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*Very Persona reliant.<br/>
*Very Persona reliant.<br/>
*Limited mix-up options without meter or corner.<br/>
*Limited mix-up options without meter or corner.<br/>
*Challenging to play; requires a good understanding of neutral to play well. <br/>
*Challenging to play; requires a good understanding of neutral and Persona mechanics to play well. <br/>
*Reaching Fire Lv. 6 takes time and sacrifices pressure or meter to gain levels.
*Reaching Fire Lv. 6 takes time and sacrifices pressure or meter to gain levels.
<br/>
<br/>

Revision as of 22:03, 1 October 2014

Yukiko Amagi

Introduction

P-1 Climax Nickname: 難攻不落の「黒」雪姫 (The Unconquerable Snow-Black)
Persona: Konohana-Sakuya
Arcana: The Priestess
Backstory: Just a few days after the incident of the P-1 Grand Prix, Yukiko and her friends find the town of Inaba immersed in a red fog and a mysterious tower where the school used to be. Even worse, it appears that their former Shadows have appeared from the fog and a man by the name of Sho Minazuki claims himself to be the culprit. Can Yukiko reach her friends and discover the truth behind these mysteries before it's too late? The bell for the P-1 Climax hus rung...!

  • Placeholder


Overview

Health: 8500
Persona Cards: 5
Play-style: Zoning/Keep-Away
Air Movement Options: 1 Double Jump/Air Dash
Run-Type: Dash

Pros/Strengths:

  • Great zoning capabilities, many different projectiles to use.
  • Fire Break and 2D gives her access to various unblockable set-ups.
  • Fire Break an Fire Boost no longer deals Blue Life Damage
  • Persona moves and good hit-boxes on her normals gives her solid block-string pressure.
  • Fire Dance greatly increases her damage from various confirms and makes her combos safe against Bursts.
  • Access to a very strong projectile (Radiant Phoenix) once she reaches Fire Lv.6.


Cons/Weaknesses:

  • Normals are not suited for close range, making her very vulnerable on defense or when dealing with pressure.
  • Low Health.
  • Very Persona reliant.
  • Limited mix-up options without meter or corner.
  • Challenging to play; requires a good understanding of neutral and Persona mechanics to play well.
  • Reaching Fire Lv. 6 takes time and sacrifices pressure or meter to gain levels.


External References:


Move List

See also: Yukiko Full Frame Data

Normal Attacks

5A
Normal
P4Arena Yukiko 5A.png
P4AU Yukiko 5AA.png
P4AU Yukiko 5AAA.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 300 Any 10 4 20 -11 Body
5AA 400 Any 12 3 12 0 Body
5AAA 800 Any 15 3 27 -13 Body

Yukiko's new standard auto-combo. 5A is relatively the same as it was in P4A. 5AA hits downwards now, making it harder to capitalize aerial hitconfirms with this move but is safer on block, making it still useful on pressure and block-strings. 5AAA works much differently now as it no longer grants soft knockdown on aerial hit, but leaves the opponent in spin state if grounded. Due to how spin state works, Yukiko gets a guaranteed, heavy damage unblockable reset with D Maragi if she has Fire Break active.

5A
Shadow
P4Arena Yukiko 5A.png
P4Arena Yukiko 5AA.png
P4Arena Yukiko 5AAA.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 300 Any 10 4 20 -11 Body
5AA 400 Any 12 5 12 -2 Body
5AAA 800 Any 15 3 23 -9 Body

Yukiko's P4A autocombo now for Shadow Yukiko's disposal. A fairly quick upwards fan strike. Has a pretty decent hitbox, hits well above her so it can be used as a makeshift anti-air if nothing else better is possible. Slower than most other 5A or 2A normals, but still very useful. Moves Yukiko forward slightly. A second upward fan strike in this chain. Hitbox is still fairly good, but it's just used to continue combos or guard strings. Moves Yukiko forward slightly. A slow, downward fan strike. Will spike an airborne opponent (soft knockdown?), but can still be comboed after. Builds a really ridiculous amount of super meter on hit (+13SP?).

5B, 4B, and 6B
P4Arena Yukiko 5B.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5B 300 Any 13 - 49 Total -14 Chest, Projectile
4B, 6B 400*3 Any 13 - 52 Total -17 Chest, Projectile

A straight forward fan toss. Counts as a projectile. Flies at waist level, so it will hit characters who are crouching. Weak, but reasonably fast and good for helping to zone out the other player. Cancels to 5BB even on whiff. 4B fan travels considerably much than it did in P4A, allowing Yukiko to keep pace with it, while 6B fan travels noticeably faster.

5BB, 4BB, and 6BB
P4Arena Yukiko 5BB.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
300 Any 9 - 49 Total -8 Chest, Projectile
  • Able to followup from 5B from 19F~

A second forward fan toss. Counts as a projectile. Flies at about head level, so it will miss on all characters crouching. Useful for zoning and combos, since it has the most hitstun out of all of Yukiko's normals. Just like 4B and 6B, the 4BB and 6BB are much slower and faster respectively in P4AU.

  • 4BB Throws the fans at a slower velocity than normal.
  • 6BB Throws the fans at a faster velocity than normal.
2A
P4Arena Yukiko 2A.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
160 Low 7 2 14 -5 Leg

A very quick, decently ranged low kick. Can be used to low profile attacks such as Naoto's bullets and Mitsuru's 5A. Hits low. Chains into itself two more times, and third kick does not cancel into 5A. The speed and range makes it quite good for mixups, starting pressure, you name it. Really good. Yukiko's fastest ground normal.

2B, 1B, and 3B
P4Arena Yukiko 2B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
300 Any 14 - 40 Total -4 Projectile

Upward fan toss. It is no longer jump cancellable on block, but she can now quickly shoot out two fans before recovering. One of Yukiko's anti-airs, but not as strong as her other options as it is quite punishable on whiff. 1B throws the fan closest to her, and 3B throws it farthest away. Decent startup with poor recovery (on whiff, otherwise can be canceled to anything on hit) as it did in P4A.

j.A
P4Arena Yukiko jA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
300 High 10 3 13 - Head

Her normals are generally not impressive but j.A is easily one of her best moves and is incredible in general. Decently fast, amazing hit-box, hits high, and even cancels into itself on hit, making it very safe and useful in neutral. Great for jump-ins, cross-ups, mix-ups, block-strings or pressure, you name it. A good use of this move is immediately air turning and then using it as you come back down.

j.B, j.4B, and j.6B
P4Arena Yukiko jB.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
300 Any* 12 - 39 Total - Projectile
  • If the fan hits below the waist, it will hit low instead.
  • j.5B throws the fan at a 45 degree angle, j.4B at a 60 degree angle, and j.6B at a 30 degree angle.

A solid zoning tool of Yukiko. Can be used to punish defense counters and bait rolls. Because of the fan's blockstun, Yukiko can use this to stock on a Fire Boost/Break. Quite advantageous on CH, as Yukiko can choose to Fire Boost, begin her 5AAA Maragi setup, and so forth. Can rapid fire up to two fans. A unique quality of j.B is that it is one of the very few air moves that hits low, although it requires that it hits below the waist of the opponent. You can create some interesting mix-ups or unblockable set-ups with this move although getting j.B to hit low can be difficult at certain angles.

Guard Cancel Attack
6A+B
P4Arena Yukiko 5AAA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0 - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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All Out Attack
A+B
P4Arena Yukiko AOA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
300 H 33 4 26 -11 Body
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Sweep
2A+B
P4Arena Yukiko Sweep.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
400 Low 10 5 15 -5 Leg
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Persona Attacks

5C Persona Required
P4Arena Yukiko 5C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
160, 80*8 Any 17 1*9 29 -15 Body
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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5D, 4D, and 6D Persona Required
P4Arena Yukiko 5D.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
200, 100*8 Any 37 1*9 39 Total +31 Body
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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2C Persona Required
P4Arena Yukiko 2C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
160, 80*7 Low 15 1*8 32 -18 Leg
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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2D, 1D, and 3D Persona Required
P4Arena Yukiko 2D.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
400, 200*2 High 53 to the ground (3 hits) 39 Total +48 Head
  • Fatal Counters
  • 2D and 3D have Fatal Recovery.
  • Forces crouching on the first hit.

Konohana Sakuya flies off the top of the screen, and then dives straight downward, and must be blocked high. The benefit of it traveling off the top of the screen before diving is that it is quite hard for the opponent to attack it, thus often forcing them to block or get out of the way. In addition, because it hits high, it can be used to setup for high/low unblockables. The startup time on it is somewhat lengthy, but it is an invaluable tool for many reasons for Yukiko. You can adjust the distance away from you it dives at by using down-forward or down-back when you input it.

  • 1D travels the shortest distance, basically right in front of Yukiko. Useful for corner mixups.
  • 2D travels a medium distance.
  • 3D travels the longest distance, almost full screen.
j.C Persona Required
P4Arena Yukiko jC.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
160, 80*5 Any 14 3, 1*6 23 - Head

A very large, fairly decent speed air normal that attacks straight forward for 9 hits. Very good hit-box, unfortunately it does not hit high. The move is quite good in block-strings to bait out throws or mash attempts, making it very easy to follow up with an SB Agi for a good punish combo. In neutral, j.C can also extend Konohana Sakuya to hit 5C farther than it usually can. Simply do an air back-dash, throw out j.C, and hit 5C when you're grounded.

j.D, j.4D, and j.6D) Persona Required
P4Arena Yukiko 2D.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
400, 200*n High 50 to the ground 37 Total - Head
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Throws

Ground Throw
C+D or 4C+D
P4Arena Yukiko GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0, 1100 Throw 5 2 23 - Throw

Yukiko spins the opponent around. You will always be able to follow up with a combo in the corner or with a One More Cancel mid-screen. Otherwise, it at least leaves the opponent in a spin state and leaves Yukiko in a very good position to continue pressure and offense. Very good throw overall. While she gained recovery (and no longer having the fastest recovery of all the grabs) it now has a start-up of the standard 5 frames instead of 7.

Air Throw
j.C+D
P4Arena Yukiko AirThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0, 1800 Throw 4 2 17 - Throw
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Furious Action

Dia Persona Required
B+D
P4Arena Yukiko BD.png
Hold button to heal more
Damage Guard Startup Active Recovery Frame Adv. Attribute
100 Any 22 12 24 -21 Body
  • Heals 300 HP on 33F, plus additional 10 HP per frame after 38F. Able to hold button to continue healing and neutralizing projectiles.

When activated, causes a short range physical hit that knocks the opponent far across the screen. It is completely invincible until after active. You can cancel Dia into a super on hit or block, which can be very useful as well. However, the move is very unsafe on block or whiff, and has a poor horizontal range, so you must still be careful with it.

In addition, you can Hold B+D when you do the move, and Yukiko will continuously heal herself until you release. She will block all projectiles as long as you hold the buttons, so you can use Dia to beat attempts to thoughtlessly throw projectiles at you as well. This includes things like Teddie's meteors and clown ball super. However, since Dia technically counts as blocking the projectiles, the other player can OMC their projectile and whatever else. Additionally, you can only hold buttons for 15 seconds per round, after that you will no longer be able to do it (but you still can use Dia).

While Dia does cause Blue Life damage to Yukiko like all Furious Actions, it can also heal this life back up easily. If you successfully hit the opponent with it, you may end up with more life than you started with if you hold it briefly.


Skill Attacks

Agi Persona Required
236A/B (air OK)
P4Arena Yukiko Agi.png
Hold button to delay, release to detonate.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A ground 300, 600 Any 13, 27 3, 15 60 Total -12 Body; Projectile
B ground 300, 600 Any 13, 27 3, 15 47 Total +1 Body; Projectile
SB ground 500, 600, 600 Any 27, 45, 45 3, 15, 15 42 Total +24 Body; Projectile; Projectile
A/B air 300, 600 Any 12, 26 3, 15 53 Total - Projectile
SB air 500, 600, 600 Any 21, 39, 39 3, 15, 15 56 Total - Body; Projectile; Projectile
  • If held long enough (about 1.5 seconds?), Agi will explode twice instead of once.

Konohana Sakuya does a very fast upward swing that hits, and then briefly places a small fire setup effect on the screen. This fire setup will explode when the button is released, causing a single hit of fire damage. Due to the fact that you can choose when to detonate the fire, this allows Yukiko all sorts of interesting combo, mixup, and pressure tricks. A typical strategy is to finish a combo with this move, then allow the opponent to tech without detonating the fire. This way, you can use the threat of the fire to allow you to setup mixups, or give you breathing time to setup keep away, or allow for you to use Fire Boost. In this version, Konohana Sakuya will attack next to Yukiko regardless of where she was before Agi was casted, making it less useful in long range pressure. Agi also got changed in that holding the fireball for certain period of time will cause it to detonate twice, making it easier to confirm or set up unblockable situations. Lastly, the fireballs are slightly higher than they were in P4A.


A Version: The initial hit does not push the opponent away very far, and the fire is setup just in front of Konohana Sakuya. Useful for combos and pressure where you want to keep the opponent close to you.


B Version: The initial hit knocks the opponent back, the whole way across the screen, and the fire is placed at almost full screen distance, in front of the opponent. Not nearly as strong as it was in P4A since the fireball is not directly on top of the opponent but still Useful for combos or keep away, where you want the opponent as far away from you as possible.


SB Version: Much slower start-up but is highly advantageous on block and sets up two fireballs instead of one, one for each button. This move has changed drastically compared the other versions, as only one fireball tracks the opponent's position, with the other fireball being at the position A Agi would be. Those who were used to P4A's SB Agi might need to adjust as the fireball that tracks is the B fireball, making it very possible for the B fireball to be closer. SB Agi combos and set ups are still useful but will require adjustment due to the changes. Due to its slow start-up it does require certain confirms in order for SB Agi to hit.


Air Versions: More or less identical to the ground versions, except they have less recovery. Good for pretty much all the same things as the ground versions. Air SB version is also faster than ground version.

Maragi Persona Required
236C/D, then C/D again
P4Arena Yukiko Maragi.png
Creates pillar after touching opponent. Press button to manually detonate
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 500, 800 Low, Any 38 75(9)30 50 Total +12 Projectile, Leg; Projectile
D 500, 800 Low, Any 31 Full-screen(9)30 59 Total -4 Projectile, Leg; Projectile
SB (500, 800)*2 Low, Any 31 75(9)30/Full-screen(9)30 46 Total +9 Projectile, Leg; Projectile
  • Upon contact with opponent, attack starts up in 10F.
  • D Maragi has Fatal Recovery

Konohana Sakuya sends a flame wave along the ground, which hits low. By default, the flame will travel forward and explode into a fire column if it makes contact with the opponent. However, you can also manually detonate the flame wave by pressing C or D. You can also detonate it by holding C or D as you use Maragi and then release the button to detonate it, although it must be done when you use the move, otherwise the only way to manually detonate it is to press C or D. The fire column has a very large vertical hit-box, does very substantial damage, and causes a very long amount of hit stun. The hit-box, along with being able to manually detonate the wave, allows Maragi to be used as a powerful zoning and anti-air tool. And due to the damage and hit-stun it causes, it can be very powerful for starting combos, and being used in the middle of them. Very good special move overall, but the slow start-up is something that must be considered when using it. It also can be at very large frame advantage on block, depending on how close it is blocked to Yukiko, so it can also be useful for starting pressure or mix-ups.


C Version: Projectile travels slowly. Slower start-up, but faster recovery. Travels much more slowly in P4AU, allowing Yukiko to keep in pace with it.


D Version: Projectile travels quickly. Faster start-up, but slower recovery. Good against opponents that are far away from you but dangerous if used up close due to Fatal Recovery.


SB Version: Fires both C and D versions at the same time. You can detonate each of the waves by pressing their respective buttons. Has the faster startup AND recovery. Difficult to use but quite useful in neutral as opponents have to account for two projectiles instead of one.

Fire Dance Persona Required
214A/B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 300, 500 Any 11, 21 2(8)5 19 -3 Body; Projectile, Chest
B 300, 600 Any 17, 29 2(10)5 21 -5 Body; Projectile, Chest
SB 600, 600 Any 11, 21 2(8)5 12 Total +4 Body; Projectile, Chest

One of Yukiko's new moves, Konohana Sakuya spins forward, dealing two hits and knocking opponents away. Very useful special that extends Yukiko's combos and block-strings. Since Konohana Sakuya uses Fire Dance based on where her position is, you can extend combos even from full-screen away with this move. Yukiko also moves back when she uses this move, giving her even more space throw fans, use her Persona, or use Fire Break or Boost. Despite, what the Frame Data states, B and SB versions have a very high P1 proration, making them terrible starters. At most you can only get a 5C > 214A follow-up. Also, due to their high SMP prorations you typically do not want to use a second B Fire Dance or second SB Fire Dance in the same combo (having a B version and SB version in the same combo is fine though).


A Version: The A version is mostly used as a combo or block-string finisher, as she generally cannot follow up from this move outside of supers. It's fast though, and it can be used to create some distance in a block-string to prevent retaliation.


B version: The B version is great for combos as it can be followed up with 2C or 5C but it depends on specific confirms to combo into due to its slower start-up. Typically you can only combo into it from, but not limited to, crouching opponents, airborne opponents (if they're high enough), counter-hit 5C or 2C starters and fatal counters.


SB version: The SB version gets the best of both worlds, having fast recovery, doing more damage, being advantageous on block and also capable of extending combos where the B version could not. The move is good for frame-traps and even lets you convert random hits from your Persona full-screen away, easily making it worth spending 25 SP.

RadiantPhoenix Persona Required
214214A/B (air OK)
P4AU Yukiko RadiantPhoenix.png
Requires Fire Level 6 or higher
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A ground 2040 Any 29 Full-screen 69 Total -21 Projectile
B ground 2040 Any 37 Full-screen 70 Total -14 Projectile
SB ground 2040 Any 24 Full-screen 51 Total -8 Projectile
A air 2040 Any 31 Full-screen 46 Total - Projectile
B air 2040 Any 39 Full-screen 61 Total - Projectile
SB air 2040 Any 26 Full-screen 36 Total - Projectile

An exclusive move for Yukiko once she Fire Boosts to level 6. Yukiko starts up in a fashion similar to her IK and sends her Persona in full flames across the screen. Can also be used in the air, which has faster startup and makes it trickier to anticipate. This move is mostly used in combo strings (most likely as a staple), but can also be used as an effective zoning tool. Nullifies all projectiles. This move doesn't have any invul. startup whatsoever, so it isn't really recommend to throw out this move up close.


A Version: Startup is decent as well as Konohana-Sakuya's speed.


B Version: Startup is slower, and Konohana-Sakuya's speed a bit decreased as well. This is meant to bait rolls as well as extend combo strings


SB Version: The best version as it has faster startup AND speed, though it can be rolled past with no problem. It is recommended to keep this move in mind on if Fire Break is on, because you can pressure the enemy to keep on their toes, stay weary of this move at all times, and potentially connect with 5AAA into the unblockable Maragi setup.


Air Versions: Slightly faster startup. Unfortunately it cannot be comboed into on hit.

Fire Boost Persona Required
214C
P4Arena Yukiko FireBoost.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - 41 Total - -
  • Levels up fire counter by 1. At Level 6 she gains access to Radiant Phoenix (214214A/B).

After a short pose, Yukiko gains a Fire Level, which increases the damage of all attacks that deal Fire damage. No longer gives Blue Life in P4AU. In P4A, Fire levels were typically not worth investing since her BnB combos did not have fire moves in them. In Ultimax and the addition of Fire Dance and Radiant Phoenix, she has more reason to charge up her Fire levels as many of her basic combos now incorporate fire moves. At Level 6 she gains access to a new projectile, along with the damage boosts she gains. While there's certainly more incentives to level up, you have to sacrifice pressuring your opponent in order to gain a level, and the damage boost is not particularly noticeable until you reach a higher level. Whether or not Yukiko players should incorporate Fire Boost/Amp to their game plan is certainly debatable.

Fire Amp Persona Required
214C+D
P4Arena Yukiko FireBoostHigh.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - 31 Total - -
  • Levels up fire counter by 2.

More or less identical to Fire Boost, except that it's faster and gives two fire levels at the cost of 25 SP.

Fire Break Persona Required
214D
P4Arena Yukiko FireBreak.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - 55 Total - -
  • Fatal Recovery
  • The following moves are considered fire moves and can become unblockable: Agi (Explosion), Maragi, Fire Dance, Radiant Phoenix, Agidyne, Maragidyne.

After a decent length pose, Yukiko gains Fire Break. This causes the next Fire Damage based move used to become unblockable. Fire Break will remain ready until Yukiko uses it, but after using an unblockable move, she will have a 15 second cooldown during which she cannot use Fire Break again (time remaining indicated by a meter above her SP bar). In P4AU she no longer gets Blue Life when using Fire Break.

Note that moves already on screen DO NOT gain the unblockable property. Fire Break will take effect on the NEXT fire attack used. If an Agi is setup AFTER Fire Break is used, that Agi will have the unblockable property once released, but the cooldown timer will immediately begin as soon as the Agi is placed.

With her new auto-combo and other new moves, Fire Break is even more dangerous than it was before. When you have Fire Break active opponents will start to be more cautious and attempt to minimize the benefits you get from Fire Break, such as avoiding the auto-combo reset or forcing you to use your charge on something less powerful. Regardless, it is a very powerful tool in Yukiko's arsenal and you should have it up when you can. Note that it has Fatal Recovery, so make sure you cast Fire Break when you know you won't get hit.


SP Skill Attacks

Agidyne Persona Required
236236C/D, hold possible
P4Arena Yukiko Agidyne.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C, no charge 1400 Any 4+17 Full-screen 71 Total -25 Projectile
C, partial charge 100, 50*n, 1700 Any 4+23 n(8)Full-screen 51F after release -25 Projectile
C, full charge 100, 50*12, 2000 Any 4+23 75(8)Full-screen 39F after release -4 Projectile
D, no charge 150, 75*4, 1400 Any 4+11 27 (5 hits)(8)Full-screen 51F after release -57 Projectile
D, partial charge 150, 75*n, 1700 Any 4+11 n(8)Full-screen 51F after release - Projectile
D, full charge 150, 75*14, 1400 Any 4+11 87 (15 hits)(8)Full-screen 39 after release -105 Projectile
SB, no charge 1400, 1400 Any 4+17 Full-screen 89 Total -32 Projectile
SB, partial charge 100, 50, 1700, 1700 Any 4+23 n(8)Full-screen 51F after release -32 Projectile
SB, full charge 100, 50, 2000, 2000 Any 4+23 75 (13 hits)(8)Full-screen 39F after release -20 Projectile

A super in which Yukiko summons Konohana-Sakuya, who gracefully enraptures the opponent in her fire spin and then propels them away with a fireball finish. By holding any button you can prolong the spin until she launches the fireball finish. It is now possible to move Konohana-Sakuya around as she spins, so if you perform this move while on Fire Break, it'll be hard for the opponent to deal with. It has invincible startup frames so you can use it punish certain moves, supers, and even Instant Kills.


C Version:This version is slower, is grounded and does more daage. Useful in the corner as the hit-stun from the fireball allows you to set up 2D or Fire Break. Unlike P4A, if the opponent is on the other side away from Agidyne, the fireball no longer tracks to the enemy's position and will instead just release the fireball on the side it is on.


D Version:This version is faster, takes her opponents upward when it hits, and does less damage. The move does not take opponents upward when blocked or if it whiffs, making Yukiko vulnerable to any counter attack if it misses. As such, it is generally not used outside of finishing combos.


SB Version:It functions mostly the same as the C version except that it throws two fireballs instead of one. SB Agidyne's second fireball does track to the enemy's position, making it hard to punish.


Awakened SP Skill Attacks

Maragidyne Persona Required
214214C/D, hold possible
P4Arena Yukiko Maragidyne.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C/D 400*n Any 19+11 5* (per pillar) 65 Total +76 Projectile
SB 450, 225*9 Any 19+9 10 (10 hits) 89 Total -26 Projectile

Yukiko's Awakening super in which she summons flame pillars to overwhelm the opponent. Should Yukiko stock up on Fire Boosts or has Fire Break on, this super is DEADLY scary. Since it has invincible startup frames you can use it to whiff and punish enemy attacks, or as an oki tool as it forces the opponent to block the pillars allowing you to go for an overhead, AoA, etc.


C Version: The fire columns start from Yukiko's current position and travel away from her. Useful to get opponents off of you or if you want to play keep away. If used as a reversal, note that opponents can time a grab or jump to dodge it completely.


D Version The fire columns start at the far end of the screen and travel inwards, pulling the opponent towards Yukiko. Since it moves the opponent close to you it can be very useful in setting up pressure or unblockables close range. If you're backed to a corner this is a great way to get a side swap and force them into the corner. Easy to combo into from B Agi and all versions of Fire Dance.


SB Version The pillars all come out at once and cover the entire screen but deals less damage overall. With Fire Break this move can make for a deadly finisher, although opponents can use a reversal or roll through it and come out unscathed. Unlike the other versions, if Yukiko is hit the flame pillars immediately disappear.


Instant Kill

Full Bloom Persona Required
222C+D
P4Arena Yukiko FullBloom.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
K.O. Any 36+16 4 66 -50 Body

Yukiko's Instant Kill. Just like in P4A, Yukiko calls upon her Persona to summon a lethal myriad of cherry blossom petals to whisk her opponent into blissful oblivion. Has slightly more horizontal range now because of that fact, it is no longer possible to IK an opponent who reversal bursts right next to you. In order to fully IK the bursted opponent now you will have to make sure you are spaced well away from your opponent (within 5A hitbox range) for it to work. The move is still useful for punishing moves with long recovery such as Rise's Furious Action and Kanji's A+B (sweep).


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