|
|
Line 817: |
Line 817: |
| |description= | | |description= |
| 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. | | 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 fired for a very tricky setup. | | *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. |
| }} | | }} |
| }} | | }} |
Line 960: |
Line 961: |
| |hitbox=Yukari/214C | | |hitbox=Yukari/214C |
| |description= | | |description= |
| Sets a Magaru orb out which floats up in a curved motion. Projectile stays active for a decent amount of time | | 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. |
| *C version puts it right in front of Yukari | | *C version puts it right in front of Yukari |
| *D version set further away than C version | | *D version set further away than C version |
Line 1,049: |
Line 1,050: |
| |hitbox=Yukari/214C | | |hitbox=Yukari/214C |
| |description= | | |description= |
| Command jump that launches Yukari by using Isis’ wind. Has Fatal Recovery. | | 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. | | *C version has quick startup and is projectile Invulnerable when rising. |
| *D version is slower and jumps higher. Is also projectile Invulnerable when rising. | | *D version is slower and jumps higher. Is also projectile Invulnerable when rising. |
Line 1,100: |
Line 1,101: |
| |hitbox=Yukari/214C_A | | |hitbox=Yukari/214C_A |
| |description= | | |description= |
| Shoots a status effect arrow during Feather☆Flip. | | 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. |
| *A and C versions deal Charm | | *A and C versions deal Charm |
| *B and D versions deal Silence | | *B and D versions deal Silence |
Introduction
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 traumatic events involved with the dark hour. But with the help of her friends, she was able to open up her feelings as well as regaining her trust in people again. Now, as college student, she is working as a model and actor in the popular television program, Phoenix Rangers Featherman Victory as Pink Argus, due to her skill with her 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 the two fly to Inaba. To their surprise, the entire town is covered in Red Mist…
Overview
Health: 8,500
Persona Cards: 4
Play-style: Zoning/Keep-Away
Air Movement Options: 1 Double Jump/Airdash
Run-type: Dash
Pros/Strengths:
- Strong zoning and keep away game.
- Can inflict several status ailments.
- Magarula provides great mix-up opportunities.
Cons/Weaknesses:
- Low Health.
- Suffers most at mid-range in neutral, where her a lot of her zoning tools aren't very effective.
Charged B Normals:
One of the many tools Yukari possesses is the ability to charge her B Normals, or her arrows (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 all be delayed, but this means she can get different move properties on them. 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 raw hit will launch the opponent from the ground into the air, and any charged 2B will also wall stick from any point on the screen
- j.B gives a larger hitbox, shoots three arrows instead of one, and wall-sticks on hit
- j.2B floor bounces
External References:
Move List
- See also: Yukari Full Frame Data
Normal Moves
5A
5A- fast standing low. Good for pressure. 5AA- also good for pressure, and pretty safe on block. 5AAA- only used for combos.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5A
|
200
|
Low
|
6
|
7
|
9
|
-1
|
Leg
|
Short range standing low kick. Where the attack hits from will determine whether or not Yukari can go into a full combo without meter.
- Jump cancel on guard/hit.
- Good for stagger pressure.
- Can chain into 2A and back into 5A again.
|
5AA
|
400
|
Any
|
9
|
3
|
13
|
-1
|
Body
|
Mostly for use 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 potentially get a nice frametrap in if you stagger the 5AA after the 5A.
|
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.
- Only shoots one set on guard.
|
|
5B
"Please hit!"
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Uncharged
|
400
|
Any
|
14
|
-
|
46 Total
|
-14
|
Chest, Projectile
|
Charged
|
400*3
|
Any
|
31
|
-
|
63 Total
|
-14
|
Chest, Projectile
|
Without a charge, Yukari shoots a single horizontal arrow. It hits opponents when point blank, but will whiff if further away. 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.
|
|
2B
"Up, huh?"
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Uncharged
|
250*3
|
Any
|
16
|
-
|
57 Total
|
-22
|
Projectile
|
Charged
|
250*3
|
Any
|
16
|
-
|
57 Total
|
-22
|
Chest, Projectile
|
Upward 45 degree angle bow shot where she shoots 3 arrows simultaneously. Anti air, but has a long recovery and no invulnerability. Back step cancel-able 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.
|
|
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
200
|
High
|
6
|
15
|
9
|
-
|
Head
|
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.
|
|
j.B
The normal version gives you a single arrow... ...and the charged version gives you three!
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Uncharged
|
400
|
Any
|
14
|
-
|
37 Total
|
-
|
Projectile
|
Charged
|
400*3
|
High
|
25
|
-
|
47 Total
|
-
|
Projectile
|
Aerial version of 5B; if you do it early enough in your jump you can do air actions on the way down. Landing recovery, so be careful.
- Charge gives wall stick, better hit box and 3 arrows.
|
|
j.2B
"Down, huh?"
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Uncharged
|
250*3
|
Any
|
16
|
-
|
44 Total OR 9 after landing
|
-
|
Projectile
|
Charged
|
250*3
|
Any
|
28
|
-
|
56 Total OR 9 after landing
|
-
|
Projectile
|
Downward 45 degree angle version of 2B. Long recovery. Jump cancel hit/guard.
- Charging gives a ground bounce. The charged version is very commonly used in combos for this reason.
|
|
Persona Attacks
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
400, 200, 200
|
Any
|
15
|
4, 4, 4
|
30
|
-17
|
Chest
|
Gathers wind right in front of Yukari rising upwards. Jump cancel on hit. Can chain into 2C and j.C for good pressure.
|
|
5D/2D
5D startup Active 5D Garu orb, stays out for a while. Decent for oki. 2D is placed high above the ground, allowing Yukari to do a tracking arrow while crouching.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5D
|
500
|
Any
|
32
|
90
|
32 Total
|
+25
|
Projectile
|
2D
|
500
|
Any
|
32
|
90
|
28 Total
|
-
|
Projectile
|
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 minor okizeme and minor mix-ups if done correctly.
|
|
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
400
|
Any
|
14
|
8
|
23
|
-14
|
Body
|
Creates an orb that rises upwards, placed further away than 5C. Floats opponent on hit. Guard/hit back step cancel, hit jump cancel.
- Great combo starter, especially on CH.
|
|
j.C
|
|
j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
500
|
Any
|
33
|
90
|
20 Total
|
-
|
Projectile
|
Same as 5D, but sets a Garu 2 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.
|
|
Ground Throw
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
0, 300, 800
|
Throw
|
5
|
3
|
24
|
-
|
Throw
|
Knocks the opponent away, can combo super arrow afterwards at any time. At midscreen, One More! Cancel the third hit of this into dash 2C.
|
|
Feather☆Thrasher
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
600, 224*3
|
Any
|
13
|
8
|
34 (50)
|
-34
|
Body
|
Moves two character spaces forward instantly, launching opponent upwards on hit.
- Side swaps with opponent.
- Low hitbox/foot attribute; NOT fatal recovery.
- SP Skill cancel possible.
|
|
Feather☆Arrow 236A/B (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A ground
|
250, 500
|
Any, High
|
14
|
-
|
69 Total
|
-20
|
Projectile
|
A air
|
250, 500
|
Any, High
|
13
|
-
|
6 after landing
|
-
|
Projectile
|
B ground
|
120*12
|
Any
|
44
|
-
|
108 Total
|
-21
|
Projectile
|
B air
|
120*12
|
Any
|
30
|
-
|
6 after landing
|
-
|
Projectile
|
SB ground
|
120*15
|
Any
|
17
|
-
|
77 Total
|
-21
|
Projectile
|
SB air
|
120*15
|
Any
|
17
|
-
|
52 Total
|
-
|
Projectile
|
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.
|
|
Feather☆Bomb 214A/B
Don't jump.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A/B
|
1000
|
|
-
|
12*
|
34 Total
|
-
|
Projectile
|
SB
|
1000*2
|
|
-
|
12*
|
29 Total
|
-
|
Projectile
|
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.
|
|
Magaru 214C/D (air OK)
The orb travels upward. C version is close, D version is one character space farther.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C/D ground
|
200, 100*4
|
Any
|
19
|
105
|
48 Total
|
+2
|
Projectile
|
C/D air
|
200, 100*4
|
Any
|
19
|
105
|
42 Total
|
-
|
Projectile
|
SB ground
|
(200, 100*4)*2
|
Any
|
17
|
105
|
36 Total
|
+12
|
Projectile
|
SB air
|
(200, 100*4)*2
|
Any
|
17
|
105
|
30 Total
|
-
|
Projectile
|
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.
- C version puts it right in front of Yukari
- D version set further away than C version
- SB version summons both versions of Magaru.
|
|
Feather☆Flip 236C/D (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C/D ground
|
-
|
-
|
24 (C version)/27 (D version)
|
-
|
49 + 6 after landing
|
-
|
-
|
SB ground
|
-
|
-
|
24
|
-
|
56
|
-
|
-
|
C/D air
|
-
|
-
|
24 (C version)/29 (D version)
|
-
|
14 after landing
|
-
|
-
|
SB air
|
-
|
-
|
24
|
-
|
Until landing
|
-
|
-
|
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☆Shoot A/B/C/D during Feather☆Flip
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A/B/C/D
|
500, 745
|
High, Any
|
13
|
-
|
|
-
|
Projectile
|
AB/CD
|
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.
- A and C versions deal Charm
- B and D versions deal Silence
- SB version deals Confusion
All three effects last for about 2 seconds.
|
|
Hyper Feather☆Shoot 236236A/B (air OK)
Ground version... ...and air version!
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A ground
|
1800
|
Any
|
4+3
|
-
|
72 Total
|
-38
|
Projectile
|
A air
|
1800
|
Any
|
4+3
|
-
|
11 after landing
|
-
|
Projectile
|
B ground
|
2400
|
Any
|
4+15
|
-
|
84 Total
|
-39
|
Projectile
|
B air
|
2400
|
Any
|
4+13
|
-
|
11 after landing
|
-
|
Projectile
|
SB ground
|
2000*2
|
Any
|
4+3
|
-
|
90 Total
|
-38
|
Projectile
|
SB air
|
2000*2
|
Any
|
4+3
|
-
|
Until landing
|
-
|
Projectile
|
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.
|
|
Awakened SP Skill Attacks
Magarula 214214C/D
D version pictured.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C/D
|
500, 2000*
|
Any
|
4+25
|
121
|
24 Total
|
+115*
|
Projectile
|
SB
|
(500, 2000)*2*
|
Any
|
4+25
|
121
|
24 Total
|
+115*
|
Projectile
|
Summons a massive wind pillar which has many active frames. Basically free mixup if you have the meter to do it. Invuln, startup is fast.
- 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.
|
|
Final Feather☆Arrow
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
K.O.
|
Any
|
17+55*
|
-
|
145 Total
|
-55
|
Projectile
|
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. Overall, for an Instant Kill, it's one of the better ones.
|
|
Strategy
General Tactics
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 that means the arrows don't completely home in on the target, the technique could be used as neutral way to manipulate the field. With a Garu-type attack, normal arrows can be set up to hit opponents from a tricky angles or allow cross-ups with the right amount of spacing and positioning. With the right amount of planning, Yukari's arrow attacks can very useful combo starters for powerful long range combos.
Tips and Tricks
- Magarula, if having enough meter to pull off, can inflict more damage by setting a Garu-type attack first, and then finishing off the attack by shooting a super arrow into it.
- One way Yukari could use her j.D is to make her arrows cross up (Super Jump > j.D > Air Dash > Air Turn > j.B), which can confuse and pressure the opponent.
Combos
Combo Notation Guide:
|
- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|
Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Midscreen to Corner
Corner Only
Click [★] for character's full frame data