BBTag/Yumi/Strategy

From Dustloop Wiki
< BBTag‎ | Yumi
 Yumi


Team Synergy

Point

An antiair assist can be useful to play the neutral, especially against characters with big air normals.

An assist that is very fast is good for the oki situation - currently Yumi must guess the opponent's tech post Aerial Rave for her to meaty them, if you have an assist that can meaty neutral/back tech for you then Yumi can meaty forward tech.

An assist that is very active/has multiple hits can be good for the oki situation - if you want to corner crossup with j.C you can get the assist to hit before the j.C connects for a faster crossup, then have the assist continue to hit even after your j.C goes through to allow a pickup. Lacking this kind of assist can be made up for by activating CC.

An assist that crosses up on its own can be good especially if called at the same time as Yumi does 214A to threaten the C/2C immediate swap.

A lockdown assist can be good to setup Yumi's 214A~C/2C mixup and keep her + even if it's blocked, but a single hit assist is fine, especially if swapped into. Lockdown assist can also allow for better mixups when used during oki.

Look into what your partner can do following an active switch off Aerial Rave. Characters like Chie, Nine, Seth etc. can push out huge unburstable damage given the opportunity.

Anchor

5P: Lockdown assist. Can be used to punish bursts, higher base damage than 4P but 80 P2.

6P: Setup assist, good for characters that want to go in. Even if the opponent jumps over the projectiles your point can run underneath the opponent to create a sandwich. Fairly generous active switch time.

4P: Single hit assist, somewhat anti-air. Can be used to setup fuzzies. This can also be used to punish bursts, lower base damage than 5P but 85 P2 with an easier pickup.

Recommended Partners

General Tactics

Yumi can play in two ways - the first is up close and personal utilizing 5A/2A pressure, jump canceling into j.C or airdash + assist to set up a sandwich. The second is to zone with j.236A/B. 236A as a quick snipe is good, but the long cast time and recovery on 236B pushes it into more niche territory of beating out opponent 1-2 hit projectiles.

Be careful about using A rekka mixups without an assist, as they are somewhat risky solo.

Yumi's solo damage is above average but doesn't get explosive unless she has an assist call available. Yumi must be very conscious of not only her own assist bar but also the opponent's. If the opponent cannot burst go into 214B~A as fast as you can after a confirm.

Okizeme

Holding jump after an Aerial Rave from a normal height safejumps 9f or slower reversals. If Yumi doesn't take them to the corner, it's worth spending the bar for Killing Stone to ensure they end up there, as there is not very much Yumi can do with a midscreen ender. There is potential in neutral jump -> react to forward tech with j.44 or come down with j.B if no tech, but unless you're quite confident in your reactions Yumi must normally guess the tech. Jump backward to cover forward tech or neutral/forward jump to cover them staying in the corner.

With an assist, Yumi oki gets much scarier. It is possible to prevent the opponent from jumping with any assist that is 17F or faster. Faster is better to give yourself a larger window to call the assist without spending assist bar. Single hit on block assists can give Yumi a fuzzy. j.ABB will work on the taller characters, while j.B delay j.B will work for shorter ones (minus Linne/Vatista).

An assist that does multiple hits on hit is good as well. If it is done close enough to the corner, the first hit of Yumi's j.C will steal the corner before she is pushed back out, making it an easy way to crossup the opponent. While Yumi's j.C will do more damage if it connects first, you can achieve a faster crossup by having the assist hit immediately after Yumi's j.C steals the corner. If the assist is a multihitting one, it will ideally continue to combo the opponent while Yumi goes through her j.C animation, allowing a pickup afterward.

2C can go underneath a character's tech and steal the corner. This can create a cheeky setup where you slide under the opponent and your assist now hits them crossup. However, you have to be very sure that they aren't going to tech forward, and since the j.C corner steal exists this is more just a way to do a crossup in a way the opponent may not have seen before.

214B+C in both reso and non-reso do not normally create a safejump, but when the height it catches the opponent at is high enough it can become one. The horizontal pushback from this super is also perfect for Yumi, a neutral jump j.B will cover any tech the opponent does when you end with this super in the corner. The only issue, again, is that it needs the opponent to be at the proper height to actually get it to be reversal safe. Done at the maximum height of the super, this can even safejump 5F reversals.

Standing resets: In the corner, you may choose to end your combo in a j.236C or 236A to freeze the opponent. The advantages it has over the Aerial Rave ender are no longer having to guess the tech, and potentially fuzzies from j.236C. However, this comes at the cost of the safejump.

Blockstrings

5A2A2A 5A: Pressure reset, 2A is +0 and 5A is 6F startup.
2A5A2A 5A: Same as above.
5A/2A j.C: Jump cancel at any 2A or 5A(AA) into j.C, you give up your turn if this is blocked solo but you should be calling an assist for pickup anyway. Can be reversaled or antiaired.
5A/2A j.66 j.B: Jump cancel at any 2A or 5A(AA) into IAD, can get reversaled or antiaired but back it with an assist and you create a sandwich. Wait for Yumi to turn around in the air before doing j.B. Can sneak your turn back if the previous move was pushblocked, but can also just run into a character doing pushblock > button.
5A/2A j.44 j.236B: Baits smaller reversals/antiairs. Leave out the j.236B to bait the bigger ones. Landing after the j.236B leaves Yumi + if it's blocked and at a good range to try 5B.
5A/2A 214A~A/C/2C/66: Immediately try for a round of rekka rps. Be wary of pushblock in this scenario, best if backed with an assist to keep it tight and/or to swap into.

Sandwich Strings

214B~A: is the greed switch, extremely good starter that is unburstable and allows you to cash out with super if desired. Whiffs if 214B gets pushblocked.
214A~C: Overhead. Whiffs if 214A gets pushblocked.
214A~2C: Low. Still in range even if 214A is pushblocked, but it’s slow from that distance. May still catch someone who hasn’t seen it before. Leads into Aerial Rave on hit.
2C: Fairly decent button to switch out of, Yumi will do both low hits.
236C: 10f low that is active enough to even punish some dps. Leads into Aerial Rave on hit. Extremely good for switching out of. Costs 1 meter.
2B 236B: Reversal safe switch setup, doesn’t care if first hit is pushblocked. Buffer the 236B and the switch in as early as possible during the 2B startup.

Tips and Tricks

The forward movement j.C can steal the corner for the first hit. Very active/multihitting assists are preferred here, to both start the combo with the faster crossup and to pickup the combo afterward. You'll get better damage if j.C starts the combo rather than the assist, however.

5A and 2A are on the same counter during a combo, you can use 3 total of these moves during a string. 2AA5A, 2A5A2A, 5A2A5A, 5A2A2A all work. If 2A is the third hit of this string, it will no longer cancel into 5A. This means if you mash 5A afterward, the 2A naturally recovers, resets the situation to +0, and you now have a 6F normal coming out. Any character without a 6f normal has to hold this unless they commit to a reversal.

Ending a combo with 236A/B, j.236A/B/C, or 6P will freeze the opponent. Not only does this force them to recover in a specific spot for you to set something up, they will also be put in a standing state for a short time after they come out of hitstun, meaning rising jump attacks that only connect on standing opponents can hit them even if they are holding down back. This can also lead to unblockables by freezing a character midair which them to recover above the ground into an air unblockable attack.

When coming in on an opponent on the ground, j.236B can be used to bait antiairs, if it connects you can pick up the combo after, if it's blocked you'll be +.

Burst punishes:
Block a burst on the ground = 214B~A
Jump and block a burst = 5B 214B~A
If you’re afraid you don’t have time after blocking a burst awkwardly, 5A 214B~A is close in damage.
Parry a burst = riposte will whiff, 5A 214B~A can pick up after.

Happy birthday combos:
In general, as long as the last character to have made contact with Yumi or Yumi's assist is the current opponent's assist, they will launch properly. This video shows how it works. Attacks that do not trigger a freeze on things like Hakumen Yukikaze or Kanji guard point DP do not take the flag - this includes things like projectiles and Persona hits, but also weird cases like Yumi's own 5B or Weiss's j.A knee hitbox.
Applies to 214B~A, 214C, 236C, and ~C followup in Aerial Rave. 236C will usually work anyway even if the wrong character is flagged due to the longer hitstun allowing Yumi to pick up, but be wary not to do the ~C followup or the enemy assist will fall out.

Rekka hitstop OS
Yumi can OS for pushblock/no pushblock on the hit prior to a 214a rekka to change which followup she gets. The priority order for rekka followups is 66 > 2C > C > B > A. Any two of these can be used in the OS as long as the "no pushblock" case is higher priority. For example, the string "5A 214A~2C~66" will cause 66 to come out if 5A is not pushblocked, and 2C to come out if 5A is pushblocked. The button for the pushblock case must be buffered in very quickly after the 214A, and the button for the non-pushblock case just after. If the 214A whiffs because the prior button was pushblocked, then you'll get the followup that was immediately buffered in. If it connects, hitstop gives time for the higher priority followup to override the buffered in one. This can also be useful if you are afraid of having your ~C followup whiff if you are pushblocked, and can get a ~B followup instead.

Fighting Yumi

At long range Yumi's air projectiles recover fairly quickly. Once she begins falling afterward she can immediately block again. However, it's not terribly hard for most zoners to outzone her.

At close range Yumi's ground normals are very threatening. 5A being a fast level 3 attack and 2A being 0 on block makes her pressure difficult to deal with for many characters. Pushblock can get her off you, but with so many jump cancelable normals she may fairly easily get back in your face.

At midrange Yumi has a threatening button in 5B, but it has a major flaw: almost anything it chains into leaves a gap. 5B is also -6 on block. This creates an RPS situation of whether Yumi will cancel into a followup or allow it to fully recover, leaving her punishable against some characters. Especially bad vs grapplers as she will have to commit to a jump if she thinks a super grab is coming. Advice would be to watch Yumi's habits after 5B - if she always cancels it into something, pick your moment to reversal super out and change momentum.

One of Yumi's flaws is her antiair capability - 2B is somewhat stubby and doesn't gain head invuln until the first active frame comes out. Characters with big air normals or a quick air stall can give her trouble.

If you end up in a sandwich vs Yumi, always pushblock her 214B if she does it. You don't want to eat a 50/50 into her best starter that simultaneously locks you out of burst. Pushblocking 214A is also recommended, but be aware that her ~2C followup will still reach you.

Rekka notes:
214A~A: tight, can be delayed to frametrap
214A~B: 12f, +12 on block
214A~C: 7f on standing, 8f on crouching, -4 on block
214A~2C: 11f, has travel time, -9 on block, automatic Aerial Rave on hit.
214A: -4 on block
214AA: -7 on block
214AAA: -8 on block
214AAAA: you’re dead on block
214A~66: -4 on block
The frame number listed for each followup attack is the frame in which the attack’s active hitbox comes out after the opponent comes out of blockstun. In other words, a 12f attack will trade with 214A~B while an 11f attack will beat it clean. Usually Yumi gets to continue the combo after a trade with ~B/C/2C.

Below is a list of responses to 214a rekka pressure. Pushblock is usually an easy way out.

Response after a blocked 214A VS delay ~A VS ~B VS ~C VS ~2C VS ~66
Mash a 6f standing or 7f crouching normal Loses, can lead to high reward for Yumi. Wins Wins Wins Favorable, Yumi is -4 and safe
Reversal Wins Wins Wins Wins Loses, gets blocked.
Jump Loses, low reward for Yumi. Unfavorable, blocked and Yumi is very + Favorable, blocked and Yumi is - Wins, free punish Favorable, Yumi is -
Hold 1P (Assist needs to be 18+16F or faster) Unfavorable, point blocks but assist is hit. Unfavorable, point blocks but assist is hit and Yumi is + Wins, assist will punish Yumi Favorable, point blocks but assist will get hit, Yumi is - Favorable, Yumi is -
Hold 7P (18+16F or faster) Loses, and with happy birthday Yumi can get high reward. Unfavorable, Yumi is very + Wins, assist punishes. Wins, jumps over 2C and can punish. Favorable, Yumi is -

214B~A 4f, -12 if blocked
214B~B 8f, probably no reason to ever do this on block
214B no followup = -17
214B~66 = -9
9f reversal beats any followup, including dash cancel. 214B~A somehow dodges Makoto’s DP because of Yumi pulling back.
Slower reversals will be blockable after ~66.
Mashing a 7f or faster normal beats any followup except ~A, including dash cancel.
However, 214B~A is Yumi's best starter. Recommend against mashing.

Navigation

 Yumi
Blazblue

Persona 4 Arena

Under Night In-Birth

RWBY

Guest Entries
System Pages
Mechanics
Application & Advanced Information
Archived Information