Line 276: | Line 276: | ||
{{GBVSR Move Card|game=GBVSR | {{GBVSR Move Card|game=GBVSR | ||
|input=td.Catch | |input=td.Catch | ||
|frameChart=auto | |||
|description= | |description= | ||
}} | }} | ||
Line 283: | Line 284: | ||
{{GBVSR Move Card|game=GBVSR | {{GBVSR Move Card|game=GBVSR | ||
|input=td.5L,td.2L,td.5M,td.2M | |input=td.5L,td.2L,td.5M,td.2M | ||
|frameChart=auto | |||
|versioned=input | |versioned=input | ||
|description= | |description= | ||
Line 330: | Line 332: | ||
{{GBVSR Move Card|game=GBVSR | {{GBVSR Move Card|game=GBVSR | ||
|input=td.2H | |input=td.2H | ||
|frameChart=auto | |||
|description= | |description= | ||
Yuel's main anti-air when in Third Dance and also useful as a juggle extender. Converts out of a good number of her stance options on counter hit, giving her high reward for successfully landing a frame trap. Yuel automatically exits Third Dance if she uses this move. | Yuel's main anti-air when in Third Dance and also useful as a juggle extender. Converts out of a good number of her stance options on counter hit, giving her high reward for successfully landing a frame trap. Yuel automatically exits Third Dance if she uses this move. |
Revision as of 11:32, 11 January 2024
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview
Health |
16000 |
Prejump |
4f |
Backdash |
18f |
Unique Movement Options |
Step Dash (during Third Dance) |
Yuel is an offensive character that dances around her opponents using backflips and stances.
- Excellent Movement: Yuel sports great walkspeed, dash speed, and multiple unique movement options such as her HanaarashiGuardAllStartup46Recovery13Advantage+1 backstep and her j.U, allowing her to remain evasive and close the distance on the opponent in unique ways.
- Oppressive Pressure: Yuel sports strong offensive specials such as FoxflameGuardAllStartup21Recovery17Advantage0, and can transition into and out of her Third Dance stance in order to maintain pressure on the opponent with numerous advantageous moves. Additionally, her Eye of the SparrowGuardAllStartup7Recovery15Advantage-13 counter allows Yuel to deal very well with reversals.
- Great Neutral Game: With f.M, 2M, L-Starlit SkyGuardAllStartup14Recovery16Advantage-3, Yuel boasts a number of safe, forward moving attacks that can be used to poke or whiff punish the opponent very easily from mid-range.
- Low Grounded Damage: Yuel's only consistent corner combo starter is H-Starlit SkyGuardAllStartup14Recovery16Advantage-6 which leads to relatively mediocre damage in the corner. In general, her damage from most connects on the ground (outside of crouch confirms) is below average.
- Struggles at Range: Yuel is strongest at mid to close range, so she can potentially struggle against characters who can keep her at bay with strong heavy pokes or projectiles.
Normal Moves
Grounded Normals
c.L
- GBVSR Yuel cL Hitbox.png
Standard Granblue c.L. Used for pressure and tick throws due to its strong frame advantage on block. Comes with great linking options for combos and chains into her other light normals.
On block, any medium normal, c.H, and 2U will frame trap.
- Links into: c.L, f.L, 2L, c.M, 2M, c.H, 2U
- Crouching: f.M
- Counter Hit: f.H
c.M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1100 | All | 6 | 3 | 14 | -2 | +2 |
Negative on block which is normally a detriment to c.M normals, but comes with a much larger activation range than average to compensate. Complements Yuel's offense well as she has plenty of other plus moves to work with. c.M is more of a tool to capitalize on plus frames due to its speed and reach.
Contrary to the animation shows, it does not hit on both sides of Yuel as the animation would suggest.
- Links into Counter Hit: c.M, f.L, 2L
- Crouching Counter Hit: 2M, 2U
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 480 |
c.H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000, 200×2 | All | 8 | 2, 2, 2 | 21 | -4 | 0 |
Yuel's c.H does a bit less damage than average but is pretty strong for pressure due to its speed and high hitstun. It is the only way to frametrap into H Foxflame and the only way to combo into H Foxflame on a grounded opponent, though they must be crouching. The speed and far activation range make it pretty strong in punish situations where some characters can only use medium or even only light normals.
- Links into: Nothing
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 360×3 |
Triple Attack
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
c.XX | 700 | All | 9 | 3 | 15 | -3 | +1 | |
c.XXX | 700 | All | 12 | 3 | 18 | -4 | 0 | |
c.XX6M | 700 | Low | 12 | 3 | 16 | -4 | KD | |
c.XX6H | 700 | High | 18 | 3 | 21 | -4 | +1 |
c.XX
- Second hit of a Triple Attack.
c.XXX
- Safe, uninteresting ender. No notable attributes.
c.XX6M
- Low Triple Attack ender.
c.XX6H
- Overhead Triple Attack ender.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
c.XX | 2 | 480 | |||||||||||||||||||||||||||||||||||||||||||||||||
c.XXX | 3 | 600 | |||||||||||||||||||||||||||||||||||||||||||||||||
c.XX6M | 3 | 480 | |||||||||||||||||||||||||||||||||||||||||||||||||
c.XX6H | 3 | 480 |
c.XX:
c.XXX:
c.XX6M:
c.XX6H:
f.L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
600 | Low | 6 | 3 | 8 | +2 | +6 |
Much stronger than the average f.L due to its higher frame advantage and low guard property. Works very well with 66L pressure and her other tools. Safely buffers into her L Starlit SkyGuardAllStartup14Recovery16Advantage-3 for extended pressure. An excellent button overall.
- Links into: f.L
- Counter hit: 2M, 2U
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 360 |
f.M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
600, 300 | All | 9 | 3, 1 | 21 | -7 | -3 |
This is an amazing button and easily a candidate for one of the best f.Ms in the game. It has a relatively quick 9 frames of startup and hits twice, controlling a lot of space in front of Yuel while being easy to hitconfirm. The forward movement is both a blessing and a curse as it's a fantastic whiff punish tool but must be cancelled in order to stay safe.
- Links into: Nothing
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 360×2 |
f.H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1300 | All | 10 | 6 | 19 | -8 | -4 |
Counterpoke-style f.H, great for stopping approaches and beating other f.Ms via clash priority. Does not change Yuel's hurtbox very much, unlike what the animation may suggest. Relatively easy to confirm into 236M midscreen or 236H in the corner for good damage.
- Links into: Nothing
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 600 |
2L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
400 | Low | 6 | 3 | 10 | -2 | +2 |
Yuel's fastest low. Better than average by simply being able to chain into Yuel's f.L. Good pressure tool but generally needs to be chained in order to establish a threat other than another low. Cancels into: c.L, f.L, 2L
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 240 |
2M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
900 | Mid | 7 | 3 | 15 | -3 | +1 |
The crouching complement to f.M and a great normal to use after Yuel's plus on block options when spaced out. While it doesn't sport some of f.M's better qualities, its speed, deceptive range and better framedata on block let it compete. Good to use as a supplement if people are trying to counterpoke f.M with crouching buttons.
- Links into Counter hit: 5L
- Crouching Counter hit: f.L, 2L, 5M
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 480 |
2H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000, 300 | All | 11 | 3, 3 | 24 | -10 | -6 |
Reliable anti-air, but a bit unorthodox. Because it hits twice, counterhits will not carry between the first and second hit. Air hit 2H is one of only two ways to combo into H FoxflameGuardAllStartup23Recovery14Advantage+4, with the other being crouching hit c.H. These properties combined make 2H combos highly consistent.
- Combos into 22H on airborne opponents.
- Combos into 22M and Yugetsu on air counterhit.
- Must be 2nd hit only or cancelled on the first hit.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 480×2 |
2U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | Low | 7 | 3 | 24 | -12 | HKD +43 |
Yuel's second longest reaching low. Strong at stopping opponents from walking away from her pressure and generally safer to use than 66M when close.
- Special cancellable.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 480 |
Dash Normals
66L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | Mid | 8 | 3 | 10 [15] | +2 | +6 |
Advancing, plus on block pressure tool. Works wonders with the rest of Yuel's kit as she already has plenty of plus frames and pressure resets to work with.}.
- Links into Standing: 2L, f.L, c.M, 2M[ch], 2U[ch], , c.H[ch]
- Crouching: 2M, 2U, f.M[ch]
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 480 |
- Clash Level 1
66M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1100 | Low | 12 | 4 | 21 | -8 | KD |
Surprisingly long-reaching sword slide. Hits farther than the animation would suggest, which is wild considering the animation itself. Can be spaced to be a little safer, but will usually be -5 at best.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 600 |
- Clash level 2
66H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1200 | Mid | 15 | 4 | 23 | -8 | +10 |
Yuel whips her tail at her opponent. Stops her dead in her tracks. Mostly useful as a DP punish starter due to forcing crouch on hit, which allows Yuel to extend her combo with c.H into 22H. Also has some situational use in antiair combos. Mostly unsafe on block, so it shouldn't be thrown out in neutral.
Links into: c.L, f.L, 2L, c.M, 2M, f.M, c.H, f.H, 2U, 22U
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3.5 | 720 |
Air Normals
j.L
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
600 | High/Air | 5 | Until L | Until L+1 |
Yuel's longest reaching air normal, making it her go-to air-to-air. Hits once unlike Yuel's other air normals, which can give her combos upon reaching the ground.
- Active until landing.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 360 |
j.M
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
400×2 | High/Air, All | 6 | 3,3 | Until L+1 |
- Only the first hit that connects is an overhead.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 360×2 |
j.H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
500×2 | High/Air, All | 8 | 4(3)3 | Until L+1 |
Has a bigger gap between hits than j.M, making Yuel plus if used from higher up.
- Only the first hit that connects is an overhead.
- Unique for a j.H as it can hit crossup.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 360×2 |
j.U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
250×n | All | 19 | 3×n | 11 | -2 | +2 |
Air stall-style j.U. Hits repeatedly until Yuel touches the ground and is not an overhead.
- Can pass through opponent during the move, but j.U will never hit as a crossup.
- Recovery starts when Yuel touches the ground.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 360×n |
Unique Action
About Third Dance (Stance)
Press 5U to enter Third Dance, a stance for Yuel that changes all of Yuel's normals and movement options. She retains access to her throws, though they perform an auto-dash before performing the throw (see Throw section). During the stance:
- Yuel does an automatic counter (Eye of the Sparrow) that catches mid strike only (meaning it will lose to projectiles, lows, overheads and throws).
- Yuel cannot block, or Cross Over during stance, but can perform Evade. Pressing guard while in stance will cause Yuel to dodge regardless of directional input.
- Yuel cannot walk forwards nor backwards during stance.
- Yuel cannot run during stance. Run and backdash are replaced with a unique forward and backwards hop.
Enter/Leave Third Dance
5U/5U while in Third Dance
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
5U | 20 | |||||||
td.U | 12 |
Press 5U to enter the stance. You can enter the stance by the following methods besides a raw activation in neutral:
- Canceling from normals: window is 4F starting from the frame normal connects.
- You cannot activate on whiff.
- Activate in specials/throws: window starts from startup until the last 5 frame of recovery, and goes in the stance immediately after the recovery ends.
- You can go into the stance whether the move hits or not.
- You cannot activate the stance from Raging Strike/Chain or Ultimate skills.
Going into stance changes the frame data of many of Yuel's normals. Below is a comparison of each attack's advantage with and without stance cancelling:
Stance Cancel Advantage | |||
---|---|---|---|
Attack | Normal | Charge canceled | |
c.LGuardAllStartup5Recovery6Advantage+4 | +4 | -8 | |
f.LGuardLowStartup6Recovery8Advantage+2 | +2 | -8 | |
2LGuardLowStartup6Recovery10Advantage-2 | -2 | -8 | |
c.MGuardAllStartup6Recovery14Advantage-2 | -2 | -6 | |
f.MGuardAllStartup9Recovery21Advantage-7 | -7 | -6 | |
2MGuardMidStartup7Recovery15Advantage-3 | -3 | -6 | |
c.HGuardAllStartup8Recovery21Advantage-4 | -4 | -2 | |
2HGuardAllStartup11Recovery24Advantage-10 | -10 | -4 | |
c.XXGuardAllStartup9Recovery15Advantage-3 | -3 | -6 | |
c.XXXGuardAllStartup12Recovery18Advantage-4 | -4 | -4 |
Whlie in stance, press U to leave the stance. H normals in stance will automatically exit Third Dance. For the other normals, you can deactivate without animation if you inputted U before the last 5 frame of recovery, even if whiffed.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5U | 0 | ||||||||||||||||||||||||||||||||||||||||||||||||||
td.U | 0 |
5U:
td.U:
Forward/Backward Hop
66/44 while in Third Dance
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
td.66 | 14 | |||||||
td.44 | 17 | 8~11 Low |
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
td.66 | 0 | ||||||||||||||||||||||||||||||||||||||||||||||||||
td.44 | 0 |
td.66:
- Airborne frames 3 to 13
td.44:
- Airborne frames 3 to 16
Eye of the Sparrow
Automatic Counter in Third Dance
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | All | 7 | 15 | 15 | -13 | KD | 1-Active Full |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 600 |
Third Dance: Attack
Third Dance > 5L, 2L, 5M, or 2M
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
td.5L | 600 | All | 5 | 3 | 8 | 0 | +4 | |
td.2L | 800 | All | 8 | 3 | 15 | -3 | KD | |
td.5M | 1100 | All | 16 | 4 | 11 | +2 | +7 | 10-19 Low |
td.2M | 900 | Low | 10 | 6 | 5 | +2 | +6 | 7-18 Low Profile |
Yuel will remain in Third Dance for Light and Medium moves unless U is pressed during animation.
- td.5L
- Cancels into: td.5L, td.2L
- Links into (requires cancelling the stance) crouching hit: 5L, 2M[ch], 2U[ch]
- Counter hit: 2L, f.L, 5M
- td.2L
Using it on block will end Yuel's turn up close, as -3 is enough for the opponent to press 2L and beat her stance options. td.2L is generally useful as an ender for td.5L pressure, as it forces an air tech on hit and allows her to reposition.
- Links into Counter hit: td.5L, 5L
- td.5M
td.5M forces crouch on hit (which gives +1 hitstun all the time) and crushes throws. It can also go over lows due to its hurtbox.
- Links into: td.5L, td.2L, 5L, 2L, f.L, c.M, 2M, 2U, f.M[ch]
- Counterhit: td.2M, td.5H, td.2H, c.H, f.H
- Links into Yugetsu on counterhit.
- Avoids throws starting frame 7.
- td.2M
td.2M is an incredible low that can recover quickly enough to beat wakeup reversals if used as a meaty. Useful for pressure as it's +2 even if when leaving stance.
- Cancels into: td.5L, td.2L (on late recovery)
- Links into: 5L, 2L, f.L, c.M, c.H[ch]
- Crouching hit: 2M, 2U, f.M[ch]
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
td.5L | 0 | 240 | |||||||||||||||||||||||||||||||||||||||||||||||||
td.2L | 2 | 480 | |||||||||||||||||||||||||||||||||||||||||||||||||
td.5M | 3 | 600 | |||||||||||||||||||||||||||||||||||||||||||||||||
td.2M | 1 | 720 |
td.5L:
- Clash level 1
td.2L:
td.5M:
- Forces crouching on hit
- Airborne frames 7 to 18
td.2M:
Gurren
Third Dance > 5H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1600 | All | 15[29] | 11 | 14 | -6 | - |
Chargeable advancing attack that automatically exits Third Dance on use. Used to cover ground while in stance and potentially reset pressure. Particularly useful when cancelling into Third DanceGuardStartupRecovery20Advantage- from HanaarashiGuardAllStartup46Recovery13Advantage+1's backstep, as it gives Yuel the space needed to make Gurren advantageous on hit and block.
- Charged version knocks down on hit.
- Charged version is 2 frames less advantaged on block.
- Uncharged, ranges from +2 to +8 on hit depending on range. If this hits at close enough range while uncharged it always knocks down.
- Pushback on hit limits combo option, but if at far enough range 2M is a consistent followup.
- +4 on block at maximum distance, or if it hits as meaty as possible.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 720 |
- Clash Level 2
Yugetsu
Third Dance > 2H
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1300 | All | 11 | 6 | 24 | -13 | KD |
Yuel's main anti-air when in Third Dance and also useful as a juggle extender. Converts out of a good number of her stance options on counter hit, giving her high reward for successfully landing a frame trap. Yuel automatically exits Third Dance if she uses this move.
- Launches on hit.
- Juggles into f.M or c.H depending on distance.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 600 |
Universal Mechanics
Ground Throw
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
td.L+M | 2500 | Throw | 20 | 3 | 25 | HKD +44 | 3~13 Airborne | |
LU | 2500 | Throw | 4 | 3 | 31 | N/A | HKD +44 |
Standard throw. Third Dance version performs an automatic stance hop forward before performing the throw, making sure you're always close to the opponent first. This increases the startup significantly, however.
- Forward throw allows for a DP-safe meaty low in the corner: LM~U > td.5M (whiff) > td.2M
- Alternatively, you can set up a safejump with microwalk jump j.H
- You can press 5U during the throw animation and enter/leave stance.
Version | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
td.L+M | 480, 1800 | ||||||||||||||||||||||||||||||||||||||||||||||||||
LU | 0, 4 | 480, 1800 |
td.L+M:
LU:
Air Throw
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
2500 | Throw | 5 | 5 | Until L+ 6 | N/A | HKD +44 |
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
480, 1800 |
Raging Strike
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1500 | Guard Crush 45 [52] | 28 | 1 | 37 | +8 [+15] | +15 |
- Requires a Bravery Point.
- Guard Crush when hitting an opponent's block, launches on hit.
- Won't Guard Crush when connecting with an opponent already in blockstun.
- Does not hit on both sides of Yuel.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 0 |
- Values in [] denotes the advantage when opponent has no Bravery Points left
- Clash level 6
Raging Chain
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000 | Mid | 13 | +15 |
- Requires 25% meter.
- Guaranteed followup on an opponent in the Guard Crush state from a Raging Strike.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | -2500 |
Brave Counter
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
500 | Mid | 10 | Total 31 | +6 | Air Recovery +21 |
- Requires a Bravery Point
- Requires to be in blockstun.
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 0 |
- Clash level 50
Skills
Starlit Sky
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
236L | 300×3 | All | 14 | 4×3 | 16 | -3 | KD | |
236M | 100×6, 500 | All | 18 | 2×6,4 | 21 | -8 | KD | |
236H | 100×6, 700 | All | 14 | 2×6,4 | 16 | -6 | KD |
- 236L
L Starlit Sky is Yuel's safe special cancel. It ends her turn on block as she's -3 and close, being in opponent 2L range and too negative to do anything about it with Third Dance.
- 236M
236M combos from her Triple attack and can be confirmed into from f.M and f.H. While it does frame trap when used as a cancel, doing so is a big risk for relatively low reward.
- 236H
Yuel's juggle starter in the corner. Links into c.M.
- Wallbounces in the corner.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236L | 3 | 200+720, 120×2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
236M | 3 | 200+720, 120×5, 60×2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
236H | 3 | 400+720, 120×5, 60×2 |
236L:
- Cooldown: 20F
- Clash level 1
236M:
- Cooldown: 20F
- Clash level 2
236H:
- Cooldown: 480F
- Clash level 3
Hien: Homuragaeshi
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
623L | 200×5 | All | 6 | 2×5 | 27 | -12 | KD | |
623M | 200×4, 100×3 | All | 9 | 2×8 | 33 | -26 | KD | 1-14 Full |
623H | 100×10, 500 | All | 11 | 2×10(11)2 | 34 | -36 | KD | 1-28 Full |
- 623L
623L has no invulnerability whatsoever but will always knock down on hit. As an anti-air it's a little bit shabby, but if hit high enough you can get a combo going followed by f.M, or even a close normal.
- 623M
623M is invincible on startup and Yuel's fastest meterless reversal. Useful as a combo ender as it gives Yuel a meaty td.2M in the corner, that can be safe against Ultimate reversals with manual timing.
- 623H
Standard reversal H DP.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623L | 3 | 200+720, 120×4 | ||||||||||||||||||||||||||||||||||||||||||||||||||
623M | 3 | 200+720, 120×4, 60×2 | ||||||||||||||||||||||||||||||||||||||||||||||||||
623H | 3 | 400+720, 120×4, 60×6 |
623L:
- Cooldown: 20F
- Clash level 8
623M:
- Cooldown: 20F
- Clash level 14
623H:
- Cooldown: 20F
- Clash level 16
Hanaarashi
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
214L | 600×2 | All | 46 | 3,3 | 13 | +1 | +5 | 3-15 Full |
214M | 1000 | Low | 41 | 6 | 18 | -7 | KD | 3-15 Full |
214H | 900×2 | All | 42 | 3,3 | 12 | +2 | +6 | 1-14 Full |
214H-M | 1500 | Low | 38 | 6 | 15 | -4 | KD | 1-14 Full |
- Yuel can press 5U before the lunge to enter Third DanceGuardStartupRecovery20Advantage- instead. Doing this makes the move last 32 frames total.
Hanaarashi is a useful escape tool and canned pressure reset. Yuel can use the invulnerability of the flip and the Third Dance cancel to back off and reset to neutral essentially whenever she wants. Challenging flip is also awkward for the opponent as long-reaching moves are typically mids that will be countered by Eye of the Sparrow or shorter moves that whiff versus her allowing the lunge to play out.
Invincibility and evasive nature allows this to avoid and punish certain attack, or just avoid and stay away if cancelled into Third Dance.
On block, you may use this move to avoid Brave Counters, which will leave you at -1 frames disadvantage if cancelled into Third Dance. If you let the attack after the flip play out, the opponent can react and hit you out of the attack, so be warned.
Due to the long startup, the opponent has 23 frames to react and punish with 66L, regardless of which version is used or if you cancel into Third Dance. Avoid using predictable pressure resets or escapes to make it harder for the opponent to do this.
- 214L
- 214M
- Can start juggle combo by linking into a c.L
- 214H
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214L | 3 | 200+720, 120 | ||||||||||||||||||||||||||||||||||||||||||||||||||
214M | 3 | 200+720 | ||||||||||||||||||||||||||||||||||||||||||||||||||
214H | 3 | 400+720, 120 | ||||||||||||||||||||||||||||||||||||||||||||||||||
214H-M | 2 | 400, 720 |
214L:
- Cooldown: 20F
- Clash level 2
214M:
- Cooldown: 20F
- Clash level 2
214H:
- Cooldown: 480F
214H-M:
- Cooldown: 480F
Foxflame
Version | DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|---|
22L | 800 | All | 21 | 9 | 17 | 0 | +4 | |
22M | 1000 | All | 31 | 9 | 13 | +5 | +9 | |
22H | 1200 | All | 23 | 9 | 14 | +4 | +8 |
- 22L
22L will frame trap from c.H and full autocombo, and links into 2M on counter hit. On block, these sequences leave Yuel outside the range of most light buttons, allowing her to take her turn with 2M. This will beat light buttons that can't reach as well as buttons slower than 7 frames, or clash with other 7 frame mediums.
- 22M
22M is the slowest but most advantageous version. It will never frame trap, but Yuel moves forward during its startup, making for a rewarding if risky pressure reset. If the opponent somehow gets hit by this, it will link into c.H for a combo.
- 22H
22H frame traps from c.H, combos from it on a crouching opponent, and links into c.H on hit. If the opponent doesn't mash, Yuel is a whopping +4 on block for continued pressure. In addition, it will always combo from an air hit of 2H, making it useful for anti-air combos and certain punishes.
Version | Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22L | 2 | 200+720 | ||||||||||||||||||||||||||||||||||||||||||||||||||
22M | 2 | 200+720 | ||||||||||||||||||||||||||||||||||||||||||||||||||
22H | 2 | 400+720 |
22L:
- Cooldown: 20F
22M:
- Cooldown: 20F
22H:
- Cooldown: 480F
Ultimate Skills
Ultimate Starlit Sky
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
400, 200×8, 700 | Mid | 13 | 2x8 | 20 | -4 | HKD +45 |
A fast, hard-hitting version of Starlit Sky. Wallbounces at a height greater than 236H allowing for stronger routes in the corner. Good for corner carry but generally outshined by 22U when in range for it.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | -5000 |
- Clash level 4
Ultimate Hien: Homuragaeshi
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
100×10, 1000 | Mid | 8 | 2x10(22)4 | 26 | -52 | HKD +39 | 1-34 Full |
A reversal that beats safejabs. Ends in a cutesy pose for a hard knockdown.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | -5000 |
- Clash level 18
Ultimate Hanaarashi
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
500×3, 800 | Mid | 22 | 3,3,3,1 | 10 | +4 | HKD +63 |
Drops its invulnerability properties to become a purely offensive move, advancing Yuel forwards, and going over low-hitting moves and some low-traveling projectiles such as Anila's sheepGuardMidStartup17RecoveryTotal 52Advantage-7. On hit, causes a launch and links into c.H in the corner, or f.M/f.H midscreen. Plus on block and has more reach than 2U. Can be used as a throw bait, though it can be awkward as such; it needs to be done early or slightly spaced out, as the move doesn't become airborne immediately.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | -5000 |
Ultimate Foxflame
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
600×3 | Mid | 9 | 1,1,3 | 14 | +6 | +10 |
- Automatically enters Third Dance on use.
A version of Foxflame that allows for stance conversions anywhere on screen. Fast enough to be linked into from most juggles that would normally route into c.H for the meter refund. On block, frame traps into td.2M.
Cooldown | Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | -5000 |
- Automatically enters stance after recovery
Skybound Art
Crimson Dance: Rinnen-aratame
236236H or 236S
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
1000, 100×6, 450×2, 1500 | Mid | 9+5 | -23 | HKD +46 | 1-14 All, 15-16 Strike/Throw |
A powerful attack with invincible startup that charges forward half a screen. While the damage is a bit lacking compared to other SBAs, it is guaranteed to drain a Bravery Point on hit as its cinematic portion activates from any range.
The invincibility is short after the superflash, so don't bother trying to bulldoze through projectiles with this super.
- Recovers 1 Bravery Point for Yuel during superflash.
- Removes 1 Bravery Point from the opponent on hit.
- 50% minimum damage: 2000
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | -10000 |
- Clash level 25
Super Skybound Art
Sapphire Dance: Gentiana
236236U or 236S+U
DamageThe unscaled damage of the move. For skills, the simple input damage is displayed. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupThe number of frames until the attack becomes active and can hit the opponent. The number shown is the first frame the move becomes active (also known as the impact frame). | ActiveThe number of frames where a hitbox is present and the opponent can be hit by the attack. Occurs after startup. | RecoveryThe number of frames following the active frames where the move has no hitbox, but the attacker cannot act freely. After recovery ends, the attacker enters a neutral state and can once again act freely. | On BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value assumes the opponent was hit with the first active frame of the attack. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | On Hit | Invuln |
---|---|---|---|---|---|---|---|
120×19, 1320, 2400 [100×19, 2100] | Mid | 7+7 | 3×20 | 40 | -24 | HKD +43 [HKD +46] | 1~22 All |
Vacuums even on whiff, but the cinematic will only play if the opponent is drawn in and hit during the first few moments of the animation. The long animation will catch attempted Evades.
- Recovers 1 Bravery Point for Yuel during superflash.
- Removes 2 Bravery Points from the opponent on close hit only. The listed damage assumes a 20% increase due to Bravery Penalty.
- 50% minimum damage: 3000 [-]
Level
|
Counter Hit | Skybound Gauge gain | ||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | -10000 |
- Clash level 35
Colors
57% complete | ||
|
Page | Completed | To-do | Score |
---|---|---|---|
Overview |
|
|
17/20 |
Combos |
|
10/10 | |
Strategy |
|
|
5/20 |
Matchups |
|
|
1/20 |
Frame Data |
|
|
24/30 |
Click here for the scoring criteria to assess character page completion.