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Setsuna

[P4A] Labrys vs Yukiko

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Please use this thread to discuss and contribute to this matchup. Information will be added to the main post as information comes. Keep in mind that strats will be changed as the game evolves.

The Neutral Game

At long range its pretty much all Yukiko. She will zone and keep you away with her fans, agi/maragi, and Konohana. Getting in on her in most cases is extremely difficult. If your aggressive that is. The first thing that you have to realize in this matchup is that j.B is a liability. Do not use the normal much at all during neutral. The man reason being her 1/2/3B fans. That will CH and she will go into Maragi into 2.7-8k combo for more oki. Now if you DO decide to use j.B. Make sure it extremely low to the ground or your punishing her for a whiff/mistake. Or just opt to use j.A instead (rarely as well). But never approach with j.B, its basically asking for you to be CH and will take chunks out of your life every time. She can even use 5A as an anti air because of its absurd hitbox and that it's 4 frames faster than 1/2/3B. But other than fans, you have to worry about Konohana. But in most cases she will not be called out unless your blocking or on your wakeup game. But if she is called, 5C goes a decent range and 2C clips at your feet for a low if your backing away. 4/5/6D can be used in neutral as well. Its slower and more risky but if they manage to get you blocking, they can link into 5C/2C and start their pressure and slowly move in. Maragi is also something to look out for doing neutral. Traveling across the ground, it would usually opt you to jump over it. But in most cases Yukiko will have pretty much recovered by the time you intake this so shes free to act. Dont fall for the basic Maragi > IAD Throw you if you attempt to jump over it. She can also IAD in and apply j.AAAA pressure as well. Rolling through works, but this comes to be a risk mainly because Yukiko can choose when to have the flame become a pillar. And a CH Maragi hurts. Alot. Also, DO NOT EVER CALL ARIADNE IN NEUTRAL

Chain knuckle can be of good use in this matchup. But use it sparingly as both versions are horrible on whiff. B version should clip Yukiko's persona or fan startups if you do it early enough. Granted you more corner carry. SB knuckle isnt really useful, just stick to A or B.

Theres not much to say about mid range. Her 5A is slower but it will beat your 5A if you dont space correctly. And if your midrange, odds are 5A wouldnt reach her in the first place. 5B is too slow to really rely on. Also, if shes ever airborne, do not attempt to 2B her. Either j.A her CHing a fan throw or just leave her be. Attempting to anti air her is much much too risky. Regularly getting hit by fans is no problem. But being CH gives them all the time in the world to confirm and in the 1/2/3B > Maragi case, a lot of damage.

Close up Yukiko is of course, not much of a threat. Just make sure not to prolong your pressure

Offense

Offense on Labrys's side will be very very passive. Do not j.B fish at all, like I stated before. Just watch the Yukiko patiently throughout the rounds. Look for the gaps and approach slowly but steady. Using j.A at time to intercept a late anti air attempt or to get her blocking. Dont worry about getting an attack so much as just getting her to block something and pinning her down. Knocking her down and proceeding into Tsurugi or 5C oki is the way to go. Nothing really different has to be done once you have a confirm. Yukiko's life is on the lower side so several good confirms into D super should spell death for her.

Yukikos offense will be to of course, keep you out and get knockdowns to initiate setplay for further pressure. Once she has you blocking expect Konohana. Yukiko can either choose to keep you nearby or to send you full screen away after many confirms. Both cases you much expect and respect Agi oki. A Agi simply leave you near her and gives her a chance to pressure. While this of course isnt favorable, it much better than having to deal with B Agi. Which send you full screen and has both the Agi and Konohana's 6D as oki. Konohana can appear or in front of your depending on which D the player uses after B Agi. If she appear in front of you poking her on certain startups (4/5/6D or 1/2/3D) or moving in on some gaps will help (any special cancel). But Yukiko herself can also gatling into her 5B's after her C normals. So she can frametrap and CH you for attempting to bring harm to Konohana. Up backing also isnt wise as Konohana and usually stop most jump attempts with her normals because of jump startup.

Yukiko has two forms of unblockables. A high/low and a true unblockable. Her high/low can be avoided very easily if not used on your wakeup. If Yukiko attempts to 1/2/3D during a blockstring and tries to unblock, you can either upback or quick escape before Konohana lands for the overhead. In some cases quick escape recovery will be CH by Yukiko's 2A anyways, so use it rarely. As Tari said in an earlier post, upbacking and blocking Konohana still isnt favorable, but its much better than eating the unblock. On certain wakeups the high/low can be avoided with DP if the Yukiko didnt time it well enough. But with Meter they can OMC the A Agi (236A > OMC > 2D~Release A > 2A > 5A jump cancel) and go into a much tighter string that can bait DP very easily. Gear super is usually the answer for the unblockable setup attempts on wakeup

Fire break unblock are much harder to deal with. And Labrys is pretty helpless against them unless shes in awakening to do Gear Super or delaying the tech to throw the players timing off. But thats about the extent of what she can do about it.

Most of the other things (like her awakening super) have already been mentioned in earlier posts so I'll leave it at that.

Defense

Not much to say on defense with Labrys. Her DP works a bit better on Yukiko since she cant counter DP you and her jump cancel on block normals are pretty limited. But she can bait in out by doing things like j.C on your wakeup in the corner and DP should whiff completely. Other then that Gear super is effective for gaps or on wakeup as well. DP isnt as useless int he matchup but dont go relying on it.

Yukiko's Dia is iffy. Its not very good either. If you space well you can 5A jump cancel and block the Dia since it will absorbe the 5A, but since your not touching Yukiko you will not be affected. Since shes airborne during the active frames you can go into 5AA combos or 2B. 5B can work midscreen with meter to SB Wince dash or in the corner meterless. Her DP also "dispels" tsurugi since its a projectile. So be careful on certain setups.

Braking Konohana to hurt her defense helps alot, but dont make it your priority. If she has about 2 card left or 1, try to go for the break. But do not revolve it around your gameplan. If she is personaless expect a counter assault if your pressure her. Bait with 5A, 2B, or 5AA and punish.

Yukiko can also IB 5AA and 2A any followup for a CH free. So dont get greedy.

Gimmicks and Resets
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Match Summary
The name of the game is..... well the waiting game. Labrys has to wait for an opening or a mistake from Yukiko. If she manages to get in the match can end very very fast. Yukiko on the other hand can keep Labrys out for the entire match if she wants to and whittle your health down to zero with her various oki setups and effective setplay. Look out for fans and make your way to her. Keep calm and collected and you'll be just fine. The matchup is just very...... annoying. Not much else.

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havent played the mu enough to really know, but just a small note that if they do a derp fire break (the next fire is UB thing) into super.. just dp thru it.

its hard to punish 5c as oki from mid screen for yukiko also

will post more when i get better exp vs her.

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They are overheads. I haven't played anyone that made them hard to block though, mostly just at range and it's easy to see..

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I haven't played the matchup enough myself so I can't make any indepth summary on it yet but the only overhead to lookout for in strings is the universal overhead AoA besides that 2D (1D/3D?) is the only overhead according to the Wiki (unless I missed something).

As far as the match up goes itself Yukiko can stuff out our approaches with fans and once hit she can apply pressure with her Persona and put us back to a near full screen distance between us. We can use the projectile invul properties of 236A+B to force our way in if she throws out 5Bs or Maragi, I think ... don't quote me on that yet lol.

Up close our 5A has 7f startup while Yukikos has 10f, both our 2As have 7f startup as well. Thats as much as I'll input for now I don't want to give false strats without fighting more good Yukikos.

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They are overheads. I haven't played anyone that made them hard to block though, mostly just at range and it's easy to see..

I thought so! Then my friend is just bad lol.

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Is Yukiko's 5A really 10 frame? It's...REALLY good, from what I've seen.

And yeah, Yukiko has basic knockdown into 1/2/3D setups for high low near-unblockables with 2A, and (surprise), Labrys doesn't have an option to DP out without gears.

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If you get placed in an unblockable setup, you can probably jump and air block the persona. Yukiko can try to call out the jump, sure, but then she wouldn't be doing an unblockable setup anymore.

And yeah, her 5A is bloody slow. It has huge range, though.

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Yes, and it can also land behind you for Yukiko to start doing some sandwich pressure.

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Something to look out for vs. Yukiko in general.

If Yukiko does fire break then does agidyne. The agidyne heat wave tracks so you need to either double/super jump the heat wave (she can delay when it comes out though be warned). But the more fun one is, afterwards, get ready to either repeat for all random agidyne heat waves fire break or not. Or...just DP through it as you will NOT be able to block any heat waves for the rest of the round haha

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Wait, what? I can't recall this ever happening to me. Need to test that out later. Can't you just roll it, too?

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That's really pretty entertaining. I feel like trolling netplay with that, now. The SB knuckle is probably the best response at range, since you basically spend 25 meter to beat a 50 meter move.

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This matchup isnt as bad as people think it is or make it seem. It just takes alot of getting used to. You will be bodied when your new to it. But as long as your patient and focused, it wont be as bad.

Neutral

At long range its pretty much all Yukiko. She will zone and keep you away with her fans, agi/maragi, and Konohana. Getting in on her in most cases is extremely difficult. If your aggressive that is. The first thing that you have to realize in this matchup is that j.B is a liability. Do not use the normal much at all during neutral. The man reason being her 1/2/3B fans. That will CH and she will go into Maragi into 2.7-8k combo for more oki. Now if you DO decide to use j.B. Make sure it extremely low to the ground or your punishing her for a whiff/mistake. Or just opt to use j.A instead (rarely as well). But never approach with j.B, its basically asking for you to be CH and will take chunks out of your life every time. She can even use 5A as an anti air because of its absurd hitbox and that it's 4 frames faster than 1/2/3B. But other than fans, you have to worry about Konohana. But in most cases she will not be called out unless your blocking or on your wakeup game. But if she is called, 5C goes a decent range and 2C clips at your feet for a low if your backing away. 4/5/6D can be used in neutral as well. Its slower and more risky but if they manage to get you blocking, they can link into 5C/2C and start their pressure and slowly move in. Maragi is also something to look out for doing neutral. Traveling across the ground, it would usually opt you to jump over it. But in most cases Yukiko will have pretty much recovered by the time you intake this so shes free to act. Dont fall for the basic Maragi > IAD Throw you if you attempt to jump over it. She can also IAD in and apply j.AAAA pressure as well. Rolling through works, but this comes to be a risk mainly because Yukiko can choose when to have the flame become a pillar. And a CH Maragi hurts. Alot. Also, DO NOT EVER CALL ARIADNE IN NEUTRAL

Chain knuckle can be of good use in this matchup. But use it sparingly as both versions are horrible on whiff. B version should clip Yukiko's persona or fan startups if you do it early enough. Granted you more corner carry. SB knuckle isnt really useful, just stick to A or B.

Theres not much to say about mid range. Her 5A is slower but it will beat your 5A if you dont space correctly. And if your midrange, odds are 5A wouldnt reach her in the first place. 5B is too slow to really rely on. Also, if shes ever airborne, do not attempt to 2B her. Either j.A her CHing a fan throw or just leave her be. Attempting to anti air her is much much too risky. Regularly getting hit by fans is no problem. But being CH gives them all the time in the world to confirm and in the 1/2/3B > Maragi case, a lot of damage.

Close up Yukiko is of course, not much of a threat. Just make sure not to prolong your pressure

Offense

Offense on Labrys's side will be very very passive. Do not j.B fish at all, like I stated before. Just watch the Yukiko patiently throughout the rounds. Look for the gaps and approach slowly but steady. Using j.A at time to intercept a late anti air attempt or to get her blocking. Dont worry about getting an attack so much as just getting her to block something and pinning her down. Knocking her down and proceeding into Tsurugi or 5C oki is the way to go. Nothing really different has to be done once you have a confirm. Yukiko's life is on the lower side so several good confirms into D super should spell death for her.

Yukikos offense will be to of course, keep you out and get knockdowns to initiate setplay for further pressure. Once she has you blocking expect Konohana. Yukiko can either choose to keep you nearby or to send you full screen away after many confirms. Both cases you much expect and respect Agi oki. A Agi simply leave you near her and gives her a chance to pressure. While this of course isnt favorable, it much better than having to deal with B Agi. Which send you full screen and has both the Agi and Konohana's 6D as oki. Konohana can appear or in front of your depending on which D the player uses after B Agi. If she appear in front of you poking her on certain startups (4/5/6D or 1/2/3D) or moving in on some gaps will help (any special cancel). But Yukiko herself can also gatling into her 5B's after her C normals. So she can frametrap and CH you for attempting to bring harm to Konohana. Up backing also isnt wise as Konohana and usually stop most jump attempts with her normals because of jump startup.

Yukiko has two forms of unblockables. A high/low and a true unblockable. Her high/low can be avoided very easily if not used on your wakeup. If Yukiko attempts to 1/2/3D during a blockstring and tries to unblock, you can either upback or quick escape before Konohana lands for the overhead. In some cases quick escape recovery will be CH by Yukiko's 2A anyways, so use it rarely. As Tari said in an earlier post, upbacking and blocking Konohana still isnt favorable, but its much better than eating the unblock. On certain wakeups the high/low can be avoided with DP if the Yukiko didnt time it well enough. But with Meter they can OMC the A Agi (236A > OMC > 2D~Release A > 2A > 5A jump cancel) and go into a much tighter string that can bait DP very easily. Gear super is usually the answer for the unblockable setup attempts on wakeup

Fire break unblock are much harder to deal with. And Labrys is pretty helpless against them unless shes in awakening to do Gear Super or delaying the tech to throw the players timing off. But thats about the extent of what she can do about it.

Most of the other things (like her awakening super) have already been mentioned in earlier posts so I'll leave it at that.

Defense

Not much to say on defense with Labrys. Her DP works a bit better on Yukiko since she cant counter DP you and her jump cancel on block normals are pretty limited. But she can bait in out by doing things like j.C on your wakeup in the corner and DP should whiff completely. Other then that Gear super is effective for gaps or on wakeup as well. DP isnt as useless int he matchup but dont go relying on it.

Yukiko's Dia is iffy. Its not very good either. If you space well you can 5A jump cancel and block the Dia since it will absorbe the 5A, but since your not touching Yukiko you will not be affected. Since shes airborne during the active frames you can go into 5AA combos or 2B. 5B can work midscreen with meter to SB Wince dash or in the corner meterless. Her DP also "dispels" tsurugi since its a projectile. So be careful on certain setups.

Braking Konohana to hurt her defense helps alot, but dont make it your priority. If she has about 2 card left or 1, try to go for the break. But do not revolve it around your gameplan. If she is personaless expect a counter assault if your pressure her. Bait with 5A, 2B, or 5AA and punish.

Yukiko can also IB 5AA and 2A any followup for a CH free. So dont get greedy.

Match Summary

The name of the game is..... well the waiting game. Labrys has to wait for an opening or a mistake from Yukiko. If she manages to get in the match can end very very fast. Yukiko on the other hand can keep Labrys out for the entire match if she wants to and whittle your health down to zero with her various oki setups and effective setplay. Look out for fans and make your way to her. Keep calm and collected and you'll be just fine. The matchup is just very...... annoying. Not much else.

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