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Shinsyn

[P4AU] Yukari vs Ken

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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
  • Long Range

Feather Arrow (236A/B/A+B) is your go-to long range attack, Ken cannot do anything to you from full screen unless he has 50 meter and Koromaru is available. 5B, j.B, 2B and j.2B are also good tools to utilize to keep Ken in check, mixing this up with Feather Bomb (214A/B/A+B) can make things very scary for Ken if he tries to approach airborne because Feather Bomb starter is good and very easy to confirm off of.

  • Mid Range

Magaru (214C/D/C+D), 5B, j.B, and j.2B are useful here. You want to mix it up by utilizing Magaru orbs and arrows to approach or mix up Ken upon your approach. utilizing movement is key here and will help you get into close range around Koromaru so you are able to apply your close range game.

  • Close Range

5A, 2A, 5C, 2C, j.C, 5D, j.D and Sweep (2A+B) are all good tools here. 5A/2A/5C/2C are good pressure tools. j.C can be used as a throw bait tool, catch mashing and you can confirm off this for corner carry. 5D/j.D helps with Oki after a solid knockdown (usually from sweep at this range), since it forces the opponent to block on wakeup or utilize a reversal to get out and attempt to punish Yukari if she's too close. However, if Yukari approaches correctly upon the opponent's reversal, she can get a CH 5C/2C and get good damage from it.

 

 

Yours and Their Options
  • Yukari's Options

Your options vary on how you utilizing your mobility is going to be really big here. Your defense is going to be within your offense in this match-up, the better your movement, the harder it is for Ken and Koromaru to catch you. Screen awareness is key, knowing where Koromaru is at all times and engaging Ken behind arrows or Garu orbs makes things harder for Ken to get started because once he starts, there's a chance it won't stop for a long time. If you find yourself blocking Ken, you're going to have to make a risk by using meter or DP'ing out of his pressure.

 

Do not DP unless you have meter to cancel into super to create a guessing game if Ken is pressuring you outside of Guard Cancel (4~6A+B) or Guard Cancel Roll (4~6A+B) range. If Ken uses A Charge Thrust (236A), you can IB and punish with Hyper Feather Arrow (236236A) IF Koromaru isn't covering him. This move is -17 on block (B version is +1). You can punish Ken with your midscreen anti-air confirms if he approaches incorrectly, if you hit when he's under pressure and/or Punish his DP, it will end with you taking the round/game.

  • Ken's Options

His options from mid-screen are good, they can contest Yukari with 5B/2B if she takes a risk and get called out. However, if you play outside of that range with your j.B/j.2B and 214C/D, you can approach a lot easier. Ken's j.A is very scary for Yukari since it hits 3 times and he can convert the hit into a knockdown with j.B so, you have to play it safe in the air against him at certain ranges. j.B also covers a lot of air space so getting over him can be a problem if he uses it properly. When he begins pressure with the dog, you have to Instant Block and respect him until he gives you an opening. DO NOT CONTEST B Charge Thrust (236B) it's +1 on block and he can create frame traps or block/roll through a reversal Hyper Feather Arrow option. Once you block you're going to ge there for awhile. DO NOT CONTEST SB Charge Thrust (236A+B) It is +7 on block, you cannot do anything. Koromaru will be coming through after this so you WILL get CH trying to challenge after blocking it.

 

Ken's options are pretty limited once he's on defence. From the fullscreen and half-screen range, you will see him utilize Koromaru a lot, it's his safest and easiest way to get you to block and allow him to close the gap in his favor, however, at full screen, you can combo the dog and throw out j.B or j.2B to contest Ken's approach. Feather Arrow also hurts Koromaru from full screen and can make Ken block, if the Ken player isn't looking for it, he may get hit by it. From mid-range, he can throw out 5B/2B to contest with you if you're not approachign cautiously but, when you get close, Ken must block and rely on you messing up or him taking a risk to get out of Yukari's pressure. Frame traps work well against him and you don't have to worry about Koromaru since he cannot use Koromaru when he's blocking.

 

 

Match Summary

Keep your distance and work your way in around Koromaru. Keep this match mid-screen and safely close the space, once you get in, pressure Ken; do not let up. Frame trap him and punish his risky decisions as hard as possible. Avoid having your back to the corner or you might find yourself stuck there and forced to make a risk that may, or may not pay off.

 

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Since I happen to play this Matchup with A.X.I.S. a lot, I put an Evernote together with what you need to know when fighting Ken. The first post has shorter notes (It's still a lot lol!). Until then, please enjoy THIS EVERNOTE with a more in-depth explanation of the match up.

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