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Yukari is a very effective zoning character that prides herself on her mid-to-long-range neutral game, mostly between her orbs that linger on screen and her arrows to check horizontal space quickly. She forces players to take risks to get in, as many cannot match her projectile game or use too many of their Persona tools to contest her, while she is also extremely mobile on top of it all to change her plans on the fly.
From there, she uses her advantages to confirm and turn any hit into meaningful damage, that also gets her way in to pressure them again and again with her tricky stagger pressure and restand mixups.
Yukari has a steep learning curve and a higher skill floor compared to most other characters in the game. Combos often require slight delays and links, especially for her longer and more advanced confirms. This is worth noting because her great damage output and meter gain that is unlocked after mastering her advanced combo routes is hardly paralleled in this game if at all, but without proper execution, her threat off of hits in neutral and off of mix-up starters is extremely reduced and directly affects her strength compared to most other characters. Consistency is king, and thus practice is key to playing Yukari well.
Yukari Takeba Yukari Takeba is a high-execution, mobile zoner/keep-away that retains and sets up offensive capability with an effective sniping and space control game.
- Zoning: Yukari has a strong zoning and keep away game. She has fantastic mobility between her movement speed and command jump, which are complemented by her suite of projectiles (one of which is air unblockable).
- Status Infliction: She is able to inflict Charm, Mute, and Panic consistently at the end of all of her combos.
- Strong Offense: Solid pressure and mix-up, particularly after combos forcing restand. Her strong offense is bolstered by her exceptionally high meterless damage off almost every confirm.
- Magarula: This SP skill is so nice that it deserves a pro on its own. Yukari's awakening super provides great screen coverage and mix-up opportunities with 100+ frames of blockstun. She can even blockstring into it from her 236A/B special moves from fullscreen to force a mix-up.
- Riskier Defense: Poor abare buttons and a bad Furious Action make life hard for Yukari when she has to block. She's also in the lower health bracket of this game.
- Projectile Reliant: Most of Yukari's moveset is considered a projectile. Any time her opponent has something projectile invulnerable, she must very directly fight around that tool.
Whenever Yukari's arrow attacks (B normals, Feather☆Arrow, or Hyper Feather☆Shoot) interact with a Garu-type move (D Persona normals and Magaru), the arrows will track the opponent's current location on the screen, redirecting the trajectory of the arrow based on where the opponent is at that moment. While the arrows don't completely home in on the target, their tracking effect is important for both Yukari's combos and neutral. In neutral, tracking arrows can be used to manipulate the field and enforce the threat of a punish.
Additionally, normal arrows can be set up to hit opponents from tricky angles and create cross-ups with proper spacing and positioning. On counterhit, Yukari's arrow attacks are strong combo starters, so placing Garu orbs safely but regularly is vital to Yukari's gameplay.
Normal Moves
5A
- 5A
- Plus on block, standing low.
- Jump cancelable on hit and block.
- Can chain into 2A and back into 5A again.
Short range standing low kick. Yukari can only get a full combo from this move if it hits very close to the opponent using her autocombo. A far 5A can only be confirmed with meter or a counterhit.
- 5AA
- Backdash cancel is -10 on block.
- Forces stand on hit.
- Very safe on block.
In combos, it's almost always followed by 5AAA. Jump cancelable on hit/guard, so it's fairly safe. Not bad for pressure as you can frametrap with this move, but it doesn't chain into 2A, so keep that in mind.
- 5AAA
- Shoots 3 sets of 5 arrows on hit.
- Shoots one set of 5 arrows on block.
- Whiffs against crouching opponents.
A Feather☆Bomb (214A or 214A+B) can be thrown after this for a nice combo. While it is +1 on standing opponents, it whiffs entirely against crouching opponents. Don't use this in pressure.
Autocombo continues with C Flip > C Arrow > j.236236A (with 50 meter).
5B
- Uncharged shoots 1 arrow, charged shoots 3.
- Charged version has a larger hitbox and wallsticks in the corner.
- Jump cancelable on hit.
- Arrows track opponent's position if they pass through Garu (5D/2D/Magaru).
Without a charge, Yukari shoots a single horizontal arrow. It hits opponents when point blank, but will whiff if further away or if the opponent is crouching and is not point blank. The attack can also be an effective anti-air/burst punish starter at the right amount of distance.
2A
- Gatlings into itself 3 times.
A fast, low kick. Fairly quick move but not a good combo starter like most 2As. Mostly useful as an extra gatling option in pressure as 5A is more often used for high/lows.
2B
- Always shoots 3 arrows.
- Jump cancelable on hit.
- Backdash cancel is -6 on block.
- Arrows track opponent's position if they pass through Garu.
Upward 45 degree angle bow shot where she shoots 3 arrows simultaneously. Anti air, but has a long recovery and no invulnerability. Its angle also makes it only useful in specific situations. Good for detonating air unblockable Feather☆Bombs from the ground to catch jumping opponents.
j.A
- Jump cancelable on hit and block.
- Gatlings into itself.
Forward knee kick, air-to-air and jump-in. Big hitbox, fast startup, and a ridiculous number of active frames. Very good air move, and great pressure tool as it can be used multiple times in a row to keep the opponent blocking. Its long gatling window makes Yukari's high/low mixups very difficult to fuzzy block.
j.B
- Uncharged shoots 1 arrow, charged shoots 3.
- Charged version has a larger hitbox and wallsticks in the corner.
- Charged version will not come out if used immediately when jumping, but releasing early will still shoot 3 arrows.
- Jump cancelable on hit.
- Arrows track opponent's position if they pass through Garu (5D/2D/Magaru).
Aerial version of 5B; if you do it early enough in your jump you can do air actions on the way down. Landing recovery, so be careful.
j.2B
- Always shoots 3 arrows.
- Charged version ground bounces on hit.
- Jump cancelable on hit and block.
- Arrows track opponent's position if they pass through Garu.
Downward 45 degree angle version of 2B. Long recovery. The charged version is very commonly used in combos for its ground bounce.
All Out Attack
5A+B
Strikes opponent with and overhead bow attack. Start-up is vaguely fast, and looks similar to Feather☆Bomb's initial toss. Leads to very high damage with both the C and D AOA finishers.
Sweep
2A+B
Low profile sweep. Start-up is fast, reach is good, vital move. Gatlings into 2D, allowing Yukari to easily set up orbs after a knockdown. This is also her best low starter and is the other half of her corner restand mixups thanks to its range. It only converts to a meaningful combo with 25 meter.
Persona Attacks
5C
- Jump cancelable on hit.
- Dash cancel is -5 on block.
Gathers wind right in front of Yukari rising upwards. Can chain into 2C and j.C for good pressure. Go-to punish move, as it is a great starter that nets very high damage on counterhit.
5D/2D
- Long active frames.
- Arrows that pass through Garu will track the opponent's position.
- Arrows only re-aim to the opponent's position when they pass through Garu.
- Garu arrows do not continue to track. They only go to where the opponent was when it reached Garu.
- 2D is the same as 5D, but further upwards and has a little less recovery.
Sets up a Garu around 2 character spaces away from Yukari. Can be done after sweep to set up some okizeme and mix-ups if done correctly.
2C
- Jump cancelable on hit.
- Dash cancel is -5 on block.
- Backdash cancel is -8 on block.
- Floats opponent on hit.
Creates an orb that rises upwards, placed further away than 5C. Great combo starter, especially on counterhit. Guard/hit back step cancel, hit jump cancel. Good for situational punishes.
j.C
- Jump cancelable on hit and block.
Basically the same as 5C, but ground bounces on hit, and can jump cancel on either hit. Its large hitbox makes it great for controlling space while making an aerial approach.
j.D
- Long active frames.
- Arrows that pass through Garu will track the opponent's position.
- Arrows only re-aim to the opponent's position when they pass through Garu.
- Garu arrows do not continue to track. They only go to where the opponent was when it reached Garu.
Same as 5D; sets a Garu 2 character spacings away. When set up correctly, it can make arrows cross up and apply pressure.
Universal Mechanics
Ground Throw
C+D
- Links into 5B in the corner.
- Gives a safejump midscreen.
Knocks the opponent away, can combo super arrow afterwards at any time. At midscreen, One More! Cancel the third hit of this into dash 2C.
Air Throw
j.C+D
- Can only combo from this with meter.
Throws the opponent downwards diagonally. Damage is fairly large for an air throw.
Feather☆Slasher
B+D
- Side swaps with opponent.
- Low hitbox/foot attribute; NOT fatal recovery.
- SP Skill cancelable.
Moves two character spaces forward instantly, launching opponent upwards on hit. Does not knock down, which can make another scramble situation depending on how the opponent airtechs.
Guard Cancel Attack
6A+B while blocking
- Shares 5AA's animation.
Okay range, but like most Guard Cancels, it's not too fast.
Skill Attacks
Feather☆Arrow
236A/B (air OK)
- Causes spin state on hit.
- Ground version blockstrings into 214214C/D.
- Can be rolled but is difficult to do on reaction.
Long lasting arrow projectile that hits multiple times (which means it can activate some counters, like Elizabeth's Instant Kill). Can also be done in the air, but the angle is pretty specific and the hitbox is somewhat small. Very important to Shadow Yukari's Shadow Frenzy combos.
Feather☆Bomb
214A/B
- A version falls in front of Yukari
- B version falls about 2/3rds of the screen away.
- SB version throws both bombs.
- Bombs cause an air unblockable explosion when hit with an arrow.
- Does not disappear when Yukari is hit.
- Bombs disappear when they touch the ground.
Throws a bomb diagonally upward which slowly floats down over time. Great move that is essential in combos and can also be set up to keep your opponent from jumping out of your pressure. Can be set up if opponent blocks Magarula in the air, which pretty much makes Magarula air unblockable as well. The bombs do not follow normal AA 2B rules, allowing Yukari to set them up during Mararula's blockstun for a totally inescapable unblockable setup. Bombs are only really useful when they're fairly high up, as there's not much use for an air unblockable against a grounded opponent.
Magaru
- Very active.
- Air version curves downwards instead of upwards.
- C version puts it right in front of Yukari.
- D version set further away than C version.
- SB version summons both versions of Magaru.
Good neutral tool as it also redirects arrows. The SB version is notable as a pressure tool as Yukari can easily buy back her turn for 25 meter.
Feather☆Flip
- All versions are projectile invulnerable while rising.
- C version has quick startup.
- D version is slower and jumps higher.
- SB version tracks onto the opponent’s position.
- Fully invulnerable while rising.
- Fatal Recovery.
Command jump that launches Yukari by using Isis’ wind. Good for combos, but not very safe in neutral outside of some very specific situations. Each version can be used once per jump, effectively giving Yukari up to three extra (albeit comittal) air options.
Feather☆Shot
- Restands opponents on hit.
- A and C versions apply Charm on hit.
- B and D versions apply Mute on hit.
- SB version apply Panic on hit.
- All status effects last for 2 seconds.
Shoots a status effect arrow during Feather☆Flip. Can be canceled into Hyper Feather Shoot as Yukari falls down. Good combo ender with lots of hitstun. Yukari can either end her combos with this and use the abnormally large hitstun to go for an airdash high/low, or use a Feather☆Bomb explosion to set up a 5D or 236C/D as a meaty. Either way, she gets a consistent mixup and good damage as well as a Status Ailment.
SP Skill Attacks
Hyper Feather☆Shot
236236A/B (air OK)
- Can be redirected by Garu.
- A version is fast, B version is slower with more damage.
- SB version fires two arrows.
- Ground versions have Fatal Recovery.
Yukari shoots out a fast super arrow. This is also affected by Garu, so it can be used after Magarula after placing an orb to add some extra damage. Can be used to punish unsafe moves from afar, or just as a combo ender.
Awakened SP Skill Attacks
Magarula
- C Version tornado spawns in front of Yukari.
- D Version tornado spawns almost fullscreen.
- SB Version spawns both tornados.
- Opponents trying to GC Roll out of the D tornado will GC straight into the C tornado.
Summons a massive wind pillar which tons of active frames, during which Yukari has full movement. Basically, a free mixup if you have the meter to do it. Opponents may be tempted to GC Roll out of the mixup, but Yukari can set up 236C after the opponent blocks the D version of Magarula for a counterhit combo. Yukari can also set up Feather☆Bomb on an opponent blocking Magarula in the air for an inescapable, unblockable combo starter.
Instant Kill
Final Feather☆Arrow
222C+D
Yukari charges up a golden arrow and fires it into the sky. If it hits the opponent, she then shoots herself in the head with her Evoker to summon Isis. Isis then sucks the opponent into a vortex as Yukari jumps up high in the sky. Finally, Yukari fires a giant piercing arrow through Isis's wind orb and straight at the opponent!
This Instant Kill attack homes in on the opponent before dropping down on them. It can be blocked high or low. However, since it can home in, similar to Mitsuru's IK, it can be used to punish certain moves with long recovery from any point on the screen. It also is fully invulnerable, though it has huge recovery.
External References
- Japanese Name: 岳羽 ゆかり
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
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- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
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Click [★] for character's full frame data