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Utsuho Reiuji
(RicePigeon's Version)
UtsuhoRP-por
UtsuhoRP-stance

M.U.G.E.N Version Compatibility

M.U.G.E.N 1.0

Last Updated

06/02/16

Download Link

RicePigeon's MUGEN Spot

Max Life
Max Power
Attack
Defense

1100
3000
100
100

Overview

Utsuho is technically a six-button character, but plays like a standard three-button character, using PX, PY, and PZ for attacks. The extra buttons are used for shortcuts; KA, when used combined with Button-B or Button-F acts as a shortcut for the character's Button-B Button-B and Button-F Button-F dash commands, respectively. KB is used as a shortcut for PY+PZ, while KC is used as a shortcut for Button-3xPunch, used in her Level 3 Supers.

Utsuho may be slow, both mentally and physically, and her combo potential may be limited since she cannot chain PY normals into PZ normals, but her entire gameplan revolves around using devastating, hard hitting blows, while using her armored attacks to scare her opponent into submission. If having hard hitting attacks alone wasn't enough, Utsuho can charge these attacks for even more power, more hits, increased hitbox size, or even armor on some moves. For moves that have different charge levels, Utsuho will glow a different color to indicate the charge level; yellow or no glow for level 1, orange for level 2, and red for level 3, along with a bar underneath to show her charge progression. Most specials with a level 3 charge will occur automatically once Utsuho reaches that level 3 charge. A fully charged Rocket Dive, for instance, can easily rival the damage of most level 1 Supers, while simultaneously allowing Utsuho to blaze past through the opponent's multi-hitting attacks completely uninterrupted.

Utsuho isn't confined to close-quarter combat either, as she has plenty of ranged and projectile attacks in her arsenal to make her a truly devastating force. The most notable of these Special moves is her Control Rod, which allows Utsuho to charge up the control rod while still being able to move around and attack, akin to Megaman and Zero's Mega Buster and Zero Buster attacks from the Marvel vs. Capcom games.

Of Utsuho's Supers, Explosion Sign "Mega Flare" is unique in that charging the Super will cause it to automatically cancel into another level Super, providing that she has the extra power to do so. With an additional 1000 power and a minimum of 50% charge, this Super will cancel into Explosion Sign "Giga Flare" once either P is released, or if Utsuho has less than 2000 power remaining after using Mega Flare. Giga Flare, in addition to dealing more hits and more damage, has a much larger hitbox, covering the entire portion of the screen in front of Utsuho, as well as instantaneous startup after the superpause. If Mega Flare is charged to 100% and Utsuho has an additional 2000 power remaining, this Super will instead cancel into Nuclear Explosion "Tera Flare", which is an unblockable, true fullscreen attack that also hits OTG, however, the long charge time needed to successfully execute the Hyper may not make it practical in most situations, and should usually only be done to if the opponent is knocked down and a good distance away from Utsuho. Unlike her other Level 3 Supers, Tera Flare always accessible regardless of which Level 3 Super is chosen at the beginning of the match.

At the beginning of the match, Utsuho must select from one of her two other Level 3 Supers, as both cannot be used during the same match. Crow Sign "Yatagarasu Dive" is an air-usable diving attack. The air version has use as an air combo ender, but the ground version is the generally more useful version due to its startup invincibility and higher damage output. Nuclear Heat "Uncontrollable Dive" is essentially a powered up version of Rocket Dive that sends Utsuho zigzagging across the stage, forcing the opponent to constantly change block direction. While it lacks the armor capabilities of a fully charged Rocket Dive, it does have projectile invincibility throughout the active frames of the attack, as well as a much faster startup. Just remember, nuclear power is pure power.

Moves

Hovering the mouse cursor over the icons will display a more direct activation method akin to how the move activations are coded; this is what the following key/legend represents.

Movekey

  • PX = PX
  • PY = PY
  • PZ = PZ
  • KA = KA
  • KB = Shortcut for PY+PZ
  • KC = Shortcut for Button-3xPunch
  • Button-Start = Button-Start

Icons encased in square brackets [ Button-D ] require the respective button(s) to be held down.

Normals

Command Attacks

Nuclear Charge
Command Button-F+PZ Proration 80%
Minimum: 10%
Properties Softknockdown Requirements Aironly
Can Cancel Into: SpecialcancelSupercancel Block* HighAerial
Description Utsuho pauses in midair for a moment, gathering nuclear energy and then thrusts herself forward while glowing. Has a long startup, but an equally long active frame duration, and its priority also allows it to beat out several attacks.
Frame Data
Version Damage P1 Meter P2 Meter Startup Active Recovery Fr. Adv (Hit) Fr. Adv (Block)
Button-F+PZ 120 0 / 120 / 120 -- 15 19 -- D --
Notes on Frame Data 16f~34f trajectory cancel.

Specials

Control Rod
Command Hold [ P ] Proration Level 1: 85%
Level 2: 85%
Level 3: 96% x 5
Properties AirokProj
Level 2: Softknockdown
Level 3: Hardknockdown
Requirements
Can Cancel Into: Supercancel Block* AllBlock
Description Utsuho takes aim with her control rod and fires a blast of nuclear energy. While holding the button, Utsuho can freely move around and attack. The longer the button is held, the more powerful shot Utsuho will fire. Charge level is indicated by the color Utsuho glows while charging. A level 1 shot fires a small fireball, level 2 charge fires a larger, faster fireball that causes knockdown, while a level 3 charge fires a multi-hitting beam of nuclear energy that expands across the stage and causes hard knockdown. If done on the ground, holding Button-D while releasing the button will fire the projectile upward at a 45 degree angle, while holding Button-D in the air will fire the projectile downward. A downward level 3 charge will also hit Otg.
Frame Data
Version Damage P1 Meter P2 Meter Startup Active Recovery Fr. Adv (Hit) Fr. Adv (Block)
Level 1 50 15 / 40 / 40 -- -- -- -- -3 -7
Level 2 80 30 / 80 / 80 -- -- -- -- D +2
Level 3 23.5x5 45 / 18x5 / 18x5 -- -- -- -- D +4
Level 1 (Air) 50 10 / 40 / 40 -- -- -- -- -- --
Level 2 (Air) 80 20 / 80 / 80 -- -- -- -- D --
Level 3 (Air) 23.5x5 30 / 18x5 / 18x5 -- -- -- -- D --
Notes on Frame Data Startup time refers to time after button is released. Minimum charge time 30f.
Level 1 charge: 30f~89f
Level 2 charge: 90f~149f
Level 3 charge: 150f~
Hell Geyser
Command QCFP Proration 80% x N
Minimum: 10%
Properties ProjSoftknockdown
Hold [ P ] to charge
Requirements
Can Cancel Into: Supercancel Block* AllBlock
Description Utsuho slams her arm cannon onto the ground, causing a geyser of nuclear energy to erupt from the ground. Holding P allow Utsuho to charge the attack, causing additional geysers to erupt when she slams the ground, up to 3 at max charge level. Utsuho will continue with the rest of the attack once P is released, or automatically if she reaches a level 3 charge. The charge can be cancelled at any time by pressing Button-DButton-D. Button press determines how far away the geysers spawn from Utsuho, as well as which direction the opponent is knocked when hit;
  • PX spawns the geyser directly in front of Utsuho, knocking the opponent away from her. Charged versions spawn additional geysers progressively further away from Utsuho.
  • PY spawns the geyser about midscreen, knocking the opponent up and away from Utsuho. Charged versions spawn additional geysers progressively further away from Utsuho.
  • PZ spawns the geyser a far distance from Utsuho, knocking the opponent toward her. Charged versions spawn additional geysers progressively closer to Utsuho.
Frame Data
Version Damage P1 Meter P2 Meter Startup Active Recovery Fr. Adv (Hit) Fr. Adv (Block)
QCFPX Lv.1 80 30 / 60 / 60 -- 19+4 -- -- D -18
QCFPX Lv.2 75x2 30 / 45x2 / 45x2 -- 49+4 -- -- D -8
QCFPX Lv.3 70x3 30 / 30x3 / 30x3 -- 93 -- -- D +2
QCFPY Lv.1 80 30 / 60 / 60 -- 19+4 -- -- D -18
QCFPY Lv.2 75x2 30 / 45x2 / 45x2 -- 49+4 -- -- D -8
QCFPY Lv.3 70x3 30 / 30x3 / 30x3 -- 93 -- -- D +2
QCFPZ Lv.1 80 30 / 60 / 60 -- 19+4 -- -- D -18
QCFPZ Lv.2 75x2 30 / 45x2 / 45x2 -- 49+4 -- -- D -8
QCFPZ Lv.3 70x3 30 / 30x3 / 30x3 -- 93 -- -- D +2
Notes on Frame Data Startup time before "+" refers to minimum button hold time required for charge level. Earliest startup time possible is 23f when button is not held.
  • Cancel: 12f total frames.
Flare Up
Command DPP Proration 95% x N
Minimum: 10%
Properties ProjStartupinvSoftknockdown
Hold [ P ] to charge
Requirements
Can Cancel Into: Supercancel Block* AllBlock
Description Utsuho powers up as two orbs of nuclear energy erupt and spiral around her upwards. Has differing amounts of startup invincibility depending on button press. Projectiles will continue to deal damage until they go offscreen. Button press determines how fast the projectiles ascend and how far out from Utsuho they spiral, with PX being the fastest and closest to Utsuh, while PZ is the slowest but spirals outward more. Charging affects damage per hit. The charge can be cancelled at any time by pressing Button-DButton-D.
Frame Data
Version Damage P1 Meter P2 Meter Startup Active Recovery Fr. Adv (Hit) Fr. Adv (Block)
DPPX Lv.1 20xN 30 / 20xN / 20xN -- 6+3 -- -- D --
DPPX Lv.2 30xN 30 / 20xN / 20xN -- 36+3 -- -- D --
DPPX Lv.3 40xN 30 / 20xN / 20xN -- 89 -- -- D --
DPPY Lv.1 22xN 30 / 20xN / 20xN -- 6+3 -- -- D --
DPPY Lv.2 33xN 30 / 20xN / 20xN -- 36+3 -- -- D --
DPPY Lv.3 44xN 30 / 20xN / 20xN -- 89 -- -- D --
DPPZ Lv.1 24xN 30 / 20xN / 20xN -- 6+3 -- -- D --
DPPZ Lv.2 36xN 30 / 20xN / 20xN -- 36+3 -- -- D --
DPPZ Lv.3 48xN 30 / 20xN / 20xN -- 89 -- -- D --
Notes on Frame Data Startup time before "+" refers refers to minimum button hold time required for charge level. Earliest startup time possible is 9f when button is not held.
  • PX Versions: 1f~28f Invincible
  • PY Versions: 1f~21f Invincible
  • PZ Versions: 1f~14f Invincible
  • Cancel: 12f total frames.
Rocket Dive
Command RDPP Proration 80%
Minimum: 10%
Properties AirokSoftknockdown
Hold [ P ] to charge
Level 2: Armored
Level 3: Armored for entire duration
Requirements
Can Cancel Into: Supercancel Block* HighAerial
Description Utsuho pumps nuclear energy into her wings before charging forward and off-screen. Button press determines how fast Utsuho accelerates and also her point of re-entry, with PX being close to the ground and PZ being near the top of the screen. Holding the P button will delay Utsuho's dive and cause her to charge the move for more damage. Level 1 is the default. A level 2 charge will grant Utsuho 1 hit of armor until she reappears from offscreen. Level 3 charge will grant Utsuho armor for the entire duration of the dive until she reappears, allowing her to easily breeze through multi-hitting attacks with ease. The charge can be cancelled at any time by pressing Button-DButton-D.
Frame Data
Version Damage P1 Meter P2 Meter Startup Active Recovery Fr. Adv (Hit) Fr. Adv (Block)
RDPPX Lv.1 100 45 / 80 / 80 -- 12+4 Until screen edge -- D -61
RDPPX Lv.2 150 45 / 80 / 80 -- 42+4 Until screen edge -- D -61
RDPPX Lv.3 200 45 / 80 / 80 -- 86 Until screen edge -- D -61
RDPPY Lv.1 110 45 / 80 / 80 -- 12+4 Until screen edge -- D -74
RDPPY Lv.2 165 45 / 80 / 80 -- 42+4 Until screen edge -- D -74
RDPPY Lv.3 220 45 / 80 / 80 -- 86 Until screen edge -- D -74
RDPPZ Lv.1 120 45 / 80 / 80 -- 12+4 Until screen edge -- D -84
RDPPZ Lv.2 180 45 / 80 / 80 -- 42+4 Until screen edge -- D -84
RDPPZ Lv.3 240 45 / 80 / 80 -- 86 Until screen edge -- D -84
Notes on Frame Data Startup time before "+" refers refers to minimum button hold time required for charge level. Earliest time possible is 16f when button is not held.
  • Lv.1 versions: 0f~ airborne after button release.
  • Lv.2 versions: 0f~ after button release 1 hit of armor until recovery. 0f~ airborne after button release.
  • Lv.3 versions: 83f~ armor until recovery. 83f~ airborne.
  • Ground Cancel: 12f total frames.
  • Air Cancel: Recovery frames until ground.

Supers

Nuclear Sign "Creeping Sun"
Command QCBQCBP Proration 99% x N
Cancel: 92.5%
Minimum: 10%
Properties ProjHardknockdown Requirements 1000 power.
Can Cancel Into: Nocancel Block* AllBlock
Description Utsuho charges up an orb of nuclear energy into a sun above her before throwing it at the opponent, Frieza Death Ball style. Holding P will allow Utsuho to charge the sun, allowing it to increase in size before throwing it. The larger the sun, the larger the hitbox and more hits dealt to the opponent, but the slower it moves. Utsuho is able to move while the sun is still moving toward the opponent. The sun can also hit opponents caught inside of it while Utsuho is charging, and will carry them as Utsuho throws it.
Frame Data
Version Damage P1 Meter P2 Meter Startup Active Recovery Fr. Adv (Hit) Fr. Adv (Block)
Level 1 [8 x N] 32 x N -1000 / 0 / 0 -- 0+10 0 56 D --
Level 2 [8 x N] 16 x N -1000 / 0 / 0 -- 0+10 0 56 D --
Level 3 [8 x N] 8 x N -1000 / 0 / 0 -- 0+10 0 56 D --
Notes on Frame Data Damage values in [] refers to damage while orb is being charged.
Level 2 charge requires charge for 30f after startup.
Level 3 charge requires charge for 90f after startup.
Explosion Sign "Mega Flare"
Command QCFQCFP Proration 90% x 6
Cancel: 92.5%
Minimum: 20%
Properties ProjHardknockdown Requirements 1000 power.
Can Cancel Into: Explosion Sign "Giga Flare"
Nuclear Explosion "Tera Flare"
Block* AllBlock
Description Utsuho charges nuclear energy from her third eye, firing a large, multi-hitting blast. If Utsuho has an additional 1000 power after the startup, she can charge to delay the projectile blast by holding P. When 50% charged, Utsuho will automatically cancel into Explosion Sign "Giga Flare". At 100% charge, Utsuho will instead cancel into Nuclear Explosion "Tera Flare", providing she has an extra 2000 power to do so.
Frame Data
Version Damage P1 Meter P2 Meter Startup Active Recovery Fr. Adv (Hit) Fr. Adv (Block)
QCFQCFP 55 x 6 -1000 / ?? / ?? -- 0+10 -- -- D --
Notes on Frame Data Startup can be delayed for up to 100f.
60f~109f automatically becomes Explosion Sign "Giga Flare".
110f automatically becomes Nuclear Explosion "Tera Flare".
Explosion Sign "Giga Flare"
Command N/A Proration 90% x 28
Cancel: 92.5%
Minimum: 20%
Properties ProjInvincibleHardknockdown Requirements 1000 power.
Explosion Sign "Mega Flare" must be 50%~99% charged.
Can Cancel Into: Nocancel Block* AllBlock
Description After charging Explosion Sign "Mega Flare" halfway, Utsuho will automatically divert the charged energy from her 3rd eye into her arm cannon, creating a gigantic beam of nuclear energy that engulfs the screen in front of her. The beam comes out instantly after the superpause and Utsuho remains invincible until her recovery frames. Although it only consumes 1000 power on use, this move requires Utsuho to consume another 1000 power from using Explosion Sign "Mega Flare", technically making it a Level 2 Super.
Frame Data
Version Damage P1 Meter P2 Meter Startup Active Recovery Fr. Adv (Hit) Fr. Adv (Block)
QCFQCFP 34 x 28 -1000 / 0 / 0 -- 60+0 -- -- D --
Notes on Frame Data Startup value prior to superpause refers to minimum startup + charge time required from Explosion Sign "Mega Flare".
Nuclear Explosion "Tera Flare"
Command N/A Proration 90% x 45
Minimum: 100%
Properties ProjInvincibleFullscreenHardknockdown Requirements 2000 power.
Explosion Sign "Mega Flare" must be fully charged.
Can Cancel Into: Nocancel Block* Unblockable
Description After fully charging Explosion Sign "Mega Flare", Utsuho will automatically divert the charged energy from her 3rd eye into her arm cannon, but rather than instantly firing a giant beam as she normally does with Explosion Sign "Giga Flare", Utsuho instead soars upward into space, taking aim and nuking the Earth from orbit. As the beam of nuclear energy enters the atmosphere, it engulfs the entire stage, leaving no room for escape. Although it only consumes 2000 power, it is technically a Level 3 Super as it requires an additional 2000 power from Explosion Sign "Mega Flare".
Frame Data
Version Damage P1 Meter P2 Meter Startup Active Recovery Fr. Adv (Hit) Fr. Adv (Block)
QCFQCFP 10 x 45 -2000 / 0 / 0 -- 110+0 -- -- D D
Notes on Frame Data Startup value prior to superpause refers to startup + charge time required from Explosion Sign "Mega Flare".
Crow Sign "Yatagarasu Dive"
Command QCFQCFButton-3xPunch Proration
Minimum: 100%
Properties AirokHardknockdown
Startupinv*
Requirements 3000 power.
Crow Sign "Yatagarasu Dive" must be selected prior to match.
Can Cancel Into: Nocancel Block* Mid*
HighAerial*
Description A diving attack in where Utsuho surrounds herself in nuclear energy before diving downward to the ground at an angle. When performed from the ground, Utsuho will perform a backflip that launches both herself and her opponent into the air before performing the dive. The backflip has relatively fast startup as well as startup invincibility, making the ground version a potent reversal.
Frame Data
Version Damage P1 Meter P2 Meter Startup Active Recovery Fr. Adv (Hit) Fr. Adv (Block)
Ground -3000 / 0 / 0 -- -- -- -- D --
Air -3000 / 0 / 0 -- -- -- -- D --
Notes on Frame Data None.
Nuclear Heat "Uncontrollable Dive"
Command QCBQCBButton-3xPunch Proration
Minimum: 100%
Properties ProjInvHardknockdownCrossUp Requirements 3000 power.
Nuclear Heat "Uncontrollable Dive" must be selected prior to match.
Can Cancel Into: Nocancel Block* HighAerial
Description Like her Rocket Dive, Utsuho surrounds her wings in nuclear energy before charging offscreen. This time however, Utsuho's charge now hits up to four times, and she will zigzag back and forth from each side of the screen, up to a total of 16 hits. The side-switching of this attack forces the opponent to block in the opposite direction each time. Lacks both the armor of the fully charged Rocket Dive, as well as the ability to be used in the air, but has projectile invincibility during the entire active frames of the attack.
Frame Data
Version Damage P1 Meter P2 Meter Startup Active Recovery Fr. Adv (Hit) Fr. Adv (Block)
QCBQCBButton-3xPunch -3000 / 0 / 0 -- -- -- -- D --
Notes on Frame Data None.

Character Changelog

06/02/16 - Version 2016.06.02

  • Control Rod: Fixed interaction with Yukari's Ride the Waves.
  • Explosion Sign "Giga Flare": Fixed interaction with Yukari's Ride the Waves.
  • Flare Up: Fixed interaction with Yukari's Ride the Waves.
  • Hell Geyser: Fixed interaction with Yukari's Ride the Waves.
  • Rocket Dive: Can now be used in air.

05/24/16 - Version 2016.05.24

  • Flare Up: Fixed bug when colliding with other projectiles.

05/20/16 - Version 2016.05.20

  • Fixed colors on some palettes.
  • Rocket Dive: No longer gets stuck offscreen on certain stages.
  • Nuclear Heat "Uncontrollable Dive": No longer gets stuck offscreen on certain stages.

05/18/16 - Version 2016.05.18

  • Fixed charge bug in Flare Up and Hell Geyser.

05/17/16 - Version 2016.05.17

  • Fixed control issues during palette & Spellcard select.
  • Control Rod: Fixed several bugs involving charge not resetting when buttons are released.
  • Nuclear Explosion "Giga Flare": Total animation time reduced by 120f.

04/23/16 - Version 2016.04.23

  • Rocket Dive: Level 3 charge time reduced by 20f.
  • Rocket Dive: Can now cancel charge with D,D. 12f recovery on cancel.
  • Flare Up: Level 3 charge time reduced by 20f.
  • Flare Up: Can now cancel charge with D,D. 12f recovery on cancel.
  • Hell Geyser: Level 3 charge time reduced by 20f.
  • Hell Geyser: Can now cancel charge with D,D. 12f recovery on cancel.
  • Creeping Sun: Level 3 charge time reduced by 20f.
  • Mega Flare: Charge time for Giga Flare reduced by 10f
  • Mega Flare: Charge time for Tera Flare reduced by 20f.

02/20/16 - Version 2016.02.20

  • First release

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