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MashThat5A

[P4A] Yu Narukami vs Yukiko Amagi

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General

Start of the Match

Neutral

Fullscreen

Keep moving forward. The only way you can pressure her from this range is by taking a gamble and doing 214D or 214CD. Fireballs are bad in this matchup.

Midscreen

Watch out for her C persona normals here.

Close Range

This is where you want to be. She can only use 5A or 2A here. A well spaced 5B beats both of these.

Positioning

Air | Air

Air | Ground

Try and get behind her so she can't anti air you with fans as easily.

Ground | Air

Ground | Ground

You can 214x under her 5B.

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Anybody have advice on how to approach her when she tries healing herself?

Rushing in gets varied results, usually she restores a good amount of health before I knock her out of the move or she cancels into an attack.

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Block punishes vs Yukiko:

B+D

- (dash) CH 5C

- FC 2C

A+B

- (dash) 5B

Agidyne

- (dash) 5B

- (during flash) A+C > FC 214B/FC 2C

- (during flash) Ziodyne/Cross Slash/Myriad Truths

Maragidyne

- (during flash) dash B+D

- (during flash) Cross Slash

Full Bloom

- FC 214B

- dash CH 214A

- dash FC 2C

- (during flash) Ziodyne/Cross Slash/Myriad Truths

I'll edit this if something's wrong or needs to be added.

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I actually fought a really good Yukiko player who kept me in lock down for a few seconds. I'm actually not sure what to do other than block the high/low and hopefully find a gap.

I'm not sure what to do in this match up other than get in close and run the game plan. All I know is that there isn't a safe place to Burst in her more advanced combos because she's usually far away from you during them so you have to just eat the whole combo or burst during the initial hit confirm. BD's are also extremely risky in her pressure game because the actually strings also keep her away from you. She has below average health so I have no qualms with blowing a OMB to end her before she gets into awakening.

-Her 2B goes under 5B.

-No air unblockable normals so AA capabilities are limited. However, getting hit by her 2B or 5C in the air leads into 3-4k damage.

-She has a couple of tricky cross up/non-cross up setups

1) She'll sandwich you with her Persona then use it to bring you close to her then jump over you into a back dash so you have to guess between an air turn cross up or a non-cross up.

2) 5A, 5A, jump back air turn, back dash, j.A (can cross up or not cross up depending on spacing). The non-cross up hits extremely deep

That's all I can remember at the moment.

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Just realized she can't B+D without her Persona unlike many other characters, so if you somehow manage to Persona Break her don't even worry about it.

apparently it's the same way with Naoto and Kanji.

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I actually fought a really good Yukiko player who kept me in lock down for a few seconds. I'm actually not sure what to do other than block the high/low and hopefully find a gap.

I'm not sure what to do in this match up other than get in close and run the game plan. All I know is that there isn't a safe place to Burst in her more advanced combos because she's usually far away from you during them so you have to just eat the whole combo or burst during the initial hit confirm. BD's are also extremely risky in her pressure game because the actually strings also keep her away from you. She has below average health so I have no qualms with blowing a OMB to end her before she gets into awakening.

-Her 2B goes under 5B.

-No air unblockable normals so AA capabilities are limited. However, getting hit by her 2B or 5C in the air leads into 3-4k damage.

-She has a couple of tricky cross up/non-cross up setups

1) She'll sandwich you with her Persona then use it to bring you close to her then jump over you into a back dash so you have to guess between an air turn cross up or a non-cross up.

2) 5A, 5A, jump back air turn, back dash, j.A (can cross up or not cross up depending on spacing). The non-cross up hits extremely deep

That's all I can remember at the moment.

Protip:

-Use Swift Strike (the D version) to go under the fans.

-The roll is for when she uses Maragi.

-Break her Persona ASAP.

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Can you punish 5B (1 fan) on reaction with Swift Strike from full screen? Most good Yukiko players I play don't throw 5BB because you can crouch the 2nd fan, swift strike, or with their Persona covering the fan. Most of the time it's usually 5B, crouch block and then 2B in case you air dashed in.

Additional Match-up Notes:

-I've noticed her 5C and 2C trades with Swift Strike but it's possible I timed it too late.

-Most of her Persona frontal block strings are 5D, 5C, 2C xx Fireball. There's a gap within 5D to 5C that you can 5A the persona but keep an eye on Yukiko, as 5B could be behind the persona.

-2D hits overhead so watch her block strings because she has unblockable setups with 2D into 2A. The escapes are set up dependent but your options are usually roll, chicken block (has to be preemptive or you can eat 5A in your pre-jump frames), late tech (after a knockdown), or back dash. Swift Strike can be viable depending on the spacing of 2D. Chicken block is not always viable as she might have a fire trap on top of you so you'll eat the fire trap during your pre-jump frames and eat bigger damage then if you got caught by the unblockable.

-Keep an eye on her gauges to see if Fire Break is activated. If they do fire break after a knockdown into Maragi you have to roll through it. From neutral game with Firebreak you have to avoid getting put into a block string or you're eating fire unblockables into 3-4k damage. Also, have to be aware of her Awakening Super from full screen (with firebreak on). I'm not positive on the escape but I'm thinking on super jump air dash or BD to try and avoid the super or go for the trade with air raging lion. With the Raging Lion option you end up minimizing your damage by only taking 1-3 hits of the super.

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What kind of players am I fighting? Whenever I have encountered a Yukiko player (note this is online), they spam a few fans in various directions. Try to close in, use one or two As and jump for whatever reason spamming A. The other thing they do is add in an All Out Attack in their pseudo blockstring. The real trouble comes in when they use their Persona, the 236C/D has been annoying but I have been able to deal with it. The real problem is the aerial attack and the mid attack that changes into a low sweep. I can never seem to block it in time, am I doing something wrong? Then when the fight gets bad on the Yukiko side, they spam 236A/B. Rarely do they use the power up move or the other one which I have no idea as to what it does. They rely heavily on their furious action to get them out of pressure and do not block 214A/B much during blockstrings.

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Can you punish 5B (1 fan) on reaction with Swift Strike from full screen? Most good Yukiko players I play don't throw 5BB because you can crouch the 2nd fan, swift strike, or with their Persona covering the fan. Most of the time it's usually 5B, crouch block and then 2B in case you air dashed in.

most of her B attacks except j.B can be 214D/CD but the risk is her using 5C or 2C cause 214D loses on 2C and 5C if you 214D too early..

Additional Match-up Notes:

-Keep an eye on her gauges to see if Fire Break is activated. If they do fire break after a knockdown into Maragi you have to roll through it. From neutral game with Firebreak you have to avoid getting put into a block string or you're eating fire unblockables into 3-4k damage. Also, have to be aware of her Awakening Super from full screen (with firebreak on). I'm not positive on the escape but I'm thinking on super jump air dash or BD to try and avoid the super or go for the trade with air raging lion. With the Raging Lion option you end up minimizing your damage by only taking 1-3 hits of the super.

There's a problem here cause a EX maragi can not be rolled so just DP it making you punishable but not too much at max range.. Also air raging lion after maragidyne can be countered by agidyne D and if she's lucky and has extra 50 heat another maragidyne for max 3k damage another is to just 2B you to fall to her maragidyne continuing the 4k combo my best bet is to hj>j.B+C>214A(in this case 214A would be 236A).. and after exhausting her gauge you can wait for her 5B or 5BB to be 214D/CD

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Apparently, you can 2A+C between her 5C > 2C since it's low invulnerable immediately. If you're close enough you get a CH j.B, which you can cancel into j.BB to make the landing recovery shorter so it's easier to combo from.

After she gets her persona behind you with 1/2/3D, if they cancel to 5C or 2C there is a gap. You can either A+C and hit her or CH Ziodyne/Cross Slash after blocking the 1/2/3D.

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