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VR-Raiden

[P4AU] Ken Amada vs Yukiko Amagi

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  • Use this thread to discuss the Yukiko Amagi matchup.
  • Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage.
  • This post will be updated as info arises.
Round Start:
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Neutral:
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Offense:
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Defense:
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Punishes:

On Block:

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On Reaction:
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Character Specific Notes:

Combos:

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Mixups:
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With this matchup I feel it's best to put Koromaru away at the start of the round and only bring him out once you are putting pressure on Yukiko. Her fans and fire body koromaru pretty hard. When trying to get in you have to be very patient and try not to take too many risks, especially since she can just anti-air you with a fan. Try not to spend too much time blocking in one spot though or you might eat a mixup or an unblockable. Approaching is a bit difficult but once you get in it's not so bad. Be very mindful of her DP though because once you get hit you're back to playing her game. I feel that this matchup is in Yukiko's favor but it's not terrible.

 

Ken can avoid raw full-screen unblockable fire supers with DP lololol.

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i find that 236ab and 236236c are really good in this MU. yukiko must respect them or she gets blown up. 2 bad i don't really use it that much cause of shadow mode but still good tools 2 get her off u for a sec or give u room 2 breath.

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Ken vs Yukiko is a war of attrition. Whomever gains momentum first tends to control the flow of neutral in the match...however, her ability to pressure you is a LOT less potent as your ability to pressure her, and the ability to switch the momentum of a match heavily rests with Ken's superior normals, and her lack of a good reversal option.

-If she gains momentum, it is VERY hard to keep Koromaru on screen without getting bodied. Don't be afraid to put him away if she has the upper hand in neutral.

-From full screen is where you suffer the most, as you can't really do much besides slowly approach her.

-Her 5C, 2C, and 5D are all VERY strong pressure tools that you should respect...unless there's a gap BEFORE 5C. If she goes 5D>2C>5C for pressure, and delays between the 2C>5C, you can blow up her Persona for free with 2B.

-Your DP is great if she takes to SJ height to try and get a j5D off. Enjoy your free combo!

-She can throw two fans at once, but she can't actually do anything after throwing them until she A. Recovers, or B. You block/get hit by one. Take advantage of this as you approach midscreen range via jumps and rolls.

-If she throws fans in pressure, ALWAYS crouch block, especially if you notice she's doing two fans in her blockstring. The second one will whiff completely over Ken's head, and you get a free counter hit, especially if she's already used any of her Persona attacks in said string.

-Awakening super is extremely strong against her pressure. Don't be afraid to throw it out to get some breathing space.

-If you think she's going to mash, back up some, do 214C+D, and rush in. If she doesn't, congrats! You're laying down pressure. If she does, you will get hit...but then Koromaru will keep going and punish her for it. Use this chance to get back in, or even try to poke her attempt to try and zone you out with fans.

-Speaking of, if you have the momentum advantage, your normals will absolutely dominate hers. j5B is da gawd, and 236B is an excellent way to force her into the air.

I'll update with some more notes tomorrow. Until then, hope this helps!

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