BBTag/Yukiko Amagi: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
==Overview==
{{Overview
{{BBTag/CharacterLinks}}
|overview= Yukiko is a zoning character with very polarized strengths and weaknesses. Her damage increases dramatically when she stocks up her fire levels all the way up to 9 and her unique toolset can open up many options for her partner. To best make use of her, a Yukiko player must be proficient at playing neutral and mitigating risks when pressuring the opponent while micromanaging health, meter, partner bar, and fire level to win out in the long run. Making her a difficult character to use because of her sluggish moves, low health, and subpar damage without fire boost
<div id="home-content" class="home-grid">
 
{{card|width=4
|lore= [https://megamitensei.fandom.com/wiki/Yukiko_Amagi A third-year Yasogami high school student and member of the "Investigation Team."] Yukiko is the sole heiress and upcoming manager at her family's historical and famous inn, the Amagi Inn. She has the image and mannerisms of a Japanese traditional woman ''[https://en.wikipedia.org/wiki/Yamato_nadeshiko Yamato Nadeshiko]''(大和撫子), but as her childhood best friend [[BBTag/Chie_Satonaka|Chie]] knows her deep down, she's also an assertive, kind-hearted girl who possesses an iron will (and a rather bizarre, scatterbrained sense of humor).
|header=Overview
<br/>
|content=Yukiko is a zoner with very polarized strengths and weaknesses. Her damage increases dramatically as she gains her fire levels and her unique toolset can open up many options for her partner. To best make use of her, a Yukiko player must be proficient at playing neutral and mitigating risks, micromanaging her resources to win in the long run.  
She gained her Persona, [https://megamitensei.fandom.com/wiki/Konohana_Sakuya Konohana-Sakuya], after facing the [https://megamitensei.fandom.com/wiki/Shadow_Yukiko ugly side of herself]. Now having the confidence to stand up for herself and make her ''own'' decisions in life for a change, Yukiko makes the conscious effort to help her friends solve and fight the wild, dangerous mysteries that plagues Inaba over the course of a couple years, blossoming into a woman of her own choosing.
}}
|voice_actor=
{{BBTag/Infobox
|quote= I'm not as gentle as I look...
| fastestAttack = [[#2A|2A]] (8F)
|summary=  
| reversal = [[#Dia|A+D]] (19F)<br/>[[#Agidyne|236B+C]] (11F)<br/>[[#Maragidyne|214B+C]] (19F)
}}
{{ProsAndCons
|intro=
|pros=
|pros=
* Large normals
* Large normals
* Ability to infinitely recover her (and her partner's) health
* Ability to infinitely recover her (and her partner's) health
* Stacking fire stocks makes her one of the most damaging characters in the game
* Stacking fire levels makes her one of the most damaging characters in the game
* Excels at using Resonance Blaze mechanics
* Excels at using Resonance Blaze mechanics
* Versatile and unique zoning tools
* Versatile and unique zoning tools
* Can be a strong anchor/solo fighter especially with Lv. 9 Resonance Blaze/healing properties
* Can be a strong anchor/solo fighter especially with Lv. 9 Resonance Blaze/healing properties
* Mixup potential that cannot be avoided even by pushblocking to the other end of the screen
* Mixup potential that cannot be avoided even by pushblocking
* Good air game
* Good air game
* Possesses ability for wild comebacks with her fire attacks (ex. Lv. 9 Agidyne deals nearly 10k dmg alone)
* Possesses ability for wild comebacks with her fire attacks (ex. Lv. 9 Agidyne deals nearly 10k dmg alone)
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* Slow normals
* Slow normals
* Not beginner-friendly
* Not beginner-friendly
* Awkward anti-air tool
* Awkward anti-air
* Below average health
* Low damage without fire levels
* Fire boosting mechanics can be difficult to implement
* Persona reliant, popping Sakuya leaves Yukiko wide open
* Persona reliant, popping Sakuya leaves Yukiko wide open
* Fragile due to her playstyle, leading to a very fast KO if too many mistakes are made
* Very fragile due to below average health, sacrificing health for fire levels, and losing health when her persona is broken.
* Very meter reliant
* Very meter reliant
|unique_mechanic1_name= Flame Boost
* Strong reversal options which must be respected.
|unique_mechanic1=
}}
Yukiko's can stack up to 9 fire levels, which amplifies the damage of her fire-based attacks (such as Maragi, Agidyne, her A autocombo enders, 5P and 6P). You gain 1 stack from using 22A or 6P, and 2 stacks from 22B or 22C. Each use will deal 500 recoverable damage to Yukiko. The damage increase is significant, for example, making a raw Agidyne do roughly 4.5k at Lv.0, and 9.7k at Lv.9.
</div>


{{card|width=4
|header=Unique Ability: Flame Boost
|content=
Yukiko's can gain up to 9 fire levels, which amplifies the damage of her fire-based attacks (such as her specials, supers, A autocombo enders, {{clr|5|5P}} and {{clr|5|6P}}). You gain 1 level from using {{clr|1|22A}} or {{clr|5|6P}}, and 2 levels from {{clr|2|22B}} or {{clr|3|22C}}. Each use will deal 500 recoverable damage to Yukiko. The damage increase is significant, more than doubling the damage done by her fire based moves. See her [[BBTag/Yukiko_Amagi/Frame_Data|frame data]] for exact values.


See her [http://www.dustloop.com/wiki/index.php?title=BBTag/Yukiko_Amagi/Frame_Data frame data] for exact values. Clash Assault, Cross Raid and the partner version of Agidyne are not affected by fire boost level. Fire boost level CANNOT be reduced, permanent up until the match is over.
Clash Assault, Cross Raid and her Distortion Skill Duo are not affected by fire levels. Fire levels CANNOT be reduced, and last up until the match is over.
}}
}}


==Normal Moves==
==Normal Moves==
===<big>4A</big>===
===<big>{{clr|1|4A}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=4A,4AA,4AAA,4AAAA
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
* Jump cancellable on block.
BBTag_Yukiko_4A.png |
Yukiko's "jab." Covers up a decent amount of range, making it useful for footsies. Useful for stuffing jumps, as it has large vertical hit-box.
BBTag_Yukiko_4AA.png |
 
BBTag_Yukiko_4AAA.png |
Fairly slow startup and requires a {{clr|1|4}} input, making it poor for approaching.  
BBTag_Yukiko_FlameDance.png |
 
</gallery>
At max range, {{clr|1|4AA}} and {{clr|1|4AAA}} may whiff. In these cases, use {{clr|2|6B}} or {{clr|3|2C}}.  
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_4A_Hitbox.png
BBTAG_Yukiko_4AA_Hitbox.png
BBTAG_Yukiko_4AAA_Hitbox.png
BBTAG_Yukiko_4AAAA1_Hitbox.png
BBTAG_Yukiko_4AAAA2_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="4A" or input="4AA" or input="4AAA")
|format=template|template=AttackDataWithName-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|-
{{AttackVersion|name=4AAAA}}
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5AAAA"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* Yukiko's "jab." The benefit of having it mapped at 4A is that it allows you to continually and consistently block, while being able to still press a button should Yukiko see a gap or opening in the enemy's blockstring or movement. Covers up a decent amount of range, hitting advancing opponents and can even work as an anti-air (as it boasts a deceptively large vertical hit-box), but has fairly slow startup, so be wise before using it. Also, be aware of your range when using this move, as a successive 4AA or 4AAA will whiff at 4A's maximum range. In these cases, a following 6B or 2C will make up for the distance. Jump cancellable on block.
----
----
4AA has satisfactory vertical reach, above satisfactory horizontal reach. Jump cancelable on block.
* Jump cancellable on block.
 
{{clr|1|4AA}} is not really notable. Your safest normal on block.
----
----
* Hard knock-down on air-borne targets. Able to whiff during gatling if opponent is too far.  
* Hard knock-down on air-borne targets. Whiffs at {{clr|1|4A}}'s maximum range.  


4AAA is not able to cancel into other normals; only sweep (2C), specials and supers are available. While it is safe on block, she's fairly left wide open on pushblock.
{{clr|1|4AAA}}'s only cancellable normal is ({{clr|3|2C}}). Very vulnerable to pushblock and bursts due to no jump cancel option.
----
----
* Negative on block, but propels opponent a significant distance from Yukiko, making it hard to punish.
* Negative on block, but propels opponent a significant distance from Yukiko, making it hard to punish.
* Opponent experiences 6 additional hitstop
* Opponent experiences 6 additional frames of hitstop
 
{{clr|1|4AAAA}} is your Smart Combo ender. Her most consistent ender at the end of long combos. Damage scales with fire levels.
}}
 
===<big>{{clr|1|5A}}</big>===
{{BBTag Move Card|game=BBTag
|input=5A,5AA,5AAA,5AAAA
|versioned=input
|description=
* Moves Sakuya forward. Will attack from its location so long as it's not too far away from Yukiko (around 1 5A lengths)
* Persona attacks 3 frames after encountering the opposing point character if it has not traveled the maximum distance.
* Yukiko cannot cancel if only the last few frames of this move makes contact.


4AAAA is your Smart Combo ender. If optimizing for damage, this move should be considered above both variants of Agi. Does not deal more damage than Agilao, however. Damage scales with Flame Boost.  
Yukiko summons Konohana-Sakuya, who will lunge towards the enemy with a proximity-based multihit attack. The attack will trigger early if an enemy enters Sakuya's range. Will always lunge towards the enemy, meaning it's possible to sandwich the opponent between Yukiko and her Persona.  
</div>
</div>


===<big>5A</big>===
Fantastic in blockstrings as Sakuya is unaffected by Reject Guards. Once Sakuya is out, she remains at her position for some time before she returns to Yukiko, allowing for disjointed persona pressure.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Yukiko_5A.png |''Close my eye & try not to die''
BBTag_Yukiko_5AA.png |
BBTag_Yukiko_5AAA.png |No one suspects the low
BBTag_Yukiko_FlameDance.png |Please proceed to the opposite side of the screen.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_5A_Hitbox.png
BBTAG_Yukiko_5AA_Hitbox.png
BBTAG_Yukiko_5AAA_Hitbox.png
BBTAG_Yukiko_5AAAA1_Hitbox.png
BBTAG_Yukiko_5AAAA2_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5A" or input="5AA" or input="5AAA" or input="5AAAA")
|format=template|template=AttackDataWithName-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* Moves Konohana-Sakuya forward. Chain whiffs into itself twice before Sakuya returns to her.  
* Persona attacks 3 frames after coming into range if before 28 frames


Yukiko summons Konohana-Sakuya, who will lunge towards the enemy with a proximity-based multihit attack. Since Sakuya tracks to the enemy's position, she will immediately strike with a rising attack when it is within vicinity; otherwise she will go a set distance away from Yukiko and then strike up to two times, before returning to Sakuya on a third attempt. Great for delayable pressure. Once Sakuya is out, she is given a small time frame for some options to use before she returns to Yukiko or gets hit: 236A/B (for a closer placed Agi), another 5A (to cover more distance and/or attack from afar, can only be done again if Sakuya is close enough to Yukiko) 236BC Agidyne (to punish counterattacks), 5C (which moves her in place, excellent for close quarter pressuring), sweep and throw cancel. It is recommended to use this button both sparingly and wisely per good judgment, as Yukiko cannot move ''the whole time'' this move is thrown out.
Very risky to use in neutral, as Yukiko cannot move ''the whole time''.
----
----
* Moves Konohana Sakuya forward
* Hard knockdown on air hit
* Hard knockdown on air hit
* Jump-cancellable on block
* Jump cancellable on block


Multi-hitting attack. As with 5A, 5AA allows followups of: Agi, Maragi, supers, 5C, tick throw, and proceeding to 5AAA. Hard knockdown on aerial hit, pushes the down enemy to ground level on block. Safe-ish on block (very minus but pushes the other character far away) though in some cases Sakuya will take the hit for Yukiko so she can recover in time. From here Yukiko can overhead the opponent with 5AA>jump cancel j.C.
Multi-hitting attack. Gives a knockdown on aerial hit. A common point to perform a mixup between high ({{clr|3|5C}}, {{clr|3|j.C}}, jump cancels) and low ({{clr|1|5AAA}},{{clr|3|2C}}, 214X) options.
----
----
* Moves Konohana Sakuya forward
* Hits low
 
Sakuya attacks downwards. All hits of this move must be blocked low. The easy low option in the high/low mixup.


Sakuya attacks downwards. Must be blocked low, and Yukiko cannot move throughout the move, all hits of this move are low. Again afterwards, Sakuya pauses for a bit, and Yukiko can either, at this point, follow up with Agi, Maragi, fans, supers, or 5AAAA ender, because she cannot tick throw, as it'll often input as the 5C overhead. In conjunction with j.C (blocked high), 5AAA (blocked low) has high/low mixup potential that cannot be pushblocked. Should the opponent properly block 5A/5AA but get opened up by an unsuspecting 5AAA you can immediately cancel into Agidyne for potentially devastating damage (depending on fire level).
----
----
* Moves Konohana Sakuya forward
* Moves Konohana Sakuya forward
* Opponent experiences 6 additional hitstop
* Opponent experiences 6 additional frames of hitstop
* Unburstable on hit
* Unburstable on hit
Same ender as 4A autocombo. Hard to punish as it creates distance between Yukiko and the opponent. On hit it puts the opponent ACTUALLY full screen away. Damage rises with fire levels.
Same ender as {{clr|1|4A}} autocombo. Hard to punish as it creates distance between Yukiko and the opponent. On hit it puts the opponent full screen away. Damage scales with fire levels.
</div>
}}
</div>


===<big>5B/4B/6B</big>===
===<big>{{clr|2|5B}}/{{clr|2|4B}}/{{clr|2|6B}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=5B,5BB,4BB,6BB
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
* Special cancellable
BBTag_Yukiko_5B.png |You get a fan! And YOU get a fan!
* {{clr|2|4B}} fans travel slower than {{clr|2|5B}} fans while {{clr|2|6B}} fans travel faster
BBTag_Yukiko_5BB.png |I have now come to realize the consequences of my actions.
*Opponent experiences 10 extra frames of hitstop
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_5B_Hitbox.png
BBTAG_Yukiko_5BB_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=5B, 4B and 6B}}
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5B"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5BB" or input="6BB" or input="4BB")
|format=template|template=AttackDataWithName-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* Special cancelable
* 4B fans travel slower than 5B fans while 6B fans travel faster
*Opponent experiences 10 frames hitstop


Fan toss. Use these to keep the opponent in check during neutral. Regardless of distance, she is able to chain into anything she likes on block/hit. 6B's speed makes for a fast CH starter, while 4B lets Yukiko recover while the projectile is still on-screen. Decent startup but poor recovery, so use with extreme caution if the opponent has 2 meter or higher.
Fan toss. Fast startup makes it best used as a poke or to call out linear grounded options. Regardless of distance, she is able to cancel into another move if the fan is blocked or hit. {{clr|2|6B}}'s speed makes for a fast CH starter, while {{clr|2|4B}} lets Yukiko recover while the projectile is still on-screen. Poor recovery, so be wary of whiffing.
----
----
* Special cancelable
* Special cancellable
*Opponent experiences 10 frames hitstop
* Opponent experiences 10 extra frames of hitstop
 
A followup that has you throw out a second fan. Similar to the first fan, you can input {{clr|2|4BB}} to make the fan travel slower or {{clr|2|6BB}} to make it travel faster. The input you use can be different from the first B input.
Not recommended to be used carelessly in neutral, as Yukiko has massive recovery, and the second fan can be easily avoided. Auto-corrects if the opponent crosses Yukiko up, so has fringe uses as a panic option if you see the opponent jumping over you as the first fan whiffs.
}}


A followup that has you throw out a second fan. Similar to the first fan, you can input 4BB to make the fan travel slower or 6BB to make it travel faster. The input you use can be different  from the first B input.  
===<big>{{clr|3|5C}}</big>===
Highly recommended to use this move only on a hitconfirm, as Yukiko recovers poorly afterwards, the second fan can be easily avoided. Loses to raw super reaction, so be extremely wary with this should the enemy have 2 meter or higher. Auto-corrects if the opponent crosses Yukiko up, so has fringe uses as a panic mash if you see the opponent jumping over you as the first fan is whiffing.
{{BBTag Move Card|game=BBTag
</div>
|input=5C
</div>
|description=
Safe on block. Moves Yukiko slightly forward, giving it ample range. Yukiko can disguise the startup of this move with her persona and other lingering projectiles. Cancel into this from a quick {{clr|2|2B}}/{{clr|2|6B}} fan toss, leaves the opponent a smaller than average gap (5 frames) to input a reversal. Useful for securing hard knockdowns and setting up okizeme.
}}


===<big>5C</big>===
===<big>{{clr|1|2A}}</big>===
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=2A
<tabber>
|description=
Images =
* Chains into itself 3 times on hit/block
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Yukiko_5C.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_5C_Hitbox.png


</gallery>
Low poke. Faster startup than {{clr|1|4A}}, but lacks range. Useful for frame kills and tick throws.
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5C"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Active later than it appears.


Safe on block. Moves Yukiko slightly forward, so it is able to reach unsuspecting crouching opponents. Yukiko can use special attacks such as Agi and Maragi to hide the flash startup. She may also cancel into this from a quick 2B/6B fan toss.
===<big>{{clr|2|2B}}/{{clr|2|1B}}/{{clr|2|3B}}</big>===
</div>
{{BBTag Move Card|game=BBTag
</div>
|input=2B
|description=
* {{clr|2|1B}} travels vertically, {{clr|2|2B}}/{{clr|2|3B}} travels more diagonally
* Head invuln kicks in fairly late and is short, not recommended as a reactionary anti-air
* Opponent experiences 10 extra frames of hitstop


===<big>2A</big>===
Anti-air. Can be used to stop the enemy's momentum mid-air, and hits standing characters with tall hurtboxes. Like her {{clr|2|5B}}, has poor recovery.  
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Yukiko_2A.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_2A_Hitbox.png


</gallery>
Very useful when done preemptively, as the 2 fans cover a large amount of airspace.
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2A"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Chains into itself 3 times on hit/block


Low poke. Faster startup than 4A, but lacks range. Great for tick pressuring, and is able to cancel into 5A on block to push the enemy away.
===<big>{{clr|3|2C}}</big>===
</div>
{{BBTag Move Card|game=BBTag
</div>
|input=2C
|description=
* Remarkably low recovery.
 
Sweep. Can be used as a poke since it has decent range and disjoint. Because of its low recovery, cancelling into this button will greatly improve your frame advantage, making it really important for keeping offense safe.


===<big>2B/1B/3B</big>===
* 5a -> 2c whiff = improves from -12 to -10
<div class="attack-container">
* 5aa->2c whiff = improves from -17 to -13
<div class="attack-gallery">
* 5aaa->2c whiff = improves from -16 to -13
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Yukiko_2B.png |Now 33% closer to her unlimited counterpart! Call now, get 2 for the price of 1!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_1B_Hitbox.png
BBTAG_Yukiko_2B_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2B"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* 1B travels vertically, 2B travels more diagonally
* Invul kicks in fairly late and is short, not recommended for usage as a close range reaction based anti air
*Opponent experiences 10 frames hitstop


Anti-air. Can be used to stop the enemy's momentum mid-air, and hits standing characters with tall hitboxes. Puts Yukiko in a bad position if whiffed (and some cases can be raw super punished too), so be sure to use this with good judgment. Normal/special/super/jump cancelable on block or hit. Can be used to whiff incoming down attacks.
* 5b -> 2c whiff = improves from -15 to -8
In 2.0, yukiko will now throw 2 fans with 2B, instead of just one.
* 5bb -> 2c whiff = improves from -18 to -8
</div>
</div>


===<big>2C</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Yukiko_2C.png |"I'm sorry!" (No she's not.)
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_2C_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="2C"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Decent range


Sweep. Can be used as a poking tool since it has decent range, and since it hits low, opens up high/low unblockable potential. Special/super cancelable, and often acts as a combo ender. That being said, a great combo starter for Yukiko is 2C>236C, as it often deals a lot of damage afterwards.
===<big>{{clr|1|j.A}}</big>===
</div>
{{BBTag Move Card|game=BBTag
</div>
|input=j.A, j.AA
|versioned=input
|description=
* Chains into itself up to 3 times
* Fairly low recovery.


===<big>j.A</big>===
Yukiko's best air to air option, with fast startup for it's range and ability to rapid chain into itself thrice. Be sure to press it pre-emptively when meeting airborne opponents, as most characters have faster air normals. Very useful for jump-in and instant air dash pressure when combined with {{clr|3|j.C}}. Also Yukiko's only reliable way to pick up air combos.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Yukiko_jA.png |A gem.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_JA_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.A" or input="j.AA")
|format=template|template=AttackDataWithName-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* Chains into itself up to 3 times


Yukiko's best air to air option, with fast startup for it's range and ability to rapid chain into itself thrice. Be sure to press it pre-emptively when meeting airborne opponents, as most characters have faster air normals. Very useful for jump-in and instant air dash pressure when combined with j.C. Also Yukiko's only reliable way to pick up air combos.
===<big>{{clr|2|j.B}}/{{clr|2|j.4B}}/{{clr|2|j.6B}}</big>===
</div>
{{BBTag Move Card|game=BBTag
</div>
|input=j.B
|versioned=input
|description=
* {{clr|2|j.4B}} is thrown close to Yukiko, {{clr|2|j.6B}} further out
* {{clr|2|j.5B}} forced 6f landing recovery, {{clr|2|j.6B}} forced 8f landing recovery
* Opponent experiences 10 frames hitstop


===<big>j.B/j.4B/j.6B</big>===
Aerial fan toss. Naturally dodges grounded attacks while preserving Yukiko's air momentum. She can throw two fans in one jump, with the ability to vary her timing by utilizing her other air options. Special cancellable on block or hit.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Yukiko_jB.png | Fanos, holder of the infinity fan.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_J4B_Hitbox.png
BBTAG_Yukiko_JB_Hitbox.png
BBTAG_Yukiko_J6B_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.B"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
* j.4B travels narrower, j.6B travels wider
* j.5B forced 6f landing recovery, j.6B forced 8f landing recovery
*Opponent experiences 10 frames hitstop


Aerial fan toss. Recovers a bit before landing, so watch your position. Naturally dodges grounded attack while still giving Yukiko momentum, and she can IAD forward/backward to toss another consecutive fan, among other aerial options provided to her. She can assist-confirm off of a hit if she's too high in the air to confirm off of it herself. Special cancelable on block or hit.
===<big>{{clr|3|j.C}}</big>===
</div>
{{BBTag Move Card|game=BBTag
</div>
|input=j.C
|description=
* Grants knockdown on air hit
* Overhead(!)
* Yukiko begins falling on frame 36; Can special cancel second hit onward on hit or block
 
Yukiko's aerial knockdown tool. Yukiko is vulnerable until she hits the ground, so use it wisely. The large hitbox and air-stall makes it great for zoning and baiting anti-airs. The crucial high in her high/low mixup game.


===<big>j.C</big>===
Frame data varies based on when she does it while falling: https://www.youtube.com/watch?v=mT8RiEpO2iQ
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Yukiko_jC.png |RIP P4A j.5D
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_JC_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.C"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Grants knockdown on air hit
* Finally an overhead now
* Yukiko begins falling on frame 36; Can special cancel second hit onward on hit or block


Yukiko's aerial knockdown tool. Has nice cross-up potential, and Yukiko can infinitely use this in one jump setting, but like 5A, Yukiko cannot move at all throughout this move, so use it wisely.
</div>
</div>


<br style="clear:both;"/>
<br style="clear:both;"/>
Line 441: Line 206:
==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''5B+C'''</span>
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=BC
<tabber>
|description=
Images =
Yukiko slaps the opponent and puts them in crumple state. The crumple has some niche uses in setting up combos on standing opponents after an active switch.
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Yukiko_GroundThrow.png |Channel your inner telenovela villain
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_Throw_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="BC"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Minimum damage 100% (2000)
Yukiko slaps ''the hell out'' of the opponent and puts them in crumple state, allowing her to follow-up. 4A whiffs on certain characters, but 5A and 214B can also work and be followed up from. Can do T>22A/22C>4A easily.
</div>
</div>


===<big>Dia</big>===
===<big>Dia</big>===
<span class="input-badge">'''5A+D (Chargeable)'''</span>
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}} (Chargeable)}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=AD
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Yukiko_Dia.png |Very useful if Training Mode is unavailable.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_RA_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="AD"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* Holding the buttons will let you stay in Dia indefinitely and keep healing.
* Holding the buttons will let you stay in Dia indefinitely and keep healing.
* Projectile invincible from frame 1 until you release the button (there is a window after you release the button where you are vulnerable even to projectiles.)
* Projectile invincible from frame 1 until you release the button (there is a window after you release the button where you are vulnerable even to projectiles).
* Levitates slightly, providing an airborne state (NOT a good thing unless against grabs. Free air combo)
* Levitates slightly, putting Yukiko in an airborne state.
* Short horizontal, mediocre vertical hitbox, plus a persona move, which makes it even riskier to throw out
* Short horizontal and mediocre vertical hitbox.
* Heals 60 hpf for 18 frames (1080 hp), then 30 hpf (1800 hps) for remainder; Yukiko is forced to "hold" Dia for 21 frames minimum
*The healing starts with 18 frames of 60 healing per frame, followed by a consistent rate of 30 healing per frame. Yukiko is forced to "hold" Dia for 21 frames minimum, meaning you heal 1170 hp per tap.


Yukiko's DP. Very unsafe if blocked. It nullifies all projectile attacks and briefly physical attacks (startup only) before knocking the opponent back and granting Yukiko substantial healing time. Dia itself does find use as a tool that can rewards Yukiko after a knockdown, if her opponent is far away, or if they're unable to close in on her right away. Can also be used offensively as a combo ender, disrupt Cross Bursts, and even denies DHCs (UNLESS the DHC is not a projectile, in which case Yukiko WILL be punished). Depending on the right partner (i.e. Waldstein, Hyde), Yukiko can nearly fully heal herself during a match!
Yukiko's DP. Has guard point to all projectile attacks and briefly physical attacks (startup only) before knocking the opponent back and granting Yukiko substantial healing. With the right partner (i.e. Waldstein, Hyde), Yukiko can safely recover a lot of HP during a match!
When covered by an assist, particularly projectiles, Yukiko can safely tap Dia. The further she is from the opponent and the more cautious the opponent is can determine how long she can reasonably hold for. Utilizing Reject Guard in combination with an immediate assist call can be a decent way to find room to use Dia.
 
Dia's projectile invulnerability allows Yukiko to be something of an anti-zoning zoner, as she can avoid any (and every) projectile while healing at the same time.
Hard to use in neutral, but gives Yukiko an option to force the opponent to approach. Thanks to its projectile guardpoint, it can be used to go through projectiles.
Take care when using this, as Yukiko can get punished while she's recovering. A simple tap leaves little room for worry, but if held down for too long and the opponent recovers fast enough, Yukiko is left wide open. Make sure you're on the same footing as your opponent when considering this move, if not faster yourself.
Finally, because Yukiko levitates during the state, she cannot be thrown or command grabbed out of it.  
</div>
</div>


Using it after defeating an opponent's character also allows Yukiko to recover a non-trivial amount of health.
Because Yukiko levitates during the state, she cannot be thrown or command grabbed out of it.
}}


<br style="clear:both;"/>
<br style="clear:both;"/>
Line 518: Line 237:
==Skills==
==Skills==
===<big>Agi</big>===
===<big>Agi</big>===
<span class="input-badge">'''236A/B (Air OK)'''</span>
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}} (Air OK)}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=236A,236B,j.236A,j.236B
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
* Hold the button to delay the explosion of the placed fire mine. The mine will explode when you release the button
BBTag_Yukiko_Agi.png |"Someone call the fire department!"
* It's possible to have {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}} versions held simultaneously.
</gallery>
 
|-|
Sakuya hits the opponent into a fire mine that is manually detonated. Useful for discouraging approaches.
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_236A_Initial_Hitbox.png
BBTAG_Yukiko_236A_Hitbox.png
BBTAG_Yukiko_J236A_Initial_Hitbox.png
BBTAG_Yukiko_J236A_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236B" or input="j.236A" or input="j.236B")
|format=template|template=AttackDataWithName-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* Hold the button to delay the explosion of the placed fire. The fire will explode when you release the button
* Explosion becomes active 7 frames after release, 22 frame wait minimum
Fire circle remains in place until the button is released or Yukiko is hit (even on block.) BEWARE: The explosion can poof even after you've released the button, meaning trading with this button is basically impossible.


While Yukiko is unable to perform any actions while using Dia (Reversal Action) she is still able to hold onto her various Agi versions. This allows her to potentially set up traps on opponents looking to punish or approach her, ensuring she can recover in peace. With the A version in particular however, since Dia requires A+D she is unfortunately not able to perform it without letting go of Agi.
The mine disappears if Yukiko blocks or gets hit. BEWARE: The explosion's hitbox will disappear even after you've released the button in these situations, meaning trading with this button is basically impossible.  
----
----
* It's possible to have A/B/C versions held simultaneously.
* Explosion becomes active 7 frames after release, 22 frame wait minimum
Farther away circle. Same as A version aside from fire circle range.


While holding B version seems tempting since the range helps maintain long-distance zoning, it does prevent Yukiko from using any of her fans for linear zoning. It generally becomes a worthwhile option when Yukiko is able to put the opponent almost fullscreen, whether from combo enders or natural pushback from things like 5AAA, 5AAAA, 214B+C, etc.
Sakuya hits the opponent into a mine around 2/3 screen away. Same as A version aside from the mine placement. Use this if you want to leave the opponent farther away from you.
 
While holding B version seems tempting because of it's long range presence, it does prevent Yukiko from using any of her fans. Still useful for discouraging approaches, and the extended range gives it more utility by sniping assists.


Holding B version while holding Dia can provide a small amount of defense against an opponent looking to stop her, but a wary opponent can navigate around the held fire circle so it should not be relied on heavily.
}}
</div>
</div>


===<big>Maragi</big>===
===<big>Maragi</big>===
<span class="input-badge">'''214A/B'''</span>
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=214A,214B
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Yukiko_Maragi.png |Why she suddenly laughs when she does it, the world may never know...
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_214A_Hitbox.png
BBTAG_Yukiko_214B_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="214B")
|format=template|template=AttackDataWithName-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* Remains active in place for a bit after reaching destination.
* Remains active in place for a bit after reaching destination.
* First hits low, then hits mid
* First hits low, then hits mid
* Pressing A again or using negative edge will make it explode earlier while it's traveling
Travels fullscreen. Fast speed moving projectile that then creates a tall fire pillar afterwards. The pillar lingers for a bit, letting you pushblock opponents into it, and the hitbox is active enough to catch bursts as well.
Due to the lengthy recovery, she is unable to follow-up on the hit herself outside of the corner and must call on an assist. The pillar will always come out when triggered, but the initial projectile will disappear if Yukiko blocks or gets hit while it's traveling.
The pillar's tall hitbox makes it useful to deny air approaches.


Travels fullscreen. Fast speed moving projectile that then creates a sort of fire wall afterwards. Can pushblock trap your opponent into it, and it also kills Cross Bursts, even if Yukiko is hit. Because the first part hits low, it offers high/low unblockable potential with the right partner. Because of such lengthy recovery, she is unable to follow-up on the hit herself outside of the corner and must call on an assist. Anti-air. The pillar part of the attack will not be interrupted even if Yukiko dies, however while it's traveling if Yukiko blocks the maragi will disappear.
----
----
* Remains active in place for a bit after reaching destination.
* First hits low, then hits mid
* First hits low, then hits mid
* Pressing B again or using negative edge will make it explode earlier while it's traveling
* Pressing B again or using negative edge will make it explode earlier while it's traveling


Travels slower than the A version, letting Yukiko protect herself or even run behind it. Compared to it, 214B has slower startup, but faster recovery. Can control when the flame pillar rises by either releasing the button after holding it down or simply tapping it again. High/low unblockable potential since it counts a low on first hit. Plus on block. This move is a staple for Yukiko's combos since she can do things like 214B>4AAA>214B
Slower startup and travel speed but faster recovery than the A version, letting Yukiko protect herself or even run behind it. Manually controlling when the flame pillar detonation makes it amazing for space control.
</div>
 
</div>
High/low unblockable potential due to it's slow startup and low hitting properties. Plus on block. This move is a staple for Yukiko's combos, enabling {{clr|2|214B}}>{{clr|1|4AAA}}>{{clr|2|214B}}.
}}


===<big>Fire Boost</big>===
===<big>Fire Boost</big>===
<span class="input-badge">'''22A/B'''</span>
{{InputBadge|{{clr|1|22A}}/{{clr|2|B}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=22A,22B
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
* Grants 1 fire level.
BBTag_Yukiko_FireBoost.png |Make sure they feel this one!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_22A_Hitbox.png | Persona Hurtbox is actually intangible
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="22A" or input="22B")
|format=template|template=AttackDataWithName-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* Grants 1 level of Fire Boost
* Costs Yukiko 500 health that's recoverable
* Costs Yukiko 500 health that's recoverable
* 34 total frames as of 1.30


Use this after a knockdown, while an assist is protecting you or in situations you know you're safe. Use Dia to regain back the health you've sacrificed from this move. Once Yukiko has reached lv. 9, she no longer takes damage should you input this afterward.
A safe reliable way to gain fire levels this after a knockdown, while an assist is protecting you or in situations you know you're safe. Once Yukiko has reached lv. 9, she no longer takes damage should you input this afterward.
 
----
----
* Grants 2 levels of Fire Boost
* Grants 2 fire levels.
* Costs Yukiko 500 health that's recoverable
* Costs Yukiko 500 health that's recoverable
* 57 total frames as of 1.30
Not at all a move you want to consider solo in neutral; it is extremely unsafe in every regard. However, with the powers of Active Switch hitconfirming and Cross Combo active switching, this is a great way to help Yukiko get 22C's benefits and gain higher levels ''without'' sacrificing meter. There may be other assists that can help protect this move and/or make more safe (i.e. Orie 4P, Carmine 214BC, etc.). Once again, use Dia or tag her out and let her regenerate passively to heal the red life you've accumulated from boosting back, and she does not deal damage to herself anymore once she reaches lv.9.
</div>
</div>


A riskier but faster way to gain fire levels. By leveraging partners, active switch, and cross combos, this is a great way to help Yukiko get {{clr|3|22C}}'s benefits and gain higher levels ''without'' sacrificing meter. Great synergy with long unburstable moves like command grabs and Yumi's Aerial Rave. She does not deal damage to herself anymore once she reaches lv.9.
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Extra Skills==
==Extra Skills==
===<big>Agilao</big>===
===<big>Agilao</big>===
<span class="input-badge">'''236C (Air OK)'''</span>
{{InputBadge|{{clr|3|236C}} (Air OK)}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=236C,j.236C
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
* Plus on block and comboable on hit.
BBTag_Yukiko_Agi.png |The "Peek-A-Boo" special
Puts the mine on top of the opponent and tracks them horizontally. Deals a substantial amount of damage with levels. Slower than the other two versions, but it's tracking qualities make it great for contesting at full screen. Still disappears on block.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_236A_Initial_Hitbox.png
BBTAG_Yukiko_236C_Hitbox.png
BBTAG_Yukiko_J236A_Initial_Hitbox.png
BBTAG_Yukiko_J236C_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag|version=yes}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236C" or input="j.236C")
|format=template|template=AttackDataWithName-BBTag|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* Can be used as a pressure reset up close.
* Explosion becomes active 7 frames after release, 30 frame wait minimum
Puts the circle on top of the opponent and tracks them horizontally. When timed well, you are able to confirm off of it. Deals a substantial amount of damage as a starter (2C>236C). Eats up the enemy's red life on hit, killing their health recovery potential during Resonance Blaze. Sidenote: First hit comes out slower than the other 2 versions, making things like 5AAA>236C not true. Can be combo'd into from a hard knockdown though. Still disappears on block.
</div>
</div>


===<big>Maragion</big>===
===<big>Maragion</big>===
<span class="input-badge">'''214C'''</span>
{{InputBadge|{{clr|3|214C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=214C
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Yukiko_Maragion.png |Likely the catalyst for Mystery Food X. You'll know why once you go up against it.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_214C_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="214C"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* Incredible damage potential, especially if looped into itself at high fire level
* Incredible damage potential, especially if looped into itself at high fire level
* Explodes into 3 pillars of fire, only the first hit is low.
* Explodes into 3 pillars of fire, only the first hit is a low
* Travels full screen and has great frame advantage on block
* Travels full screen and has great frame advantage on block
* Pressing C again while it's traveling will make the fire explode into the pillars where it currently is instead of traveling the full distance.  
* Pressing C or releasing C while it's traveling will make the projectile explode into the pillars where it currently is instead of traveling the full distance.  


Crawls along the ground at top speed, turns into forward-moving flame pillars upon reaching opponent. High/low unblockable potential since the first part of Maragion hits low. Like Agilao, it eats up the enemy's red life on hit. Because there are 3 flame pillars, Yukiko can IAD j.5A/2A mixup the opponent, or force them to waste meter and pushblock her away from them. Amazing for meter dumping, as it can loop into itself at high fire levels to deal incredible damage or disgusting chip damage in resonance
Crawls along the ground at top speed, turning into forward-moving flame pillars upon reaching opponent. Amazing for meter dumping, as it can loop into itself at high fire levels to deal incredible damage or disgusting chip damage in resonance. It's high blockstun also makes it great for extending pressure. All around great move.
</div>
}}
</div>


===<big>Fire Flame Boost</big>===
===<big>Fire Flame Boost</big>===
<span class="input-badge">'''22C'''</span>
{{InputBadge|{{clr|3|22C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=22C
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Yukiko_FireBoost.png |did you throw something at me? i didn't feel it.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_22A_Hitbox.png | Persona is still intangible
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="22C"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* Grants 2 levels of Fire Boost
* Grants 2 levels of Fire Boost
* Autoguards projectiles  
* Autoguards projectiles  
* Costs Yukiko 500 health that's recoverable
* Costs Yukiko 500 health that's recoverable
* 22 total frames as of 1.30
Shields herself from projectiles while gaining 2 levels. She gains control right away after the move ends, so it can avoid projectile moves with a long duration (i.e. Yu's 236BC, Nu's 236BC). Takes 500 recoverable life like the rest of fire boosts while also getting 2 fire stocks. A useful move to consider in neutral. She can also freely assist punish after catching enemy projectiles. She can loop off of it on hard knockdowns (IE: 4AAA>22C>4A, 5AA>22C>2A)
</div>
</div>


Shields herself from projectiles while gaining 2 levels. Full projectile invuln after the initial 4 frames, letter her be safe to projectiles with long duration. Takes 500 recoverable life like the rest of fire boosts while also getting 2 fire stocks. It's short recovery gives it utility during pressure. She can loop off of it on hard knockdowns (IE: {{clr|1|4AAA}}>{{clr|3|22C}}>{{clr|1|2A}}, {{clr|1|4AAA}}>{{clr|3|22C}}>{{clr|1|2A}}). A great way to dump meter during resonance, since fire levels are forever.
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==
===<big>5P</big>===
===<big>{{clr|5|5P}}</big>===
<span class="input-badge">'''Flame Dance'''</span>
{{InputBadge|Flame Dance}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=5P
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Yukiko_FlameDance.png |"What I would give to have this as a special..."
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_5P_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="5P "
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* On hit, launches the opponent high up with a large amount of untech time, allowing for easy combo conversion or extension
* Two-part move, but the first part only hits close up
* Two-part move, but the first part only hits close up
* The damage of the assist goes up depending on how many fire levels you have
* The damage scales with fire levels
* Opponent experiences 6 additional hitstop
* Opponent experiences 6 additional hitstop


If active switched into Yukiko, no matter how far she and Sakuya are apart, Sakuya always returns to her. During Cross Combo time Yukiko can chain-whiff 5P to create fullscreen distance from the opponent team while Sakuya advances forward, offering a good Active Switch that puts Yukiko in a good zoning position. Hard to punish Yukiko, even if the Persona is hit because of her backward movement.
During Cross Combo Yukiko can chain {{clr|5|5P}} to continually push Sakuya forward, providing unpushblockable pressure. Hard to punish Yukiko as she steps backwards as Sakuya moves forwards.
 
}}


</div>
</div>


===<big>6P</big>===
===<big>{{clr|5|6P}}</big>===
<span class="input-badge">'''Phoenix Flame Swirl'''</span>
{{InputBadge|Phoenix Flame Swirl}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=6P
<tabber>
|description=
Images =
* Long startup but great for controlling air space and extending combos on airborne opponents
<gallery widths="210px" heights="210px" mode="nolines">
* Gives Yukiko 1 fire level and deals 500 damage to her that's recoverable
BBTag_Yukiko_PhoenixFlameSwirl.png |"Did they crouch? They crouched."
* Sakuya will always fly in the direction of the opponent, auto-correcting on crossup
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_6P_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="6P "
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* Long startup but great for controlling air space and extending combos on airborne opponents.
* Gives Yukiko 1 level of fire boost and drains 500 recoverable health
* Sakuya tracks the opponent's direction on the screen, ensuring she doesn't go the other way regardless of characters changing position.
* Specifically coded to not hit crouching opponents.  
* Specifically coded to not hit crouching opponents.  


She stands behind you, fire boosts up a level and then throws out her Persona that turns into a giant invulnerable projectile in the form of a Phoenix that travels the entire screen. On Active Switch or Cross Combo activation, the projectile vanishes. Should it be blocked midair, it leaves them open to an air unblockable setup. If they stand block it, they're wide open for lows. If they crouch-whiff it, they can be opened up by instant overheads. Offensively ''and'' defensively speaking, this is a great assist in Yukiko's arsenal for its potential capabilities. That being said, do be mindful of characters with good low profiling normals and anti airs, as well as DPs that recover crouching (usually after landing).
Yukiko appears, fire boosts up a level and then throws out her Persona that turns into a giant, invulnerable, flaming, fullscreen Phoenix projectile. On Active Switch or Cross Combo activation, the projectile vanishes. Should it be blocked midair, it leaves them open to an air unblockable setup. If they stand block it, they're wide open for lows. If they crouch it, they can be vulnerable to overheads and command grabs. A good assist for forcing mindgames. Unforunately, less impressive against characters with long crouching normals, lasers, and anti airs, as well as those with DP's that have long invulnerability frames.
 
}}


</div>
</div>


===<big>4P</big>===
===<big>{{clr|5|4P}}</big>===
<span class="input-badge">'''Dia'''</span>
{{InputBadge|Dia}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=4P
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Yukiko_Dia.png |definitely no Celica 4P
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_4P_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="4P "
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* Heals Yukiko and the point character's health if they stand near her. Yukiko heals more when the point character is not near.
* Heals Yukiko and the point character's health if they stand near her. Yukiko heals more when the point character is not near.
* This assist has a bigger and more active hitbox than the point version of the move, it's also faster. Has similar proration/damage values, meaning it will most likely worsen your combo. Very active, making it easy to meaty with this move.
* This assist is faster, bigger and more active than the point version of the move. Does poor damage, meaning it will most likely worsen your combo. Very active, making it easy to meaty with this move.
* You '''cannot''' hold down 4P in order to continuously heal Yukiko and her partner, unlike with her DP. It has a set duration.
* You '''cannot''' hold down {{clr|5|4P}} in order to continuously heal Yukiko and her partner, unlike with her DP. It has a set duration.
* Heals from 26-138  
* Heals from frame 26~138
* Heals 20 hp per frame (up to 2320) to Yukiko if point is not nearby; 20 hpf to point and 10 hp per frame (up to 1160) to Yukiko otherwise
* Heals 20 hp per frame (up to 2240) to Yukiko if point is not nearby, 20 hp per frame to point and 10 hp per frame (up to 1120) to Yukiko otherwise.
 
Yukiko heals herself and her partner, unlike when she's on point (where she can only heal herself). Comes with a hitbox on startup, so unlike Celica {{clr|5|4P}}, it can be used on offense and to extend combos. Notably, it lets you heal yourself while continuing your offense. You can also punish Cross Bursts with this move, though its narrow hitbox makes it quite finicky, similar to Nu-13's 4p.


Yukiko heals herself and her partner, unlike when she's on point (where she can only heal herself). Comes with a hitbox on startup, so unlike Celica 4P, it can be used on offense and to extend combos. This lets you heal yourself while continuing your offense. You can also punish Cross Bursts with this move, though it's narrow hitbox makes it quite finicky, similar to Nu-13's 4p.  
Due to its long duration, Yukiko is extremely vulnerable while this assist is out. Be sure to have partner gauge to activate cross combo and defend her at a moment's notice.


Due to it's long duration, Yukiko is extremely vulnerable when this assist is out. Be sure to have partner gauge to activate cross combo and defend her at a moment's notice.
Because it has full projectile guard point once active, it is a nice tool to use against zoners or projectile-heavy attacks, as there is very little the opponent can do to interrupt her. That being said, she can be hit out of startup or recovery.
Because it has full projectile guard point once active, it is a nice tool to use against zoners or projectile-heavy attacks, as there is very little the opponent can do to interrupt her. That being said, she can be hit out of startup or recovery.
</div>
}}
</div>
 
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skills==
==Distortion Skills==
===<big>Agidyne</big>===
===<big>Agidyne</big>===
<span class="input-badge">'''236B+C'''</span>
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=236BC
<tabber>
|description=
Images =
* Sakuya and Fireball track the side the opponent is on.
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Yukiko_Agidyne.png |(It's "''I am thou''," not "I am yours," btw.)
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
WorkInProgress.png | WIP
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="236BC"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* Values in [] for Enhanced version
* Minimum damage 20% (1412) [1756]
* Sakuya and Fireball track the opponent's side
* VERY unsafe on block
* VERY unsafe on block


Yukiko calls forth her Persona, who violently enraptures the enemy in a fiery twirl, ending with a massive fireball. Once out, Sakuya spins for a brief duration, and cannot be moved. Offering Yukiko startup invul. so she can whiff enemy attacks, the screen also completely freezes on startup, allowing her to swiftly punish things on reaction, including quick 5A/2A jabs. Damages scales slightly if used in a combo, and on a raw hit it deals ''massive'' damage (especially on Lv.9). Excellent at catching Cross Bursts, moves with long reach and moves in recovery state, regardless of duration. Becomes increasingly threatening with each fire level stocked; on a raw hit, Lv.0 does 4.5k dmg, while Lv.9 does around 10k ''alone!'' Offers a ridiculous amount of chip damage during Resonance Blaze, but leaves Yukiko wide open, so be mindful of the distance between you and the enemy and see to it they don't have a means to punish from said distance.
Yukiko calls forth her Persona, who violently enraptures the enemy in a fiery twirl, ending with a massive fireball. Once out, Sakuya spins for a brief duration, and cannot be pushblocked away. If you happen to hit a partner character, this can be useful for securing a KO on them. Deals ''massive'' damage with fire levels.  
 
It is recommended that a Yukiko player spends time learning every other characters' blockstring consistently and thoroughly, so that they'll have a better awareness of when to use this move; Agidyne can be a highly rewarding, yet highly risky move (outside of comboing, of course).


Depending on the partner, an early DHC will allow the partner (examples are Weiss, Nine, Aegis etc.) to follow-up while Agidyne is still in motion.
Depending on the partner, an early DHC will allow the partner (examples are Weiss, Nine, Aegis etc.) to follow-up while Agidyne is still in motion.


An interesting thing to note is that Agidyne completely beats Tager's 5B in every regard, even if he holds it to max length.
Surprisingly ignorant due to its disjointed hitbox, long active frames, long invulnerability, and non-projectile qualities.  


</div>
}}
</div>


===<big>Maragidyne</big>===
===<big>Maragidyne</big>===
<span class="input-badge">'''214B+C'''</span>
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=214BC
<tabber>
|description=
Images =
* Tap {{clr|2|B}}+{{clr|3|C}} to make the flames come from Yukiko (C Maragidyne in P4Arena), and hold {{clr|2|B}}+{{clr|3|C}} to make the flames come from the far side of the screen instead (D Maragidyne in P4Arena).
<gallery widths="210px" heights="210px" mode="nolines">
* Plus on hit and block, allowing for extended combos or additional pressure.
BBTag_Yukiko_Maragidyne.png | "Would you like to play neutral again?"
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
WorkInProgress.png | WIP
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="214BC"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
* Values in [] for Enhanced version
* Minimum damage 15% (120*N) [150*N]
* Tap B+C to make the flames come from Yukiko (C Maragidyne in P4Arena), and hold B+C to make the flames come from the far side of the screen instead (D Maragidyne in P4Arena).
* You can throw 5B fans soon enough to catch them at the end of the Distortion as a direct combo. This move is so + you can both do this on hit and block.


This move is invincible on startup and pushes the opponent far away even on block (for the uncharged version), but she can get hit as soon as the flames appear, no matter where she is, so you must be careful when considering this move. It does a lot of chip damage at high fire boost levels and in resonance blaze: about half of most characters' life bars with level 9 fireboost and resonance level 4. Resonance Blaze also gives Yukiko the 6 bars she needs in order to combo uncharged Maragidyne into charged Maragidyne into Agidyne. If you have a low fireboost level, you can make the opponent block the uncharged version of Maragidyne and fireboost a few times while the opponent is stuck in blockstun from the flames, as well as heal. Do take heed that the opponent can pushblock the charged version and break free from the blockstring.
This move is invincible on startup and pushes the opponent far away even on block (for the tapped version). It does a lot of chip damage at high fire boost levels and in resonance blaze: about half of most characters' life bars with level 9 fireboost and resonance level 4. The held version is useful for calling out characters who like to play at full screen. Do take heed that the opponent can pushblock the held version and break free from the blockstring.


</div>
Extremely ignorant high damaging plus on block invincible reversal. You will use this move.
</div>


}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skill Duo==
==Distortion Skill Duo==
===<big>Agidyne</big>===
===<big>Agidyne</big>===
<span class="input-badge">'''P during Partner's Distortion Skill'''</span>
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=Distortion Skill Duo
<tabber>
|description=
Images =
Fast, single-hit fireball. Naturally synergizes with other long supers (Tager's Magna-tech Wheel, Yu's Ziodyne, etc)
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Yukiko_Agidyne.png |"So what if I wasn't negative off that raw super?"
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
BBTAG_Yukiko_DSD1_Hitbox.png
BBTAG_Yukiko_DSD2_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="Distortion Skill Duo"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
}}
|}
 
==== ====
* Values in [] for Enhanced version
* Minimum damage 100% (2000) [2500]
Yukiko's DHC allows her to follow-up and/or heal herself with both of Vatista's supers, Ruby's 214BC, Yu's 236BC, Nine's 236BC, Noel's air 236BC, Rachel's 214BC, Linne's 236BC, to give just some of the examples.
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
===<big>Full Bloom</big>===
===<big>Full Bloom</big>===
<span class="input-badge">'''222B+C'''</span>
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
<div class="attack-container">
{{BBTag Move Card|game=BBTag
<div class="attack-gallery">
|input=222BC
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
BBTag_Yukiko_FullBloom.png |
BBTag_Yukiko_FullBloom2.png |'''Stay out of my garden.'''
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
WorkInProgress.png | WIP
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-BBTag}}
|-
{{#cargo_query:tables=MoveData_BBTag
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and input="222BC"
|format=template|template=AttackData-BBTag|named args=yes|order by=_ID
}}
|}
==== ====
Yukiko summons Sakuya one last time, as her Persona transforms into endless cherry blossoms that swarm and eviscerate the opponent while Yukiko dances through it all, ending with a beautiful pose. The screen freeze when Yukiko makes a pose, so it can catch mindless opponents pressing buttons. Sakuya's lunge does some significant pushback, so it can be awkward to punish, but it bears mentioning that it is naturally unsafe on block, so, like always, astral wisely.
Yukiko summons Sakuya one last time, as her Persona transforms into endless cherry blossoms that swarm and eviscerate the opponent while Yukiko dances through it all, ending with a beautiful pose. The screen freeze when Yukiko makes a pose, so it can catch mindless opponents pressing buttons. Sakuya's lunge does some significant pushback, so it can be awkward to punish, but it bears mentioning that it is naturally unsafe on block, so, like always, astral wisely.


Can be canceled from Agi and Maragi, and Sakuya confirms all the way from nearly fullscreen.
Can be canceled from Agi and Maragi, and Sakuya confirms all the way from nearly fullscreen.


</div>
}}
</div>
<br style="clear:both;"/>
 


<br style="clear:both;"/>
==Colors==
==External References==
*[https://blazblue.wiki/wiki/Yukiko_Amagi#Palettes Color Palettes on https://blazblue.wiki]
[https://docs.google.com/document/d/1D9Snifl5AAUQ1hO66YOKZgNG6VTEgVtJV0zjkzNzgGA/edit?usp=sharing Guide here]


==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|BBTag|Yukiko Amagi|size=36px}}</center>
{{BBTag/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-BBTag}}
 
{{BBTag/Navigation}}

Latest revision as of 08:24, 26 February 2024


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Overview

Overview
Yukiko is a zoner with very polarized strengths and weaknesses. Her damage increases dramatically as she gains her fire levels and her unique toolset can open up many options for her partner. To best make use of her, a Yukiko player must be proficient at playing neutral and mitigating risks, micromanaging her resources to win in the long run.
Yukiko Amagi


BBTag Yukiko Portrait.png
Health
16,000
Prejump
4F
Backdash
29F (1~7F Inv All)
Fastest Attack
2A (8F)
Reversals
A+D (19F)
236B+C (11F)
214B+C (19F)
Pros
Cons
  • Large normals
  • Ability to infinitely recover her (and her partner's) health
  • Stacking fire levels makes her one of the most damaging characters in the game
  • Excels at using Resonance Blaze mechanics
  • Versatile and unique zoning tools
  • Can be a strong anchor/solo fighter especially with Lv. 9 Resonance Blaze/healing properties
  • Mixup potential that cannot be avoided even by pushblocking
  • Good air game
  • Possesses ability for wild comebacks with her fire attacks (ex. Lv. 9 Agidyne deals nearly 10k dmg alone)
  • Slow normals
  • Not beginner-friendly
  • Awkward anti-air
  • Low damage without fire levels
  • Persona reliant, popping Sakuya leaves Yukiko wide open
  • Very fragile due to below average health, sacrificing health for fire levels, and losing health when her persona is broken.
  • Very meter reliant
  • Strong reversal options which must be respected.


Unique Ability: Flame Boost

Yukiko's can gain up to 9 fire levels, which amplifies the damage of her fire-based attacks (such as her specials, supers, A autocombo enders, 5P and 6P). You gain 1 level from using 22A or 6P, and 2 levels from 22B or 22C. Each use will deal 500 recoverable damage to Yukiko. The damage increase is significant, more than doubling the damage done by her fire based moves. See her frame data for exact values.

Clash Assault, Cross Raid and her Distortion Skill Duo are not affected by fire levels. Fire levels CANNOT be reduced, and last up until the match is over.

Normal Moves

4A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4A 1000 All 10 4 15 -2 B
4AA 1000 All 10 3 14 0 B
4AAA 1200 All 12 3 26 -10 B
4AAAA 900, 1600 All 9 2(10)5 30 -12 B, P1
  • Jump cancellable on block.

Yukiko's "jab." Covers up a decent amount of range, making it useful for footsies. Useful for stuffing jumps, as it has large vertical hit-box.

Fairly slow startup and requires a 4 input, making it poor for approaching.

At max range, 4AA and 4AAA may whiff. In these cases, use 6B or 2C.


  • Jump cancellable on block.

4AA is not really notable. Your safest normal on block.


  • Hard knock-down on air-borne targets. Whiffs at 4A's maximum range.

4AAA's only cancellable normal is (2C). Very vulnerable to pushblock and bursts due to no jump cancel option.


  • Negative on block, but propels opponent a significant distance from Yukiko, making it hard to punish.
  • Opponent experiences 6 additional frames of hitstop

4AAAA is your Smart Combo ender. Her most consistent ender at the end of long combos. Damage scales with fire levels.

Version Level P1 P2
4A 3 100 80
4AA 3 100 80
4AAA 4 100 85
4AAAA 3 90 80

4A:
4AA:
4AAA:
4AAAA:

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 200×10 All 12~28 1×10 28 -12 B
5AA 200×9 All 10 1×9 33 -17 B
5AAA 200×8 Low 10 1×8 32 -16 F
5AAAA 900, 1600 All 9 2(10)5 30 -12 B, P1
  • Moves Sakuya forward. Will attack from its location so long as it's not too far away from Yukiko (around 1 5A lengths)
  • Persona attacks 3 frames after encountering the opposing point character if it has not traveled the maximum distance.
  • Yukiko cannot cancel if only the last few frames of this move makes contact.

Yukiko summons Konohana-Sakuya, who will lunge towards the enemy with a proximity-based multihit attack. The attack will trigger early if an enemy enters Sakuya's range. Will always lunge towards the enemy, meaning it's possible to sandwich the opponent between Yukiko and her Persona.

Fantastic in blockstrings as Sakuya is unaffected by Reject Guards. Once Sakuya is out, she remains at her position for some time before she returns to Yukiko, allowing for disjointed persona pressure.

Very risky to use in neutral, as Yukiko cannot move the whole time.


  • Hard knockdown on air hit
  • Jump cancellable on block

Multi-hitting attack. Gives a knockdown on aerial hit. A common point to perform a mixup between high (5C, j.C, jump cancels) and low (5AAA,2C, 214X) options.


  • Hits low

Sakuya attacks downwards. All hits of this move must be blocked low. The easy low option in the high/low mixup.


  • Moves Konohana Sakuya forward
  • Opponent experiences 6 additional frames of hitstop
  • Unburstable on hit

Same ender as 4A autocombo. Hard to punish as it creates distance between Yukiko and the opponent. On hit it puts the opponent full screen away. Damage scales with fire levels.

Version Level P1 P2
5A 3 90 80
5AA 3 90 80
5AAA 3 90 80
5AAAA 3 90 80

5A:

  • Persona attacks 3 frames after coming into range if before 28 frames


5AA:
5AAA:
5AAAA:

5B/4B/6B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1000 All 10 Until Hit Total 46 -15 P1
5BB 1000 All 9 Until Hit Total 48 -18 P1
6BB 1000 All 9 Until hit Total 49 -19 P1
4BB 1000 All 9 Until hit Total 52 -22 P1
  • Special cancellable
  • 4B fans travel slower than 5B fans while 6B fans travel faster
  • Opponent experiences 10 extra frames of hitstop

Fan toss. Fast startup makes it best used as a poke or to call out linear grounded options. Regardless of distance, she is able to cancel into another move if the fan is blocked or hit. 6B's speed makes for a fast CH starter, while 4B lets Yukiko recover while the projectile is still on-screen. Poor recovery, so be wary of whiffing.


  • Special cancellable
  • Opponent experiences 10 extra frames of hitstop

A followup that has you throw out a second fan. Similar to the first fan, you can input 4BB to make the fan travel slower or 6BB to make it travel faster. The input you use can be different from the first B input. Not recommended to be used carelessly in neutral, as Yukiko has massive recovery, and the second fan can be easily avoided. Auto-corrects if the opponent crosses Yukiko up, so has fringe uses as a panic option if you see the opponent jumping over you as the first fan whiffs.

Version Level P1 P2
5B 2 80 75
5BB 2 80 75
6BB 2 80 75
4BB 2 80 75

5B:
5BB:
6BB:
4BB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 18 -4 B

Safe on block. Moves Yukiko slightly forward, giving it ample range. Yukiko can disguise the startup of this move with her persona and other lingering projectiles. Cancel into this from a quick 2B/6B fan toss, leaves the opponent a smaller than average gap (5 frames) to input a reversal. Useful for securing hard knockdowns and setting up okizeme.

Level P1 P2
4

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 8 2 14 -2 F
  • Chains into itself 3 times on hit/block

Low poke. Faster startup than 4A, but lacks range. Useful for frame kills and tick throws.

Level P1 P2
2 90 75

2B/1B/3B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×2 All 14 Until hit Total 42 -7 P1 10~16 H
  • 1B travels vertically, 2B/3B travels more diagonally
  • Head invuln kicks in fairly late and is short, not recommended as a reactionary anti-air
  • Opponent experiences 10 extra frames of hitstop

Anti-air. Can be used to stop the enemy's momentum mid-air, and hits standing characters with tall hurtboxes. Like her 5B, has poor recovery.

Very useful when done preemptively, as the 2 fans cover a large amount of airspace.

Level P1 P2
2 80 75×2

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 Low 10 3 17 -3 F
  • Remarkably low recovery.

Sweep. Can be used as a poke since it has decent range and disjoint. Because of its low recovery, cancelling into this button will greatly improve your frame advantage, making it really important for keeping offense safe.

  • 5a -> 2c whiff = improves from -12 to -10
  • 5aa->2c whiff = improves from -17 to -13
  • 5aaa->2c whiff = improves from -16 to -13
  • 5b -> 2c whiff = improves from -15 to -8
  • 5bb -> 2c whiff = improves from -18 to -8
Level P1 P2
3 90 80

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1000 High 10 3 13 H
j.AA 1000 High 7 3 13 H
  • Chains into itself up to 3 times
  • Fairly low recovery.

Yukiko's best air to air option, with fast startup for it's range and ability to rapid chain into itself thrice. Be sure to press it pre-emptively when meeting airborne opponents, as most characters have faster air normals. Very useful for jump-in and instant air dash pressure when combined with j.C. Also Yukiko's only reliable way to pick up air combos.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:

j.B/j.4B/j.6B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.B 1000 All 12 Until Hit Total 34 P1
  • j.4B is thrown close to Yukiko, j.6B further out
  • j.5B forced 6f landing recovery, j.6B forced 8f landing recovery
  • Opponent experiences 10 frames hitstop

Aerial fan toss. Naturally dodges grounded attacks while preserving Yukiko's air momentum. She can throw two fans in one jump, with the ability to vary her timing by utilizing her other air options. Special cancellable on block or hit.

Version Level P1 P2
j.B 2 80 75

j.B:

  • Forced 6f landing recovery from j.5B
  • Forced 8f landing recovery from j.6B

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×N High 20 3, 5×N Until L minus while rising, plus while falling H
  • Grants knockdown on air hit
  • Overhead(!)
  • Yukiko begins falling on frame 36; Can special cancel second hit onward on hit or block

Yukiko's aerial knockdown tool. Yukiko is vulnerable until she hits the ground, so use it wisely. The large hitbox and air-stall makes it great for zoning and baiting anti-airs. The crucial high in her high/low mixup game.

Frame data varies based on when she does it while falling: https://www.youtube.com/watch?v=mT8RiEpO2iQ

Level P1 P2
3 90 80



Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T

Yukiko slaps the opponent and puts them in crumple state. The crumple has some niche uses in setting up combos on standing opponents after an active switch.

Level P1 P2
4 100 50
  • Minimum damage 2000
  • Crumple Duration 100F, Crumple Fall 39F

Dia

5A+D (Chargeable)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 Air Unblockable 19 3 23* -30 B 1~27 Guard All
28~Release Guard P
  • Holding the buttons will let you stay in Dia indefinitely and keep healing.
  • Projectile invincible from frame 1 until you release the button (there is a window after you release the button where you are vulnerable even to projectiles).
  • Levitates slightly, putting Yukiko in an airborne state.
  • Short horizontal and mediocre vertical hitbox.
  • The healing starts with 18 frames of 60 healing per frame, followed by a consistent rate of 30 healing per frame. Yukiko is forced to "hold" Dia for 21 frames minimum, meaning you heal 1170 hp per tap.

Yukiko's DP. Has guard point to all projectile attacks and briefly physical attacks (startup only) before knocking the opponent back and granting Yukiko substantial healing. With the right partner (i.e. Waldstein, Hyde), Yukiko can safely recover a lot of HP during a match!

Hard to use in neutral, but gives Yukiko an option to force the opponent to approach. Thanks to its projectile guardpoint, it can be used to go through projectiles.

Using it after defeating an opponent's character also allows Yukiko to recover a non-trivial amount of health.

Because Yukiko levitates during the state, she cannot be thrown or command grabbed out of it.

Level P1 P2
3 80 60
  • On Guard Point, hitstop for Yukiko is 0F. Opponent hitstop is unchanged
  • Heals 60 hpf for 18 frames (1080 hp), then 30 hpf (1800 hps) for remainder
  • Yukiko is forced to "hold" Dia for 21 frames minimum
  • At minimum duration, Yukiko has effectively 44 frames recovery and heals 1170 hp
  • Minimum Damage 60


Skills

Agi

236A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 700, 900 All 13 3(6)15* 39 -9 B, P1
236B 700, 900 All 13 3(6)15* 39 -9 B, P
j.236A 700, 900 All 13 3(6)15* 39+5L B, P
j.236B 700, 900 All 13 3(6)15* 39*+5L B, P
  • Hold the button to delay the explosion of the placed fire mine. The mine will explode when you release the button
  • It's possible to have A/B/C versions held simultaneously.

Sakuya hits the opponent into a fire mine that is manually detonated. Useful for discouraging approaches.

The mine disappears if Yukiko blocks or gets hit. BEWARE: The explosion's hitbox will disappear even after you've released the button in these situations, meaning trading with this button is basically impossible.


Sakuya hits the opponent into a mine around 2/3 screen away. Same as A version aside from the mine placement. Use this if you want to leave the opponent farther away from you.

While holding B version seems tempting because of it's long range presence, it does prevent Yukiko from using any of her fans. Still useful for discouraging approaches, and the extended range gives it more utility by sniping assists.

Version Level P1 P2
236A 3 90, 80 100, 80
236B 3 90, 80 100, 80
j.236A 3 90, 80 100, 80
j.236B 3 90, 80 100, 80

236A:

  • Explosion becomes active 7 frames after release, 22 frame wait minimum
  • Minimum Damage 35, 45 (80)


236B:

  • Explosion becomes active 7 frames after release, 22 frame wait minimum
  • Minimum Damage 35, 45 (80)


j.236A:

  • Explosion becomes active 7 frames after release, 22 frame wait minimum
  • Minimum Damage 35, 45 (80)


j.236B:

  • Explosion becomes active 7 frames after release, 22 frame wait minimum
  • Minimum Damage 35, 45 (80)

Maragi

214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1000, 1500 Low, All 16 Until Hit(9)30 55T -11 P1
214B 1000, 1500 Low, All 32 Until hit(9)45 43T +17 P
  • Remains active in place for a bit after reaching destination.
  • First hits low, then hits mid
  • Pressing A again or using negative edge will make it explode earlier while it's traveling

Travels fullscreen. Fast speed moving projectile that then creates a tall fire pillar afterwards. The pillar lingers for a bit, letting you pushblock opponents into it, and the hitbox is active enough to catch bursts as well.

Due to the lengthy recovery, she is unable to follow-up on the hit herself outside of the corner and must call on an assist. The pillar will always come out when triggered, but the initial projectile will disappear if Yukiko blocks or gets hit while it's traveling.

The pillar's tall hitbox makes it useful to deny air approaches.


  • Remains active in place for a bit after reaching destination.
  • First hits low, then hits mid
  • Pressing B again or using negative edge will make it explode earlier while it's traveling

Slower startup and travel speed but faster recovery than the A version, letting Yukiko protect herself or even run behind it. Manually controlling when the flame pillar detonation makes it amazing for space control.

High/low unblockable potential due to it's slow startup and low hitting properties. Plus on block. This move is a staple for Yukiko's combos, enabling 214B>4AAA>214B.

Version Level P1 P2
214A 4 80 100, 85
214B 4 80 100, 85

214A:

  • Minimum Damage 50, 75 (125)


214B:

  • Minimum Damage 50, 75 (125)

Fire Boost

22A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
22A 19 Total 36
22B 31 Total 57
  • Grants 1 fire level.
  • Costs Yukiko 500 health that's recoverable

A safe reliable way to gain fire levels this after a knockdown, while an assist is protecting you or in situations you know you're safe. Once Yukiko has reached lv. 9, she no longer takes damage should you input this afterward.


  • Grants 2 fire levels.
  • Costs Yukiko 500 health that's recoverable

A riskier but faster way to gain fire levels. By leveraging partners, active switch, and cross combos, this is a great way to help Yukiko get 22C's benefits and gain higher levels without sacrificing meter. Great synergy with long unburstable moves like command grabs and Yumi's Aerial Rave. She does not deal damage to herself anymore once she reaches lv.9.

Version Level P1 P2
22A
22B

22A:

  • Costs Yukiko 500 health (all recoverable)


22B:

  • Costs Yukiko 500 health (all recoverable)


Extra Skills

Agilao

236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 700, 2000 All 18 3(9)15* 24 +2 B, P1
j.236C 700, 2000 All 18 3(9)15* 24+5L H, P1
  • Plus on block and comboable on hit.

Puts the mine on top of the opponent and tracks them horizontally. Deals a substantial amount of damage with levels. Slower than the other two versions, but it's tracking qualities make it great for contesting at full screen. Still disappears on block.

Version Level P1 P2
236C 3 90, 80 100, 80
j.236C 3 90, 80 100, 80

236C:

  • Explosion becomes active 7 frames after button release, 30 frame wait minimum
  • Minimum Damage 70, 200 (270)


j.236C:

  • Explosion becomes active 7 frames after button release, 30 frame wait minimum
  • Minimum Damage 70, 200 (270)

Maragion

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×4 Low, All×3 16 Until Hit(9)5(5)5(5)5 Total 34 +30 P
  • Incredible damage potential, especially if looped into itself at high fire level
  • Explodes into 3 pillars of fire, only the first hit is a low
  • Travels full screen and has great frame advantage on block
  • Pressing C or releasing C while it's traveling will make the projectile explode into the pillars where it currently is instead of traveling the full distance.

Crawls along the ground at top speed, turning into forward-moving flame pillars upon reaching opponent. Amazing for meter dumping, as it can loop into itself at high fire levels to deal incredible damage or disgusting chip damage in resonance. It's high blockstun also makes it great for extending pressure. All around great move.

Level P1 P2
4 80 100, 85
  • Fire pillars are considered one attack with P2: 85%
  • Minimum Damage 100×4 (400)

Fire Flame Boost

22C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
12 Total 22 4~End Guard P
  • Grants 2 levels of Fire Boost
  • Autoguards projectiles
  • Costs Yukiko 500 health that's recoverable

Shields herself from projectiles while gaining 2 levels. Full projectile invuln after the initial 4 frames, letter her be safe to projectiles with long duration. Takes 500 recoverable life like the rest of fire boosts while also getting 2 fire stocks. It's short recovery gives it utility during pressure. She can loop off of it on hard knockdowns (IE: 4AAA>22C>2A, 4AAA>22C>2A). A great way to dump meter during resonance, since fire levels are forever.

Level P1 P2
  • Raises Flame Boost by 2
  • Costs Yukiko 500 health (all recoverable)


Partner Skills

5P

Flame Dance

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900, 1300 All (18)+13 2(10)5 29 -11 B, P1
  • Two-part move, but the first part only hits close up
  • The damage scales with fire levels
  • Opponent experiences 6 additional hitstop

During Cross Combo Yukiko can chain 5P to continually push Sakuya forward, providing unpushblockable pressure. Hard to punish Yukiko as she steps backwards as Sakuya moves forwards.

Level P1 P2
3 70 85×2
  • Minimum Damage 45, 65 (110)


6P

Phoenix Flame Swirl

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×3 All (18)+62 Until Hit Total (18)+113 -24 P1
  • Long startup but great for controlling air space and extending combos on airborne opponents
  • Gives Yukiko 1 fire level and deals 500 damage to her that's recoverable
  • Sakuya will always fly in the direction of the opponent, auto-correcting on crossup
  • Specifically coded to not hit crouching opponents.

Yukiko appears, fire boosts up a level and then throws out her Persona that turns into a giant, invulnerable, flaming, fullscreen Phoenix projectile. On Active Switch or Cross Combo activation, the projectile vanishes. Should it be blocked midair, it leaves them open to an air unblockable setup. If they stand block it, they're wide open for lows. If they crouch it, they can be vulnerable to overheads and command grabs. A good assist for forcing mindgames. Unforunately, less impressive against characters with long crouching normals, lasers, and anti airs, as well as those with DP's that have long invulnerability frames.

Level P1 P2
4 70 85
  • Does not hit opponents in crouching state
  • Minimum Damage 50×3 (150)


4P

Dia

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 All (18)+13 12 112 -107 B 7~112 Guard P
  • Heals Yukiko and the point character's health if they stand near her. Yukiko heals more when the point character is not near.
  • This assist is faster, bigger and more active than the point version of the move. Does poor damage, meaning it will most likely worsen your combo. Very active, making it easy to meaty with this move.
  • You cannot hold down 4P in order to continuously heal Yukiko and her partner, unlike with her DP. It has a set duration.
  • Heals from frame 26~138
  • Heals 20 hp per frame (up to 2240) to Yukiko if point is not nearby, 20 hp per frame to point and 10 hp per frame (up to 1120) to Yukiko otherwise.

Yukiko heals herself and her partner, unlike when she's on point (where she can only heal herself). Comes with a hitbox on startup, so unlike Celica 4P, it can be used on offense and to extend combos. Notably, it lets you heal yourself while continuing your offense. You can also punish Cross Bursts with this move, though its narrow hitbox makes it quite finicky, similar to Nu-13's 4p.

Due to its long duration, Yukiko is extremely vulnerable while this assist is out. Be sure to have partner gauge to activate cross combo and defend her at a moment's notice.

Because it has full projectile guard point once active, it is a nice tool to use against zoners or projectile-heavy attacks, as there is very little the opponent can do to interrupt her. That being said, she can be hit out of startup or recovery.

Level P1 P2
3 70 80
  • Heals from 26~138
  • Heals 20 hp per frame (up to 2240) to Yukiko if point is not nearby, 20 hp per frame to point and 10 hp per frame (up to 1120) to Yukiko otherwise
  • Minimum Damage 60


Distortion Skills

Agidyne

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
540×9, 2200 [620×9, 3200] All 4+(78 Flash)+7 6×7,10,2(8)P Total: 160 -51 B×9, P 1~22 All
  • Sakuya and Fireball track the side the opponent is on.
  • VERY unsafe on block

Yukiko calls forth her Persona, who violently enraptures the enemy in a fiery twirl, ending with a massive fireball. Once out, Sakuya spins for a brief duration, and cannot be pushblocked away. If you happen to hit a partner character, this can be useful for securing a KO on them. Deals massive damage with fire levels.

Depending on the partner, an early DHC will allow the partner (examples are Weiss, Nine, Aegis etc.) to follow-up while Agidyne is still in motion.

Surprisingly ignorant due to its disjointed hitbox, long active frames, long invulnerability, and non-projectile qualities.

Level P1 P2
4×9, 5 80×9, 70 98×9, 90
  • Values in [] are for Enhanced version
  • P in active frames represents a projectile spawned
  • Minimum damage: 108×9, 440 (1412) [124×9, 640 (1756)]

Maragidyne

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800×N [1000×N] All 10+(87 Flash)+9 {5(5)}×10,5 Total: 84 P 1~30 All
  • Tap B+C to make the flames come from Yukiko (C Maragidyne in P4Arena), and hold B+C to make the flames come from the far side of the screen instead (D Maragidyne in P4Arena).
  • Plus on hit and block, allowing for extended combos or additional pressure.

This move is invincible on startup and pushes the opponent far away even on block (for the tapped version). It does a lot of chip damage at high fire boost levels and in resonance blaze: about half of most characters' life bars with level 9 fireboost and resonance level 4. The held version is useful for calling out characters who like to play at full screen. Do take heed that the opponent can pushblock the held version and break free from the blockstring.

Extremely ignorant high damaging plus on block invincible reversal. You will use this move.

Level P1 P2
5 80 60
  • Values in [] are for Enhanced version
  • Minimum damage: 120×N [150×N]


Distortion Skill Duo

Agidyne

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [2500] All 1+(104 Flash)+1 Until Hit Total: 82 -46 P 1~9 All

Fast, single-hit fireball. Naturally synergizes with other long supers (Tager's Magna-tech Wheel, Yu's Ziodyne, etc)

Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]


Astral Heat

Full Bloom

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 13+(86 Flash)+11 6 Total: 100 -55 B 1~39 All

Yukiko summons Sakuya one last time, as her Persona transforms into endless cherry blossoms that swarm and eviscerate the opponent while Yukiko dances through it all, ending with a beautiful pose. The screen freeze when Yukiko makes a pose, so it can catch mindless opponents pressing buttons. Sakuya's lunge does some significant pushback, so it can be awkward to punish, but it bears mentioning that it is naturally unsafe on block, so, like always, astral wisely.

Can be canceled from Agi and Maragi, and Sakuya confirms all the way from nearly fullscreen.

Level P1 P2
5


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