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{{ | {{MFlag|cleanup}} | ||
= | ==Overview== | ||
{{ | {{P4U2R/CharacterLinks}} | ||
<div id="home-content" class="home-grid"> | |||
| | {{card|width=4 | ||
|header=Overview | |||
|content= 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 | 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. | ||
| | }} | ||
{{P4U2R/infobox | |||
| | | fastestAttack = {{clr|1|5A}} (6F) | ||
| | | reversalType = Attack (13F) | ||
| fatalStarter = 214A/B/AB(Detonation), 236C/D/CD~X | |||
| pros = | | fatalRecovery = 236C/D/CD | ||
}} | |||
{{ProsAndCons | |||
|intro= is a mobile zoner/keep-away that retains and sets up offensive capability with an effective sniping and space control game. | |||
|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''). | ||
*'''Damage:''' She has very high meterless damage, often getting 3-4k off A and B buttons, and 5-6k off C buttons. | |||
*'''Conversions:''' Nearly any hit, including fullscreen stray arrows, can be converted into a meaningful combo with excellent corner carry and burst safety. | |||
*'''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 | *'''Strong Offense:''' Solid pressure and mix-up, particularly after combos forcing restand. Her strong offense is bolstered by her high damage. | ||
*'''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:''' | *'''Riskier Defense:''' Mediocre abare buttons and lack of an anti air {{clr|2|2B}} can make life hard for Yukari when she has to block. | ||
*'''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. | ||
| | *'''Low Health:''' Yukari is in the lower health bracket of the game with just 8500, limiting the number of touches she can survive. | ||
| | }} | ||
Whenever Yukari's arrow attacks '''(B normals, Feather☆Arrow, or Hyper | </div> | ||
While the arrows don't '''completely''' home in on the target, their tracking effect is important | |||
===Unique Mechanics=== | |||
{{card|width=4 | |||
|header= Garu Effect | |||
|content= | |||
Whenever Yukari's arrow attacks '''(5AAA, B normals, Feather☆Arrow, or Hyper Feather☆Shot)''' 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 still important to her '''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. | ||
}} | }} | ||
==Normal Moves== | ==Normal Moves== | ||
===<big>{{clr|1|5A}}</big>=== | |||
{{P4U2R Move Card | |||
|input=5A,5AA,5AAA|versioned=yes | |||
|description= | |||
;{{clr|1|5A}} | ;{{clr|1|5A}} | ||
* Jump cancelable on hit and block. | |||
* Can chain into {{clr|1|2A}} and back into {{clr|1|5A}} again. | *Jump cancelable on hit and block. | ||
*Can chain into {{clr|1|2A}} and back into {{clr|1|5A}} again. | |||
*Safe on block. | |||
{{clr|1|5A}} is a quick standing low, and tied with {{clr|1|j.A}} for her fastest normal. Used for stagger pressure with {{clr|1|2A}} and {{clr|1|5AA}}, and setting up strike throw. | |||
Yukari gets 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. | ||
* | *Safe on block. | ||
*Jump cancelable on hit and 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 | |||
A Feather☆Bomb ({{clr|1|214A}} or {{clr|1|214A}}+{{clr|2|B}}) can be thrown after this for a combo. While it is +7 on block, it whiffs entirely against crouching opponents, so the only way to access the plus frames most of the time is to shoot into a garu orb and redirect. Aside from that, this move is used exclusively for combos. | |||
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). | ||
</ | }} | ||
===<big>{{clr|1|2A}}</big>=== | |||
{{P4U2R Move Card | |||
|input=2A | |||
|frameChart=auto | |||
|description= | |||
*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. | |||
}} | |||
===<big>{{clr|2|5B}}</big>=== | ===<big>{{clr|2|5B}}</big>=== | ||
{{P4U2R Move Card | |||
|input=5B,5[B]|versioned=yes | |||
|description= | |||
*Uncharged shoots 1 arrow, charged shoots 3. | |||
**Charged version has a larger hitbox and wallsticks in the corner. | |||
*Jump cancelable on hit. | |||
{ | |||
{ | |||
| | |||
| | |||
* Uncharged shoots 1 arrow, charged shoots 3. | |||
** Charged version has a larger hitbox and wallsticks in the corner. | |||
* Jump cancelable on hit. | |||
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. | 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. | ||
}} | }} | ||
===<big>{{clr|2|2B}}</big>=== | ===<big>{{clr|2|2B}}</big>=== | ||
{{P4U2R Move Card | |||
|input=2B,2[B]|versioned=yes | |||
|description= | |||
*Always shoots 3 arrows. | |||
*Jump cancelable on hit. | |||
*Backdash cancel is -6 on block. | |||
Upward 45 degree angle bow shot where she shoots 3 arrows simultaneously. Anti air, but has a long recovery, no invulnerability, and lacks the typical air unblockable attribute given to other 2Bs. Its angle also makes it only useful in specific situations, so its only used as a hard callout. Decent for detonating air unblockable Feather☆Bombs from the ground and good combo filler, but doesn't see much use elsewhere. | |||
}} | }} | ||
===<big>{{clr|1|j.A}}</big>=== | ===<big>{{clr|1|j.A}}</big>=== | ||
{{P4U2R Move Card | |||
|input=j.A | |||
|frameChart=auto | |||
|description= | |||
*Jump cancelable on hit and block. | |||
*Gatlings into itself infinitely. | |||
Forward knee kick, air-to-air and jump-in. Big hitbox, great starter, fast startup(tied with {{clr|1|5A}} for her fastest normal), low recovery, and a ridiculous number of active frames. Exceptionally 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. It even has uses on defense as a pseudo anti air. It easily amongst the best buttons in her kit and the game. | |||
{{ | |||
}} | }} | ||
===<big>{{clr|2|j.B}}</big>=== | ===<big>{{clr|2|j.B}}</big>=== | ||
{{P4U2R Move Card | |||
|input=j.B,j.[B]|versioned=yes | |||
|description= | |||
*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. | |||
In neutral, j.B is usually the most used button, not only because its her fastest projectile, but also because its the least committal way to apply a fullscreen presence, disrupt the opponent from setting up, and stop approaches. | |||
If you press it early enough in your jump you can do air actions on the way down. There is some landing recovery, so be careful. | |||
j.B also is a notoriously good combo tool, not only because of j.[B]s wallstick and incredibly low poration, but also because of j.B's low startup, which allows for fullscreen pickups. | |||
}} | }} | ||
===<big>{{clr|2|j.2B}}</big>=== | ===<big>{{clr|2|j.2B}}</big>=== | ||
{{P4U2R Move Card | |||
|input=j.2B | |||
|description= | |||
*Always shoots 3 arrows. | |||
*Charged version ground bounces on hit. | |||
*Jump cancelable on hit and block. | |||
Downward 45 degree arrow attack. The area it covers changes based on the height it's used, because of this it's very commonly paired with high jump to retreat. Long recovery but rarely an issue due how often its blocked/hit. The charged version is very commonly used in combos for its ground bounce and is an integral part of her corner carry and filler. | |||
{{ | |||
| | |||
| | |||
* Always shoots 3 arrows. | |||
* Charged version ground bounces on hit. | |||
* Jump cancelable on hit and block. | |||
Downward 45 degree | |||
One of the best roundstart options in the game in highjumpback j.2B, as it's difficult for much of the cast to contest and allows Yukari to instantly start zoning. | |||
}} | }} | ||
==Persona Attacks== | ==Persona Attacks== | ||
===<big>{{clr|3|5C}}</big>=== | ===<big>{{clr|3|5C}}</big>=== | ||
{{P4U2R Move Card | |||
|input=5C | |||
|frameChart=auto | |||
|description= | |||
*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's a great starter that nets extremely high damage with or without counterhit, although converting off non counterhit is harder, since you can't combo into 2c unless the opponent is crouching. | |||
{{ | |||
| | |||
| | |||
| | |||
* 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 | |||
}} | }} | ||
===<big>{{clr|3|2C}}</big>=== | ===<big>{{clr|3|2C}}</big>=== | ||
{{P4U2R Move Card | |||
|input=2C | |||
|frameChart=auto | |||
|description= | |||
*Jump cancelable on hit and block. | |||
*Dash cancel is -5 on block. | |||
*Backdash cancel is -8 on block. | |||
*Floats opponent on hit. | |||
Creates a large orb, placed at midscreen/roundstart/tip of her sweep. Great combo starter that's easily converted from. Guard/hit back step cancel, hit jump cancel. Good for situational punishes, as a callout tool, and decent poke. It's also notable for being the only move in Yukari's kit that can setup persona displacement, allowing for some shenanigans with Magaru and even a surprise 5c. | |||
}} | }} | ||
===<big>{{clr|3|j.C}}</big>=== | ===<big>{{clr|3|j.C}}</big>=== | ||
{{P4U2R Move Card | |||
|input=j.C | |||
|frameChart=auto | |||
|description= | |||
*Jump cancelable on hit and block. | |||
*Jump cancelable on either hit. | |||
Creates an X shaped wind that surrounds Yukari and hits twice. Ground bounces on the second hit, making it useful in combos, and can jump cancelable on either hit, making it useful in combos. Its large hitbox makes it great for controlling space while playing a defensive neutral, it also halts air momentum, making it good for baiting anti airs and staying unpredictable with movement. | |||
This move plays a pivotal role in her pressure game as her primary throwbait, so get comfortable with it. | |||
}} | }} | ||
===<big>{{clr|4|j.D}}</big>=== | ===<big>{{clr|4|5D}} and {{clr|4|6D}}/{{clr|4|2D}}/{{clr|4|j.D}}</big>=== | ||
{{P4U2R Move Card | |||
|input=5D,2D,j.D|versioned=yes | |||
|description= | |||
;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. | ||
{{ | ---- | ||
|- | {{clr|4|5D}} sets up a Garu around 2 character spaces away from Yukari. Stays out for a while. Good for oki. | ||
{{ | |||
| | {{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. | ||
| | |||
| | {{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. | |||
}} | }} | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>[[P4U2R/Mechanics#All_Out_Attack|All Out Attack]]</big>=== | |||
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}} | |||
{{P4U2R Move Card | |||
|input=5AB | |||
|frameChart=auto | |||
|description= | |||
Strikes opponent with an overhead bow attack. Start-up is vaguely fast, and looks similar to Feather☆Bomb's initial toss allowing for solid mix-ups if conditioned. Leads to decent damage with both the {{clr|3|C}} and {{clr|4|D}} AOA finishers. | |||
}} | |||
===<big>Sweep</big>=== | |||
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}} | |||
{{P4U2R Move Card | |||
|input=2AB | |||
|frameChart=auto | |||
|description= | |||
Low profile sweep. Start-up is fast, reach is good, vital move. Gatlings into {{clr|4|2D}} and {{clr|4|6D}}, 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 or OMB. | |||
}} | |||
===<big>Ground Throw</big>=== | ===<big>Ground Throw</big>=== | ||
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}} | |||
{{P4U2R Move Card | |||
|input=CD | |||
|frameChart=auto | |||
|description= | |||
*Can combo into {{clr|2|5B}} , {{clr|1|5A}} , and {{clr|1|2A}} in the corner. | |||
*Gives a safejump midscreen. | |||
Knocks the opponent away, can combo super arrow afterwards at any time and delay Magarula for mix opportunity. She gets good oki off throws, it's not only possible to get a safejump with IAD j.A, but she also has plenty of time to set up an orb. At midscreen, One More! Cancel the third hit of this into dash {{clr|3|5C}}. | |||
{| | |||
{{ | |||
| | |||
}} | }} | ||
===<big>Air Throw</big>=== | ===<big>Air Throw</big>=== | ||
{{InputBadge|{{clr|3|j.C}}+{{clr|4|D}}}} | |||
{{P4U2R Move Card | |||
|input=j.CD | |||
|frameChart=auto | |||
|description= | |||
*Can only combo from this with meter. | |||
Throws the opponent downwards diagonally. Damage is fairly large for an air throw, but the combo potential afterwards is nearly non-existent. | |||
{{ | |||
| | |||
| | |||
}} | }} | ||
===<big>Feather☆Slasher</big>=== | ===<big>Feather☆Slasher</big>=== | ||
{{InputBadge|{{clr|2|B}}+{{clr|4|D}}}} | |||
{{P4U2R Move Card | |||
|input=BD | |||
|frameChart=auto | |||
|description= | |||
*Side swaps with opponent. | |||
*Low hitbox. | |||
*SP Skill cancelable. | |||
Moves two character spaces forward quickly, launching opponent upwards on hit. Does not knock down, which can make a scramble situation depending on how the opponent airtechs. Very annoying for many characters to deal with since the sideswap often means the punish they receive will be facing away from the corner, and if blocked with 50 meter, she can supercancel into super arrow to punish a punish attempt | |||
On fatal counter, she is able to combo meterlessly with {{clr|2|5B}} or {{clr|1|j.A}}. | |||
| | |||
}} | }} | ||
===<big>[[ | ===<big>[[P4U2R/Mechanics#Guard_Cancel_Attack|Guard Cancel Attack]]</big>=== | ||
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}} | |||
{{P4U2R Move Card | |||
|input=6AB | |||
|frameChart=auto | |||
|description= | |||
*Shares {{clr|1|5AA}}'s animation. | |||
Reversal kick that requires 50 SP. Good anti-pressure option, but it's punishable on block. Can be OMC'd to stay safe on block or follow-up with a small combo on hit. Opponent cannot be K.O.'d by a combo that starts with this attack. | |||
If the move counterhits, she can set up a meaty orb. | |||
{{ | |||
}} | }} | ||
==[[ | ==[[P4U2R/Mechanics#Skills|Skill Attacks]]== | ||
===<big>Feather☆Arrow</big>=== | ===<big>Feather☆Arrow</big>=== | ||
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}} (Air OK)}} | |||
{{P4U2R Move Card | |||
|input=236A,j.236A,236B,j.236B,236AB,j.236AB|versioned=yes | |||
|description= | |||
*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). Most often seen in Magarula setups, fullscreen conversions, and as momentum halter. Can also be done in the air, but the angle is pretty specific and the move in inactionable while falling(Except for the SB version). Very important to Shadow Yukari's Shadow Frenzy combos. | |||
{{ | |||
| | |||
| | |||
}} | }} | ||
===<big>Feather☆Bomb</big>=== | ===<big>Feather☆Bomb</big>=== | ||
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}} | |||
{{P4U2R Move Card | |||
|input=214A/B,214AB,214A Explosion|versioned=yes | |||
|description= | |||
*{{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. | |||
*Fatal Starter. Forces Fatal Counter on Counter Hit. | |||
{{ | Throws a bomb diagonally upward which slowly floats down over time. Great move that is essential in her neutral, since it deters opponents from making an aerial approach and has deceptively long range and active frames upon detonation. | ||
| | |||
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 Magarula's blockstun for an air 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. | |||
| | Bombs see plenty of use in combos and can also be set up to keep an opponent from jumping out of pressure. | ||
* {{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 | |||
}} | }} | ||
===<big>Feather☆Flip</big>=== | ===<big>Feather☆Flip</big>=== | ||
{{PersonaRequired}} | {{PersonaRequired}} {{InputBadge|{{clr|3|236C}}/{{clr|4|D}} (Air OK)}} | ||
{{P4U2R Move Card | |||
|input=236C/D,j.236C/D,236CD,j.236CD|versioned=yes | |||
|description= | |||
*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. The move has some decent application in neutral for air stalling and switching around her movement. Each version can be used once per jump, effectively giving Yukari up to three extra (albeit comittal) air options. | |||
{{ | |||
| | Feather Flip is also good for ending combos because of the move's second part, Feather Shot. | ||
| | |||
}} | }} | ||
===<big>Feather☆Shot</big>=== | ===<big>Feather☆Shot</big>=== | ||
{{PersonaRequired}} | {{PersonaRequired}} {{InputBadge|Feather☆Flip > {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}}/{{clr|4|D}}}} | ||
{{P4U2R Move Card | |||
|input=Flip > X,Flip > SB|versioned=yes | |||
|description= | |||
*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 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. Fantastic 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. | ||
{{ | |||
{{ | |||
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}} | }} | ||
| | |||
{{ | ===<big>Magaru</big>=== | ||
{{ | {{PersonaRequired}} {{InputBadge|{{clr|3|214C}}/{{clr|4|D}} (Air OK)}} | ||
| | {{P4U2R Move Card | ||
| | |input=214C/D,j.214C/D,214CD,j.214CD|versioned=yes | ||
|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 sets further away and is more horizontal. | |||
*SB version summons both versions of Magaru. | |||
*Can double tap to keep the orb in it's place. | |||
Good neutral tool as it sets an active hitbox that cannot be destroyed and redirects arrows. The SB version is notable as a pressure tool as Yukari can easily extend her pressure for 25 meter. | |||
This move is also important for her conversions, as its the only way(other than OMB) to combo from sweep. | |||
}} | }} | ||
==[[ | ==[[P4U2R/Mechanics#SP_Skills|SP Skill Attacks]]== | ||
===<big>Hyper Feather☆Shot</big>=== | ===<big>Hyper Feather☆Shot</big>=== | ||
{{InputBadge|{{clr|1|236236A}}/{{clr|2|B}} (Air OK)}} | |||
{{P4U2R Move Card | |||
|input=236236A,j.236236A,236236B,j.236236B,236236AB,j.236236AB|versioned=yes | |||
|description= | |||
*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. | |||
{{ | |||
| | |||
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}} | }} | ||
==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks== | ==[[P4U2.5/Damage#Awakening|Awakened]] SP Skill Attacks== | ||
===<big>Magarula</big>=== | ===<big>Magarula</big>=== | ||
{{PersonaRequired}} | {{PersonaRequired}} {{InputBadge|{{clr|3|214214C}}/{{clr|4|D}}}} | ||
{{P4U2R Move Card | |||
|input=214214C/D,214214CD|versioned=yes | |||
|description= | |||
*{{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 with tons of active frames, during which Yukari has full movement, so multiple free high-low mixups if you have the meter to do it. Opponents may be tempted to Guard Canel Evasive Action out of the mixup, but Yukari can set up a {{clr|4|D}} orb after the opponent blocks the {{clr|4|D}} version of Magarula for a counterhit combo. Opponents may also consider using Guard Canel Attack to escape, but it can be easily blocked or jumped. Yukari can also set up Feather☆Bomb on an opponent blocking Magarula in the air for an inescapable, unblockable combo starter. | ||
{{ | |||
| | Common setups into this super include but are not limited to: | ||
{{ | *236A/B/AB(blocked) > Magarula | ||
*Defensive burst(hit) > Magarula | |||
| | *Max burst(hit) > Magarula | ||
*Feather Slasher(hit) > Magarula | |||
*Grab(Hit) > Magarula | |||
If sucsessfully oppened up, the super can be converted from with a redirected j.2b, a bomb setup, or a redirected super arrow. | |||
}} | }} | ||
==[[ | ==[[P4U2R/Mechanics#Instant_Kill|Instant Kill]]== | ||
===<big>Final Feather☆Arrow</big>=== | ===<big>Final Feather☆Arrow</big>=== | ||
{{InputBadge|{{clr|3|222C}}+{{clr|4|D}} when [[P4U2R/Mechanics#Instant Kill|IK Conditions]] are met}} | |||
{{P4U2R Move Card | |||
|input=222CD | |||
|description= | |||
{{ | |||
| | |||
| | |||
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. | ||
}} | |||
== | ==Colors== | ||
{{P4U2RColors | |||
|Character=Yukari | |||
|reference10={{CLabel|BBCF|Noel Vermillion|size=40px}} | |||
|P_reference10={{CLabel|BBCF|Noel Vermillion|size=40px}} | |||
|reference11={{CLabel|GGACR|A.B.A|size=40px}} | |||
|P_reference11={{CLabel|GGACR|A.B.A|size=40px}} | |||
|reference28=[https://megamitensei.fandom.com/wiki/Zen''Zen (Persona Q: Shadow of the Labyrinth)''] | |||
|P_reference28=[https://megamitensei.fandom.com/wiki/Zen''Zen (Persona Q: Shadow of the Labyrinth)''] | |||
|Size=180}} | |||
==Navigation== | ==Navigation== | ||
<center>{{Character Label| | <center>{{Character Label|P4U2R|Yukari Takeba|size=36px}}</center> | ||
{{#lsth:{{PAGENAME}}/Data|Links}} | {{#lsth:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{#lst: | {{#lst:P4U2R/Navigation}} |
Latest revision as of 22:38, 6 February 2024
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
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 is a mobile zoner/keep-away that retains and sets up offensive capability with an effective sniping and space control game.
- Zoning: Yukari has a strong zoning and keep away game. She has fantastic mobility between her movement speed and command jump, which are complemented by her suite of projectiles (one of which is air unblockable).
- Damage: She has very high meterless damage, often getting 3-4k off A and B buttons, and 5-6k off C buttons.
- Conversions: Nearly any hit, including fullscreen stray arrows, can be converted into a meaningful combo with excellent corner carry and burst safety.
- 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 high damage.
- 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: Mediocre abare buttons and lack of an anti air 2B can make life hard for Yukari when she has to block.
- 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.
- Low Health: Yukari is in the lower health bracket of the game with just 8500, limiting the number of touches she can survive.
Unique Mechanics
Whenever Yukari's arrow attacks (5AAA, B normals, Feather☆Arrow, or Hyper Feather☆Shot) 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 still important to her neutral. In neutral, tracking arrows can be used to manipulate the field and enforce the threat of a punish.
Additionally, normal arrows can be set up to hit opponents from tricky angles and create cross-ups with proper spacing and positioning. On counterhit, Yukari's arrow attacks are strong combo starters, so placing Garu orbs safely but regularly is vital to Yukari's gameplay.Normal Moves
5A
- 5A
- Jump cancelable on hit and block.
- Can chain into 2A and back into 5A again.
- Safe on block.
5A is a quick standing low, and tied with j.A for her fastest normal. Used for stagger pressure with 2A and 5AA, and setting up strike throw.
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.
- Safe on block.
- Jump cancelable on hit and 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 combo. While it is +7 on block, it whiffs entirely against crouching opponents, so the only way to access the plus frames most of the time is to shoot into a garu orb and redirect. Aside from that, this move is used exclusively for combos.
Autocombo continues with C Flip > C Arrow > j.236236A (with 50 meter).
5AA:
- Backdash cancel is -10 on block
5AAA:
- Followup volleys (values in <>) are when first volley hits/counter hits opponent
- Each P in active frames represents a projectile spawned
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. |
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160 | Low | 7 | 2 | 13 | -2 | Foot |
- Gatlings into itself 3 times.
A fast, low kick. Fairly quick move but not a good combo starter like most 2As. Mostly useful as an extra gatling option in pressure as 5A is more often used for high/lows.
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
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500 | 100 | 50 | 2 |
- Whiff cancellable into itself from frame 9 onwards
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. |
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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.
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.
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
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5B | 200 | 100 | 50 | 2 | ||||||||||||||||||||||||||||||||||||
5[B] | 200 | 50 | 50 | 2 |
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. |
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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.
Upward 45 degree angle bow shot where she shoots 3 arrows simultaneously. Anti air, but has a long recovery, no invulnerability, and lacks the typical air unblockable attribute given to other 2Bs. Its angle also makes it only useful in specific situations, so its only used as a hard callout. Decent for detonating air unblockable Feather☆Bombs from the ground and good combo filler, but doesn't see much use elsewhere.
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
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2B | 300 | 100 | 50 | 2 | ||||||||||||||||||||||||||||||||||||
2[B] | 150 | 50 | 50 | 2 |
2B:
- Backdash cancel is -6 on block
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. |
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200 | High | 6 | 15 | 9 | Head |
- Jump cancelable on hit and block.
- Gatlings into itself infinitely.
Forward knee kick, air-to-air and jump-in. Big hitbox, great starter, fast startup(tied with 5A for her fastest normal), low recovery, and a ridiculous number of active frames. Exceptionally 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. It even has uses on defense as a pseudo anti air. It easily amongst the best buttons in her kit and the game.
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
| ||||||||||||||||||||||||||||||||||||
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200 | 100 | 50 | 2 |
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. |
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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.
In neutral, j.B is usually the most used button, not only because its her fastest projectile, but also because its the least committal way to apply a fullscreen presence, disrupt the opponent from setting up, and stop approaches.
If you press it early enough in your jump you can do air actions on the way down. There is some landing recovery, so be careful.
j.B also is a notoriously good combo tool, not only because of j.[B]s wallstick and incredibly low poration, but also because of j.B's low startup, which allows for fullscreen pickups.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.B | 300 | 100 | 50 | 2 | ||||||||||||||||||||||||||||||||||||
j.[B] | 200 | 50 | 50 | 2 |
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 |
- Always shoots 3 arrows.
- Charged version ground bounces on hit.
- Jump cancelable on hit and block.
Downward 45 degree arrow attack. The area it covers changes based on the height it's used, because of this it's very commonly paired with high jump to retreat. Long recovery but rarely an issue due how often its blocked/hit. The charged version is very commonly used in combos for its ground bounce and is an integral part of her corner carry and filler.
One of the best roundstart options in the game in highjumpback j.2B, as it's difficult for much of the cast to contest and allows Yukari to instantly start zoning.
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
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300 | 100 | 50 | 2 |
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 |
- Jump cancelable on hit.
- Dash cancel is -5 on block.
Gathers wind right in front of Yukari rising upwards. Can chain into 2C and j.C for good pressure. Go-to punish move, as it's a great starter that nets extremely high damage with or without counterhit, although converting off non counterhit is harder, since you can't combo into 2c unless the opponent is crouching.
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
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100 | 100 | 50 | 4 |
- Dash cancel is -5 on block
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 |
- Jump cancelable on hit and block.
- Dash cancel is -5 on block.
- Backdash cancel is -8 on block.
- Floats opponent on hit.
Creates a large orb, placed at midscreen/roundstart/tip of her sweep. Great combo starter that's easily converted from. Guard/hit back step cancel, hit jump cancel. Good for situational punishes, as a callout tool, and decent poke. It's also notable for being the only move in Yukari's kit that can setup persona displacement, allowing for some shenanigans with Magaru and even a surprise 5c.
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
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0 | 300 | 50 | 4 |
- Dash cancel is -5 on block
- Backdash cancel is -8 on block
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 |
- Jump cancelable on hit and block.
- Jump cancelable on either hit.
Creates an X shaped wind that surrounds Yukari and hits twice. Ground bounces on the second hit, making it useful in combos, and can jump cancelable on either hit, making it useful in combos. Its large hitbox makes it great for controlling space while playing a defensive neutral, it also halts air momentum, making it good for baiting anti airs and staying unpredictable with movement.
This move plays a pivotal role in her pressure game as her primary throwbait, so get comfortable with it.
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
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200 | 100 | 500 | 4 |
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.
5D sets 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.
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
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5D | 300 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
2D | 300 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
j.D | 300 | 100 | 50 | 3 |
5D:
- Opponent experiences 5F additional hitstop on hit/counter hit
2D:
- Opponent experiences 5F additional hitstop on hit/counter hit
Universal Mechanics
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 |
Strikes opponent with an overhead bow attack. Start-up is vaguely fast, and looks similar to Feather☆Bomb's initial toss allowing for solid mix-ups if conditioned. Leads to decent damage with both the C and D AOA finishers.
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
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0 | 1000 | 10000 | 5 |
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 |
Low profile sweep. Start-up is fast, reach is good, vital move. Gatlings into 2D and 6D, 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 or OMB.
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
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200 | 100 | 50 | 3 |
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 |
- Can combo into 5B , 5A , and 2A in the corner.
- Gives a safejump midscreen.
Knocks the opponent away, can combo super arrow afterwards at any time and delay Magarula for mix opportunity. She gets good oki off throws, it's not only possible to get a safejump with IAD j.A, but she also has plenty of time to set up an orb. At midscreen, One More! Cancel the third hit of this into dash 5C.
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
| ||||||||||||||||||||||||||||||||||||
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0 | 1000,100 | 50 | 0, 3×2 |
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 |
- Can only combo from this with meter.
Throws the opponent downwards diagonally. Damage is fairly large for an air throw, but the combo potential afterwards is nearly non-existent.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1200, 100 | 50 | 0, 2 |
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 |
- Side swaps with opponent.
- Low hitbox.
- SP Skill cancelable.
Moves two character spaces forward quickly, launching opponent upwards on hit. Does not knock down, which can make a scramble situation depending on how the opponent airtechs. Very annoying for many characters to deal with since the sideswap often means the punish they receive will be facing away from the corner, and if blocked with 50 meter, she can supercancel into super arrow to punish a punish attempt
On fatal counter, she is able to combo meterlessly with 5B or j.A.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1000 | 100 | 50 | 4, 3×3 |
- Only performs follow-up attack if opponent was hit
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 |
- Shares 5AA's animation.
Reversal kick that requires 50 SP. Good anti-pressure option, but it's punishable on block. Can be OMC'd to stay safe on block or follow-up with a small combo on hit. Opponent cannot be K.O.'d by a combo that starts with this attack.
If the move counterhits, she can set up a meaty orb.
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
| ||||||||||||||||||||||||||||||||||||
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4 |
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). Most often seen in Magarula setups, fullscreen conversions, and as momentum halter. Can also be done in the air, but the angle is pretty specific and the move in inactionable while falling(Except for the SB version). Very important to Shadow Yukari's Shadow Frenzy combos.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236A | 300 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
j.236A | 300 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
236B | 300 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
j.236B | 300 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
236AB | 300 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
j.236AB | 300 | 100 | 50 | 3 |
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.
- Fatal Starter. Forces Fatal Counter on Counter Hit.
Throws a bomb diagonally upward which slowly floats down over time. Great move that is essential in her neutral, since it deters opponents from making an aerial approach and has deceptively long range and active frames upon detonation.
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 Magarula's blockstun for an air 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.
Bombs see plenty of use in combos and can also be set up to keep an opponent from jumping out of pressure.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214A/B | ||||||||||||||||||||||||||||||||||||||||
214AB | ||||||||||||||||||||||||||||||||||||||||
214A Explosion | 500 | 100 | 1000 | 5 |
214A/B:
- Shoot bomb to make it explode
214AB:
- Throws 2 Bombs at A and B trajectories
- Shoot bomb to make it explode
214A Explosion:
- Fatal Counter
Feather☆Flip
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. The move has some decent application in neutral for air stalling and switching around her movement. Each version can be used once per jump, effectively giving Yukari up to three extra (albeit comittal) air options.
Feather Flip is also good for ending combos because of the move's second part, Feather Shot.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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
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. Fantastic 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.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Flip > X | 0, 100 | 100 | 50 | 3, 5 | ||||||||||||||||||||||||||||||||||||
Flip > SB | 0, 100 | 100 | 50 | 3, 5 |
Flip > X:
- Recovery for A/B/C/D versions are same as whichever Feather☆Flip was used
- Fatal Counter
- A and C versions inflicts Charm on hit for 180F
- B, D versions inflicts Mute on hit for 180F
- Fatal Counter
- Only does one hit on block
Flip > SB:
- Fatal Counter
- Inflicts Panic on hit for 240F
- Fatal Counter
- Only does one hit on block
Magaru
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 sets further away and is more horizontal.
- SB version summons both versions of Magaru.
- Can double tap to keep the orb in it's place.
Good neutral tool as it sets an active hitbox that cannot be destroyed and redirects arrows. The SB version is notable as a pressure tool as Yukari can easily extend her pressure for 25 meter.
This move is also important for her conversions, as its the only way(other than OMB) to combo from sweep.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214C/D | 300 | 100 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
j.214C/D | 200 | 300 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
214CD | 200 | 300 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
j.214CD | 200 | 300 | 50 | 3 |
214C/D:
- Max 5 hits
j.214C/D:
- Max 5 hits
214CD:
- Max 5 hits per ball
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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
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 with tons of active frames, during which Yukari has full movement, so multiple free high-low mixups if you have the meter to do it. Opponents may be tempted to Guard Canel Evasive Action out of the mixup, but Yukari can set up a D orb after the opponent blocks the D version of Magarula for a counterhit combo. Opponents may also consider using Guard Canel Attack to escape, but it can be easily blocked or jumped. Yukari can also set up Feather☆Bomb on an opponent blocking Magarula in the air for an inescapable, unblockable combo starter.
Common setups into this super include but are not limited to:
- 236A/B/AB(blocked) > Magarula
- Defensive burst(hit) > Magarula
- Max burst(hit) > Magarula
- Feather Slasher(hit) > Magarula
- Grab(Hit) > Magarula
If sucsessfully oppened up, the super can be converted from with a redirected j.2b, a bomb setup, or a redirected super arrow.
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
| ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214214C/D | 0 | 1000 | 50 | 3 | ||||||||||||||||||||||||||||||||||||
214214CD | 0 | 1000 | 50 | 3 |
214214C/D:
- When blocked, max 20 hits. Damage is 500, 250×19 instead
- Minimum damage 150, 600 (750)
214214CD:
- When blocked, max 20 hits per tordado. Damage is 500, 250×19 instead
- Minimum damage per tornado 150, 600 (750)
Instant Kill
Final Feather☆Arrow
222C+D when IK Conditions are met
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.
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
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0 | 100 | 50 | 5 |
- Startup calculated based on firing point-blank at standing Narukami
Colors
Color 10
Noel VermillionColor 11
A.B.A
Color 10
Noel VermillionColor 11
A.B.A
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Minazuki[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- Sho[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data