Check the details about Yuzuriha's background from here!


Health: 9800 (Originally 13200)
Play-style: Footsies, Zoning, Stance, High Mobility
Dash: Run
Specialty: Blade-Drawing Art (Battoujutsu) Stance
Yuzu-meter When Yuzuriha enters her stance, you can't press the same button twice. Gauge below the health bar shows you which button you can still use. Pink button is the one you're currently pressing, the one you still can use is colored in blue and the dark one is the button you've already used. Stance-based moves are marked with a star () within the move list.

Yuzuriha is a tricky character who fights from long range with the use of her blade, giving her some of the best disjointed hitboxes in the game, as well as some of the best mindgames and abare-hit confirms. She is a rather expanded archetype of the "3-way-delayable-attack" type of character, as she has many different types of various followups from delaying the said type of attack.

You can connect special moves like Bloom to Multi-layer One Ring. Restrain the opponent with swinging Bloom's B version. If you happen to hit, it's easy to connect to another specials. By holding the button after Bloom or M.L.O.R., you can move to her special stance which changes normal movements like dash and jump. You need to think when you need those special movements.

Of course, Yuzuriha in this sense is very strong at match control and zoning with her blade, but is one of the high skill cap characters of the game, so you need to understand her mechanics quite well in order to decently excel with her. Using her poorly can result in her getting easily punished with misused attacks and lack of variety in the hands of a poor player. Get past her boundaries and all sorts of possibilities can be done with Yuzuriha in the hands of a good player, especially a variety of combos and mindgames.

However, aside from her skill cap, she is not without some weaknesses. A notable example is that despite her disjointed hitboxes, her pressure game is lacking from afar due to lack of projectiles, so she's more of a close range fighter regardless. Also, she does not have any meterless reversals outside of her Infinite Worth, so a Yuzuriha on the defensive has some of her options limited, especially since her move list at a more closer glance is also very limited.

Her normals and a few other moves are also rather unsafe on block or whiff, especially if used during incorrect situations during neutral game outside of mid-combo. So despite her agility, this is mitigated by her laggy set of attacks at a closer glance.

In Exe:Late, her D stance was removed from the original game version, until it returns in Exe:Late[st].

Move List

Normal Moves

Input Damage Guard Cancel
UNI A 198 Crouch SP/JC/EX/CS
Yuzu-5a Small kick with her leading leg; hits low. Has one of the fastest start-ups in the whole game, but pathetic reach makes the move nearly useless and more worth in a close-quarters mixup situation. Can be used for OTG pickups.
Input Damage Guard Cancel
2UNI A 154 Crouch/Stand SP/JC/EX/CS
Yuzu-2a Poke with sword's pommel. Can be rapid-fired and is a pressure tool.
Input Damage Guard Cancel
UNI B 577 Crouch/Stand SP/JC/EX/CS
Yuzu-5b A wicked inverted-angled cut. Heavily relies on its hitbox. If you hit with just the tip of the sword, C attacks won't connect. Really risky if the move gets blocked, but can be used for OTG pickups and as an anti-air however.
Input Damage Guard Cancel
2UNI B 495 Crouch SP/JC/EX/CS
Yuzu-2b A low leaning back poke with the sword's scabbard to the ground. Has a bit more reach than 2A, making it a decent poke.
Input Damage Guard Cancel
Dash UNI B 792 Crouch/Stand Unknown
Yuzu-db Same slash as her 5B. Downs an aerial opponent on hit.
Input Damage Guard Cancel
UNI C 748 Crouch/Stand SP/JC/EX/CS
Yuzu-5c Slashes high upwards via a battoujutsu slash. Move has a fast start-up and big hitbox upwards, so it's used as Yuzuriha's main anti-air. Horizontal hitbox is a bit lacking, so it usually must be used as combo filler.
Input Damage Guard Cancel
2UNI C 739 Crouch SP/JC/EX/CS
Yuzu-2c Wide outward two-strike sweeping slash (forward swing, then an outward slash afterward) which has a long reach. Leaves you wide open if it misses or gets blocked. Used as a combo tool.
Input Damage Guard Cancel
Dash UNI C 836 Crouch/Stand SP/EX/CS
Yuzu-dc Leaps away from the opponent and does a wide downward angled battoujutsu slash. Has a fast recovery, but crouching opponents can still retaliate during the last part of the move. Can be used to go over certain attacks and reposition Yuzuriha in order to keep a distance, as well as combo into an aerial move.
Input Damage Guard Cancel
j. UNI A 154 Stand SP/EX/CS
Yuzu-ja Elbow~! move. Weak move, but works for cross-ups, especially since like many elbow moves in fighting games, it stays out for a notable amount of frames.
Input Damage Guard Cancel
j. UNI B 437 Stand SP/EX/CS
Yuzu-jb Cuts right beside her with a battoujutsu strike. Has a long horizontal reach, but nothing below. Used mainly as an air-to-air poking/zoning tool.
Input Damage Guard Cancel
j. UNI C 547 Stand SP/EX/CS
Yuzu-jc Does a more pronounced battoujutsu slash that causes her to turn a bit. Has about the same length of reach as j.B. This one has a bigger hitbox below, so it's more safe as a long-range jump-in.


Input Damage Guard Cancel
UNI A+UNI D 950 Stand Unknown
Yuzu-throw Grabs her opponent and jams her her blade's pommel into them to crumple them.

Only throw in the game, from which you can continue the combo without using meter and no matter where you are on the stage.

Force Function

Input English Name Japanese Name Damage Guard Cancel
UNI B+UNI C (Hold to charge) ★ Twin Moon One Blade-Style Blade-Drawing Arts Third Type: Sever 双月一刀流抜刀術参之型:截 1342 (Crouch)/(Stand) Unknown
Yuzu-ff Sword-drawing strike that lands quite a few number of cuts, which has a slow start-up but forces the opponent down on hit. Charged version has increased reach and the move becomes unblockable.

Command Normals/Unique Arts

Input Damage Guard Cancel
4UNI B 792 Crouch/Stand SP/EX/CS
Yuzu-4b Command counter. Swings her coat horizontally in an inward turn and does an additional attack where she brings her coat back.

The followup occurs during a counter/reversal upon hitting her during the active frames, where it works for both physical attacks. The animation stays the same against projectiles, which will be negated.

Pretty risky move if guarded.
Input Damage Guard Cancel
4UNI C 1144 Crouch/Stand SP*/JC*/EX*/CS*
Yuzu-4c * Only after the last hit

Swings with her coat from ground to upwards in an inward stylish swing as she was to put it back on herself. Raises the opponent airborne on hit and does quite a few hits. Somewhat safe on block, but usually has to be cancelled to make it safe.
Input Damage Guard Cancel
j. 2UNI C (Hold to charge) 781 Stand SP/EX/CS
Yuzu-j2c Smacks her sword-still-sheathed downward in midair. It's a good move to use when trying to approach with an Assault, and works a bit as an aerial anti-air. Charged version forces an aerial opponent down.
Input English Name Japanese Name Damage Guard Cancel
6UNI A/UNI B/UNI C (Hold to delay)
Air OK / ★
Twin Moon One Blade-Style Blade-Drawing Arts First Type: Paulownia 双月一刀流抜刀術壱之型:桐 1409 Crouch/(Stand)/(Air) EX/CS
Yuzu-kiri Standard 3-way sword-drawing slash where Yuzuriha quickly sheaths back her blade. Meant to pave way for the followups if delayed like any 3-way attack.

A version aims high which comes out fairly fast, B version aims mid, and C aims low as a low attack on ground, though in midair C acts as an overhead. Midair versions are air-unblockable.

Can hold to delay in order to put opponents on guard, and can input into another version of Paulownia, Bloom, Multi-layer One Ring or her stance movements interchangeably (especially for the former two).

Special Moves/Sure-Killing Arts

Input English Name Japanese Name Damage Guard Cancel
236UNI A/UNI B/UNI EX (Hold to delay)
Air OK / ★
Twin Moon One Blade-Style Blade-Drawing Arts Second Type: Bloom 双月一刀流抜刀術弐之型:咲 Unknown Crouch/Stand/(Air) EX/CS
Yuzu-saki Does a forward leaning wide sword-drawing slash added with a traditional leading foot step that has more reach. The aerial version makes Yuzuriha do the slash angled downward.

The main difference between this and Kiri is that in trade of having longer reach, this only has two directions possible. Aerial A and B versions are not air-blockable.

A version on ground goes upward diagonally. B version on ground aims a bit more to the middle. Midair A version aims downward while midair B version aims a bit more forward; both versions either on ground or air respectively launch or wallbounce.

EX version combines both A and B versions into a double slash.
Input English Name Japanese Name Damage Guard Cancel
214 UNI A/UNI B/UNI EX (Hold to delay)
Air OK / ★
Twin Moon's One Blade-Style The Rest Omitted! Multi-layer One Ring 双月一刀流以下略!八重一輪 Unknown Crouch/Stand/Air EX/CS*
Yuzu-yaei *A version cancelable with Chain Shift only on hit.

Jumps via an arc with a rolling forward heel kick and leaves behind rapid aftermath slashes at the apex of her leap. Length of the jump varies on versions. EX version has fast start-up and does decent damage.

Launches opponent on hit, and is mainly used as either a cross-up tool, or a juggle-combo tool, and is also mainly used at the end of a stance sequence.
Input English Name Japanese Name Damage Guard Cancel
Air OK / ★
Over here! こっちだよー! Unknown Unknown EX/CS
Yuzu-kocchi Teleport move to surprise your opponent as Yuzuriha dashes invisibility a set distance.

Ground A version teleports right before the opponent, B version right behind them and C version to the air behind them. Aerial A version teleports to the air before the opponent, B version to the air behind them and C version to the ground behind the opponent.
Input English Name Japanese Name Damage Guard Cancel
Hold down the button after using a move marked with ★ Stance of Mighty Qi/Ki and Quiet Heart 威気静心之構 None None None
Yuzu-stance Move that starts the sword-drawing stance as the delaying portion of many a 3-way delayable attack. All the special stance movements can be cancelled into this. Pressing the same button twice during a stance is not allowed (includes the button used to start the stance).
Input English Name Japanese Name Damage Guard Cancel
Release the button or press UNI D during the stance Pause 跡切 None None None
Yuzu-togiri Move that cancels the stance. Useful for cancelling long recoveries, changing one's mind, and faking out opponents.
Input English Name Japanese Name Damage Guard Cancel
Press 4 or 6 during the stance Shijima/Stagnant Walk 瀞歩 None None None
Yuzu-shijima During her stance Yuzuriha shuffles on the ground really slowly. Stance mark recovers after you walk for a moment. Meant to be used as a positioning tool.
Input English Name Japanese Name Damage Guard Cancel
Press 44 or 66 during the stance Watamashi/Shift Move 移徙 None None None
Yuzu-watamashi Takes a stance and teleports forwards or backwards for a small distance. Aerial version hovers and slows Yuzuriha's fall. It's a good way to get behind your opponent if you don't want to sacrifice a stance button to use Over here! instead, and to also reposition close to the opponent during juggle combos.
Input English Name Japanese Name Damage Guard Cancel
Press 7 or 8 or 9 during the stance Hazumi/Wind Exceed 風越 None None None
Yuzu-hazumi Takes a stance and jumps. Unlike her normal jump, this jump can't be cancelled during the ascent, but instead this jump rises a lot higher. Has a big role in her combos and space game. Move is included in the limit jump cancel, so you can just use either this move or a normal jump.
Input English Name Japanese Name Damage Guard Cancel
Press 22 during the stance / Air OK Sazanami/Flowing Ripple 流漣 None Unknown Unknown
Yuzu-sazanami Stationary sidestep move. If it hits, Yuzuriha shines in white and the opponent is stopped for a moment. During that time, stance marks recover or you can just strike back. Dodge isn't that lengthy so be careful with the timing to seize the momentum. Move can be used to dodge moves that are also air-unblockable.

Infinite Worth

Input English Name Japanese Name Damage Guard Cancel
41236 UNI D Twin Moon One Blade-Style Secret Skill: Luster Birth 双月一刀流奥義: 華生 3335 Crouch/Stand/Air None
Yuzu-iw Slashes the opponent twice, then enters a short animation where she gracefully slashes them with bindings from her jacket, finishing with a final slash as she comes down.

Infinite Worth EXS

Input English Name Japanese Name Damage Guard Cancel
UNI A+UNI B+UNI C+UNI D Twin Moon One Blade-Style Blade-Drawing Arts Zeroth Type Hidden Secret Skill: Life Crimson 双月一刀流抜刀術零之型秘奥義: 命紅 3720 Stand None
Yuzu-iwe Animation - Yuzuriha binds the opponent in wraps from her jacket, and then finishes with a rushing slash that causes an explosion.

Basic Combos



5B→2C→5C→j.B→j.2C→j.C→6C→j.214B→D→Dash B→236A→236B→236C

Notable Players


1. Chaenomeles Sinensis 2. Siberian Iris 3. Betula Grossa 4. Water Drips 5. Successful Black
Yuzu1 Yuzu2 Yuzu3 Yuzu4 Yuzu5
6. Globe Amaranth 7. Snow Drop 8. Autumn Flower 9. Gold Rush 10. Cluster Amaryllis
Yuzu6 Yuzu7 Yuzu8 Yuzu9 Yuzu10
11. Cherry blossom 12. Dandelion 13. Underwater Sun 14. Shrine Maiden 15. Four Leaves
Yuzu11 Yuzu12 Yuzu13 Yuzu14 Yuzu15
16. Dies Irae 17. Golden Done 18. Twig Palm 19. Ghiaccio Luce 20. Heliconiaceae
Yuzu16 Yuzu17 Yuzu18 Yuzu19 Yuzu20
21. The New Squad 22. Short Circuit 23. Muddied Lady 24. Sea Soldier 25. Morning Glory
Yuzu21 Yuzu22 Yuzu23 Yuzu24 Yuzu25
26. Vermilion Eye 27. Summer Heat Haze 28. Freesia Refracta 29. Black Rabbit 30. Primrose Yellow
Yuzu26 Yuzu27 Yuzu28 Yuzu29 Yuzu30

Move Sets

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