P4U2R/Yukari Takeba: Difference between revisions

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


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


Yukari has a steep learning curve and a higher skill floor compared to most other characters in the game. Combos often require slight delays and links, especially for her longer and more advanced confirms. This is worth noting because her great damage output and meter gain is hardly paralleled in this game if at all, but is only unlocked after mastering her advanced combo routes. Without proper execution, her threat off of hits in neutral and off of mix-up starters is extremely reduced and directly affects her strength compared to most other characters. Consistency is king, and thus practice is key to playing Yukari well.
Yukari has a steep learning curve and a higher skill floor compared to most other characters in the game. Combos often require slight delays and links, especially for her longer and more advanced confirms. This is worth noting because her great damage output and meter gain is hardly paralleled in this game if at all, but is only unlocked after mastering her advanced combo routes. Without proper execution, her threat off of hits in neutral and off of mix-up starters is extremely reduced and directly affects her strength compared to most other characters. Consistency is king, and thus practice is key to playing Yukari well.
| lore =  
|lore =  
Yukari Takeba, one of the founding members of S.E.E.S, was once a reclusive but kind high school student due to traumatic events involving the Dark Hour. But with the help of her friends, she was able to open up her feelings as well as regain her trust in people again. Now, as a college student, she is working as a model, and is an actor in the popular television program, ''Phoenix Rangers Featherman Victory'' as Pink Argus, due to her skill with a bow. While shooting a scene of the show, Labrys arrives in a helicopter, and informs her that Mitsuru, Akihiko, and Aigis are all in danger. Yukari immediately boards the chopper, and they fly to Inaba. To their surprise, the entire town is covered in Red Mist…
Yukari Takeba, one of the founding members of S.E.E.S, was once a reclusive but kind high school student due to traumatic events involving the Dark Hour. But with the help of her friends, she was able to open up her feelings as well as regain her trust in people again. Now, as a college student, she is working as a model, and is an actor in the popular television program, ''Phoenix Rangers Featherman Victory'' as Pink Argus, due to her skill with a bow. While shooting a scene of the show, Labrys arrives in a helicopter, and informs her that Mitsuru, Akihiko, and Aigis are all in danger. Yukari immediately boards the chopper, and they fly to Inaba. To their surprise, the entire town is covered in Red Mist…
| quote =  
|quote =  
| summary = is a mobile zoner/keep-away that retains and sets up offensive capability with an effective sniping and space control game.
|summary = is a mobile zoner/keep-away that retains and sets up offensive capability with an effective sniping and space control game.
 
|pros =  
| pros =  
*'''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'').
*'''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.
*'''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.
*'''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.
*'''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.
| cons =  
|cons =  
*'''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.
*'''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.
*'''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.
| unique_mechanic1_name= Garu Effect
|unique_mechanic1_name= Garu Effect
| unique_mechanic1=
|unique_mechanic1=
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.  
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.  
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.
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.
}}
}}
<br clear="both"/>


==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5A}}</big>===
===<big>{{clr|1|5A}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5A,5AA,5AAA|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_5A.PNG|5A
P4AU_Yukari_5AA.PNG|5AA
P4AU_Yukari_5AAA.PNG|5AAA
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5A" or input="5AA" or input="5AAA")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====  
;{{clr|1|5A}}
;{{clr|1|5A}}
* standing low.
*Jump cancelable on hit and block.  
* Jump cancelable on hit and block.  
*Can chain into {{clr|1|2A}} and back into {{clr|1|5A}} again.
* Can chain into {{clr|1|2A}} and back into {{clr|1|5A}} again.
Short range standing low kick. Yukari gets a full combo from this move no matter how far away she lands it.  
Short range standing low kick. Yukari can now get a full combo from this move no matter how far away she lands it.  
----
----
;{{clr|1|5AA}}
;{{clr|1|5AA}}
* Backdash cancel is -10 on block.
*Backdash cancel is -10 on block.
* Forces stand on hit.
*Forces stand on hit.
* Very safe on block.
*Very safe on block.
In combos, it's almost always followed by {{clr|1|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 {{clr|1|2A}}, so keep that in mind.
In combos, it's almost always followed by {{clr|1|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 {{clr|1|2A}}, so keep that in mind.
----
----
;{{clr|1|5AAA}}
;{{clr|1|5AAA}}
* Shoots 3 sets of 5 arrows on hit.
*Shoots 3 sets of 5 arrows on hit.
* Shoots one set of 5 arrows on block.
*Shoots one set of 5 arrows on block.
* Whiffs against crouching opponents.
*Whiffs against crouching opponents.
A Feather☆Bomb ({{clr|1|214A}} or {{clr|1|214A}}+{{clr|2|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, this is exclusively a combo tool.
A Feather☆Bomb ({{clr|1|214A}} or {{clr|1|214A}}+{{clr|2|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, this is exclusively a combo tool.


Autocombo continues with {{clr|3|C}} Flip > {{clr|3|C}} Arrow > {{clr|1|j.236236A}} (with 50 meter).
Autocombo continues with {{clr|3|C}} Flip > {{clr|3|C}} Arrow > {{clr|1|j.236236A}} (with 50 meter).
{{CloseCard}}
}}


===<big>{{clr|1|2A}}</big>===
===<big>{{clr|1|2A}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_2A.png|
*Gatlings into itself 3 times.
</gallery>
A fast, low kick. Fairly quick move but not a good combo starter like most {{clr|1|2A}}s. Mostly useful as an extra gatling option in pressure as {{clr|1|5A}} is more often used for high/lows.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Gatlings into itself 3 times.
A fast, low kick. Fairly quick move but not a good combo starter like most {{clr|1|2A}}s. Mostly useful as an extra gatling option in pressure as {{clr|1|5A}} is more often used for high/lows.
{{CloseCard}}


===<big>{{clr|2|5B}}</big>===
===<big>{{clr|2|5B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5B,5[B]|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_5B.png|
*Uncharged shoots 1 arrow, charged shoots 3.
P4AU_Yukari_5B_Charged.PNG|"Please hit!"
**Charged version has a larger hitbox and wallsticks in the corner.
</gallery>
*Jump cancelable on hit.
</div>
*Arrows track opponent's position if they pass through Garu ({{clr|4|5D}}/{{clr|4|2D}}/Magaru).
<div class="attack-info">
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.
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5B" or input="5[B]")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* 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 ({{clr|4|5D}}/{{clr|4|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.
{{CloseCard}}


===<big>{{clr|2|2B}}</big>===
===<big>{{clr|2|2B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2B,2[B]|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_2B.PNG|"Up, huh?"
*Always shoots 3 arrows.
</gallery>
*Jump cancelable on hit.
</div>
*Backdash cancel is -6 on block.
<div class="attack-info">
*Arrows track opponent's position if they pass through Garu.
{| class="wikitable attack-data"
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.
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2B" or input="2[B]")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* 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.
{{CloseCard}}


===<big>{{clr|1|j.A}}</big>===
===<big>{{clr|1|j.A}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.A
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_jA.PNG|
*Jump cancelable on hit and block.
</gallery>
*Gatlings into itself.
</div>
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.
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.A")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* 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.
{{CloseCard}}


===<big>{{clr|2|j.B}}</big>===
===<big>{{clr|2|j.B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.B,j.[B]|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_jB.PNG|The normal version gives you a single arrow...
*Uncharged shoots 1 arrow, charged shoots 3.
P4AU_Yukari_jB_Charged.PNG|...and the charged version gives you three!
**Charged version has a larger hitbox and wallsticks in the corner.
</gallery>
**Charged version will not come out if used immediately when jumping, but releasing early will still shoot 3 arrows.
</div>
*Jump cancelable on hit.
<div class="attack-info">
*Arrows track opponent's position if they pass through Garu ({{clr|4|5D}}/{{clr|4|2D}}/Magaru).
{| class="wikitable attack-data"
Aerial version of {{clr|2|5B}}; if you do it early enough in your jump you can do air actions on the way down. Landing recovery, so be careful.
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.B" or input="j.[B]")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* 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 ({{clr|4|5D}}/{{clr|4|2D}}/Magaru).
Aerial version of {{clr|2|5B}}; if you do it early enough in your jump you can do air actions on the way down. Landing recovery, so be careful.
{{CloseCard}}


===<big>{{clr|2|j.2B}}</big>===
===<big>{{clr|2|j.2B}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.2B
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_j2B.PNG|"Down, huh?"
*Always shoots 3 arrows.
</gallery>
*Charged version ground bounces on hit.
</div>
*Jump cancelable on hit and block.
<div class="attack-info">
*Arrows track opponent's position if they pass through Garu.
{| class="wikitable attack-data"
Downward 45 degree angle version of {{clr|2|2B}}. Long recovery. The charged version is very commonly used in combos for its ground bounce.
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.2B" or input="j.2[B]")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* 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 {{clr|2|2B}}. Long recovery. The charged version is very commonly used in combos for its ground bounce.
{{CloseCard}}


===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5AB
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_AoA.PNG|
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 {{clr|3|C}} and {{clr|4|D}} AOA finishers.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
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 {{clr|3|C}} and {{clr|4|D}} AOA finishers.
{{CloseCard}}


===<big>Sweep</big>===
===<big>Sweep</big>===
<span class="input-badge">'''{{clr|1|2A}}+{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2AB
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_Sweep.PNG|
Low profile sweep. Start-up is fast, reach is good, vital move. Gatlings into {{clr|4|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.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Low profile sweep. Start-up is fast, reach is good, vital move. Gatlings into {{clr|4|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.
{{CloseCard}}
<br clear=all/>


==Persona Attacks==
==Persona Attacks==
===<big>{{clr|3|5C}}</big>===
===<big>{{clr|3|5C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_5C.PNG|
*Jump cancelable on hit.
</gallery>
*Dash cancel is -5 on block.
</div>
Gathers wind right in front of Yukari rising upwards. Can chain into {{clr|3|2C}} and {{clr|3|j.C}} for good pressure. Go-to punish move, as it is a great starter that nets very high damage on counterhit.
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Jump cancelable on hit.
* Dash cancel is -5 on block.
Gathers wind right in front of Yukari rising upwards. Can chain into {{clr|3|2C}} and {{clr|3|j.C}} for good pressure. Go-to punish move, as it is a great starter that nets very high damage on counterhit.
{{CloseCard}}


===<big>{{clr|3|2C}}</big>===
===<big>{{clr|3|2C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=2C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_2C.PNG|
*Jump cancelable on hit.
</gallery>
*Dash cancel is -5 on block.
</div>
*Backdash cancel is -8 on block.
<div class="attack-info">
*Floats opponent on hit.
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="2C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
* 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 {{clr|3|5C}}. Great combo starter, especially on counterhit. Guard/hit back step cancel, hit jump cancel. Good for situational punishes.
Creates an orb that rises upwards, placed further away than {{clr|3|5C}}. Great combo starter, especially on counterhit. Guard/hit back step cancel, hit jump cancel. Good for situational punishes.
{{CloseCard}}
===<big>{{clr|4|5D}} / {{clr|4|2D}} / {{clr|4|6D}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
P4AU_Yukari_5D.PNG|Stays out for a while. Good for oki.
P4AU_Yukari_2D.png|2D is placed high above the ground, allowing Yukari to do a tracking arrow while crouching.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="2D")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* 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.
* {{clr|4|2D}} is the same as {{clr|4|5D}}, but further upwards and has a little less recovery.
* New to 2.0, {{clr|4|6D}} places Isis even further away from Yukari than {{clr|4|5D}}.
Sets up a Garu around 2 character spaces away from Yukari. Sweep can be cancelled into {{clr|4|6D}} to set up some okizeme and mix-ups if done correctly.
{{CloseCard}}


===<big>{{clr|3|j.C}}</big>===
===<big>{{clr|3|j.C}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.C
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_jC.PNG|
*Jump cancelable on hit and block.
</gallery>
Basically the same as {{clr|3|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.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Jump cancelable on hit and block.
Basically the same as {{clr|3|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.
{{CloseCard}}


===<big>{{clr|4|j.D}}</big>===
===<big>{{clr|4|5D}} and {{clr|4|6D}}/{{clr|4|2D}}/{{clr|4|j.D}}</big>===
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=5D,2D,j.D|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_jD.PNG|
;All Versions
</gallery>
*Long active frames.
</div>
*Arrows that pass through Garu will track the opponent's position.
<div class="attack-info">
**Arrows only re-aim to the opponent's position when they pass through Garu.
{| class="wikitable attack-data"
**Garu arrows do not continue to track. They only go to where the opponent was when it reached Garu.
{{AttackDataHeader-P4U2}}
----
|-
{{clr|4|5D}}Sets up a Garu around 2 character spaces away from Yukari. Stays out for a while. Good for oki.
{{#cargo_query:tables=MoveData_P4U2R
 
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
{{clr|4|6D}} places Isis even further away from Yukari than {{clr|4|5D}}. Sweep can be cancelled into {{clr|4|6D}} to set up some okizeme and mix-ups if done correctly.
|where=chara="{{SUBPAGENAME}}" and (input="j.D")
 
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
{{clr|4|2D}} is the same as {{clr|4|5D}}, but further upwards and has a little less recovery. It is placed high above the ground, allowing Yukari to do a tracking arrow while crouching.  
 
{{clr|4|j.D}} is the same as {{clr|4|5D}}; sets a Garu 2 character spacings away. When set up correctly, it can make arrows cross up and apply pressure.
}}
}}
|}
==== ====
* 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 {{clr|4|5D}}; sets a Garu 2 character spacings away. When set up correctly, it can make arrows cross up and apply pressure.
{{CloseCard}}
<br clear=all/>


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''{{clr|3|C}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=CD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_Throw.png|
*Links into {{clr|2|5B}} in the corner.
</gallery>
*Gives a safejump midscreen.
</div>
Knocks the opponent away, can combo super arrow afterwards at any time. At midscreen, One More! Cancel the third hit of this into dash {{clr|3|2C}}.
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Links into {{clr|2|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 {{clr|3|2C}}.
{{CloseCard}}


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<span class="input-badge">'''{{clr|3|j.C}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|3|j.C}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=j.CD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_AirThrow.png|
*Can only combo from this with meter.
</gallery>
Throws the opponent downwards diagonally. Damage is fairly large for an air throw.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="j.CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Can only combo from this with meter.
Throws the opponent downwards diagonally. Damage is fairly large for an air throw.
{{CloseCard}}


===<big>Feather☆Slasher</big>===
===<big>Feather☆Slasher</big>===
<span class="input-badge">'''{{clr|2|B}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|2|B}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=BD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_FeatherThrasher.png|
*Side swaps with opponent.
</gallery>
*Low hitbox/foot attribute; NOT fatal recovery.
</div>
*SP Skill cancelable.
<div class="attack-info">
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.
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="BD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|}
==== ====
* 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.
{{CloseCard}}


===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while blocking'''</span>
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=6AB
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_5AA.PNG|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="6AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
*Shares {{clr|1|5AA}}'s animation.  
*Shares {{clr|1|5AA}}'s animation.  
Okay range, but like most Guard Cancels, it's not too fast.
Okay range, but like most Guard Cancels, it's not too fast.
{{CloseCard}}
}}
<br clear=all/>


==[[P4U2.5/Offense#Skills|Skill Attacks]]==
==[[P4U2.5/Offense#Skills|Skill Attacks]]==
===<big>Feather☆Arrow</big>===
===<big>Feather☆Arrow</big>===
<span class="input-badge">'''{{clr|1|236A}}/{{clr|2|B}} (air OK)'''</span>
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}} (Air OK)}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236A,j.236A,236B,j.236B,236AB,j.236AB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_FeatherArrow.PNG|
*Causes spin state on hit.
P4AU_Yukari_FeatherArrow_Air.PNG|
*Ground version blockstrings into {{clr|3|214214C}}/{{clr|4|D}}.
</gallery>
*Can be rolled but is difficult to do on reaction.
</div>
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.
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="236B" or input="236AB" or input="j.236A" or input="j.236B" or input="j.236AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* Causes spin state on hit.
* Ground version blockstrings into {{clr|3|214214C}}/{{clr|4|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.
{{CloseCard}}


===<big>Feather☆Bomb</big>===
===<big>Feather☆Bomb</big>===
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}'''</span>
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214A/B,214AB,214A Explosion|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_FeatherBomb.PNG|Don't jump.
*{{clr|1|A}} version falls in front of Yukari
</gallery>
*{{clr|2|B}} version falls about 2/3rds of the screen away.
</div>
*SB version throws both bombs.
<div class="attack-info">
*Bombs cause an ''air unblockable'' explosion when hit with an arrow.
{| class="wikitable attack-data"
*Does not disappear when Yukari is hit.  
{{AttackDataHeader-P4U2|version=yes}}
**Bombs disappear when they touch the ground.
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214A/B" or input="214AB" or input="214A Explosion")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* {{clr|1|A}} version falls in front of Yukari
* {{clr|2|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 {{clr|2|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.
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 {{clr|2|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.
{{CloseCard}}
===<big>Magaru</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214C}}/{{clr|4|D}} (air OK)'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
P4U2_Yukari_Magaru.png|SB shoots both
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214C/D" or input="214CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* Very active.
* Air version curves downwards instead of upwards.
* {{clr|3|C}} version puts it right in front of Yukari.
* {{clr|4|D}} version set further away than {{clr|3|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.
{{CloseCard}}


===<big>Feather☆Flip</big>===
===<big>Feather☆Flip</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|236C}}/{{clr|4|D}} (air OK)'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|236C}}/{{clr|4|D}} (Air OK)}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236C/D,j.236C/D,236CD,j.236CD|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_FeatherFlip.PNG|
*All versions are projectile invulnerable while rising.
</gallery>
*{{clr|3|C}} version has quick startup.
</div>
*{{clr|4|D}} version is slower and jumps higher.
<div class="attack-info">
*SB version tracks onto the opponent’s position.
{| class="wikitable attack-data"
**Fully invulnerable while rising.
{{AttackDataHeader-P4U2|version=yes}}
*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.
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236C/D" or input="236CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* All versions are projectile invulnerable while rising.
* {{clr|3|C}} version has quick startup.
* {{clr|4|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.
{{CloseCard}}


===<big>Feather☆Shot</big>===
===<big>Feather☆Shot</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}} after Feather☆Flip'''</span>
{{PersonaRequired}} {{InputBadge|Feather☆Flip > {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=Flip > X,Flip > SB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_FeatherShoot.PNG|
*Restands opponents on hit.
</gallery>
*{{clr|1|A}} and {{clr|3|C}} versions apply Charm on hit.
</div>
*{{clr|2|B}} and {{clr|4|D}} versions apply Mute on hit.
<div class="attack-info">
*SB version applies Panic on hit.
{| class="wikitable attack-data"
*All status effects last for 2 seconds.
{{AttackDataHeader-P4U2|version=yes}}
*Fatal Starter. Forces Fatal Counter on Counter Hit.
|-
Shoots a status effect arrow during Feather☆Flip. Can be canceled into Hyper Feather Shoot as Yukari falls down. 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 {{clr|4|5D}} or {{clr|3|236C}}/{{clr|4|D}} as a meaty. Either way, she gets a consistent mixup and good damage as well as a Status Ailment.
{{AttackVersion|name=A/B/C/D|subtitle=}}
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="Flip > C")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
}}
|-
 
{{AttackVersion|name=SB|subtitle=}}
===<big>Magaru</big>===
{{#cargo_query:tables=MoveData_P4U2R
{{PersonaRequired}} {{InputBadge|{{clr|3|214C}}/{{clr|4|D}} (Air OK)}}
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
{{P4U2R Move Card
|where=chara="{{SUBPAGENAME}}" and (input="Flip > CD")
|input=214C/D,j.214C/D,214CD,j.214CD|versioned=yes
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|description=
*Very active.
*Air version curves downwards instead of upwards.
*{{clr|3|C}} version puts it right in front of Yukari.
*{{clr|4|D}} version set further away than {{clr|3|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.
}}
}}
|}
==== ====
* Restands opponents on hit.
* {{clr|1|A}} and {{clr|3|C}} versions apply Charm on hit.
* {{clr|2|B}} and {{clr|4|D}} versions apply Mute on hit.
* SB version apply Panic on hit.
* All status effects last for 2 seconds.
* Fatal Starter. Forces Fatal Counter on Counter Hit.
Shoots a status effect arrow during Feather☆Flip. Can be canceled into Hyper Feather Shoot as Yukari falls down. 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 {{clr|4|5D}} or {{clr|3|236C}}/{{clr|4|D}} as a meaty. Either way, she gets a consistent mixup and good damage as well as a Status Ailment.
{{CloseCard}}
<br clear=all/>


==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==
==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==
===<big>Hyper Feather☆Shot</big>===
===<big>Hyper Feather☆Shot</big>===
<span class="input-badge">'''{{clr|1|236236A}}/{{clr|2|B}} (air OK)'''</span>
{{InputBadge|{{clr|1|236236A}}/{{clr|2|B}} (Air OK)}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=236236A,j.236236A,236236B,j.236236B,236236AB,j.236236AB|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4AU_Yukari_HyperFeatherShotGround.png|Ground version...
*Can be redirected by Garu.
P4AU_Yukari_HyperFeatherShotAir.png|...and air version!
*{{clr|1|A}} version is fast, {{clr|2|B}} version is slower with more damage.
</gallery>
*SB version fires two arrows.
</div>
*Ground versions have Fatal Recovery.
<div class="attack-info">
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.
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236236A" or input="236236B" or input="236236AB" or input="j.236236A" or input="j.236236B" or input="j.236236AB")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* Can be redirected by Garu.
* {{clr|1|A}} version is fast, {{clr|2|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.
{{CloseCard}}
<br clear=all/>


==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks==
===<big>Magarula</big>===
===<big>Magarula</big>===
{{PersonaRequired}} <span class="input-badge">'''{{clr|3|214214C}}/{{clr|4|D}}'''</span>
{{PersonaRequired}} {{InputBadge|{{clr|3|214214C}}/{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=214214C/D,214214CD|versioned=yes
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2_Yukari_Magarula.png|
*{{clr|3|C}} Version tornado spawns in front of Yukari.
</gallery>
*{{clr|4|D}} Version tornado spawns almost fullscreen.
</div>
*SB Version spawns both tornados.
<div class="attack-info">
**Opponents trying to GC Roll out of the {{clr|4|D}} tornado will GC straight into the {{clr|3|C}} tornado.
{| class="wikitable attack-data"
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 {{clr|3|236C}} after the opponent blocks the {{clr|4|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.
{{AttackDataHeader-P4U2|version=yes}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214214C/D" or input="214214CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
* {{clr|3|C}} Version tornado spawns in front of Yukari.
* {{clr|4|D}} Version tornado spawns almost fullscreen.
* SB Version spawns both tornados.
** Opponents trying to GC Roll out of the {{clr|4|D}} tornado will GC straight into the {{clr|3|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 {{clr|3|236C}} after the opponent blocks the {{clr|4|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.
{{CloseCard}}
<br clear=all/>


==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==
==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==
===<big>Final Feather☆Arrow</big>===
===<big>Final Feather☆Arrow</big>===
<span class="input-badge">'''{{clr|3|222C}}+{{clr|4|D}}'''</span>
{{InputBadge|{{clr|3|222C}}+{{clr|4|D}}}}
<div class="attack-container">
{{P4U2R Move Card
<div class="attack-gallery">
|input=222CD
<gallery widths="210px" heights="210px" mode="nolines">
|description=
P4U2_Yukari_InstantKill.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-P4U2}}
|-
{{#cargo_query:tables=MoveData_P4U2R
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln
|where=chara="{{SUBPAGENAME}}" and (input="222CD")
|format=template|template=AttackData-P4U2|named args=yes|order by=_ID
}}
|}
==== ====
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!<br/>
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!<br/>
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.
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.
{{CloseCard}}
}}
<br clear=all/>


==Colors==
==Colors==
Line 760: Line 352:
*[http://www.dustloop.com/ Character Video Thread]
*[http://www.dustloop.com/ Character Video Thread]


<br clear="both"/>
==Navigation==
==Navigation==
<center>{{Character Label|P4U2R|Yukari Takeba|36px|P4AU_Yukari_portrait.png}}</center>
<center>{{Character Label|P4U2R|Yukari Takeba|36px|P4AU_Yukari_portrait.png}}</center>

Revision as of 17:31, 28 September 2022



Overview
Overview

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

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

Yukari has a steep learning curve and a higher skill floor compared to most other characters in the game. Combos often require slight delays and links, especially for her longer and more advanced confirms. This is worth noting because her great damage output and meter gain is hardly paralleled in this game if at all, but is only unlocked after mastering her advanced combo routes. Without proper execution, her threat off of hits in neutral and off of mix-up starters is extremely reduced and directly affects her strength compared to most other characters. Consistency is king, and thus practice is key to playing Yukari well.

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

Pros
Cons
  • Zoning: Yukari has a strong zoning and keep away game. She has fantastic mobility between her movement speed and command jump, which are complemented by her suite of projectiles (one of which is air unblockable).
  • 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.
P4U2R Yukari Takeba Nameplate.png
P4U2 Yukari Portrait.png
Health
8,500
Backdash
23F (1~6F Inv All)
Persona Cards
4
Combo Rate
70%
Fastest Attack
Reversal Type
Fatal Starters
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.

Normal Moves

5A

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

Short range standing low kick. Yukari gets a full combo from this move no matter how far away she lands it.


5AA
  • Backdash cancel is -10 on block.
  • Forces stand on hit.
  • 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, this is exclusively a combo tool.

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

2A

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

5B

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

2B

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

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

j.B

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

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

All Out Attack

5A+B

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

Sweep

2A+B

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

Persona Attacks

5C

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

2C

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

j.C

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

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

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

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

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

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

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

Universal Mechanics

Ground Throw

C+D

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

Air Throw

j.C+D

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

Feather☆Slasher

B+D

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

Guard Cancel Attack

6A+B while blocking

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

Skill Attacks

Feather☆Arrow

236A/B (Air OK)

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

Long lasting arrow projectile that hits multiple times (which means it can activate some counters, like Elizabeth's Instant Kill). 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

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

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.

Feather☆Flip

Persona Required 236C/D (Air OK)

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

Command jump that launches Yukari by using Isis’ wind. 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.

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

236C/D:

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


j.236C/D:

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


236CD:

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


j.236CD:

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

Feather☆Shot

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

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

Shoots a status effect arrow during Feather☆Flip. Can be canceled into Hyper Feather Shoot as Yukari falls down. 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.

Magaru

Persona Required 214C/D (Air OK)

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

SP Skill Attacks

Hyper Feather☆Shot

236236A/B (Air OK)

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

Yukari shoots out a fast super arrow. This is also affected by Garu, so it can be used after Magarula after placing an orb to add some extra damage. Can be used to punish unsafe moves from afar, or just as a combo ender.

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

236236A:

  • Minimum damage 540


j.236236A:

  • Minimum damage 540


236236B:

  • Minimum damage 720


j.236236B:

  • Minimum damage 720


236236AB:

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


j.236236AB:

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

Awakened SP Skill Attacks

Magarula

Persona Required 214214C/D

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

Summons a massive wind pillar 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

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

Yukari charges up a golden arrow and fires it into the sky. If it hits the opponent, she then shoots herself in the head with her Evoker to summon Isis. Isis then sucks the opponent into a vortex as Yukari jumps up high in the sky. Finally, Yukari fires a giant piercing arrow through Isis's wind orb and straight at the opponent!
This Instant Kill attack homes in on the opponent before dropping down on them. It can be blocked high or low. However, since it can home in, similar to Mitsuru's IK, it can be used to punish certain moves with long recovery from any point on the screen. It also is fully invulnerable, though it has huge recovery.

Colors


Players To Cite / Watch

Note: Click on the hyperlinks in the last column to pull up just the player's games, sets, and VODs on ReplayTheater!
It is also advised that you try searching the player's name via the kanji listed, if you can't find any footage of them via their conventional tag.
Name Color Location Where to Find Notes Replays Link
Migaki
(みがき)
P4U2R Yukari color 4.png
Japan PS4
Youtube
Active Japanese P4U2R streamer RT Link
Sidex
P4U2R Yukari color 23.png
Caribbean PC
Youtube
P4U2R PFC Community Yukari PointDexter RT Link
Attsun
P4U2R Yukari color 22.png
Japan Arcade
dustloop Archive Forum
OG Shadow Yukari RT Link
Motochika
P4U2R Yukari color 17.png
Japan Arcade
dustloop Archive Forum
OG Shadow Yukari RT Link
Mikoto
P4U2R Yukari color 8.png
Japan Arcade
dustloop Archive Forum
OG Shadow Yukari RT Link
Gomadan
P4U2R Yukari color 3.png
Japan Arcade
dustloop Archive Forum
OG Shadow Yukari RT Link

External References

Navigation

 Yukari Takeba



To edit frame data, edit values in P4U2R/Yukari Takeba/Data.