Overview
Yukiko Amagi is the daughter of the owner the local inn (the main tourist attraction in Inaba) in Persona 4. She is best friends with Chie and spend a lot of time hanging out when Yukiko is not busy helping at her family's famous inn. Yukiko is soft spoken and fair skinned, which has led to many suitors (all of whom she has obliviously turned down). Yukiko's inner struggle is that she feels trapped as she is expected to manage the family inn when she grows up; she overcomes her shadow with the help of the team. In Persona 4: Arena, Yukiko fights with a fan and her Persona is Konohana Sakuya.
- Health
- 8500
- Strengths
- Strong ranged game with several very good projectiles to work with. Unblockable setups using Fire Break, and high/low unblockables using Persona 2D attacks. Amazing Awakening super.
- Weaknesses
- Poor life, very dependent on Persona. Very heavily momentum based. Very low damage output from individual combos. Challenging to play.
- Movement Options
- 1 Double Jump/Airdash, Run-type Dash
- Play-style
- Yukiko can play a solid keep away game against many characters due to her great projectile attacks. All of her B normals are fan projectiles which she can toss at various heights and angles. Agi's second hit can be delayed as long as you hold the button, and her Maragi can be manually detonated by holding, then releasing the button. Her Persona's 2D attacks can also help keep the opponent locked out, due to it coming down from a 90 degree angle.
- Yukiko can also play a strong momentum game. Her mixups, okizemi, and unblockable setups can all be quite nasty if done right, and pressing her advantage after a hit is often the best way to go. Agi and Maragi are both very good for setting up Oki. Fire Break can be used to setup unblockables which force the opponent to attempt an escape. 2D attacks can be used to create a high/low unblockable as well, with the proper setup.
- Fire Boost
- Increases the damage of fire attacks. Specials are increased by +10% per level, Supers are increased by *10% per level. It starts each round at 0, and the max level is 8.
- Fire Break
- Makes the next fire attack unblockable. Has a 15 second cooldown after use, even if your fire attack misses the opponent.
- Attacks that deal Fire Damage
- Agi (Explosion), Maragi, Agidyne, Maragidyne
- Attacks that require Persona
- All C & D normals, Dia, Agi, Maragi, Agidyne, Maragidyne, Mortal Blow
Move List
Normal Attacks
5A |
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5AA |
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5AAA |
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5B (and 4B, 6B) |
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5BB (and 4BB, 6BB) |
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2A |
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2B (and 1B, 3B) |
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j.A |
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j.B (and j.4B, j.6B) |
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Guard Cancel Attack 6A+B |
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All Out Attack A+B |
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Sweep 2A+B |
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Persona Attacks
5C |
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5D (and 4D, 6D) |
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2C |
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2D (and 1D, 3D) |
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j.C |
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j.D (and j.4D, j.6D) |
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Throws
Ground Throw C+D or 4C+D |
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Air Throw j.C+D |
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Furious Action
Dia B+D, hold possible |
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Skill Attacks
Agi 236A/B, hold possible, air OK |
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Maragi 236C/D, then C/D again |
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Fire Boost 214C |
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Fire Boost High 214C+D |
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Fire Break 214D |
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SP Skill Attacks
Agidyne 236236C/D, hold possible |
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Awakened SP Skill Attacks
Maragidyne 214214C/D, hold possible |
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Instant Kill
Full Bloom 222C+D |
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Strategies
Refer to the Yukiko Amagi Strategies and Tips thread for more discussion on these ideas.
Offense
The Pros and Cons of Fire Boost/Break
Fire Boost and Fire Break are two of Yukiko's moves that are notable for increasing the advantage of her fire-based moves. The pros of both are that Fire Boost will increase the strength of her fire attacks and Fire Break will make her fire moves unblockable when in contact with her opponent.
However, the cons to both moves are that Fire Boost will not see a dramatic increase in strength until later levels of it and Fire Break has a cooldown meter after you activate your first fire-based attack that causes the opponent not to block it; another downside to Fire Break is that the second fire-based attack you execute on your opponent will not be unblockable. Both moves can also cause blue life damage to Yukiko; Fire Boost doing a small amount while Fire Break doing a fairly decent amount, so use these moves wisely while neutral game is stale.
Defense
Combos
(Reversed) - Refers to the situation where your opponent is between you and your Persona. In other words, when your Persona is facing towards yourself.
236A/B~ - Refers to the fact that you can always combo into an Agidyne if so you feel the need to.
236{C}~}B{~}C{ - Special style of combo where you must buffer a Maragi and then release an Agi just in time to allow the Maragi to combo.
(A2A) - Air to Air combo.
Basics
- 5AAAAA
- 5AAA 236A 236236C [50SP]
- Her very basic auto-combo. Both inputs do the same thing. Does very bad damage but you can just mash it out!
- 5AA 5B 5C 2C 236A~
- 5AA 5B 2C 236A~
- Slightly improved basic combos. Second version may be needed if slightly out of range for 5C to connect.
- 2AA 5AA 5B 5C 2C 236A x 236236D [50SP]
- 2AA 5AA 5B 5C 2C 236B x 214214D, (236236C) [50SP, Awakening]
- 214214D, 214214C, 214214D [150SP, Awakening]
- 214214C, 214214D, 214214C [150SP, Awakening]
- 214214C, 214214D, 236236D [150SP, Awakening]
Maragi Combos
There are multitudes of variations on these combos, which involve comboing into EX Agi, then into Maragi to get large amounts of damage. They all take one of a few basic forms, which you can then apply to a multitude of situations. These combos are advanced, but are a huge staple of her damage, so are important to learn.
Single Maragi Version
- ... 236{A+B}, }A{, 66 5C 236{C}~}B{~}C{, 66 ...
- This version works when farther into combos, or when hitstun decay is higher. The idea here is that after the EX Agi, you release the A button to hold them in place long enough to combo into the 5C. You then cancel the 5C into the C Maragi, but hold the C button (so you can manually detonate the Maragi). Then, you release the B button to hold them in place long enough again, so that you can then release the C button to detonate the Maragi.
- After this, you should have plenty of time to run up and continue the combo.
Double Maragi Version
- ... 236{A+B}, 236{C}~}A{~}C{, 66 5C 236{C}~}B{~}C{ ...
- This version works when you are early in a combo, or when hitstun decay is very low, mostly after a One More Burst, or Fatal Counter. For the first part, you immediately go from EX Agi into C Maragi, then release the A button to hold them in place long enough for you to detonate the Maragi. After that, you simple dash up and do the Single Maragi Version combo as above.
Double Maragi Variations
- ... 236{A+B}, 66 236{C}~}A{~}C{, 66 5C 236{C}~}B{~}C{ ...
- ... 236{A+B}, 5C 236{C}~}A{~}C{, 5C 236{C}~}B{~}C{ ...
- Some alternate variations on the Double Maragi Combo that might be needed or desired in some cases. The first requires you to dash up after the EX Agi before doing the Maragi.
C Maragi / D Maragi
<Figure this out at some point>
All Out Attack Combos
- (Corner) A+B->D, 2C, 2B 5C 5BB B+D, 5AAA 236A~
- (Mid) A+B->C > jc.C j.236{A+B}, }A{ > dj j.1D }B{ |> 5BB 236A~ [25SP]
- (Corner) A+B->D, 2C 3B 236{A+B}, 5C 236{D}~}A{~}D{, 5C 2C 236{A}, }B{, 236B x 236236D [75SP]
Throw Combos
- (Mid) Throw x OMC, 236D, 66 5B 2B 5C 5BB 236A/B [50SP]
- (Corner) Throw, 5AA 5BB 5C 5BB 5C 2A+B 236A
- (Mid) Air Throw x OMB, 236A+{B}, 5C 236{C}~}B{~}C{, 66 5C, 5BB 5C, 5BB 236B [25SP, OMB]
- (Mid) Air Throw x OMB, 236{A+B}, }A{ 5C 236{C}~}B{~}C{, 66 5C 5BB 5C, 236A~ [25SP, OMB]
- (Mid) Air Throw x OMB, 236{A+B}, 66 236{C}~}A{~}C{, 66 5C 236{C}~}B{~}C{, 66 5BB 236A/B~ [25SP, OMB]
- (Mid) Air Throw x OMC |> 5AA 5C 5BB 5C 5BB 236A/B~ [50SP]
- (Corner) Air Throw, j.A |> 5B 236{A}, }A{ 5AAA 236A~
- (Corner) Air Throw, j.A |> 5BB 236{A+B}, 5C 236{D}~}A{~}D{, 5C 236{D}~}B{~}D{, 236A/B~ [25SP]
Advanced/Situational (From Normals)
- 5AA 5BB > jc.236{A+B}, |> }A{ 2C 236{C}~}B{~}C{, 66 5C 5BB 236A/B~ [25SP]
- (Anti-Air) 5AA 5C 5BB 236{A+B}, 66 }A{ 5C 236{C}~}B{~}C{, 66 5BB 236A/B~ [25SP]
- (Anti-Air) 5AA x OMB, 236{C}~}C{, 66 236{A+B}, 236{C}~}A{~}C{, 66 5C 236{C}~}B{~}C{, 66 5BB 236A/B [25SP, OMB]
- CH 5B 236D, 66 5BB 5C 2B > jc.2369{A} |> }A{ 5AAA 236A x 236236C
- CH 5B 236D, 66 5BB 236{A+B}, 66 }A{~236{C}~}C{, 5C 236{C}~}B{~}C{, 66 5BB 236A/B [25SP]
- (Anti-Air) CH 2B, > IAD j.A j.236{A}, }A{ |> 5AA 5C 5BB 5C 236A/B~
- (Anti-Air) CH 2B, > IAD j.A j.B j.236{A+B}, |> }A{ 236{D}~}B{~}D{, 66 5C 5BB 5C 236A/B [25SP]
- CH 2C 236{A+B}, }A{, 66 5C 236{C}~}B{~}C{, 66 5A, j.AA j.236A, j.236A [25SP]
- (Corner) 2C 236A x 236236C, 66 2A+B 236A x 236236{C}, B+D [100SP, Awakening]
- Bounces them out of the corner.
- FC 5C 236D, 66 5C 5BB 5C 3B > jc.236{A}, }A{ |> 66 5AAA 236A/B~
- FC 5C 236{A+B}, }A{ 5C 236{C}~}B{~}C{, 5C 2C 2B > jc.236{A} }A{ |> 5AAA 236A/B~ [25SP]
- FC 5C 236{A+B}, 66 236{C}~}A{~}C{, 66 5C 236{C}~}B{~}C{, 66 5BB 236A/B~ [25SP]
- (Reversed) 5C 2C 236{B} }B{, 5AAA 236A x 236236C, 66 2A+B 236{B}~ [50SP]
- (Full Screen) FC 5D, 5C 2C 236A/B~
- FC 5D, 66 5A 5C 5BB 236{A+B}, 66 }A{ 236{C}~}C{, 66 5C 236{C}~}B{~}C{, 66 5C 5BB 236A/B~ [25SP]
- FC 5D, 66 5C x OMB, 236{C}~}C{, 66 236{A+B}, }A{~236{C}~}C{, 66 5C 236{C}~}B{~}C{, 66 5B > jc.236{A}, }A{ |> 5AAA 236A/B~ [25SP, OMB]
- FC 5D, 66 5C x OMB, 236{D}~}D{, 66 5BB 236{A+B}, 5C 236{C}~}A{~}C{, 66 5C 236{C}~}B{~}C{, 66 5C 5BB 5C 5BB 236A/B~ [25SP, OMB]
- FC 3D, 5C 2C 236{B}-}B{, 5BB 236{A+B}, 5C 236D~}A{, 2D }B{, 5B 2A+B~ [25SP]
- (A2A) CH j.B |> 5AA x OMB, 66 236{A+B}, 236{C}~}A{~}C{, 66 5C 236{C}~}B{~}C{, 66 5BB 236A/B~ [25SP]
- (Anti-Air) CH j.B |> 66 5A 5BB 236{A+B}, }A{ 66 5C 236{C}~}B{~]C{, 66 5C 5BB 236A/B~ [25SP]
- (A2A) j.C j.236{A+B} |> }A{ 2C 236{C}~}B{~}C{ , 66 5C 5BB 5C 236A/B~ [25SP]
Advanced/Situational (From Specials)
- 236{A+B}, }A{ 5C 236{C}~}B{~}C{, 5D (wiffs), 5BB 5C 2C 236A/B~ [25SP]
- Leaves them behind you (for back-to-the-corner situations).
- (A Agi Setup) }A{ 5AA x OMB, 236C, 236{A+B}, }A{~236{C}~}C{, 66 5C 236{C}~}B{~}C{, 66 5BB 236A/B~ [25SP]
- (Reversed) 236{A}-}A{, 5BB 236{A+B}, 66 5C 236D~}A{ 2D }B{ 2A+B 236B~ [25SP]
- Leaves your Persona reversed again after the 2D.
- 236C/D, 2B 5C 5B, jc.236{A}, }A{ |> 5AAA (214D)
- 236C/D, 66 5BB 236{A+B}, }A{ 236D, 66 5C 236{C}~}B{~}C{, 5BB 236A/B~ [25SP]
- 236C/D, 66 5C x OMB, 236{D}~}D{, 66 236{A+B}, }A{~236D, 66 5C 236{C}~}B{~}C{, 66 5BB 236A/B~ [25SP, OMB]