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| [[File:P4U2_Yukari_Portrait.png|right|thumb|450px|Yukari Takeba]] | | [[File:P4U2_Yukari_Portrait.png|right|thumb|450px|Yukari Takeba]] |
| {{TOC limit|3}} | | {{TOC limit|3}} |
| ==Overview==
| |
| '''Major Spoiler Warning for Persona 3 FES'''<br/> | | '''Major Spoiler Warning for Persona 3 FES'''<br/> |
| In Persona 3, Yukari is a major character who is a member of S.E.E.S. and lives at the dorm with her fellow members. Yukari is a popular girl at Gekkoukan High, though she doesn't really form close relationships with many people. After Yukari's father died, her mother starts dating a number of different men, and essentially abandons her daughter, which is part of why Yukari joined S.E.E.S. However, her main purpose for joining is to find out the truth about her father's death. Initially, she doesn't really open up to anyone in the dorm, except for the protagonist. It is strongly implied that Yukari had feelings for him, and is the most deeply affected after he dies at the end of the game. This prompts her intense jealousy of Aigis in The Answer after she inherits the Wild Card instead of Yukari. But in the end, she and the other members of S.E.E.S. decide to move on and live their lives in the present rather than return to the past to be with the protagonist again. <br/> | | In Persona 3, Yukari is a major character who is a member of S.E.E.S. and lives at the dorm with her fellow members. Yukari is a popular girl at Gekkoukan High, though she doesn't really form close relationships with many people. After Yukari's father died, her mother starts dating a number of different men, and essentially abandons her daughter, which is part of why Yukari joined S.E.E.S. However, her main purpose for joining is to find out the truth about her father's death. Initially, she doesn't really open up to anyone in the dorm, except for the protagonist. It is strongly implied that Yukari had feelings for him, and is the most deeply affected after he dies at the end of the game. This prompts her intense jealousy of Aigis in The Answer after she inherits the Wild Card instead of Yukari. But in the end, she and the other members of S.E.E.S. decide to move on and live their lives in the present rather than return to the past to be with the protagonist again. <br/> |
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| In Persona 4: Arena Ultimax, Yukari is a college student working as a model who is cast 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…<br/> | | In Persona 4: Arena Ultimax, Yukari is a college student working as a model who is cast 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…<br/> |
| <br/> | | <br/> |
| | |
| | ===Overview=== |
| '''Health: 8,500'''<br/> | | '''Health: 8,500'''<br/> |
| '''Play-style: Zoning'''<br/> | | '''Play-style: Zoning'''<br/> |
Major Spoiler Warning for Persona 3 FES
In Persona 3, Yukari is a major character who is a member of S.E.E.S. and lives at the dorm with her fellow members. Yukari is a popular girl at Gekkoukan High, though she doesn't really form close relationships with many people. After Yukari's father died, her mother starts dating a number of different men, and essentially abandons her daughter, which is part of why Yukari joined S.E.E.S. However, her main purpose for joining is to find out the truth about her father's death. Initially, she doesn't really open up to anyone in the dorm, except for the protagonist. It is strongly implied that Yukari had feelings for him, and is the most deeply affected after he dies at the end of the game. This prompts her intense jealousy of Aigis in The Answer after she inherits the Wild Card instead of Yukari. But in the end, she and the other members of S.E.E.S. decide to move on and live their lives in the present rather than return to the past to be with the protagonist again.
Spoilers end here
In Persona 4: Arena Ultimax, Yukari is a college student working as a model who is cast 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
Play-style: Zoning
Movement Options: 1 Double Jump/Airdash, Run-type Dash
Persona: Isis
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.
Garu:
Whenever you use any of Yukari's arrow attacks (B normals, Feather☆Arrow, or Hyper Feather☆Shoot) and fire them into a Garu (D Persona normals and Magaru), the arrows will track the opponent's current location on the screen. This distorts the arc of the arrow based on where the opponent was when the arrow passed through the Garu. This does not mean they home, however- the opponent generally has time to move away from the arrow depending on the situation. This technique is used in combos a lot, but has some use in neutral if you think you can't catch your opponent with a normal arrow.
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.
- 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 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), it 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 recovery is long 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.
|
|
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.
- Great combo starter, especially on CH.
|
|
5D/2D
5D startup Active 5D Garu orb, stays out for a while. Good for oki. 2D is placed high above the ground. It lets you get 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 okizeme.
|
|
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.
|
|
j.C
|
|
j.D
|
|
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 fired for a very tricky setup.
|
|
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
- 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.
- 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.
- 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
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
Tips and Tricks
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