P-1 Climax Nickname: The Unsightly Pink Sniper Persona: Isis Arcana: Lovers Backstory:
Yukari Takeba, one of the founding members of S.E.E.S, was once a reclusive but kind high school student due to traumatic events involving the Dark Hour. But with the help of her friends, she was able to open up her feelings as well as regain her trust in people again. Now, as a college student, she is working as a model, and is an actor in the popular television program, Phoenix Rangers Featherman Victory as Pink Argus, due to her skill with a bow. While shooting a scene of the show, Labrys arrives in a helicopter, and informs her that Mitsuru, Akihiko, and Aigis are all in danger. Yukari immediately boards the chopper, and they fly to Inaba. To their surprise, the entire town is covered in Red Mist…
Strengths/Weaknesses
Strengths
Weaknesses
Strong zoning and keep away game.
Able to inflict Charm, Silence, and Confusion.
Magarula provides great mix-up opportunities.
Solid pressure and mix-up, particularly after combos forcing restand.
Deals exceptionally high meterless damage off almost every confirm.
Fantastic mobility, allowing her to quickly close gaps while remaining safe.
Low health.
Weak meterless reversal options.
Significant recovery on many of her moves, making them incredibly unsafe on whiff and block.
Combos often require slight delays and links.
Steep learning curve and higher than average execution requirements.
Charged B Normals
One of the many tools Yukari possesses is the ability to charge her B arrow attacks (but not any of her specials or supers). By holding down the button while inputting 5B, 2B, j.B, or j.2B, Yukari's arrow shots will be delayed but each move will gain different properties, changing the combo potential of each moves and her combo routes. The additional effects of charged B normals are as follows:
5B knocks the opponent backwards, shoots three arrows instead of one, and wall-sticks in the corner.
2B launches the opponent from the ground into the air on raw hit, and any charged 2B wall-sticks from any point on the screen.
j.B has a larger hitbox, shoots three arrows instead of one, and wall-sticks on hit.
j.2B floor bounces.
Garu Effect
Whenever Yukari's arrow attacks (B normals, Feather☆Arrow, or Hyper Feather☆Shoot) interact with a Garu-type move (D Persona normals and Magaru), the arrows will track the opponent's current location on the screen, distorting the arc of the arrow based on where the opponent is at that moment. While the arrows don't completely home in on the target, their tracking effect is important for both Yukari's combos and gameplay. At neutral, tracking arrows can be used to manipulate the field and enforce the threat of a punish. Additionally, normal arrows can be set up to hit opponents from tricky angles and create cross-ups with proper spacing and positioning. On counterhit, Yukari's arrow attacks are strong combo starters, so placing Garu orbs safely but regularly is vital to Yukari's gameplay.
Short range standing low kick. Yukari can only get a full combo from this move if it hits very close to the opponent. A far 5A can only be confirmed with meter or a counterhit.
Jump cancel on guard/hit.
Plus on block, good for stagger pressure.
Can chain into 2A and back into 5A again.
5AA
400
Any
9
3
13
-1
Body
In combos, it's almost always followed by 5AAA. Jump cancelable on hit/guard, so it's fairly safe. Not bad for pressure as you can frametrap with this move, but it doesn't chain into 2A, so keep that in mind.
Backdash cancel is -10 on block
Forces stand on hit
5AAA
50*15
Any
13
-
36 Total
+1
Body
Yukari shoots 3 sets of arrows 3 times upwards. A Feather☆Bomb (214A or 214AB) can be thrown after this for a nice combo. Don't ever use this for pressure- it's slow, has awkward positioning, and long recovery.
Without a charge, Yukari shoots a single horizontal arrow. It hits opponents when point blank, but will whiff if further away or if the opponent is crouching and is not point blank. Can be jump canceled on hit. The attack can also be an effective anti-air/burst punish starter at the right amount of distance. The charged version 3 arrows, blows the opponent away, wall-sticks in corner, and improves its hit box. When shot into a Garu (5D/2D/Magaru), the arrows will track the opponent.
Upward 45 degree angle bow shot where she shoots 3 arrows simultaneously. Anti air, but has a long recovery and no invulnerability. Its angle also makes it only useful in specific situations. Back step cancelable on hit/block, jump on hit. Good for detonating air unblockable Feather☆Bombs from the ground to catch jumping opponents. When shot into a Garu (5D/2D/Magaru), the arrows track the opponent.
Forward knee kick, air to air and jump-in. Hit/guard jump cancel. Big hitbox and fast startup. Very good air move, and great pressure tool as it can be used multiple times in a row to keep the opponent blocking.
Strikes opponent with and overhead bow attack. Start-up is vaguely fast, and looks similar to Feather☆Bomb's initial toss. Leads to very high damage with both the C and D AOA finishers.
Gathers wind right in front of Yukari rising upwards. Jump cancel on hit. Can chain into 2C and j.C for good pressure. Go-to punish move, as it is a great starter that nets very high damage on counterhit.
Sets up a Garu around 2 character spaces away from Yukari. Active frames long. 2D is the same as 5D, but further upwards and has a little less recovery.
When an arrow is shot into it, it will track the opponent.
Can be done after sweep to set up some okizeme and mix-ups if done correctly.
Creates an orb that rises upwards, placed further away than 5C. Floats opponent on hit. Guard/hit back step cancel, hit jump cancel. Good for situational punishes.
Basically the same as 5C, but ground bounces on hit, and can jump cancel on either hit. Its large hitbox makes it great for controlling space while making an aerial approach.
Same as 5D; sets a Garu 2 character spacings away. When an arrow is shot into this, it will track. When set up correctly, it can make arrows cross up and apply pressure.
Long lasting arrow projectile that hits multiple times (which means it can activate some counters, like Elizabeth's Instant Kill). Can also be done in the air, but the angle is pretty specific.
Magarula (214214C/D) can be used immediately after the ground version is blocked for a pretty safe setup for super.
Can be rolled, though the timing is pretty precise.
Throws a bomb diagonally upward which slowly floats down over time. Great move that is essential in combos and can also be set up to keep your opponent from jumping out of your pressure.
A version falls in front of you
B version goes further away than the A version
SB version throws two bombs.
When shot with an arrow, it creates an air unblockable blast.
Can be set up if opponent blocks Magarula in the air, which pretty much makes Magarula air unblockable as well.
Does not disappear when Yukari is attacked, but does disappear once it touches the ground. However, the bombs are only really useful when they're fairly high up.
Sets a Magaru orb out which floats up in a curved motion. Projectile stays active for a decent amount of time. Good for keeping your opponent from jumping in. The air version curves downward.
Command jump that launches Yukari by using Isis’ wind. Has Fatal Recovery. Good for combos, but not very safe in neutral outside of some very specific situations.
C version has quick startup and is projectile Invulnerable when rising.
D version is slower and jumps higher. Is also projectile Invulnerable when rising.
SB version tracks onto the opponent’s position and is fully Invulnerable when rising.
Feather☆Shot A/C or B/D after Flip
500, 745
High, Any
13
-
-
-
Projectile
Feather☆Shot SB
500, 745
High, Any
13
-
49 Total
-
Projectile
Shoots a status effect arrow during Feather☆Flip. Good combo ender with lots of hitstun, so it can be canceled into Hyper Feather Shoot as Yukari falls down.
Yukari shoots out a fast super arrow. This is also affected by Garu, so it can be used after Magarula after placing an orb to add some extra damage. Ground versions have Fatal Recovery. The SB version fires two arrows. Can be used to punish unsafe moves from afar, or just as a combo ender.
Summons a massive wind pillar which has many active frames, during which Yukari has full movement. Basically free mixup if you have the meter to do it.
C Version sets up right in front of Yukari,
D Version sets up farther away than C version
SB Version summons both C and D versions, (Cost 75 SP)
Technicallly air Block-able, but a Feather☆Bomb (214A/B) can be thrown out and shot to make them stop blocking, as the bomb's explosion is air unblockable. The bomb's explosion also goes into a combo!
Yukari charges up a golden arrow and fires it into the sky. If it hits the opponent, she then shoots herself in the head with her Evoker to summon Isis. Isis then sucks the opponent into a vortex as Yukari jumps up high in the sky. Finally, Yukari fires a giant piercing arrow through Isis's wind orb and straight at the opponent!
This Instant Kill attack homes in on the opponent before dropping down on them. It can be blocked high or low. However, since it can home in, similar to Mitsuru's IK, it can be used to punish certain moves with long recovery from any point on the screen. It also is fully invulnerable, though it has huge recovery.
To edit frame data, edit values in P4AU/Yukari Takeba/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.