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 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…
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.
- Overall, fairly well-rounded character.
Cons/Weaknesses:
- Low Health.
- Suffers most at close-range in neutral, where a lot of her zoning tools aren't very effective.
- Her moves have some of the worst recovery in the game, aside from A normals.
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
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 a counterhit, Yukari's arrow attacks can very useful combo starters, so it's important to be shooting orbs a lot.
External References:
- Japanese Name: 岳羽 ゆかり
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
- See also: Yukari Full Frame Data
Normal Moves
5A |
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5B |
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2A |
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2B |
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j.A |
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j.B |
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j.2B |
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Guard Cancel Attack |
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All Out Attack |
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Sweep |
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Persona Attacks
5C |
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5D/2D |
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2C |
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j.C |
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j.D |
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Throws
Ground Throw |
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Air Throw |
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Furious Action
Feather☆Slasher |
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Skill Attacks
Feather☆Arrow 236A/B (air OK) |
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Feather☆Bomb 214A/B |
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Magaru 214C/D (air OK) |
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Feather☆Flip 236C/D (air OK) |
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Feather☆Shot A/B/C/D during Feather☆Flip |
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SP Skill Attacks
Hyper Feather☆Shot 236236A/B (air OK) |
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Awakened SP Skill Attacks
Magarula 214214C/D |
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Instant Kill
Final Feather☆Arrow |
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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: |
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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
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data