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MikelAL93

[P4A] Yukiko Amagi - Strategies & Tips

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The Yukiko Amagi Strategies & Tips

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"Our enemy is down! We must strike!"

Yukiko.gif

Credits:

  • Kiba for his Elizabeth Tips & Tricks thread which I used as a basis.
  • Pktazn and Jourdal for posting multiple match videos from nicovideo; more credits to Pk for giving this topic a sticky.
  • Tae Seong Kim for his Dia Projectile Invulnerability video which is really helpful.
  • Valin for the 236A post BnB and shortening air backdash timing window tricks.
  • glirandly for the Fire Break will make Agidyne's fireball unblockable for the remainder of the match trick.
  • Sindelian for the unblockable reset tip and video that was uploaded a few days ago to accompany with the aforementioned tip.
  • Flipboy189 for the Post Air Grab Konoha Oki tip
  • Choysauce85 for the idea of including blockstrings, frametraps, and unblockable setups.


    Table of Contents:
    1. Introduction

    2. Offense
      - Fire Boost and Fire Break
      - Blockstrings
      - Oki, Frame Traps, Cross/Mix-ups and Safe jumps etc.
      - Unblockable Setups

    3. Defense

    4. Tips & Tricks

    1. Introduction

    Love Yukiko, but tired of having to spam your fans to pressure your opponent? Want to know how Agi and Maragi should properly be timed for a better chance of countering your opponent's attacks? Need some new and creative ways to help create deadly openings while your opponent is blocking and being pressured? Well you've come to the right place! This thread is made to help fellow Yukiko players with many options to keep your opponent on their toes, and will bring more creativity into your gameplay which will always bring something fresh and new. You can find all sorts of Yukiko block strings and frame traps to help with your zoning or pressure games by keeping your opponent on the defensive and creating mixups or guard breaks with them. Whether its fire break setups or any sort of mixup, this topic will have all the information you need. This thread is open for discussion, but feel free to contribute anything you may want to add and hopefully we could get a nice list on the way!

    Important Links

    A.)

    B.)

    C.)

    D.)

    E.)
    JP BBS

    F.)

    G.)
    Youtube Guide

    H.)

    2. Offense

    The pros and cons of Fire Boost and Fire Break

    Fire Boost and Fire Break are two of Yukiko's moves that are notable for increasing the advantage of her fire-based moves. The pros of both are that Fire Boost will increase the strength of her fire attacks and Fire Break will make her fire moves unblockable when in contact with her opponent.

    However, the cons to both moves are that Fire Boost will not see a dramatic increase in strength until later levels of it and Fire Break has a cooldown meter after you activate your first fire-based attack that causes the opponent not to block it; another downside to Fire Break is that the second fire-based attack you execute on your opponent will not be unblockable. Both moves can also cause blue life damage to Yukiko; Fire Boost doing a small amount while Fire Break doing a fairly decent amount, so use these moves wisely while your neutral game is stale.

    Blockstrings

    1. Try and end blockstrings up close with a 1/2/3B, sj-cancel back and throw a j.1B fan to cover your jump, 1D, airbackdash and throw another fan at the ground as you land.
      Notes: This creates a loose unblockable setup without you having to rush in (they have to block the 1D high cause it's an overhead, and the air fan will hit them low). If they tried pushing a button, you can confirm a counterhit. This also keeps you safe from most DPs, and allows you to run up and punish them if they do one anyway. This setup seems to work particularly well against characters that can't deal very well with stuff directly above them, like Kanji.

    Oki, Frame Traps, Cross/Mix-ups and Safe jumps etc.

    1. After a 236A knockdown
      Notes: After 236A's first strike (minus the fireball), it will knockdown the opponent. Remember to hold the fireball, though, you will have to save it for a meaty 4B and a 2D attack; if on block and 2D comes out, release the fireball and continue your strike against your opponent. An example combo would be something like this:

      236A > meaty 4B > 2D > release A > 2A

      If done properly, it will become a chain os.


    2. 236A post BnB
      Notes: After a BnB, end it with a 236A (Agi A), hold the fireball and as they wake up, instant air dash and release A while you are passing over them. You will have time to land and combo into a 5AA. If you time it correctly so that it explodes right as you are passing over your head, the fireball counts as a cross up since you are passing them.

      There's a 50/50 chance that it may or may not cross up at all. They can obviously escape it by dashing, but this is after you conditioned them by exploding it right on their wake up a few times.


    3. Post Air Grab Konoha Oki
      Notes: Yukiko has a unique air grab which leaves the opponent in a hard knockdown and Yuki in the air. By which point, you can input her j. D.

      This will give you some mix up oppurtunities:

      -Dash up and perform 2A (Unblockable)
      -Stay back and perform 5C 2C string
      -Empty jump into a low
      -Kinda risky but you could dash up and use evasive roll to try and cross up
      -Throw fans if you really wanna keep spacing


    4. Safe jump setup against DP's (NOTE: Doesn't work against Teddie or Bufudyne)
      Notes: You start off with a knockdown with A Agi, jump and create a meaty Agi; you should block while falling, if they don't DP then mix them up. The meaty Agi keeps them from rolling and forces them to commit to blocking or doing a reversal.

      This is extremely useful to keep pressure on DP happy characters, but as stated before, it does not work against Teddie or Bufudyne.


    5. After a 236B knockdown
      Notes: The frame trap is when you release B because some people might want to 5A/2A the persona to take a card. Punish their greed with a B release in their face. A sample combo for this frame trap is:

      236 > 5D > ]B[ > 5C > 2C > 236[A]

      They could probably just DP the initial 5D, but they will eat a B release. So it's a decent trade off for them to take a card. In this case, you MIGHT be able to run up and 5C or maybe even FC 4/5D again.


    6. A variation of using 236A+B to setup a midscreen crossup
      Notes: Following the standard 3D 5B followup to drop the persona behind your opponent, you can do:

      2C > 5C > 236[A+B] > ]B[ > 5B > 2D > ]A[ > 2A+B

      You want to time the sweep with the end of 2D so that you can pick up off of it, and you want to sweep with the tip of the sweep's range for the best spacing for a followup. If you have everything spaced/timed properly (persona just behind the opponent), you can do something like:

      236~]B[ 5BB 236[A+B]

      And from here either go into a Maragi combo, or setup a Fire Break+Maragi unblockable. You may need to dash toward the opponent a bit after the 236 depending on spacing and whatnot.


    7. Some deceptive Persona pressure:
      Notes: Two examples for this include:

      - j.C > land > 5C
      - Agi delay > 5C (strict. Input 5C just before Konohana-Sakuya disappears from Agi)

      In both cases 5C comes out wherever Konohana-Sakuya is on screen. From full-screen the Agi > 5C pressure becomes a pseudo-frame trap. Usually after Agi you can expect your opponent to attack and go for Persona Break in which case you should release Agi to mix things up.

      j.C moves Konohana-Sakuya forward and then the 5C input comes out.

      From full-screen the Agi > 5C pressure becomes a pseudo-frame trap. Usually after Agi you can expect your opponent to attack and go for Persona Break in which case you should release Agi to mix things up.


    8. After a combo'd 236B
      Notes: The typical pressure string is to use 3D many times. People like to roll this to escape (this would work if you don't use fans after the 3D).

      So for those who like to roll, use 2D and fatal them for it. Afterwards, run up to them and use gli's 2D FC combo.


    9. knockdown after high hit stun decay
      Notes: If you want a knockdown and you know if a 236A will allow the opponent to tech in the air (which greatly decreases advantage in the pressure game), do the 3rd hit of the auto combo AAA, this will bound them to the ground. You can then cancel into 236C for meaty Maragi pressure.

      This may or may not work depending on your combo because there is a significant gap between the 2nd and 3rd A.

    Unblockable Setups

    Check out this video for visual help regarding some of Yukiko's unblockable setups:

    [*]Yukiko's unblockable reset (opponent is in the air).

    Notes: The key to pulling it off is to have the opponent in the air as long as possible. Contrary to her SB Agi bnb, you want to hit them dead on with your Maragi so that they shoot up as high as possible. All of your inputs must be quick, but try to release your B as late as possible so that you can have tine to oki with your unblockable D Maragi. If you do it fast enough, jumping away, evasive actions, hops, all miss the Maragi.

    Some Supers will get through, but most of them still get his by Maragi. On top of that I had to do them really really fast. So your opponent has to anticipate the reset and be able to do their super FAST. Some jump away Supers like Naoto's will go right through it, and instant kills will go through it as well. It's at a safe enough distance to avoid any DPs, so you don't have to worry about that.

    [*]Off the corner confirm go into A Agi > C Agidyne.

    Notes: Hold down the A Agi, and charge up firebreak as they are falling to the ground. Release A Agi on their wake up as a meaty and do an unblockable D Maragi. This set up as far as I know is only beatable by DP.

    [*]In awakening, off a B Agidyne > D Maragidyne confirm.

    Notes: Charge up firebreak as they are being pulled to you, and do SB Agi right on top of them. This gives you a meaty unblockable Agi and you can confirm this into a single Maragi loop. This one is completely unavoidable.

    [*]In the corner after AoA > D.

    Notes: Delay the last A so that the A Agi from the autocombo will have them get knocked to the ground, if done early they will tech in the air. An example combo is available as follows.

    AoA > D > 2C > 2B > 5C > 5B > SB Agi > ]A[ > Firebreak > ]B[ > AoA > C Maragi

    Choysauce's expansion: Pillar > 5C > 5BB > 5C > 5BB > TK A Agi > ]A[ > 5AAAA

    This combo might fail at the 3rd A for the autocombo for an easier one just omit the first 5C. This setup gives you a meaty fire pillar in the corner. The height and timing for which you have to hit the Final AoA is very strict. It feels like the B release has to be done around where Yukiko's face is.

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3. Defense

  1. Dia Projectile Invulnerability
    Notes: Not only can Dia be used to heal Yukiko's lost health, but it is also invulnerable against projectile attacks. When held down, she is still invulnerable to all projectiles and 99% of the ground throws (S. Labrys' Instant Kill will still work on her even when using Dia). Using Dia while a projectile is being spawned is a great way to avoid being pressured by your opponent, but use it wisely, as it is still vulnerable against physical attacks. For a full list of what projectiles Dia is invulnerable to, check out this video by Tae Seong Kim.



4. Tips & Tricks

  1. Using Fire Break with Agidyne will keep the unblockable property for the Agidyne fireball for the remainder of the match. (Now redundant as of v1.01 patch)
    Notes: If you activate Fire Break and use Agidyne with it, the fireball blast at the end is unblockable. This is normal; but even during cooldown or you don't activate Fire Break for a subsequent time, the Agidyne fireball is still unblockable. This doesn't work if you use Fire Break and use the unblockable for anything other than Agidyne.

    lv.4 Agidyne fireball does 2380.
    lv.8, each Agidyne fireball does 3400.
    Otherwise it's 1700 per shot at lv.0.

    Check out these videos for visual help regarding this very tip:

[*]Shortening Yukiko's air backdash timing window
Notes: If you press a button during the start/middle of the air backdash and press another button, the attack will come out. Be aware of your timing because air backdashes take some time to recover from before performing your next action.

The main use for this would be an air backdash j.B.
So you can just hit 44 > j.B > j.B, and the fan will come out.
Alternatively, you can press another button during a air backdash then press the next button after that. (Example: Jump, 44, C>4/5/6B; you can replace C with another button if you want to)

You gotta delay the inputs a little bit before this becomes successful.

[*]Know when your recovery is very well, and make reads while you are pressuring them.
Notes: By knowing the recoveries of your moves, you can make tighter frame traps to make your opponent impatient and know when to readjust yourself when you've exhausted a pressure string.

All the while you must think, what do they want to do? Do they want to:
A). Take a persona card?
B). Evade/Roll to get to me?
C). Keep blocking?

With that you must decide how tight you need to keep your strings and when to let them hang themselves and respond accordingly.

[*]Use attacks that are/can be delayed to fill in large gaps in pressure and don't be predictable.
Notes: Things like 5D, 2D/jD, and Agi (especially SB) are the most significant tools for this. You have to teach your opponent to respect your frame traps and whatnot so they'll let you get away with bigger stuff; just don't get too crazy.

jB recovery can be covered by dropping jD first. It's hard to give specific advice without being provided with specific situations, so just watch videos, see what the Yukikos are doing, and think about why the opponent isn't challenging setups and whatnot; if you have questions about specific situations, post links for reference. Yukiko can generally pressure most characters rather effectively, especially if she corners them and you can maintain proper spacing.

[*]Fire Break shenanigans while in awakening mode
Notes: If you activate Fire Break while sitting on a good amount of meter (100+), but don't immediately put it to use (anticipated a reversal following the activation and held onto it, activated in neutral just to make your opponent wary, etc.) and you land a hit with your opponent not in the corner, you can do your basic bnb into A Agi xx C Agidyne and store the Agi.

If necessary, back up while they're being blown away so that you can catch their tech with the beginning of D Maragidyne. Most opponents will be forced to block this, or at least be heavily inclined to do so due to being at full screen and seemingly safe since Fire Break has gone on cooldown (it's hard to determine whether or not Agi pops in Agi xx Agidyne if you're not looking for it). Right as Maragidyne pulls them into the Agi, release it and enjoy the extra free damage + whatever you tack on at the end.

Alternatively, you could do combo into B Agi, hold, D Maragidyne on wakeup, release Agi when Maragidyne hits, but this will be a lot more obvious. On the other hand, it'll likely return more damage if it lands and you toss in D Agidyne at the end. Variety in tricks never hurts though. The first one is still useful, as if you're on the verge of going into awakening, you can use the HP cost of super canceling to push you into it, and the Maragidyne may come as more of a surprise, making blocking on impulse a lot more likely.

[*]Quick fun Firebreak OMB usage
Notes: It's really simple but very effective. 5AA > 236A ]A[ without holding the A at all is a true blockstring, so if you use it with firebreak, the A is unavoidable by everything but dead angle.

Doing OMB on the release into the standard double loop nets you 5011 damage with D super finisher. A very easy way to finish someone off if you find its the final round and they don't have burst, you just have to catch them blocking 5AA.

[*]C Maragi is a pretty invaluable tool when it comes to controlling space, keeping people off of you or using it to get in, but the obvious drawback is that you have to hit C to manually detonate, which makes it less desirable.
Notes: The key is to 'deonate' a C Maragi using Fire Boost. Fire a C Maragi off and you're usually free to do a 214C, or even better, 214C if they jump and force them to block, halting their approach and building an extra stock.

The same applies for whiffing a throw (C+D). A neat little use is to throw out a 236C and run forward behind it. Detonate using C+D. It lets you approach an opponent or easily detonate if they try to jump it. If they tried to roll your 236C, the C+D might catch them into a throw. This is also really helpful against rollers in general, since they have to roll through both a slow moving Maragi and be faced with a mostly auto-correcting C+D if they clear it.

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Just did some testing. If you activate Fire Break and use Agidyne with it, the fireball blast at the end is unblockable. This is normal.

But even during cooldown or you don't activate Fire Break for a subsequent time, the Agidyne fireball is still unblockable.

This doesn't work if you use Fire Break and use the unblockable for anything other than Agidyne.

In summary:

Using Fire Break with Agidyne will keep the unblockable property for the Agidyne fireball for the remainder of the round. This is probably a bug.

lv.4 Agidyne fireball does 2380.

lv.8, each Agidyne fireball does 3400.

Otherwise it's 1700 per shot at lv.0.

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That is really cool. I haven't thought about doing it myself, but I'm sure I will give it a go online once given the chance. I always use Fire Break for Maragidyne C when my opponent is near me or Maragidyne D when my opponent is blocking from a corner.

Thanks for sharing.

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wow great find gli! this should prove extremely useful, pretty borderline cheap imo.

looks like it's time to find some combos off of the raw agidyne fireball =D.

one little thing i've found i guess?

if you have your persona out fullscreen and you happen to tag them with 5C > 2C > 236A > C Agidyne[Full]. afaik it will always throw the fireball+opponent towards you.

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So if you use Agidyne + Fire Break, you'll get UB Agidyne's for the rest of the round? Sweet, I was wondering why Himajin was doing that during SBO lol.

@Choysauce, - It's not really that cheap, you're limited to using Agidyne only for your UBs and Agidyne costs 50 SP.

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So if you use Agidyne + Fire Break, you'll get UB Agidyne's for the rest of the round? Sweet, I was wondering why Himajin was doing that during SBO lol.

@Choysauce, - It's not really that cheap, you're limited to using Agidyne only for your UBs and Agidyne costs 50 SP.

this is extremely powerful, you'll see the madness that comes from this glitch.

with the system having OMB and also the fact that it does cause a wall bounce in the corner makes it very deadly, especially since one of yukiko's main strengths is to be able to get you into blockstun = free Agidyne UB. unless you can roll/dp through that string?

only agidyne? does that mean if you reactivate firebreak the glitch will deactivate?

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I think it stays even if you Fire Break and use the unblock with something other than Agidyne.

EDIT: Yes, just confirmed it. You can also whiff Agidyne (C or D version) and it will still activate. You can be hit out of Agidyne and it will still activate.

I also found out that the fireball shot at the end of Agidyne does different damage depending on how long you held the button. The damages I posted previously are from holding the button for the longest time possible.

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Wakeup Roll or anything related to that is always an option. Unless we're talking about immediate activation again upon hit so they have no time to react to the last fireball hit in some shape or form.

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The main way of using this unblock is to make them block the Agidyne spin.

Do something like:

5AA > 5BB > 5C > 2C > Agi A > Agidyne C > release A

The only way to avoid the upcoming unblockable fireball is to spend some resources:

1) Dead Angle / Counter Assault out before the fireball shoots out (50 SP)

2) Burst

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The main way of using this unblock is to make them block the Agidyne spin.

Do something like:

5AA > 5BB > 5C > 2C > Agi A > Agidyne C > release A

The only way to avoid the upcoming unblockable fireball is to spend some resources:

1) Dead Angle / Counter Assault out before the fireball shoots out (50 SP)

2) Burst

The biggest problem I've had is getting the initial Agidyne to hit. As far as I can tell there's no way to set up an airtight Agidyne either on hit or block without using another fire move, so you risk getting DPed or supered on reaction when you do it. After you hit the first one though you can just do whatever > A Agi > Agidyne. If you do 5AA 236A Agidyne immediately, the spin will occur behind the opponent and wallbounce them towards you, making it easy to just run up and 5A to pick up the combo.

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Okay, so I see a good way to apply pressure from across the screen is sending Sakuya out, usually via 3D.

My question is: When to throw this out? What to follow up with? Should any attack be preceding it?

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I saw a Japanese player do this in a replay.

Post Air Grab Konoha Oki:

Yukiko has a unique air grab which leaves the opponent in a hard knockdown and Yuki in the air. By which point, you can input her j. D.

C+D, then j. D

This will give you some mix up oppurtunities:

-Dash up and perform 2A (Unblockable)

-Stay back and perform 5C 2C string

-Empty jump into a low

-Kinda risky but you could dash up and use evasive roll to try and cross up

-Throw fans if you really wanna keep spacing

You experiment!

The only way out of this is:

-Burst

-Furious actions

Both of which can be baited by dashing up and blocking.

Hope this helps, still new to anime fighters.

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Tip: Yukiko's unblockable reset.

(off any SB Agi combo)

236D, 5BB, 236[A+B], 5C, 236D, ]A[, D, 214D, ]B[, 236D oki (D detonate)

Video:http://www.youtube.com/watch?v=cjajMZ7vZ1I&list=UU2i81YrGEQQRKU7AMBTZxbg&index=1&feature=plcp

I'm having trouble duplicating this on my own; is it something that only works on specific characters? I'm in training mode against Chie right now and I can pull off 236D, dash-cancel into 5BB, but I can't get the 236[A+B] to come out in time; the combo always drops during the startup. I can get it to combo if I go for 236[A] with no problem, which confuses me because I would have thought 236A and 236A+B would have the same startup, but it seems like A+B is a little bit slower. Is this just an input speed thing and I need to start entering the 236 before 5BB is complete or something?

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Actually, there's a high chance that it might be character specific. I was having trouble juggling Aigis with SB Agi up high the other day. I'll do some testing when I get the chance.

I mean it works on her but maybe not if she's too high.

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I can save you some trouble and tell you that it won't pick up if you catch them with 5BB when they're too high. In those situations, you want to do 5BB 5C slight delay 5BB 236[A+B] (spacing permitted). You may have to adjust the rest of the combo to properly follow up; either manually detonate Maragi after each Agi pop, or do something like 5C 236C]A[ ]B[ (Maragi hits) 66 5BB 236 ]B[, timing the pops so that they fall into the Maragi wave.

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Well I was hoping the unblockable would make it on the OP, and for that I didn't do an explaination, but since some people need some help, I'll put a tutorial/explaination/notes.

The key to pulling it off is to have the opponent in the air as long as possible. Contrary to her SB Agi bnb, you want to hit them dead on with your Maragi so that they shoot up as high as possible. All of your inputs must be quick, but try to release your B as late as possible so that you can have tine to oki with your unblockable D Maragi.

I just tested it on the whole cast and it works on everybody! I even used the same recording and it didn't fail.

If you do it fast enough, jumping away, evasive actions, hops, all miss the Maragi.

Some Supers will get through, but most of them still get his by Maragi. On top of that I had to do them really really fast. So your opponent has to anticipate the reset and be able to do their super FAST. Some jump away Supers like Naoto's will go right through it, and instant kills will go through it as well. It's at a safe enough distance to avoid any DPs, so you don't have to worry about that.

I think the best time to use it, is when you have some good fire boosts racked up. Damage can go all the way up to 2.9 + 4.7k.

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What are some good thing to do once you land a knock-down? I'm having a hard time with wake-up pressure option. I can never pull off those unblockable situations where I'm holding an agi after knock down, then setting up a 1/2/3 D. I don't know how to time my persona to come out before they get up after I end a combo with agi. It seems like I don't have enough time to activate persona before they're up and already able to do something.

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Uh, knockdown off of what?

If you get an A Agi you can go for a IAD crossover and release for some pressure. If you're against a character with bad reach, meaty 5C/2C at range to push them out for a better 2D distance works too.

Off of a B agi the common setup (I think) is to dash forward slightly, release B for meaty explosion while doing a 3D and throwing a fan at them. It should be exploding around the time the Persona hits the corner of the screen, and the fan covers the descent for the most part. 2 fans will catch a wakeup roll, and I think a 4B fan will as well.

When the Persona lands you can go with 5C/2C stuff and confirm into a B Agi with midscreen followup, or just A Agi into super which will push the opponent towards your corner where you can followup with a sweep hard knockdown.

Or when Persona lands you can do blockstrings that lead into a 5/6D which pushes the opponent towards you while the Persona hits, which gives you some mixup potential (AoA, low/high, IAD turnaround j.A, etc) or a chance at a beefy 5D FC into Maragi loopage.

Orrr you could just throw the Persona / fan and build fire stocks.

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Does it matter what knocked them down? A knockdown is a knockdown haha. I was just wondering about different wake up pressure options since I've been struggling with what to do and I've been getting predictable. You gave me a ton of options, though, so thanks :)

Edit: Actually, now I see how what is used to knockdown changes her options. Obviously knocking down with Agi B will send them further away, changing your wake up pressure strategies. Sorry about that.

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Well, it kinda does since her options vary on the distance between you and the opponent on wakeup. But mostly I meant the difference between A and B agi, since a majority of your oki options will come from some kind of knockdown that ends in one of those two, with the fire being held for oki.

Some chars you really wanna get in on, though. Like Liz or something. I'd favor the 5D options that push her towards you unless you've got a substantial life lead.

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