- - -
  • Invul f1-30 strike, 60 if held
  • f31/61> no collision

TBA

Escape Attack
Kick while holding ED
Damage Startup Active Recovery
- 13 6 24/6
On Hit On Block Guard Properties
+2/+20 -4/+14 Low/High
  • Invul f1> no collision
  • hits EDs

You can cancel the recovery of this move by inputing a special Cancel Routes: Special, self (only on 20th frame after special cancel, not counting hitlag) (Moves won't come out so it's effectively an endlag reduction. Has a frame after cancel where it cancels to itself, which can be used for an infinite if you're a god.)

Deadly Skills

Dodge a Blow (light)
214+LP
Damage Startup Active Recovery
- 4 10 6,42
On Hit On Block Guard Properties
- - -
  • Invul f6> upper body
  • High parry

Cancel Routes: Special, super

Dodge a Blow (heavy)
214+HP
Damage Startup Active Recovery
- 5 20 8, 42
On Hit On Block Guard Properties
- - -
  • Invul f6> upper body
  • High parry

Cancel Routes: Special, super

Arm Lock (light)
[4]6+LP
Damage Startup Active Recovery
- 14 1 7/*20
On Hit On Block Guard Properties
+36 KD +1 Low/High
  • Extra recovery on block
  • 34f charge
  • Opponent lands on front
  • Run speed: 8

TBA

Arm Lock (heavy)
[4]6HP
Damage Startup Active Recovery
- 14 7 7/*21
On Hit On Block Guard Properties
+36 KD 0 Low/High
  • Extra recovery on block
  • 34f charge
  • Opponent lands on front
  • Run speed: 8

TBA

Drop Kick (light)
[4]6+LK
Damage Startup Active Recovery
- 15 9 62/*49
On Hit On Block Guard Properties
+51 SKD -36 Low/High
  • Invul f33-69 low-profile
Drop Kick (heavy)
[4]6+HK
Damage Startup Active Recovery
- 19 9 60/*45
On Hit On Block Guard Properties
+55 SKD -32 Low/High
  • Invul f35-71 low-profile
Cross Hold
[2]8+HP (close)
Damage Startup Active Recovery
- 1 1 -
On Hit On Block Guard Properties
+9 HKD - Throw
  • 2f tech window
  • No whiff animation
  • 34f charge

Super Deadly Skill

Yuiran Especial close
41236+HP
Damage Startup Active Recovery
- 16 + 5 5 9
On Hit On Block Guard Properties
+36 KD +8 Low/High
  • Startup 1st number is superflash
  • Opponent lands on front

The only super that doesn't need a charge, range is abismal, but you can use for empty cancels, being plus on block makes this interesting so maybe it has use on preassure.

[1]46+HP
Damage Startup Active Recovery
- 16 + 18 16 7/*21
On Hit On Block Guard Properties
+57 KD 0 Low/High
  • Startup 1st number is superflash
  • Invul f1-15 strike
  • Extra recovery on block
  • 60f charge
  • Opponent lands on back

This super have 2 parts, first one Yuiran runs foward and throws the oponent over her sholder, after that ( or mash it ) you can press HP again and the second part of the super will play out.

Diving Tornado
[3]46+HP
Damage Startup Active Recovery
- 1 1 -
On Hit On Block Guard Properties
+35 KD - Throw
  • Untechable
  • No whiff animation
  • 60f charge
  • First 2 hits inherit the damage of the most recent hitbox used on the side Yuiran's on (including from a previous character)

Her only super that is actually a command grab, like Yuiran Especial you have to mash this one for the most damage.


DT Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Cool
Harry
Taro
Yuiren
Yuiran
Roche
Torao
Haiji