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

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{{MOTW Character Intro |char=Yuiran |content=
{{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=  
 
==Introduction==
==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.
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 ==
== Gameplay ==
{{Content Box|content=
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.  
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.  


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|cons=
|cons=
*'''Akwards inputs:''' A grappler with most of the inputs being charge.
*'''Akwards inputs:''' A grappler with most of the inputs being charge.
*'''Weak defense:''' Slowest GUR recovery rate of the cast.
*'''TBA:''' tba.
*'''TBA:''' tba.
*'''TBA:''' tba.
}}
}}
}}
}}
}}
== Attributes ==
{| class="wikitable"
|-
! Forward Walk Speed !! Back Walk Speed !! Forward Dash !! Back Dash !! Prejump !! Neutral Jump !! Forward Jump !! Back Jump !! Forward Super Jump !! Back Super Jump
|-
| 2.4 || 1.5 || 21f || 23f || 4f || 34f || 34f || 34f || 34f || 34f
|}




Line 40: Line 44:
|input=LP
|input=LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 49: Line 53:
  |onblock=+10/+15
  |onblock=+10/+15
  |properties=  
  |properties=  
  |description=  
  |description= *'''Cancel Routes:''' Any LP, any CMD normal if done late, special
TBA
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
{{MoveData
|image=
|image=
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|input=LP>LP
|input=LP>LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 66: Line 73:
  |onblock=+9
  |onblock=+9
  |properties= *Cancelling any L to 5LP gives this
  |properties= *Cancelling any L to 5LP gives this
  |description=  
  |description= '''Cancel Routes:''' Any LP, any CMD normal if done late, special
TBA
}}
}}
  }}
  }}
}}
}}
Line 79: Line 83:
|input=HP
|input=HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 88: Line 92:
  |onblock=-13, -8/+9, +14
  |onblock=-13, -8/+9, +14
  |properties= *Hit 2 can whiff if spaced
  |properties= *Hit 2 can whiff if spaced
  |description=  
  |description= *'''Cancel Routes:''' Any CMD normal, special
TBA
By itself sucks, but is part of the BNB combo so...
  }}
  }}
}}
}}
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|input=LK
|input=LK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 108: Line 112:
  |onblock=+2
  |onblock=+2
  |properties=
  |properties=
  |description=  
  |description= *'''Cancel Routes:''' Any CMD normal, special
TBA
Your not really gonna use this on purpose
  }}
  }}
}}
}}
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|input=HK
|input=HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 128: Line 132:
  |onblock=-14/+19
  |onblock=-14/+19
  |properties= *Invul f41> feet
  |properties= *Invul f41> feet
  |description=  
  |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)
TBA
Your combo starter, sucks on its on but canceling makes it good.
  }}
  }}
}}
}}
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|input=2LP
|input=2LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
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  |onblock=+12/+15
  |onblock=+12/+15
  |properties=  
  |properties=  
  |description=  
  |description= '''Cancel Routes:''' Any L, any H, any CMD normal on 6th hitlag frame, special
TBA
  }}
  }}
}}
}}
Line 161: Line 164:
|input=2HP
|input=2HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
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  |properties= *Invul f14-27 low-profile
  |properties= *Invul f14-27 low-profile
*not useful knowledge but cancelling hit 2 causes a giant hurtbox to appear f19-26 lol
*not useful knowledge but cancelling hit 2 causes a giant hurtbox to appear f19-26 lol
  |description=  
  |description= *'''Cancel Routes:''' Special (Cancelling hit 1 skips 2)
TBA
An alternative to 5HP for the BNB, can be useful in some situations where 5HP would whiff
  }}
  }}
}}
}}
Line 182: Line 185:
|input=2LK
|input=2LK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low
  |guard=Low
Line 191: Line 194:
  |onblock=+3/+15
  |onblock=+3/+15
  |properties=  
  |properties=  
  |description=  
  |description= '''Cancel Routes:''' Any LK, any CMD normal if done late, special
TBA
  }}
  }}
}}
}}
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|input=2HK
|input=2HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low
  |guard=Low
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  |properties= *f1> low-profile
  |properties= *f1> low-profile
*Techable launch on air hit
*Techable launch on air hit
  |description=  
  |description= *'''Cancel Routes:''' Special
TBA
It juggles so might be useful in some situations, even on trades
  }}
  }}
}}
}}
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|input=6HP
|input=6HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High, High, High
  |guard=Low/High, High, High
Line 236: Line 238:
*Hit 2 whiffs when spaced in MAX, hit 3 whiffs if spaced
*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
*It's only possible to command grab cancel hit 3 since there isn't enough charge time for cancelling hit 2
  |description=  
  |description= '''Cancel Routes:''' Special (Only hit 2 and 3 cancel, cancelling 2 skips 3)
TBA
  }}
  }}
}}
}}
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|input=6HK
|input=6HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
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|input=3HK
|input=3HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low
  |guard=Low
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  |properties= *Invul f6-46 low-profile
  |properties= *Invul f6-46 low-profile
*F6-9 causes KD
*F6-9 causes KD
  |description=  
  |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
TBA
  }}
  }}
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|input=8LP
|input=8LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=
  |guard=High
  |startup=4
  |startup=4
  |active=15
  |active=15
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|input=8HP
|input=8HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
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|input=8LK
|input=8LK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
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|input=8HK
|input=8HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 373: Line 374:
|input=8LP
|input=8LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 393: Line 394:
|input=8HP
|input=8HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 413: Line 414:
|input=8LK
|input=8LK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 433: Line 434:
|input=8HK
|input=8HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 453: Line 454:
|input=j.2HK
|input=j.2HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=High
  |guard=High
Line 462: Line 463:
  |onblock=+25
  |onblock=+25
  |properties= *Can hit some standing chars rising
  |properties= *Can hit some standing chars rising
  |description=  
  |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
TBA
  }}
  }}
Line 476: Line 477:
|input=4/6+HP (close)
|input=4/6+HP (close)
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Throw
  |guard=Throw
Line 485: Line 486:
  |onblock=
  |onblock=
  |properties= *Opponent lands on back
  |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
*8f tech window.  
  |description=  
*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
TBA
  }}
  }}
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|input=4/6+HK (close)
|input=4/6+HK (close)
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Throw
  |guard=Throw
Line 506: Line 509:
  |onblock=
  |onblock=
  |properties= *Opponent lands on back
  |properties= *Opponent lands on back
*12f tech window. Inputting w/ 4 has poor range, only works inside opponent, ends in reverse stance
*12f tech window.  
  |description=  
*Inputting w/ 4 has poor range, only works inside opponent  
*ends in reverse stance
  |description= Bigger knockdown time, but is easier to tech
TBA
TBA
  }}
  }}
Line 518: Line 523:
|input=7/9+HK (close)
|input=7/9+HK (close)
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Throw
  |guard=Throw
Line 528: Line 533:
  |properties= *Opponent lands on back
  |properties= *Opponent lands on back
*Untechable
*Untechable
  |description=  
  |description= Could be your go-to throw if you have the timing and inputs, you can also dash in and use this
TBA
TBA
  }}
  }}
Line 539: Line 544:
|input=j.2+HP (close)
|input=j.2+HP (close)
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Air Throw
  |guard=Air Throw
Line 549: Line 554:
  |properties= *Opponent lands on back
  |properties= *Opponent lands on back
*Untechable. Throws behind
*Untechable. Throws behind
  |description=  
  |description= Seems harder to conect than Yuiren's air throw, its strong if you go for it after a air to air situation
TBA
TBA
  }}
  }}
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|input=LK+HK
|input=LK+HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=
  |guard=
Line 582: Line 587:
|input=r.5X
|input=r.5X
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 591: Line 596:
  |onblock=-34/+8, +9
  |onblock=-34/+8, +9
  |properties= *2nd number in hit. adv. is for hit 2 since hit 1 always combos to the throw
  |properties= *2nd number in hit. adv. is for hit 2 since hit 1 always combos to the throw
  |description=  
  |description= '''Cancel Routes:''' Special, super (Cancelling hit 1 skips 2)
TBA
  }}
  }}
}}  
}}  
Line 602: Line 606:
|input=r.2K
|input=r.2K
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low High
  |guard=Low/High
  |startup=8, 19
  |startup=8, 19
  |active=5, (6), 5
  |active=5, (6), 5
Line 613: Line 617:
*Leg hurtbox out f4
*Leg hurtbox out f4
*While hit 2 allows a special cancel, it's endlag doesn't change at all
*While hit 2 allows a special cancel, it's endlag doesn't change at all
  |description=  
  |description= '''Cancel Routes:''' Special, super (Cancelling hit 1 skips 2)
TBA
  }}
  }}
}}  
}}  
Line 626: Line 629:
|input=LP+HP
|input=LP+HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=
  |guard=
Line 634: Line 637:
  |onhit=
  |onhit=
  |onblock=
  |onblock=
  |properties= *Invul f1-30 strike, 60 if held, f31/61> throw
  |properties= *Invul f1-30 strike, 60 if held
*f31/61> no collision
  |description=  
  |description=  
TBA
TBA
Line 646: Line 650:
|input=Kick while holding ED
|input=Kick while holding ED
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 654: Line 658:
  |onhit=+2/+20
  |onhit=+2/+20
  |onblock=-4/+14
  |onblock=-4/+14
  |properties= *Invul f1> throw
  |properties= *Invul f1> no collision
  |description=  
*hits EDs
TBA
  |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.)
  }}
  }}
}}  
}}  
Line 665: Line 670:
|image=
|image=
|caption=
|caption=
|name= Dodge a Blow ( light )
|name= Dodge a Blow (light)
|input=214+LP
|input=214+LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=
  |guard=
Line 678: Line 683:
  |properties= *Invul f6> upper body
  |properties= *Invul f6> upper body
*High parry
*High parry
  |description=  
  |description= '''Cancel Routes:''' Special, super
TBA
  }}
  }}
}}  
}}  
Line 686: Line 690:
|image=
|image=
|caption=
|caption=
|name= Dodge a Blow ( heavy )
|name= Dodge a Blow (heavy)
|input=214+HP
|input=214+HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=
  |guard=
Line 699: Line 703:
  |properties= *Invul f6> upper body
  |properties= *Invul f6> upper body
*High parry
*High parry
  |description=  
  |description= '''Cancel Routes:''' Special, super
TBA
  }}
  }}
}}   
}}   
Line 707: Line 710:
|image=
|image=
|caption=
|caption=
|name=Arm Lock ( light )
|name=Arm Lock (light)
|input=[4]6+LP
|input=[4]6+LP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 721: Line 724:
*34f charge
*34f charge
*Opponent lands on front
*Opponent lands on front
*Run speed: 8
  |description=  
  |description=  
TBA
TBA
Line 729: Line 733:
|image=
|image=
|caption=
|caption=
|name= Arm Lock ( heavy )
|name= Arm Lock (heavy)
|input=[4]6HP
|input=[4]6HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 743: Line 747:
*34f charge
*34f charge
*Opponent lands on front
*Opponent lands on front
*Run speed: 8
  |description=  
  |description=  
TBA
TBA
Line 751: Line 756:
|image=
|image=
|caption=
|caption=
|name= Drop Kick ( light )
|name= Drop Kick (light)
|input=[4]6+LK
|input=[4]6+LK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 773: Line 778:
|image=
|image=
|caption=
|caption=
|name= Drop Kick ( heavy )
|name= Drop Kick (heavy)
|input=[4]6+HK
|input=[4]6+HK
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 797: Line 802:
|input=[2]8+HP (close)
|input=[2]8+HP (close)
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Throw
  |guard=Throw
Line 810: Line 815:
  |description=
  |description=
  }}
  }}
}}  
}}
 


===Super Deadly Skill===
===Super Deadly Skill===
Line 821: Line 825:
|input=41236+HP
|input=41236+HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 841: Line 845:
|input=[1]46+HP
|input=[1]46+HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Low/High
  |guard=Low/High
Line 849: Line 853:
  |onhit=+57 KD
  |onhit=+57 KD
  |onblock=0
  |onblock=0
  |properties= *Invul f1-15 strike
  |properties= *Startup 1st number is superflash
*Invul f1-15 strike
*Extra recovery on block
*Extra recovery on block
*60f charge
*60f charge
Line 863: Line 868:
|input=[3]46+HP
|input=[3]46+HP
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-DT
  |damage=
  |damage=
  |guard=Throw
  |guard=Throw
Line 879: Line 884:
}}  
}}  


{{stub}}
 
{{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.


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