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pktazn

[P4A] Yukiko Amagi Gameplay Wiki Data and Discussion

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Purpose of this thread

This thread is for any discussion on what we can add, fix, or improve on for Yukiko's page on the Dustloop wiki!

Basically, anything you think that would help the wiki can be posted in here either to let everyone know what changed or to ask if it should go into the wiki. This can also be done in the general gameplay discussion but in order to keep things organized and make sure no info for the wiki is lost, it's preferable to have it in here. :) As a note, anyone is free to edit the wiki!

Important Links

A.)

B.)

C.)

D.)

E.)

F.)

Credits and special thanks to: Kurushii, glirandy, Koozebanian Fazoob, shtkn, Jourdal, Veteru

Edited by pktazn

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Got my notes on 5A done, I will do the other normals once I get the chance.

5A - 300 damage while opponent is unawakened and 187 damage while opponent is awakened, gains 3 SP, blocked in all directions (H, M, L), has 8 startup frames, though it attacks your opponent in the third frame, no frame advantage and recovers after 48 seconds.

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Attacks that Yukiko can projectile invul through using Dia (B+D). She is also throw invulnerable to all ground throws and floats over some attacks since she is in the air.

A - Weak attack

B - Strong Attack

C - Weak Persona Attack

D - Strong Persona Attack

Yu

- Zio: 236 C/D

- Ziodyne: 236236 C/D

- Myriad Truth: 222 C+D

Yosuke

- Flying Kunai: 214 C/D or 236 C/D

- Garudyne: 236236 C/D

- Brave Blade: 222 C+D

Chie

- Black Spot: 214 C/D

- Agneyastra: 214214 C/D

- Galactic Punt: 222 C+D

Yukiko

- Every B attack

- Dia: B+D

- Agi: 236 A/B (2nd Hit)

- Maragi: 236 C/D (Also, does not auto active since Yukiko is airborne)

- Agidyne: 236236 C/D

- Maragidyne: 214214 C/D

-

Kanji

- 5B

- Every D attack

- This'll Hurt: 214 C/D

- Ass Whoopin', Tatsumi-Style: 236236 A/B

- Burn To A Crisp: 214214 C/D

- 222 C+D

Naoto (Damn near everything! Lol!)

- j.D

- Counter Shot: A/B/C/D after successful B+D counter

- Counter EX Shot: 6 A/B/C/D after successful B+D counter

- Snipe (Front): A after Double Fang (236 A/B) or Aim (214 A/B)

- Snipe (Ricochet): B after Double Fang (236 A/B) or Aim 214 (A/B)

- Snipe (Anti-Air): C after Double Fang (236 A/B) or Aim 214 (A/B)

- Hair-Trigger Megido: 214 C

- Hair-Trigger Megido: 214 D

- Anti-S SP Pistol Alpha: 236236 A

- Anti-S SP Pistol Beta: 236236 B

- Hamaon: 236236 C

- Mudoon: 236236 D

- All shot follow ups after Raid: 214214 A/B, then A/B

- All shot follow ups after Critical Shot: 214214 A/B, then A/B

- Judgement of Hell: 222 C+D

Teddie

- Pretty much every item Teddie throws using his D attack, minus the status items such as Mystery Food X or Smoke Bomb.

- Teddie Decoy: B+D

- Teddivision: 236 A/B

- Tomahawk: 236236 C/D

- Mid-Air Tomahawk: 236236 C/D in mid air

- Circus Bear: 214214 C/D

Let me know if I missed anything. Posting the rest of the cast next.

Edited by Tae Seong Kim

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Elizabeth

- 5B

- j.B

- B+D

- Maziodyne: 236 A/B

- Mabufudyne: 214A/B (2nd Hit?)

- Magarudyne: 236 C/D

- Maragidyne: 214 C/D

- Mahamaon: 236236 C

- Mamudoon: 236236 D

- Ghastly Wail: 214214 C/D near opponent

- Megidolaon: 222 C+D (I had a lot of fun testing this. -_-)

Note: He 2B and 2nd and 3rd attack on her AAA string may look like they are projectile, but are indeed physical.

Aigis

- 5B

- 2B

- j.2B

- B+D

- 7th Gen Gatling Blast: 236 A/B

- 7th Gen Radical Cannon: 214 A/B

- 7th Gen Vulcan Gun: (in air) 236 A/B

- Pandora Missile Launcher 214 C/D (during Orgia mode)

- Heavenly Spear: 214214 C/D

- Heritage Liberator Palladion: (In air) 222 C+D

Note: I couldn't test her AAA follow up combos the same way I did Liz's.

Mitsuru

- All her D attacks

- Bufula: charge 2, then 8 C/D

- Bufudyne: 236236 C/D

- Mabufudyne: 214214 C/D

- Niflheim: 222 C+D

Akihiko

- Maziodyne: 214214 C/D

- Earth Breaker: 222 C+D

Labrys

- All her C attacks

- All her D attacks

- Weaver's Art Sword: 22 A/B/C/D

- Weaver's Art Breaking Wheel: 214214 C/D

- Weaver's Art Inquisition: 222 C+D

Shadow Labrys

- Flame of Hades: 236 C/D

- Massive Slaughter: charge 4, then 6 C/D

- Titanomachia: 214214 C/D

Her Instant Kill can actually grab Yukiko out it!

Edited by Tae Seong Kim

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Yu

- Zio: 236 C/D

- Ziodyne: 236236 C/D

- Myriad Truth: 222 C+D

Dia is also invincible against Cross Slash (214214 C/D). I found it out during a match online against another Yu player today.

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Dia is also invincible against Cross Slash (214214 C/D). I found it out during a match online against another Yu player today.

These are the attacks she can go through after the active frames of Dia. Not the actual full invulnerable part during the start up and active frames. Have Yukiko hold down Dia, then hit her with Cross Slash while she is recharging her life. It will hit her out of it because it is a physical attack.

Also on another note. It seems like she has a limit to how long she can hold Dia per round Up to 900~ frames or 15 seconds. After she held it for that long during a round, she can not HOLD down Dia for the rest of the round.

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Thanks for all the info and that's pretty interesting for the Dia limit. I didn't know that.

I'm trying to figure out how to add all attacks that her projectile invul can protect her from without making the Dia section too long. I'm thinking google docs (or something similar) and then just linking to it in the wiki.

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I found out something that was funny about dia. I used it around the time frame Yu player was throwing out a Mazio super. Dia got me through the entire super.

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Added damage property of all attacks and additional information about 2A, Dia and j.D on the wiki.

Edited by Blue Link

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Went ahead and edited the Yukiko page to include frame data for 5A, 5AA, and 5AAA. If any corrections are to be made, feel free to correct them.

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frame data? where did you get this info?

Using the BlazBlue frame data as a reference and P4A's training mode, I used the record functions in it to record the movements for each move's recovery, frame advantage, and startup. Those are the results I get for those values while training.

Oh, and EX Maragi can end in a similar fashion to the C and D versions of the move by pressing the respective buttons; in other words, the EX version can't be released independently. I also found that out while I was using the training mode for Frame Data.

Edited by MikelAL93

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Omg thank you so much. I'm swamped with midterms this week so I wasn't sure of when I would be able to put in the info. I'll double-check just to make sure though from what I looked at, everything seemed to be in the clear. Many, many thanks dude~

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It's just the 初段補正 乗算補正 同技補正 for P1/P2/SMP right? I can fix that myself later on. I'm just glad some of the info is in it already and I can just fill in the stuff that's missing/incorrect.

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It's just the 初段補正 乗算補正 同技補正 for P1/P2/SMP right? I can fix that myself later on. I'm just glad some of the info is in it already and I can just fill in the stuff that's missing/incorrect.

Correct

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Omg thank you so much. I'm swamped with midterms this week so I wasn't sure of when I would be able to put in the info. I'll double-check just to make sure though from what I looked at, everything seemed to be in the clear. Many, many thanks dude~

You're very welcome, pk. I'm glad I was able to post that stuff to the wiki. :)

All the P1/P2/SMP are wrong.

Yeah, it kinda gets confusing when people do this stuff for the first time, but as time flies by, I can get used to it.

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