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 |
---|---|
|
|
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
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 3 | 5 | 11/5 |
On Hit | On Block | Guard | Properties |
-+3/+8 | +10/+15 | Low/High | - |
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 |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 3 | 6 | 11/5 |
On Hit | On Block | Guard | Properties |
+2 | +9 | Low/High |
|
Cancel Routes: Any LP, any CMD normal if done late, special |
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 |
|
By itself sucks, but is part of the BNB combo so... |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 12 | 6/5 | 18/8 |
On Hit | On Block | Guard | Properties |
-5/+4 | +2 | Low/High | - |
Your not really gonna use this on purpose |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 6, 11 | 3, (2), 6 | 34/4, 8 |
On Hit | On Block | Guard | Properties |
-8/+25 | -14/+19 | Low/High |
|
Your combo starter, sucks on its on but canceling makes it good. |
Crouch Normals
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 |
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 |
|
An alternative to 5HP for the BNB, can be useful in some situations where 5HP would whiff |
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 |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 9 | 12 | 16/5 |
On Hit | On Block | Guard | Properties |
+4/+14 | -9/+9 | Low |
|
It juggles so might be useful in some situations, even on trades |
Comand Normals
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 |
|
Cancel Routes: Special (Only hit 2 and 3 cancel, cancelling 2 skips 3) |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 25 | 5 | 31 |
On Hit | On Block | Guard | Properties |
-4 | -10 | High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 6 | 17 | 32 |
On Hit | On Block | Guard | Properties |
+27 KD, -13 or +15 st.sitstun | -23 | Low |
|
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
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 4 | 15 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 6 | 8 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 4 | 15 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 11 | 8 | until landing |
On Hit | On Block | Guard | Properties |
- | - | High |
|
TBA |
Falling Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 4 | 15 | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 7 | 9 | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 9 | 8 | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 7 | 8 | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High | - |
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 6 | 20 | until landing |
On Hit | On Block | Guard | Properties |
+27 | +25 | High |
|
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
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 2 | 1 | - |
On Hit | On Block | Guard | Properties |
+24 SpKD | - | Throw |
|
Shorter knockdown time, but is harder to tech TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 2 | 1 | - |
On Hit | On Block | Guard | Properties |
+43 SpKD | - | Throw |
|
Bigger knockdown time, but is easier to tech TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 2 | 1 | - |
On Hit | On Block | Guard | Properties |
+35 SpKD | - | Throw |
|
Could be your go-to throw if you have the timing and inputs, you can also dash in and use this TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 2 | 1 | until landing |
On Hit | On Block | Guard | Properties |
Variable KD | - | Air Throw |
|
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
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 23 | - | - |
On Hit | On Block | Guard | Properties |
- | - | - |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5, 10 | 5, 5 | 55/12, 11 |
On Hit | On Block | Guard | Properties |
-28/+15 | -34/+8, +9 | Low/High |
|
Cancel Routes: Special, super (Cancelling hit 1 skips 2) |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 8, 19 | 5, (6), 5 | 34/9 |
On Hit | On Block | Guard | Properties |
-7/+18 | -13/+12 | Low/High |
|
Cancel Routes: Special, super (Cancelling hit 1 skips 2) |
Escape Dash and Escape Attack
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 16 | - | 4 |
On Hit | On Block | Guard | Properties |
- | - | - |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 13 | 6 | 24/6 |
On Hit | On Block | Guard | Properties |
+2/+20 | -4/+14 | Low/High |
|
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
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 4 | 10 | 6,42 |
On Hit | On Block | Guard | Properties |
- | - | - |
|
Cancel Routes: Special, super |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 5 | 20 | 8, 42 |
On Hit | On Block | Guard | Properties |
- | - | - |
|
Cancel Routes: Special, super |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 14 | 1 | 7/*20 |
On Hit | On Block | Guard | Properties |
+36 KD | +1 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 14 | 7 | 7/*21 |
On Hit | On Block | Guard | Properties |
+36 KD | 0 | Low/High |
|
TBA |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 15 | 9 | 62/*49 |
On Hit | On Block | Guard | Properties |
+51 SKD | -36 | Low/High |
|
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 19 | 9 | 60/*45 |
On Hit | On Block | Guard | Properties |
+55 SKD | -32 | Low/High |
|
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
+9 HKD | - | Throw |
|
Super Deadly Skill
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 16 + 5 | 5 | 9 |
On Hit | On Block | Guard | Properties |
+36 KD | +8 | Low/High |
|
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 16 + 18 | 16 | 7/*21 |
On Hit | On Block | Guard | Properties |
+57 KD | 0 | Low/High |
|
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
+35 KD | - | Throw |
|
Her only super that is actually a command grab, like Yuiran Especial you have to mash this one for the most damage. |