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mixedmethods

[P4AU] The Problem With Projectiles vs. Yukari Takeba

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  • Use this thread to discuss the Yukari matchup.
  • This post will be updated as members contribute.
Summary:
  • Yukari is a high-mobility chatacter who excels at "anti-zoning". She can take a more conventional, straightforward zoning approach or constantly flit out of range and threaten with various Garu orbs, preventing you from hitting her.
  • At high levels of play, rounds going to time-out is a valid outcome.
  • MU verdict: favourable, but her damage is high (whose isn't?), so sloppiness can kill.

Round Start:
  • Expect 2C. It will break Asterius if active. If Asterius is guarding, she can jump-cancel on block.
  • ...

Neutral:
  • SB Hammer glitch is somewhat effective, but you're forcing Yukari into the air (where she often wants to be), but it will prevent her from breaking cards and give you time to close in on her.
  • ...

Offense:
  • ...

Defense:
  • 236A arrows (air and ground) will break Asterius on the second hit; B and SB do not.
  • Asterius nullifies the 236x series when Shadow Labrys is behind him; however, the animation does not reflect this. If rolling at close range, watch for last moment super-cancels.
  • Magarula: loses approximately ~42 active frames if not Persona-broken.
  • Guard Cancel Roll is an option versus Magarula only if Yukari does not have an orb set behind the pillar; if she does, she's baiting the GCR.
  • Blockstring: 5AA > 5C > 2C is punishable if 5C is Instant Blocked by dash CH 5AA. This only applies if the string begins with 5AA; 5A > 2A > 5AA > 5C > 2C is not punishable unless the entire chain is IB'd.
  • ...

Punishes:

On Block:

  • DP (blocked) > supercancel Hyper Feather☆Shoot: roll the super, 2B FC punish.
  • ...
On Reaction:
  • 236x (spacing dependent): roll > 2B or 5B FC. (Can also jump > IAD over the arrow at certain spacings.)
  • 5AA > 5C > 2C: IB 5C, dash CH 5AA.
  • ...

Character & Shadow-Type Specific Notes:

Combos:

  • ...
Mixups:
  • Poorly executed Massive Slaughter set-ups can be escaped with wake-up DP or a well-timed Feather Flip (command jump). EX flip is fully invuln.
  • 236A(1) > OMC high-low mix-up is not an option due to Asterius.
  • ...
Shadow-Type:
  • ...

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I posted a bunch of notes in the Yukari-Shab MU thread, so here's that discussion.

Key points:

  • Expect 2C at round start; it takes a card and forces you to block.
  • Yukari's DP beats "unblockable" grab oki. Adjust set-ups as necessary.
  • Magarula ends ~42f sooner due to Asterius; even Silence > Magarula activate won't work (ailment wears off too quickly to restore active frames).
  • If Titano is activated at neutral: C and D Magarula can whiff during Titano; SB Magarula will almost always work, though the mix-up options are limited (you lose a card but Asterius returns in time to block with you) and it's free meter with IB.
  • Ailment duration is ~2 seconds if not removed by hitting Yukari.
  • j.B and j.2B will Fatal non-EX Feather Flip. Challenge if you can.
  • Yukari's airthrow deals 1.8k. Don't jump mindlessly and/or be prepared to tech.
  • Be careful when targeting her persona; backward hitboxes can be a threat.
  • 5A is a standing low. Downback and 2B any IAD j.As. Make sure you know her AoA animation.

MU feels somewhat in Shab's favour, likely due to Yukari's comeback potential being hampered by Asterius. Neither Shab nor Yukari has much health, so once one side gets going, it's rough. Titanomachia still allows you to easily run a round back. Yukari's combos tend to end in ailment + restand, but with 5A hitting low, be sure to block appropriately.

Match footage (netplay) of BananaKen vs. Shinsyn:

Early Concept Matches

Netplay Casuals (includes BK Shab vs. Shinsyn Yukari along with other opponents)

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I'd like to add a few things.

 

- Her dp doesn't "beat" the grab setup, just escapes it. Her flip attacks (that make her jump into the air) can also be used to escape.

 

- Yukari's 236A/B(the projectile) is completely nullified by your persona, even though it looks like the animation continues onwards. That means you can stand behind your persona and not worry about it (Asterius doesn't even have to block it, just get in the way I think)

 

- If for whatever reason Yukari does the the arrow super (like to save herself after a blocked dp), you shouldn't block it. You should roll it and then 2B fatal (you have enough time) for maximum punish potential

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