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Antiquarian

[P4AU] Adachi VS Yukiko

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VS YUKIKO

 

This MU feels very similar to the Yukari one. The main problem is to find your way in with as much cards as possible, as it is extremely easy for her to break Magatsu Izanagi if you're not being careful with your approach. I'd say it is on your advantage, as long as you can find a way to keep your pressure.

You do not want to play a fullscreen game with her unless you have 75 meter.

 

Fullscreen

 

This is the big deal here. Fans, Konohana Sakuya and the Agi moves are all excellent at breaking Magatsu Izanagi.

 

For starters, let's understand her fullscreen pressure. It's basically Maragi/2D>5C or 2C/5B's. You don't want to roll that much since Maragi could catch you, so be wary of that. J2.D is only good against the mindless Yukiko (again, with a Super Jump of course) that keeps spamming fans all over the place. Funny enough, J2.D can get broken if the Yukiko times the 5B well. 5D is not useful here since it'll probably get broken on startup.

 

Slowly make your approach on her if this is the case, you can just roll or sweep under the fans. If possible, avoid letting her set her 2D and remember to block low after it if it ever happens (she can use 2c for a low after the overhead).

 

Don't try to set a J2.C here, you'll lose a persona card easily.

 

If you're crouching a lot and not making the move in, the Yukiko player could start using fire break / boost. This is bad and it should not happen. Yukiko gets really hard to approach with her level 6 fire (Vermillion Bird i believe) much less getting hit by an unblockable (I know right  :ballAD: ). Watch for those round start gold bursts > 2 EX fire boosts! They might ruin your day.

 

If you ever get in the situation of her being on awakening and having a fire break available, you better have 50 meter for D Smasher or you're going to get burned.

Block, advance and move on to the next section. 

 

The only moment you're allowed to be at fullscreen with her is when you have the meter to SB Smasher. This move is so good she has to respect it if she doesn't want to get a counter hit for 1/3 of her health. 

 

Close game.

 

Your neutral is better than hers, so I recommend making those hits count. If you bait her DP, punish with either a 2B route or a 5B>5C route if in the corner. Yukiko's pressure is not all that scary but you should avoid being too respectful on her pressure because of her high/low "unblockable", done by setting a J2.D>2a. Don't jump away after she's done the 2D, you'll get hit off the jump startup. Either try mashing out with a DP , roll or try not to get in this situation on the first place (you can also try doing roll cancel or guard cancel).

 

Her anti-air is kind of weak but It'll still be annoying if you don't space your J.C right.

 

There really isn't that much to say in this MU. She can be really annoying if you don't plan your approach carefully, but on offense you can just go ham. Watch for those DP's though, or you're back to the beginning.

 

(Working on some footage of punishes / video examples)

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