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Samurai Shodown VI/Yumeji: Difference between revisions

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Old and new gameplans collated and improved for legibility and sitewide consistency. Information in Gameplan irrelevant to the character's zeitgeist moved to individual move sections or to Combos. New information about 421S ~A/B discovered and added.
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==Gameplan==
==Gameplan==
Yumeji has a unique blend of both grounded and aerial keep away that is backed by strong mixup with their high/low game and stabilized by an exceptional frame trap fireball.
Yumeji is a keepaway character with an assortment of ranged pokes, recoil cancel options and fireballs to cover different ranges and angles. This variation of [[Samurai Shodown VI/Ukyo|Ukyo]] retains his fast run speed and backdash but has a faster jump which makes air poking much more viable. However, much like [[Samurai Shodown VI/Ukyo|Ukyo]], Yumeji's defense is below average to compensate for the strong zoning tools you're working with.


Their normals all have great reach and damage to them. Their close light slash is a strong safe frame trap. Their crouching medium slash is an anti air that covers a large arc above them, their standing medium slash is a great poke, and their running medium slash is a two hit move that special cancels on the first hit. Their standing heavy slash is a long reaching punishing button that recoil cancels, but their far crouching medium slash is terrible and should never be used. If you're going for a clear punish then always do running heavy slash because it has the same reach as standing heavy but it trades recoil cancelling in order to knock down which lets you set up their fireball oki.
Learn the spacings for 5B and 5C, as they are your best pokes. Both are fast, reach incredibly far and recoil on block. If you are expecting the opponent to block your 5B, 5A may be used instead to recoil cancel faster. Yumeji's fastest recoil cancel options are 214S and 421A/B ~A/B. If you've conditioned the opponent to respect you, there's also 236S to press an advantage or 623S as a mixup option if spaced properly. Up close, Yumeji's lights can be used as strong, safe pressure tools, given they are fast and have good recovery. As for anti-airing, Yumeji has 2B, jC and, most importantly, Concealed Sabre Firefly (j1236S). Firefly is an air fireball which comes out extremely fast and covers different trajectories for each strength, which couples nicely with Yumeji's relatively fast jumps to take full control of the skies. By backdash cancelling into it, Firefly also provides Yumeji even more ground control and anti-air potential.


Yumeji's specials are some of the strongest in the game. Their fireball is too slow to use for zoning but is so plus on hit that it combos into anything they can do, even Hyper Slash. It is their strongest special because of it's setplay and frame trap use. You must NEVER do this move grounded or you will at best lose ground or at worst be counter hit by a jumping heavy and they already take 15% more damage than the average character.
Firefly's sheer speed means that, much like [[Samurai Shodown VI/Ukyo|Ukyo]]'s Tsubame Gaeshi, it can be used to punish close medium slashes up close. It doesn't hit overhead, though - close range vortexes are his thing. As for other punish options, Yumeji retains [[Samurai Shodown VI/Ukyo|Ukyo]]'s excellent run speed and fast, far-reaching 66C, but also adds 66B to the mix, which can be special cancelled on the first hit. 66C is an ideal punish option at all times, as Yumeji is designed to play hit-and run at the tip of its range, and the knockdown it provides leads nicely into setplay with Concealed Sabre Solar Flame (236S), a ground fireball. While Firefly is a fast, arced fireball with limited range, Solar Flame travels quickly in a straight line, but the startup is dreadful. Yumeji needs space to set this up, but the reward is well worth it. While Firefly only provides a knockdown, which is still useful, Solar Flame grants incredible frame advantage if it connects. On hit, Yumeji can very easily pick up with 66B or 66C for a knockdown. On block, the choice is yours to either run away or zone in for a mixup, which should depend on how close you are to the corner given Yumeji's propensity for running away. Tick throws and shimmies are very useful here, especially given Yumeji's fast ground speeds across the board. Given the potential ground to be lost during the startup and how not even the heavy version reaches fullscreen, Solar Flame is a lot more useful for setplay than it is for straight zoning. Oral Tradition Snow Wind (421A/B ~A/B) can potentially be used for zoning as well, but given the wait before your followups come out, its bad recovery and tricky angles, it is advised to save that move for combos, where its range and angles make it excel.


Their 623 slash is a move with three different uses: light frame trap that can land counter hits into heavies, medium front slash for knockdown, or heavy crossup slash for knockdown. All three versions can be thrown, and if the heavy isn't a crossup it won't land at all. This move isn't exactly a reversal but it can phase through many moves during it's ghost frames, making it a mixup tool though it is a gimmick if the opponent is patient and eventually they will figure this out.
Up close, Yumeji has some mixup potential, although not as devastating at [[Samurai Shodown VI/Ukyo|Ukyo]]'s from all ranges. Concealed Sabre Ephemeral Shadow (623S) is a series of shadow slashes consisting of a frame trap which can link into heavies, a forward-hitting knockdown and a crossup-hitting knockdown. These are effective recoil options up close, although they can be thrown. In lieu of Tsubame Gaeshi, there's also 6B, a modest overhead which has to be spaced lest it be thrown or punished on hit, and a decent assortment of low-hitting kicks to back it up. When not running away, Yumeji can lead into this safely when running behind a Solar Flame, which is even scarier in the corner. At that range, Yumeji can time Solar Flame so it hits the opponent if they don't tech, but in such a way that if they do tech, Yumeji can tech chase with 66C or Firefly for short rolls and a throw for long rolls. On a side note, Yumeji should never pursuit an opponent unless it is guaranteed to kill, as it wastes time which could be spent timing a meaty Solar Flame or otherwise buying space.


Their 421A/B is a two part move with four different angles. The first hit is always safe, the A version launches on hit. The second part will always be unsafe. This move is a powerful tool because of the speed at which it comes out, allowing it to break armor on an opponent attempting to wakeup with Hyper Slash after they block your fireball. (Try counter hit setups, show all angles). The light version's first hit can set up unburstable Issen combos. If you're using the move during normal combos be sure to do the medium version because the light can miss on many crouching characters. The light however does launch them far into the air which gives you ample oki time, especially for System 5 meditate into fireball maintenance.
Your optimal poking range as Yumeji gives you space to meditate safely if you are using V Spirit. Though Yumeji doesn't have a launcher to negate Rage Explosion, you still have a long-range overhead in the form of 6B as one means of opening your opponent up in State Of Nothingness. VI Spirit is also a good choice, as it rewards your pokes with meter and allows you to hold onto your WFT until you can land it (i.e. from a hit confirm or a successful Mikiri).
 
Another application of this move is to punish long-range whiffs on high recovery moves because of the speed and reach of it. 421 medium into medium will get the job done. When performing this move you must choose between frame trapping them or the full input. There is not enough time between both slashes to choose. Learn to use this move to the best of your ability because it is one of their best and enhances ther keepaway game.
 
Firefly is another powerful move Yumeji can utilize. You may recognize this as Ukyo's original Tsubame Gaeshi nightmare move from SamSho 2. You lose the overhead property as well as the slash itself but exchange it for more than a few positive traits. For one, it is mostly safe assuming you do not do this move as high as possible. Always use it as air to air, to adjust your jump and avoid a move, always tiger knee it, or always use it as a backdash cancel. It comes out at a blinding speed and can punish some things that even a light slash would fail to do effectively because Firefly will knock them down and gain you distance to resume keepaway.
 
You can link crouching kick into Firefly but it's not a high low mixup just a niche combo. You'd be better off throwing or attempting another combo for more damage.
 
Yumeji becomes impossible to run at and safely approach when you know how to cover all of their angles. Their Firefly anti air is evasive, they can punish whiffs easily with multiple moves, and even when you do get in close their best combos end with throwing you away from them.
 
Yumeji has no problem backing themselves into the corner because of their solid defensive moves. Their crouching far medium slash covers a wide angle and their standing medium/heavy slashes keep the opponent on their toes.
 
Against a cornered opponent Yumeji has some of the best and safest setplay in the game, ranking below Hanzo, Genjuro, Amakusa, and Rimururu which is nothing short of the best setplay.
 
Every oki begins with their fireball if the opponent doesn't roll away, in the event they do roll away you can chase tech with running heavy slash or throw.
 
Their fireball is plus one billion on hit and very plus on block. This is an amazing opportunity for tick throws and shimmies. This is combined with their forward + medium overhead and their forward + kick. You must space these moves to make them safe, especially their overhead which can be grabbed on hit if you don't space it.
 
Do not ever pursuit with Yumeji unless it's to finish a weakened opponent. You're wasting precious time to set up your fireball game or to run away from a short range opponent.


==Normal Moves==
==Normal Moves==
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*'''5A''' - Fast, long-reaching poke. Effectively a weaker version of 5B but if it's blocked you get to recoil cancel faster. Special cancellable.
*'''5A''' - Fast, long-reaching poke. Effectively a weaker version of 5B but if it's blocked you get to recoil cancel faster. Special cancellable.
*'''5B''' - Same reach as 5A but deals more damage and is active for longer, thus more effective as a general poke.
*'''5B''' - Same reach as 5A but deals more damage and is active for longer, thus more effective as a general poke.
*'''5C''' - A far-reaching, highly-damaging punish tool. This is great for poking and recoil cancelling, considering its startup is quite fast as well. Get in the habit of using 421B as an OS so blocked slashes can be made safer and create a no cross line.
*'''5C''' - A far-reaching, highly-damaging punish tool. This is great for poking and recoil cancelling, considering its startup is quite fast as well. Get in the habit of using 421B as an OS so blocked slashes can be made safer and create a no-cross line.
*'''2A''' - Your fastest midscreen poke but it has less range than 5A. Special cancellable.
*'''2A''' - Your fastest midscreen poke but it has less range than 5A. Special cancellable.
*'''2B''' - Effective anti-air, but it leaves you crouching so you're prone to taking deephits if you screw this up.
*'''2B''' - Effective anti-air, but it leaves you crouching so you're prone to taking deephits if you screw this up.
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===Kicks===
===Kicks===
*'''5D''' - Ranged option for when you're disarmed, little use outside of this purpose but it is special cancellable.
*'''5D''' - Ranged option for when you're disarmed, little use outside of this purpose but it is special cancellable.
*'''6D''' - Low-hitting kick that slides you a little further than one character width. Can be followed up with a pursuit but should always be followed up by 236A or chase tech. Use this alongside a spaced meaty overhead to use their 236A setplay.
*'''6D''' - Low-hitting kick that slides you a little further than one character width. Can be followed up with a pursuit but should always be followed up by 236A or chase tech. Use this alongside a spaced meaty overhead to lead into 236A setplay.
*'''2D''' - Short, quick low. Links into Firefly, but don't think you'll be running 2D j1236S vortex with this character as Yumeji's j1236S hits mid.
*'''2D''' - Short, quick low. Links into Firefly, but don't think you'll be running 2D j1236S vortex with this character as Yumeji's j1236S hits mid.
*'''3D''' - A sweep that hits mid. Reaches fairly high, fast, active for relatively long.
*'''3D''' - A sweep that hits mid. Reaches fairly high, fast, active for relatively long.
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===Dash Normals===
===Dash Normals===
*'''66A''' - Has more range than 66B and 66D. Has decent priority as well but there's not much of a reason to use this.
*'''66A''' - Has more range than 66B and 66D. Has decent priority as well but there's not much of a reason to use this.
*'''66B''' - Instead of crossing up, Yumeji's 66B is instead a running version of their n5B. The first hit is special cancellable, making this move effective as a punish. If you're expecting an upback then this is what you go for.
*'''66B''' - Instead of crossing up, Yumeji's 66B is instead a running version of n5B. The first hit is special cancellable, making this move effective as a punish. If you're expecting an upback then this is what you go for.
*'''66C''' - A running version of your 5C, but instead of recoiling it knocks down. This hits higher up than Ukyo's running heavy slash, covering an even greater area. This is one of the fastest and most samurai moves in the game. You will punish everything with it.
*'''66C''' - A running version of your 5C, but instead of recoiling it knocks down. This hits higher up than Ukyo's running heavy slash, covering an even greater area. This is one of the fastest moves in the game. You will punish everything with it.
*'''66D''' - Running low. Your best option for punishing when unarmed, but you have far better options when Yumeji is armed.
*'''66D''' - Running low. Your best option for punishing when unarmed, but you have far better options when Yumeji is armed.


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*'''jB''' - Can be used to hit opponents who are close below you. May also be used as an instant overhead in State Of Nothingness if your opponent is tall enough.
*'''jB''' - Can be used to hit opponents who are close below you. May also be used as an instant overhead in State Of Nothingness if your opponent is tall enough.
*'''njC''' - Air-to-air which covers a great distance directly in front of you.
*'''njC''' - Air-to-air which covers a great distance directly in front of you.
*'''jC''' - Ukyo's jumping heavy slash, but easier to use as Yumeji's jump is faster. Good horizontal range. Can easily combo into n5C or n5B xx 421B~B when hitting at the end of their jump.
*'''jC''' - Ukyo's jumping heavy slash, but easier to use as Yumeji's jump is faster. Good horizontal range. Can easily combo into n5C or n5B 421B~B.
*'''jD''' - Two-hit kick, situational jump-in. Both hits are medium attacks. Your better air option when unarmed.
*'''jD''' - Two-hit kick, situational jump-in. Both hits are medium attacks. Your better air option when unarmed.


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*'''u5S''' - High slap.
*'''u5S''' - High slap.
*'''u2S''' - Low slap.
*'''u2S''' - Low slap.
*'''u66S''' - Gives plenty of hitstun to link into a knockdown move. u66S is a heavy attack so linking it into itself causes a knockdown.
*'''u66S''' - Gives plenty of hitstun to link into a knockdown move. u66S is a heavy attack, so linking it into itself causes a knockdown.
*'''juS''' - Jumping slap. jC reaches farther.
*'''juS''' - Jumping slap. jC reaches further.


===Hyper Slash (I)===
===Hyper Slash (I)===
*'''A+B''' - 5C. The range, power, and threat of this move enhance Yumeji's pokes by a ton. Risky for a character with such low health as them but a powerful threat to scare the opponent with and an even stronger punish than 5C.
*'''A+B''' - 5C. The range, power, and threat of this move enhance Yumeji's pokes by a ton. Risky for a character with such low health, but a powerful threat to scare the opponent with and an even stronger punish than 5C.


===Command Moves===
===Command Moves===
'''6B'''
'''6B'''
*Long-ranged leaping overhead which moves Yumeji a little forward. You must perform this meaty and at a distance or else you'll be thrown at best and punished at worse even on hit. State of Nothingness opener.
*A long-ranged leaping overhead which moves Yumeji a little forward. You must perform this meaty and at a distance or else you'll be thrown at best and punished at worse even on hit. State of Nothingness opener.


==Special Moves==
==Special Moves==
'''Concealed Sabre Solar Flame''' - 236S
'''Concealed Sabre Solar Flame''' - 236S
*Bust-[[Samurai Shodown VI/Ukyo|Ukyo]]'s fast-travelling fireball, but the startup is much slower. Strength determines the range before it dissipates, with 236A reaching about 5C's length away from you and 236C reaching nearly the whole screen. In return for its lengthy startup this move is advantageous enough on hit that it can link into your dashing attacks or anything else that can reach.
*Bust-[[Samurai Shodown VI/Ukyo|Ukyo]]'s fast-travelling fireball, but the startup is much slower. Strength determines the range before it dissipates, with 236A reaching about 5C's length away from you and 236C reaching nearly the whole screen. In return for its lengthy startup, this move is advantageous enough that it can link into your dashing attacks or anything else that can reach, or lead nicely into tick throws and other mixup options on block. This move is a staple of Yumeji's setplay, which is elaborated on in the Gameplan section above.


'''Concealed Sabre Firefly''' - j1236S
'''Concealed Sabre Firefly''' - j1236S
*Remember how [[Samurai Shodown VI/Ukyo|Ukyo]]'s Tsubame Gaeshi used to spawn a fireball while also being an overhead? While [[Samurai Shodown VI/Ukyo|Ukyo]] has ditched the fireball since III, Yumeji has adopted it while abandoning the overhead hit. Furthermore while the fireball retains the same V-shaped arc (strength determining the angle it flies upward) it no longer travels fullscreen, reaching a little farther than your 5C at most before dying out. However, this move is still very much useful not only for the angles it covers but for its near-instant startup, in addition to the air practicalities of a standard Tsubame Gaeshi (you can either TK it or cancel your backdash into it, the latter being useful as a keepaway option as it stuffs whatever angle of approach your opponent is rushing you down from). When zoning you will often have to decide between 236S's range and damage potential versus j1236S's speed and upward geometry.
*Remember how [[Samurai Shodown VI/Ukyo|Ukyo]]'s Tsubame Gaeshi used to spawn a fireball while also being an overhead? While [[Samurai Shodown VI/Ukyo|Ukyo]] has ditched the fireball since III, Yumeji has adopted it while abandoning the overhead hit. Furthermore, while the fireball retains the same V-shaped arc (strength determining the angle it flies upward), it no longer travels fullscreen, reaching a little further than your 5C at most before dying out. However, this move is still very much useful not only for the angles it covers, but for its near-instant startup, in addition to the air practicalities of a standard Tsubame Gaeshi (you can either TK it or cancel your backdash into it, the latter being useful as a keepaway option as it stuffs whatever angle of approach your opponent is rushing you down from). When zoning you will often have to decide between 236S's range and damage potential versus j1236S's speed and upward geometry.
*When tiger knee'd, this move is amazing as a close-ranged punish tool for its speed, range and the knockdown it gives. This is capable of punishing blocked attacks which most other characters can only punish with a throw, if theirs can even reach. Because Yumeji doesn't stop to cough at the end like [[Samurai Shodown VI/Ukyo|Ukyo]] does, if this is performed far enough then it may be hard for the opponent to meaningfully punish you depending on the matchup.
*When tiger knee'd, this move is amazing as a close-ranged punish tool for its speed, range and the knockdown it gives. This is capable of punishing blocked attacks which most other characters can only punish with a throw, if theirs can even reach. Because Yumeji doesn't stop to cough at the end like [[Samurai Shodown VI/Ukyo|Ukyo]] does, if this is performed far enough then it may be hard for the opponent to properly punish you depending on the matchup.
*If you expect your opponent to short roll on wakeup then TK j1236S will hit their recovery. From the same spacing however the fireball will dissipate just out of reach for catching long rolls, which do not have strike vulnerability on their recovery anyway. However, the opponent long rolling is ultimately better for you not only spacing-wise but also because it allows you to set up 236S safely.
*If you expect your opponent to short roll on wakeup, then TK j1236S will hit their recovery. From the same spacing, however, the fireball will dissipate just out of reach for catching long rolls, which do not have strike vulnerability on their recovery anyway. However, the opponent long rolling is ultimately better for you not only spacing-wise, but also because it allows you to set up 236S safely.


'''Concealed Sabre Snowdust Flash''' - 214S
'''Concealed Sabre Snowdust Flash''' - 214S
*Practical recoil cancel option with roughly the same range as your 2A, also a possible far anti-air for its vertical reach. This is similar to [[Samurai Shodown VI/Ukyo|Ukyo]]'s apple slice but instead of multiple independent hits it is a hitgrab akin to [[Samurai Shodown VI/Yoshitora|Yoshitora]]'s Asagao (furthermore you're throwing a persimmon instead of an apple). Strength determines its active frames and number of hits if it connects.
*A practical recoil cancel option with roughly the same range as 2A. Also a possible far anti-air for its vertical reach. This is similar to [[Samurai Shodown VI/Ukyo|Ukyo]]'s apple slice, but instead of multiple independent hits it is a hitgrab akin to [[Samurai Shodown VI/Yoshitora|Yoshitora]]'s Asagao (furthermore, you're throwing a persimmon instead of an apple, if it makes a difference). Strength determines its active frames and number of hits if it connects.
*There is no fakeout version of this move.
*There is no fakeout version of this move.


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*Concealed with the morphing effect from V, Yumeji dashes forward then swipes at the opponent. This is your replacement for [[Samurai Shodown VI/Ukyo|Ukyo]]'s 66B in that the heavy version is a crossup, but it's nowhere near as fast. Theoretically useful as a recoil option if you've conditioned your opponent not to hit buttons, as all versions have a lengthy, telegraphed startup. Otherwise use sparingly, as you're better off sticking to keepaway rather than trying to shmix with Yumeji.
*Concealed with the morphing effect from V, Yumeji dashes forward then swipes at the opponent. This is your replacement for [[Samurai Shodown VI/Ukyo|Ukyo]]'s 66B in that the heavy version is a crossup, but it's nowhere near as fast. Theoretically useful as a recoil option if you've conditioned your opponent not to hit buttons, as all versions have a lengthy, telegraphed startup. Otherwise use sparingly, as you're better off sticking to keepaway rather than trying to shmix with Yumeji.
*623A can be linked into your faster attacks on hit including 2C. It is also fairly safe on block.
*623A can be linked into your faster attacks on hit including 2C. It is also fairly safe on block.
*623B hits in front of them, while 623C will cross over if spaced correctly.
*623B hits in front of them, while 623C will cross over if spaced correctly. If 623C doesn't cross up, it won't hit at all.
*All three versions have strike invincibility during the shadow frames, but all can equally be thrown. None are advisable for use as reversals.


'''Oral Tradition Snow Wind''' - 421A/B~A/B
'''Oral Tradition Snow Wind''' - 421A/B ~A/B
*This move is a long-ranged attack which has followups that lead to knockdowns. Be mindful that the input window for the followups is quite small. The first hit is either a launcher which reaches upwards (A) or a low-hitting downward strike (B), both of which are fairly safe. The optional next hit reaches not only farther but either higher (A) or lower (B). As this is your fastest grounded special it is also your combo ender. 421A~A deals more damage than the other versions, which then all deal the same amount of damage, but 421A whiffs on crouching opponents. For this reason 421B is preferred for consistency, in which you may decide to either knock your opponent away from you for keepaway (421B~A) or to keep them closer for okizeme (421B~B).
*This move is a long-ranged attack which has followups that lead to knockdowns. As this is your fastest grounded special, it is also your main combo ender. Be mindful that the input window for its followups is quite small.
*Be careful with using the followups in neutral as they are are easy to avoid, have long recovery and leave you in a counter hit state.
*The first hit is either a launcher which will reach upwards (A) or a low-hitting attack which skims the ground (B), both of which have fast startup and safe recovery. Although 421A~A leads to the highest damage out of all sequences, 421A itself will whiff on crouchers. As such, 421B is preferred for bread-and-butters. Being a launcher, 421A cannot be escaped from with Rage Explosion.
*The optional second hit reaches not only farther but either higher (A) or lower (B). On hit, A will knock the opponent further away, while B will keep them closer for okizeme. Both versions are unsafe on block, and definitely on whiff. It can be delayed a little to frame trap. The B followup will hit low if cancelled into from 421B, but from 421A it will actually hit overhead.
*If an opponent attempts to use Hyper Slash to deal with your pressure after Solar Flame, this move's two hits can be used to break its armor. However, given the bad recovery, it's probably best to go for a throw instead.
*Be careful with using the followups in neutral as they are are easy to avoid, have long recovery and leave you in a counter hit state. They can be used as long-range punish options, but so can 66C.


'''Toy Transformation''' - 3214623E (II)
'''Toy Transformation''' - 3214623E (II)
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'''Secret Move Ground God''' - 641236BC (II), 236BC (VI) (Samurai Drive)
'''Secret Move Ground God''' - 641236BC (II), 236BC (VI) (Samurai Drive)
*Viable alternative to WFT as a combo tool. The first hit's range is roughly the same as your 2A's. This deals slightly more damage than 236AB, but instead of sideswitching it pushes the opponent far away.
*Viable alternative to WFT as a combo tool. The first hit's range is roughly the same as your 2A's. This deals slightly more damage than 236AB, but instead of sideswitching it pushes the opponent far away.
==Combos==
[[File:Yumeji Issen Setup.webm|thumb|right|Issen Juggle]]
'''Standard Combos'''
*'''n5B/n2B/66B/5D 421S ~S/236AB''' - Combos starting from medium slashes.
*'''623A, 2D, j1236S''' - Various links. Unlike [[Samurai Shodown VI/Ukyo|Ukyo]], j1236S hits mid, so this link isn't a built-in low/high mixup.
*'''623B/C, 3C''' - Guaranteed pursuit.
*'''236S, 66X''' - Ground fireball's hitstun is long enough for you to follow up with one of your dashing normals, or anything else that will reach.
'''Hyper Slash (I)'''
*'''236S A+B''' - Will combo at the tip of 236A's range. If you're actually fishing for this in a match for some reason, don't try it anywhere else or it will get you killed.
'''Continuous Slash (IV)'''
*'''A+B BBC/AABBC 421A/B ~A/B''' - For the CS2 juggle, 421A ~A/B is most consistent.
*'''A+B BBC/AABBC 236AB''' - Continuous Slash into WFT.
*'''A+B BBC 214A''' - Corner only.
*'''(during Rage Explosion) 66B 421A, ABC''' Juggle into Isssen. More stamina efficient than other Issen juggles.
'''State Of Nothingness (V)'''
*'''6B, ... ABC''' - Conversion from overhead into Issen. Be careful not to link grounded heavies together in your filler. jB may be used as an instant overhead instead if the croucher is large enough.
*'''421A ABC''' - Launcher into Issen. Immune to Rage Explosion if your opponent is running a Spirit which has it, but has short range. After performing 6B your opponent's hurtbox will usually be too low to hit with 421A.


==Frame Data - Provided by Tekitogate==
==Frame Data - Provided by Tekitogate==
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| Continuous Slash || 8 || KD || -20 || -15 ||
| Continuous Slash || 8 || KD || -20 || -15 ||
|}
|}
==Combos==
[[File:Yumeji Issen Setup.webm|thumb|right|Issen Juggle]]
'''Standard Combos'''
*'''n5B/n2B/66B/5D 421S~S/236AB''' - Combos starting from medium slashes.
*'''623A, 2D, j1236S''' - Various links.
*'''623B/C, 3C''' - Guaranteed pursuit.
*'''236S, 66X''' - Ground fireball's hitstun is long enough for you to follow up with one of your dashing normals, or anything else that will reach.
'''Continuous Slash (IV)'''
*'''A+B BBC/AABBC 421A/B~A/B''' - For the BBC juggle 421A~A/B is most consistent.
*'''A+B BBC/AABBC 236AB''' - Continuous Slash into WFT.
*'''A+B BBC 214A''' - Corner only.
*'''(during Rage Explosion) 66B 421A, ABC''' Juggle into Isssen. More stamina efficient than other Issen juggles.
'''State Of Nothingness (V)'''
*'''6B, ... ABC''' - Conversion from overhead into Issen. Be careful not to link grounded heavies together in your filler. jB may be used as an instant overhead instead if the croucher is large enough.
*'''421A ABC''' - Launcher into Issen. Immune to Rage Explosion if your opponent is running a Spirit which has it, but has short range. After performing 6B your opponent's hurtbox will usually be too low to hit with 421A.


==Colors==
==Colors==

Revision as of 02:48, 21 January 2023

Introduction

Yumeji is a headswap of Ukyo who expands on his zoning-oriented Bust moveset from Samurai Shodown III and IV. This character was a sub-boss in Samurai Shodown V who could transform into the likenesses of existing characters for certain special moves, but in VI these have been exchanged for practical keepaway options and combo tools. While Ukyo would use his long range buttons and devastating punish tools to lead into his vortex, Yumeji couples them with a slow-but-advantageous ground fireball, a fast, arced air fireball and some far-reaching combo tools to keep the distance. Both characters excel at hit-and-run, but each to different ends.

Data

  • Dash type: Run
  • Damage taken: 115%
  • Rage retention: 90
  • Rage duration: 15 seconds

Gameplan

Yumeji is a keepaway character with an assortment of ranged pokes, recoil cancel options and fireballs to cover different ranges and angles. This variation of Ukyo retains his fast run speed and backdash but has a faster jump which makes air poking much more viable. However, much like Ukyo, Yumeji's defense is below average to compensate for the strong zoning tools you're working with.

Learn the spacings for 5B and 5C, as they are your best pokes. Both are fast, reach incredibly far and recoil on block. If you are expecting the opponent to block your 5B, 5A may be used instead to recoil cancel faster. Yumeji's fastest recoil cancel options are 214S and 421A/B ~A/B. If you've conditioned the opponent to respect you, there's also 236S to press an advantage or 623S as a mixup option if spaced properly. Up close, Yumeji's lights can be used as strong, safe pressure tools, given they are fast and have good recovery. As for anti-airing, Yumeji has 2B, jC and, most importantly, Concealed Sabre Firefly (j1236S). Firefly is an air fireball which comes out extremely fast and covers different trajectories for each strength, which couples nicely with Yumeji's relatively fast jumps to take full control of the skies. By backdash cancelling into it, Firefly also provides Yumeji even more ground control and anti-air potential.

Firefly's sheer speed means that, much like Ukyo's Tsubame Gaeshi, it can be used to punish close medium slashes up close. It doesn't hit overhead, though - close range vortexes are his thing. As for other punish options, Yumeji retains Ukyo's excellent run speed and fast, far-reaching 66C, but also adds 66B to the mix, which can be special cancelled on the first hit. 66C is an ideal punish option at all times, as Yumeji is designed to play hit-and run at the tip of its range, and the knockdown it provides leads nicely into setplay with Concealed Sabre Solar Flame (236S), a ground fireball. While Firefly is a fast, arced fireball with limited range, Solar Flame travels quickly in a straight line, but the startup is dreadful. Yumeji needs space to set this up, but the reward is well worth it. While Firefly only provides a knockdown, which is still useful, Solar Flame grants incredible frame advantage if it connects. On hit, Yumeji can very easily pick up with 66B or 66C for a knockdown. On block, the choice is yours to either run away or zone in for a mixup, which should depend on how close you are to the corner given Yumeji's propensity for running away. Tick throws and shimmies are very useful here, especially given Yumeji's fast ground speeds across the board. Given the potential ground to be lost during the startup and how not even the heavy version reaches fullscreen, Solar Flame is a lot more useful for setplay than it is for straight zoning. Oral Tradition Snow Wind (421A/B ~A/B) can potentially be used for zoning as well, but given the wait before your followups come out, its bad recovery and tricky angles, it is advised to save that move for combos, where its range and angles make it excel.

Up close, Yumeji has some mixup potential, although not as devastating at Ukyo's from all ranges. Concealed Sabre Ephemeral Shadow (623S) is a series of shadow slashes consisting of a frame trap which can link into heavies, a forward-hitting knockdown and a crossup-hitting knockdown. These are effective recoil options up close, although they can be thrown. In lieu of Tsubame Gaeshi, there's also 6B, a modest overhead which has to be spaced lest it be thrown or punished on hit, and a decent assortment of low-hitting kicks to back it up. When not running away, Yumeji can lead into this safely when running behind a Solar Flame, which is even scarier in the corner. At that range, Yumeji can time Solar Flame so it hits the opponent if they don't tech, but in such a way that if they do tech, Yumeji can tech chase with 66C or Firefly for short rolls and a throw for long rolls. On a side note, Yumeji should never pursuit an opponent unless it is guaranteed to kill, as it wastes time which could be spent timing a meaty Solar Flame or otherwise buying space.

Your optimal poking range as Yumeji gives you space to meditate safely if you are using V Spirit. Though Yumeji doesn't have a launcher to negate Rage Explosion, you still have a long-range overhead in the form of 6B as one means of opening your opponent up in State Of Nothingness. VI Spirit is also a good choice, as it rewards your pokes with meter and allows you to hold onto your WFT until you can land it (i.e. from a hit confirm or a successful Mikiri).

Normal Moves

Far Slashes

  • 5A - Fast, long-reaching poke. Effectively a weaker version of 5B but if it's blocked you get to recoil cancel faster. Special cancellable.
  • 5B - Same reach as 5A but deals more damage and is active for longer, thus more effective as a general poke.
  • 5C - A far-reaching, highly-damaging punish tool. This is great for poking and recoil cancelling, considering its startup is quite fast as well. Get in the habit of using 421B as an OS so blocked slashes can be made safer and create a no-cross line.
  • 2A - Your fastest midscreen poke but it has less range than 5A. Special cancellable.
  • 2B - Effective anti-air, but it leaves you crouching so you're prone to taking deephits if you screw this up.
  • 2C - This is Yumeji's only far normal which doesn't recoil, though it is also the most damaging. Doesn't cover any more range than 5C but moves you forward and can go under high attacks.

Near Slashes

  • n5A - Safe get-off-me tool.
  • n5B - High-reaching attack and thus suitable as a meaty. Special cancellable but not as fast as n2B.
  • n5C - Generic punish tool. It's two hits so it can be bursted before the more-powerful second hit.
  • n2A - n5A but lower.
  • n2B - Your fastest combo starter. Your choice is between this and n5B, in which if your distance is wrong you're whiffing 2B instead of 5B.
  • n2C - Generic punish tool which does slightly less than n5C and starts lower.

Kicks

  • 5D - Ranged option for when you're disarmed, little use outside of this purpose but it is special cancellable.
  • 6D - Low-hitting kick that slides you a little further than one character width. Can be followed up with a pursuit but should always be followed up by 236A or chase tech. Use this alongside a spaced meaty overhead to lead into 236A setplay.
  • 2D - Short, quick low. Links into Firefly, but don't think you'll be running 2D j1236S vortex with this character as Yumeji's j1236S hits mid.
  • 3D - A sweep that hits mid. Reaches fairly high, fast, active for relatively long.

Dash Normals

  • 66A - Has more range than 66B and 66D. Has decent priority as well but there's not much of a reason to use this.
  • 66B - Instead of crossing up, Yumeji's 66B is instead a running version of n5B. The first hit is special cancellable, making this move effective as a punish. If you're expecting an upback then this is what you go for.
  • 66C - A running version of your 5C, but instead of recoiling it knocks down. This hits higher up than Ukyo's running heavy slash, covering an even greater area. This is one of the fastest moves in the game. You will punish everything with it.
  • 66D - Running low. Your best option for punishing when unarmed, but you have far better options when Yumeji is armed.

Air Normals

  • jA - Aerial n5A.
  • jB - Can be used to hit opponents who are close below you. May also be used as an instant overhead in State Of Nothingness if your opponent is tall enough.
  • njC - Air-to-air which covers a great distance directly in front of you.
  • jC - Ukyo's jumping heavy slash, but easier to use as Yumeji's jump is faster. Good horizontal range. Can easily combo into n5C or n5B 421B~B.
  • jD - Two-hit kick, situational jump-in. Both hits are medium attacks. Your better air option when unarmed.

Unarmed Normals

  • u5S - High slap.
  • u2S - Low slap.
  • u66S - Gives plenty of hitstun to link into a knockdown move. u66S is a heavy attack, so linking it into itself causes a knockdown.
  • juS - Jumping slap. jC reaches further.

Hyper Slash (I)

  • A+B - 5C. The range, power, and threat of this move enhance Yumeji's pokes by a ton. Risky for a character with such low health, but a powerful threat to scare the opponent with and an even stronger punish than 5C.

Command Moves

6B

  • A long-ranged leaping overhead which moves Yumeji a little forward. You must perform this meaty and at a distance or else you'll be thrown at best and punished at worse even on hit. State of Nothingness opener.

Special Moves

Concealed Sabre Solar Flame - 236S

  • Bust-Ukyo's fast-travelling fireball, but the startup is much slower. Strength determines the range before it dissipates, with 236A reaching about 5C's length away from you and 236C reaching nearly the whole screen. In return for its lengthy startup, this move is advantageous enough that it can link into your dashing attacks or anything else that can reach, or lead nicely into tick throws and other mixup options on block. This move is a staple of Yumeji's setplay, which is elaborated on in the Gameplan section above.

Concealed Sabre Firefly - j1236S

  • Remember how Ukyo's Tsubame Gaeshi used to spawn a fireball while also being an overhead? While Ukyo has ditched the fireball since III, Yumeji has adopted it while abandoning the overhead hit. Furthermore, while the fireball retains the same V-shaped arc (strength determining the angle it flies upward), it no longer travels fullscreen, reaching a little further than your 5C at most before dying out. However, this move is still very much useful not only for the angles it covers, but for its near-instant startup, in addition to the air practicalities of a standard Tsubame Gaeshi (you can either TK it or cancel your backdash into it, the latter being useful as a keepaway option as it stuffs whatever angle of approach your opponent is rushing you down from). When zoning you will often have to decide between 236S's range and damage potential versus j1236S's speed and upward geometry.
  • When tiger knee'd, this move is amazing as a close-ranged punish tool for its speed, range and the knockdown it gives. This is capable of punishing blocked attacks which most other characters can only punish with a throw, if theirs can even reach. Because Yumeji doesn't stop to cough at the end like Ukyo does, if this is performed far enough then it may be hard for the opponent to properly punish you depending on the matchup.
  • If you expect your opponent to short roll on wakeup, then TK j1236S will hit their recovery. From the same spacing, however, the fireball will dissipate just out of reach for catching long rolls, which do not have strike vulnerability on their recovery anyway. However, the opponent long rolling is ultimately better for you not only spacing-wise, but also because it allows you to set up 236S safely.

Concealed Sabre Snowdust Flash - 214S

  • A practical recoil cancel option with roughly the same range as 2A. Also a possible far anti-air for its vertical reach. This is similar to Ukyo's apple slice, but instead of multiple independent hits it is a hitgrab akin to Yoshitora's Asagao (furthermore, you're throwing a persimmon instead of an apple, if it makes a difference). Strength determines its active frames and number of hits if it connects.
  • There is no fakeout version of this move.

Concealed Sabre Ephemeral Shadow - 623S (Samurai Drive)

  • Concealed with the morphing effect from V, Yumeji dashes forward then swipes at the opponent. This is your replacement for Ukyo's 66B in that the heavy version is a crossup, but it's nowhere near as fast. Theoretically useful as a recoil option if you've conditioned your opponent not to hit buttons, as all versions have a lengthy, telegraphed startup. Otherwise use sparingly, as you're better off sticking to keepaway rather than trying to shmix with Yumeji.
  • 623A can be linked into your faster attacks on hit including 2C. It is also fairly safe on block.
  • 623B hits in front of them, while 623C will cross over if spaced correctly. If 623C doesn't cross up, it won't hit at all.
  • All three versions have strike invincibility during the shadow frames, but all can equally be thrown. None are advisable for use as reversals.

Oral Tradition Snow Wind - 421A/B ~A/B

  • This move is a long-ranged attack which has followups that lead to knockdowns. As this is your fastest grounded special, it is also your main combo ender. Be mindful that the input window for its followups is quite small.
  • The first hit is either a launcher which will reach upwards (A) or a low-hitting attack which skims the ground (B), both of which have fast startup and safe recovery. Although 421A~A leads to the highest damage out of all sequences, 421A itself will whiff on crouchers. As such, 421B is preferred for bread-and-butters. Being a launcher, 421A cannot be escaped from with Rage Explosion.
  • The optional second hit reaches not only farther but either higher (A) or lower (B). On hit, A will knock the opponent further away, while B will keep them closer for okizeme. Both versions are unsafe on block, and definitely on whiff. It can be delayed a little to frame trap. The B followup will hit low if cancelled into from 421B, but from 421A it will actually hit overhead.
  • If an opponent attempts to use Hyper Slash to deal with your pressure after Solar Flame, this move's two hits can be used to break its armor. However, given the bad recovery, it's probably best to go for a throw instead.
  • Be careful with using the followups in neutral as they are are easy to avoid, have long recovery and leave you in a counter hit state. They can be used as long-range punish options, but so can 66C.

Toy Transformation - 3214623E (II)

Supers

Heavenly Wave of Soichi Jinmu - 236AB

  • Bust-Ukyo's WFT. Fast startup and travels fullscreen quickly. While it can be used as a standalone punish because of this, this WFT is best used as a combo ender where it is guaranteed to hit. Will sideswitch and leave the opponent close to you in a hard knockdown.

Secret Move Ground God - 641236BC (II), 236BC (VI) (Samurai Drive)

  • Viable alternative to WFT as a combo tool. The first hit's range is roughly the same as your 2A's. This deals slightly more damage than 236AB, but instead of sideswitching it pushes the opponent far away.

Combos

Issen Juggle

Standard Combos

  • n5B/n2B/66B/5D 421S ~S/236AB - Combos starting from medium slashes.
  • 623A, 2D, j1236S - Various links. Unlike Ukyo, j1236S hits mid, so this link isn't a built-in low/high mixup.
  • 623B/C, 3C - Guaranteed pursuit.
  • 236S, 66X - Ground fireball's hitstun is long enough for you to follow up with one of your dashing normals, or anything else that will reach.

Hyper Slash (I)

  • 236S A+B - Will combo at the tip of 236A's range. If you're actually fishing for this in a match for some reason, don't try it anywhere else or it will get you killed.

Continuous Slash (IV)

  • A+B BBC/AABBC 421A/B ~A/B - For the CS2 juggle, 421A ~A/B is most consistent.
  • A+B BBC/AABBC 236AB - Continuous Slash into WFT.
  • A+B BBC 214A - Corner only.
  • (during Rage Explosion) 66B 421A, ABC Juggle into Isssen. More stamina efficient than other Issen juggles.

State Of Nothingness (V)

  • 6B, ... ABC - Conversion from overhead into Issen. Be careful not to link grounded heavies together in your filler. jB may be used as an instant overhead instead if the croucher is large enough.
  • 421A ABC - Launcher into Issen. Immune to Rage Explosion if your opponent is running a Spirit which has it, but has short range. After performing 6B your opponent's hurtbox will usually be too low to hit with 421A.

Frame Data - Provided by Tekitogate

Attack Startup On Hit On Standing Block On Crouching Block Notes
n5A 4 -2 -6 -1
n2A 4 -2 -6 -1
5A 10 -4 -2 +3
2A 6 -3 -2 +3
66A 7 -8 -20 -15
jA 8 N/A N/A N/A
n5B 8 -13 -8 -3
n2B 6 +1 -8 -3
5B 9 -6 -8 -3
2B 13 -6 -8 -3
66B 10 -10 -23 -18
jB 9 N/A N/A N/A
n5C 11 -5 -20 -15
n2C 13 -1 ~ +0 -20 -15
5C 15 -11 ~ -10 -20 -15
2C 16 +0 ~ +1 -31 -26
66C 6 KD -41 -36
j8C 11 N/A N/A N/A
j7C/9C 12 N/A N/A N/A
6B 23 -15 -17 N/A -5 on crouching hit
5D 8 -9 -21 -16
6D 5 KD N/A -18
2D 6 +5 N/A +6
3D 5 KD -17 -12
66D 6 KD N/A -15
jD 7 N/A N/A N/A
Hyper Slash 24 KD -63 -53
Continuous Slash 8 KD -20 -15

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