P4U2R/Yukari Takeba

From Dustloop Wiki

Overview

Overview

Yukari is a very effective zoning character that prides herself on her mid-to-long-range neutral game, mostly between her orbs that linger on screen and her arrows to check horizontal space quickly. She forces players to take risks to get in, as many cannot match her projectile game or use too many of their Persona tools to contest her, while she is also extremely mobile on top of it all to change her plans on the fly.

From there, she uses her advantages to confirm and turn any hit into meaningful damage, that also gets her way in to pressure them again and again with her tricky stagger pressure and restand mixups.

Yukari has a steep learning curve and a higher skill floor compared to most other characters in the game. Combos often require slight delays and links, especially for her longer and more advanced confirms. This is worth noting because her great damage output and meter gain is hardly paralleled in this game if at all, but is only unlocked after mastering her advanced combo routes. Without proper execution, her threat off of hits in neutral and off of mix-up starters is extremely reduced and directly affects her strength compared to most other characters. Consistency is king, and thus practice is key to playing Yukari well.
P4U2R Yukari Takeba Nameplate.png
P4U2 Yukari Portrait.png
Health
8,500
Backdash
23F (1~6F Inv All)
Persona Cards
4
Combo Rate
70%
Fastest Attack
5A (6F)
Reversal Type
Attack (13F)
Fatal Starters
214A/B/AB(Detonation), 236C/D/CD~X
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.
236C/D/CD

 Yukari Takeba is a mobile zoner/keep-away that retains and sets up offensive capability with an effective sniping and space control game.

Pros
Cons
  • Zoning: Yukari has a strong zoning and keep away game. She has fantastic mobility between her movement speed and command jump, which are complemented by her suite of projectiles (one of which is air unblockable).
  • Damage: She has very high meterless damage, often getting 3-4k off A and B buttons, and 5-6k off C buttons.
  • Conversions: Nearly any hit, including fullscreen stray arrows, can be converted into a meaningful combo with excellent corner carry and burst safety.
  • Status Infliction: She is able to inflict Charm, Mute, and Panic consistently at the end of all of her combos.
  • Strong Offense: Solid pressure and mix-up, particularly after combos forcing restand. Her strong offense is bolstered by her high damage.
  • Magarula: This SP skill is so nice that it deserves a pro on its own. Yukari's awakening super provides great screen coverage and mix-up opportunities with 100+ frames of blockstun. She can even blockstring into it from her 236A/B special moves from fullscreen to force a mix-up.
  • Riskier Defense: Mediocre abare buttons and lack of an anti air 2B can make life hard for Yukari when she has to block.
  • Projectile Reliant: Most of Yukari's moveset is considered a projectile. Any time her opponent has something projectile invulnerable, she must very directly fight around that tool.
  • Low Health: Yukari is in the lower health bracket of the game with just 8500, limiting the number of touches she can survive.

Unique Mechanics

Garu Effect

Whenever Yukari's arrow attacks (5AAA, B normals, Feather☆Arrow, or Hyper Feather☆Shot) interact with a Garu-type move (D Persona normals and Magaru), the arrows will track the opponent's current location on the screen, redirecting the trajectory of the arrow based on where the opponent is at that moment. While the arrows don't completely home in on the target, their tracking effect is still important to her neutral. In neutral, tracking arrows can be used to manipulate the field and enforce the threat of a punish.

Additionally, normal arrows can be set up to hit opponents from tricky angles and create cross-ups with proper spacing and positioning. On counterhit, Yukari's arrow attacks are strong combo starters, so placing Garu orbs safely but regularly is vital to Yukari's gameplay.

Normal Moves

5A

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 200 Low 6 3 13 -1 Foot
5AA 400 All 9 3 13 -1 Body
5AAA 75×15 All 13 P×5 <(11)P×5(11)P×5> Total 30 <Total 83> +7 Body
5A


  • Jump cancelable on hit and block.
  • Can chain into 2A and back into 5A again.
  • Safe on block.

5A is a quick standing low, and tied with j.A for her fastest normal. Used for stagger pressure with 2A and 5AA, and setting up strike throw.

Yukari gets a full combo from this move no matter how far away she lands it.


5AA
  • Backdash cancel is -10 on block.
  • Forces stand on hit.
  • Safe on block.
  • Jump cancelable on hit and block.

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 frametrap with this move, but it doesn't chain into 2A, so keep that in mind.


5AAA
  • Shoots 3 sets of 5 arrows on hit.
  • Shoots one set of 5 arrows on block.
  • Whiffs against crouching opponents.

A Feather☆Bomb (214A or 214A+B) can be thrown after this for a combo. While it is +7 on block, it whiffs entirely against crouching opponents, so the only way to access the plus frames most of the time is to shoot into a garu orb and redirect. Aside from that, this move is used exclusively for combos.

Autocombo continues with C Flip > C Arrow > j.236236A (with 50 meter).

2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
160 Low 7 2 13 -2 Foot
Total: 21

5B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5B 400 All 14 Until Hit Total 44 -12 Chest+Projectile
5[B] 400×3 All 29 Until Hit Total 61 -14 Chest+Projectile
  • Uncharged shoots 1 arrow, charged shoots 3.
    • Charged version has a larger hitbox and wallsticks in the corner.
  • Jump cancelable on hit.

Without a charge, Yukari shoots a single horizontal arrow. It hits opponents when point blank, but will whiff if further away or if the opponent is crouching and is not point blank. The attack can also be an effective anti-air/burst punish starter at the right amount of distance.

2B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
2B 250×3 All 16 Until Hit Total 57 -23 Chest+Projectile
2[B] 250×3 All 30 Until Hit Total 71 -23 Chest+Projectile
  • Always shoots 3 arrows.
  • Jump cancelable on hit.
  • Backdash cancel is -6 on block.

Upward 45 degree angle bow shot where she shoots 3 arrows simultaneously. Anti air, but has a long recovery, no invulnerability, and lacks the typical air unblockable attribute given to other 2Bs. Its angle also makes it only useful in specific situations, so its only used as a hard callout. Decent for detonating air unblockable Feather☆Bombs from the ground and good combo filler, but doesn't see much use elsewhere.

j.A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200 High 6 15 9 Head
Total: 29
  • Jump cancelable on hit and block.
  • Gatlings into itself infinitely.

Forward knee kick, air-to-air and jump-in. Big hitbox, great starter, fast startup(tied with 5A for her fastest normal), low recovery, and a ridiculous number of active frames. Exceptionally good air move, and great pressure tool as it can be used multiple times in a row to keep the opponent blocking. Its long gatling window makes Yukari's high/low mixups very difficult to fuzzy block. It even has uses on defense as a pseudo anti air. It easily amongst the best buttons in her kit and the game.

j.B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
j.B 400 All 8 Until Hit Total 30 Projectile
j.[B] 400×3 All 25 Until Hit Total 47 Projectile
  • Uncharged shoots 1 arrow, charged shoots 3.
    • Charged version has a larger hitbox and wallsticks in the corner.
    • Charged version will not come out if used immediately when jumping, but releasing early will still shoot 3 arrows.
  • Jump cancelable on hit.

In neutral, j.B is usually the most used button, not only because its her fastest projectile, but also because its the least committal way to apply a fullscreen presence, disrupt the opponent from setting up, and stop approaches.

If you press it early enough in your jump you can do air actions on the way down. There is some landing recovery, so be careful.

j.B also is a notoriously good combo tool, not only because of j.[B]s wallstick and incredibly low poration, but also because of j.B's low startup, which allows for fullscreen pickups.

j.2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
250×3 All 12 Until Hit Total 40+9L Projectile
  • Always shoots 3 arrows.
  • Charged version ground bounces on hit.
  • Jump cancelable on hit and block.

Downward 45 degree arrow attack. The area it covers changes based on the height it's used, because of this it's very commonly paired with high jump to retreat. Long recovery but rarely an issue due how often its blocked/hit. The charged version is very commonly used in combos for its ground bounce and is an integral part of her corner carry and filler.

One of the best roundstart options in the game in highjumpback j.2B, as it's difficult for much of the cast to contest and allows Yukari to instantly start zoning.


Persona Attacks

5C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400, 200×2 All 15 4×3 30 -17 Chest Persona 1~Until Active All
Total: 56

2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
1000 All 20 6 23 -12 Body Persona 1~Until Active All
Total: 48
  • Jump cancelable on hit and block.
  • Dash cancel is -5 on block.
  • Backdash cancel is -8 on block.
  • Floats opponent on hit.

Creates a large orb, placed at midscreen/roundstart/tip of her sweep. Great combo starter that's easily converted from. Guard/hit back step cancel, hit jump cancel. Good for situational punishes, as a callout tool, and decent poke. It's also notable for being the only move in Yukari's kit that can setup persona displacement, allowing for some shenanigans with Magaru and even a surprise 5c.

j.C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300, 600 All 14 3,10 24 Body Persona 1~Until Active All
Total: 50
  • Jump cancelable on hit and block.
  • Jump cancelable on either hit.

Creates an X shaped wind that surrounds Yukari and hits twice. Ground bounces on the second hit, making it useful in combos, and can jump cancelable on either hit, making it useful in combos. Its large hitbox makes it great for controlling space while playing a defensive neutral, it also halts air momentum, making it good for baiting anti airs and staying unpredictable with movement.

This move plays a pivotal role in her pressure game as her primary throwbait, so get comfortable with it.

5D and 6D/2D/j.D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5D 500 All 32 90? Total 32 +20 Projectile
2D 500 All 32 90? Total 28 Projectile
j.D 500 All 33 90? Total 29 Projectile
All Versions
  • Long active frames.
  • Arrows that pass through Garu will track the opponent's position.
    • Arrows only re-aim to the opponent's position when they pass through Garu.
    • Garu arrows do not continue to track. They only go to where the opponent was when it reached Garu.

5D sets up a Garu around 2 character spaces away from Yukari. Stays out for a while. Good for oki.

6D places Isis even further away from Yukari than 5D. Sweep can be cancelled into 6D to set up some okizeme and mix-ups if done correctly.

2D is the same as 5D, but further upwards and has a little less recovery. It is placed high above the ground, allowing Yukari to do a tracking arrow while crouching.

j.D is the same as 5D; sets a Garu 2 character spacings away. When set up correctly, it can make arrows cross up and apply pressure.

Universal Mechanics

All Out Attack

5A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 28 3 30 -14 Body 10~30 Guard Strike
Total: 60

Sweep

2A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
500 Low 9 3 17 -5 Foot 4~11 Chest
Total: 28

Ground Throw

C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 300, 800 Throw 5 3 24 Throw
Total: 31

Air Throw

j.C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 1800 Throw 4 3 19 Throw
Total: 25

Feather☆Slasher

B+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
600, 300×3 All 13 6 40 -34 Body 1~20 All
Total: 58
  • Side swaps with opponent.
  • Low hitbox.
  • SP Skill cancelable.

Moves two character spaces forward quickly, launching opponent upwards on hit. Does not knock down, which can make a scramble situation depending on how the opponent airtechs. Very annoying for many characters to deal with since the sideswap often means the punish they receive will be facing away from the corner, and if blocked with 50 meter, she can supercancel into super arrow to punish a punish attempt

On fatal counter, she is able to combo meterlessly with 5B or j.A.

Guard Cancel Attack

6A+B while blocking

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0 All 16 3 28 Body
Total: 46

Skill Attacks

Feather☆Arrow

236A/B (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236A 150, 75×8 All 14 Until Hit Total 73 -20 Projectile
j.236A 150, 75×8 All 13 Until Hit Total Until L+6 Projectile
236B 150, 75×11 All 44 Until Hit Total 96 -21 Projectile
j.236B 150, 75×11 All 30 Until Hit Total Until L+6 Projectile
236AB 150, 75×14 All 17 Until Hit Total 77 -21 Projectile
j.236AB 150, 75×14 All 17 Until Hit Total 52 Projectile
  • Causes spin state on hit.
  • Ground version blockstrings into 214214C/D.
  • Can be rolled but is difficult to do on reaction.

Long lasting arrow projectile that hits multiple times (which means it can activate some counters, like Elizabeth's Instant Kill). Most often seen in Magarula setups, fullscreen conversions, and as momentum halter. Can also be done in the air, but the angle is pretty specific and the move in inactionable while falling(Except for the SB version). Very important to Shadow Yukari's Shadow Frenzy combos.

Feather☆Bomb

214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214A/B 16 Total 34
214AB Total 29
214A Explosion 1000 Air Unblockable 6 12 Projectile
  • A version falls in front of Yukari
  • B version falls about 2/3rds of the screen away.
  • SB version throws both bombs.
  • Bombs cause an air unblockable explosion when hit with an arrow.
  • Does not disappear when Yukari is hit.
    • Bombs disappear when they touch the ground.
  • Fatal Starter. Forces Fatal Counter on Counter Hit.

Throws a bomb diagonally upward which slowly floats down over time. Great move that is essential in her neutral, since it deters opponents from making an aerial approach and has deceptively long range and active frames upon detonation.

Can be set up if opponent blocks Magarula in the air, which pretty much makes Magarula air unblockable as well. The bombs do not follow normal AA 2B rules, allowing Yukari to set them up during Magarula's blockstun for an air unblockable setup. Bombs are only really useful when they're fairly high up, as there's not much use for an air unblockable against a grounded opponent.

Bombs see plenty of use in combos and can also be set up to keep an opponent from jumping out of pressure.

Feather☆Flip

Persona Required 236C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236C/D 49+2L 4~27? P
j.236C/D Until L+5 4~27? P
236CD 56
j.236CD Until L
  • All versions are projectile invulnerable while rising.
  • C version has quick startup.
  • D version is slower and jumps higher.
  • SB version tracks onto the opponent’s position.
    • Fully invulnerable while rising.
  • Fatal Recovery.

Command jump that launches Yukari by using Isis’ wind. The move has some decent application in neutral for air stalling and switching around her movement. Each version can be used once per jump, effectively giving Yukari up to three extra (albeit comittal) air options.

Feather Flip is also good for ending combos because of the move's second part, Feather Shot.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236C/D
j.236C/D
236CD
j.236CD

236C/D:

  • Fatal recovery
  • Can use Feather☆Shoot while airborne while in Feather☆Flip state
  • Can cancel into followup on 24F onwards for 236C, and on 27F onwards for 236D


j.236C/D:

  • Fatal recovery
  • Can use Feather☆Shoot while airborne while in Feather☆Flip state
  • Can cancel into followup on 24F onwards for 236C, and on 29F onwards for 236D


236CD:

  • Fatal recovery
  • Can use Feather☆Shoot while airborne while in Feather☆Flip state
  • Can cancel into followup on 24F onwards


j.236CD:

  • Fatal recovery
  • Can use Feather☆Shoot while airborne while in Feather☆Flip state

Feather☆Shot

Persona Required Feather☆Flip > A/B/C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Flip > X 500, 869 High, All 9 Until Hit(4)10 Total 45 Projectile
Flip > SB 500, 869 High, All 9 Until Hit(4)10 Total 32 Projectile
  • Restands opponents on hit.
  • A and C versions apply Charm on hit.
  • B and D versions apply Mute on hit.
  • SB version applies Panic on hit.
  • All status effects last for 2 seconds.
  • Fatal Starter. Forces Fatal Counter on Counter Hit.

Shoots a status effect arrow during Feather☆Flip. Can be canceled into Hyper Feather Shoot as Yukari falls down. Fantastic combo ender with lots of hitstun. Yukari can either end her combos with this and use the abnormally large hitstun to go for an airdash high/low, or use a Feather☆Bomb explosion to set up a 5D or 236C/D as a meaty. Either way, she gets a consistent mixup and good damage as well as a Status Ailment.

Magaru

Persona Required 214C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214C/D 200, 100×4 All 19 3×35 Total 48 +2 Projectile
j.214C/D 200, 100×4 All 19 3×35 Total 42 Projectile
214CD (200, 100×4)×2 All 17 3×35 per ball Total 36 +12 Projectile
j.214CD (200, 100×4)×2 All 17 3×35 per ball Total 30 Projectile
  • Very active.
  • Air version curves downwards instead of upwards.
  • C version puts it right in front of Yukari.
  • D version sets further away and is more horizontal.
  • SB version summons both versions of Magaru.
  • Can double tap to keep the orb in it's place.

Good neutral tool as it sets an active hitbox that cannot be destroyed and redirects arrows. The SB version is notable as a pressure tool as Yukari can easily extend her pressure for 25 meter.

This move is also important for her conversions, as its the only way(other than OMB) to combo from sweep.

SP Skill Attacks

Hyper Feather☆Shot

236236A/B (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236A 1800 All 4+(66 Flash)+3 Until Hit Total 72 -40 Projectile 1~9 All
j.236236A 1800 All 4+(64 Flash)+3 Until Hit Total Until L+11 Projectile 1~9 All
236236B 2400 All 4+(66 Flash)+15 Until Hit Total 84 -39 Projectile 1~21 All
j.236236B 2400 All 4+(64 Flash)+13 Until Hit Until L+11 Projectile 1~21 All
236236AB 2264×2 All 4+(66 Flash)+3 P(18)P Total 90 -40 Projectile 1~9 All
j.236236AB 2264×2 All 4+(64 Flash)+3 P(25)P Until L Projectile 1~8 All
  • Can be redirected by Garu.
  • A version is fast, B version is slower with more damage.
  • SB version fires two arrows.
  • Ground versions have Fatal Recovery.

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. Can be used to punish unsafe moves from afar, or just as a combo ender.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236236A 1000 100 50 5
j.236236A 1000 100 50 5
236236B 1000 100 50 5
j.236236B 1000 100 50 5
236236AB 1000 100 50 5
j.236236AB 1000 100 50 5

236236A:

  • Minimum damage 540


j.236236A:

  • Minimum damage 540


236236B:

  • Minimum damage 720


j.236236B:

  • Minimum damage 720


236236AB:

  • Each P in active frames represents a projectile spawned
  • Minimum damage 679×2 (1358)


j.236236AB:

  • Each P in active frames represents a projectile spawned
  • Minimum damage 679×2 (1358)

Awakened SP Skill Attacks

Magarula

Persona Required 214214C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214C/D 500, 2000 All 4+(67 Flash)+25 4×30 Total 24 +115 Projectile 1~4 All
Persona 1~Until Active All
214214CD (500, 2000) per tornado All 4+(67 Flash)+25 4×30 per tordado Total 24 +115 Projectile 1~4 All
Persona 1~Until Active All
  • C Version tornado spawns in front of Yukari.
  • D Version tornado spawns almost fullscreen.
  • SB Version spawns both tornados.
    • Opponents trying to GC Roll out of the D tornado will GC straight into the C tornado.

Summons a massive wind pillar with tons of active frames, during which Yukari has full movement, so multiple free high-low mixups if you have the meter to do it. Opponents may be tempted to Guard Canel Evasive Action out of the mixup, but Yukari can set up a D orb after the opponent blocks the D version of Magarula for a counterhit combo. Opponents may also consider using Guard Canel Attack to escape, but it can be easily blocked or jumped. Yukari can also set up Feather☆Bomb on an opponent blocking Magarula in the air for an inescapable, unblockable combo starter.

Common setups into this super include but are not limited to:

  • 236A/B/AB(blocked) > Magarula
  • Defensive burst(hit) > Magarula
  • Max burst(hit) > Magarula
  • Feather Slasher(hit) > Magarula
  • Grab(Hit) > Magarula

If sucsessfully oppened up, the super can be converted from with a redirected j.2b, a bomb setup, or a redirected super arrow.

Instant Kill

Final Feather☆Arrow

222C+D when IK Conditions are met

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
K.O. All 17+(60 Flash)+55 Until Hit Total 145 -72 Projectile 1~79 All

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.

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 Yukari Takeba



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