Overview
Placeholder
Health: 8,500
Play-style: Zoning
Movement Options: Placeholder
Persona: Isis
Placeholder
Pros/Strengths:
- Strong zoning and keep away game.
- Can inflict several status ailments.
- Magarula provides great mix-up opportunities.
Cons/Weaknesses:
- Low Health.
- Placeholder
- Placeholder
External References:
Move List
- See also: Yukari Full Frame Data
Normal Moves
j.2B
|
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
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Persona Attacks
5C
|
|
5D
|
|
2C
|
|
2D
|
|
j.C
|
|
j.D
|
|
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
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Magaru 214C/D (air OK)
|
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
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
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
|
-
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Feather☆Shoot A/B/C/D during Feather☆Flip
|
|
Hyper Feather☆Shoot 236236A/B (air OK)
|
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
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Awakened SP Skill Attacks
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