BBTag/Yukiko Amagi: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
{{BBTag_Construction_Card}}
|-
!Yukiko Amagi
|-
||
[[File:BBTag_Yukiko_Portrait.png|350x500px|center]]
|-
||{{#lsth:BBTag/Yukiko Amagi/Data|SystemData}}
;Movement Options
* Double Jump, 1 Airdash, Dash Type: Run
 
;Playstyle
:Zoner, Long-range, Cleric?
 
;Team role
:Support
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
 
{{BBTag/CharacterLinks}}
''"I'm not as gentle as I look..."''
<div id="home-content" class="home-grid">
 
{{card|width=4
===Backstory===
|header=Overview
 
|content=Yukiko is a zoner with very polarized strengths and weaknesses. Her damage increases dramatically as she gains her fire levels and her unique toolset can open up many options for her partner. To best make use of her, a Yukiko player must be proficient at playing neutral and mitigating risks, micromanaging her resources to win in the long run.  
A third-year Yasogami high school student and member of the "Investigation Team," Yukiko is the sole heiress and upcoming manager at her family's historical and famous inn, the Amagi Inn. A very polite and reserved girl, her friends know her best as offbeat, goofy and adorable. At school, her beauty, intelligence and personality earned her the adoration of girls and guys alike, and she is known as the "Amagi Challenge" because she has turned down so many guys left and right at her school (including Yosuke). She gained her Persona, Konohana-Sakuya after facing her true inner self, and helped her friends solved the wild mysteries that plagued Inaba for many years, all the while finding her true self and staying true to it.
}}
 
{{BBTag/Infobox
===Playstyle===
| fastestAttack = [[#2A|2A]] (8F)
Yukiko is a zoning character that is meant to be played defensively with her projectiles and long ranged Persona normals. Her offensive momentum increases when she stocks up her fire levels all the way up to 9 while healing herself and her partner to keep and solidify it. Therefore, a Yukiko player must be proficient at playing neutral and making good reads against the opponent while micromanaging offensive and defensive stats in order to stay ahead of them.
| reversal = [[#Dia|A+D]] (19F)<br/>[[#Agidyne|236B+C]] (11F)<br/>[[#Maragidyne|214B+C]] (19F)
 
}}
===Strengths/Weaknesses===
{{ProsAndCons
{|  
|intro=
|-style="text-align:left;"
|pros=
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
* Large normals
* Large normals
* Ability to infinitely recover her (and her partner's) health
* Ability to infinitely recover her (and her partner's) health
* Stacking fire stocks makes her one of the damaging characters in the game
* Stacking fire levels makes her one of the most damaging characters in the game
* Excels at using Resonance Blaze mechanics
* Excels at using Resonance Blaze mechanics
* Versatile and unique zoning tools
* Versatile and unique zoning tools
* Mixup potential that cannot be avoided even by pushblocking to the other end of the screen
* Can be a strong anchor/solo fighter especially with Lv. 9 Resonance Blaze/healing properties
* Mixup potential that cannot be avoided even by pushblocking
* Good air game
* Good air game
* Damaging safe on block reversal super with Maragidyne
* Possesses ability for wild comebacks with her fire attacks (ex. Lv. 9 Agidyne deals nearly 10k dmg alone)
| style="width: 50%;"|
|cons=
* Slow normals
* Slow normals
* Very fragile due to heavy persona use, fire boost mechanics, and being tied for the lowest hp in the game.
* Not beginner-friendly
* Requires good hit confirms to maximize damage
* Awkward anti-air
* Low damage without fire levels
* Persona reliant, popping Sakuya leaves Yukiko wide open
* Very fragile due to below average health, sacrificing health for fire levels, and losing health when her persona is broken.
* Very meter reliant
* Very meter reliant
* Poor close range anti-air options and minimal reward
* Strong reversal options which must be respected.
|-
}}
|}
</div>
<br style="clear:both;"/>


====Persona:  Konohana-Sakuya====
{{card|width=4
|header=Unique Ability: Flame Boost
|content=
Yukiko's can gain up to 9 fire levels, which amplifies the damage of her fire-based attacks (such as her specials, supers, A autocombo enders, {{clr|5|5P}} and {{clr|5|6P}}). You gain 1 level from using {{clr|1|22A}} or {{clr|5|6P}}, and 2 levels from {{clr|2|22B}} or {{clr|3|22C}}. Each use will deal 500 recoverable damage to Yukiko. The damage increase is significant, more than doubling the damage done by her fire based moves. See her [[BBTag/Yukiko_Amagi/Frame_Data|frame data]] for exact values.


===Flame Boost===
Clash Assault, Cross Raid and her Distortion Skill Duo are not affected by fire levels. Fire levels CANNOT be reduced, and last up until the match is over.
Yukiko's unique gauge, Fire, amplifies the damage of her fire-based attacks (such as Agi or Maragi). You gain 1 stack from using 22A or (when tagged out) 6P and 2 stacks from 22B and 22C, up to a maximum of 9, each use of a move that increases fire level will turn 500hp into red health. For reference, a raw Agidyne deals roughly 4.5k dmg on lv.0, and 9.7k on lv.9. See her frame data for exact values. Clash Assault, Cross Raid and the partner version of Agidyne are not affected by fire boost level.
}}
<br style="clear:both;"/>


==Normal Moves==
===<big>{{clr|1|4A}}</big>===
{{BBTag Move Card|game=BBTag
|input=4A,4AA,4AAA,4AAAA
|versioned=input
|description=
* Jump cancellable on block.
Yukiko's "jab." Covers up a decent amount of range, making it useful for footsies. Useful for stuffing jumps, as it has large vertical hit-box.


{{#lst:BBTag/Yukiko Amagi/Data|Links}}
Fairly slow startup and requires a {{clr|1|4}} input, making it poor for approaching.
<br style="clear:both;"/>


==Normal Moves==
At max range, {{clr|1|4AA}} and {{clr|1|4AAA}} may whiff. In these cases, use {{clr|2|6B}} or {{clr|3|2C}}.
----
* Jump cancellable on block.


====== <font style="visibility:hidden" size="0">4A</font> ======
{{clr|1|4AA}} is not really notable. Your safest normal on block.
{{MoveData
----
|image=BBTag_Yukiko_4A.png |caption=
* Hard knock-down on air-borne targets. Whiffs at {{clr|1|4A}}'s maximum range.  
|image2=BBTag_Yukiko_4AA.png |caption2=
|image3=BBTag_Yukiko_4AAA.png |caption3=
|image4=BBTag_Yukiko_FlameDance.png |caption4=
|name=4A
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=4A}}
{{#lsth:BBTag/Yukiko Amagi/Data|4A}}
{{!}}-
{{Description|7|text=* Yukiko's "jab." The benefit of having it mapped at 4A is that it allows you to continually and consistently block, while being able to still press a button should Yukiko see a gap or opening in the enemy's blockstring or movement. Covers up a decent amount of range, hitting advancing opponents and can even work as an anti-air (as it boasts a deceptively large vertical hit-box), but has fairly slow startup, so be wise before using it. Also, be aware of your range when using this move, as a successive 4AA or 4AAA will whiff at 4A's maximum range. In these cases, a following 6B or 2C will make up for the distance. Jump cancellable on block.


}}
{{clr|1|4AAA}}'s only cancellable normal is ({{clr|3|2C}}). Very vulnerable to pushblock and bursts due to no jump cancel option.
{{!}}-
----
{{AttackVersion|name=4AA}}
* Negative on block, but propels opponent a significant distance from Yukiko, making it hard to punish.
{{#lsth:BBTag/Yukiko Amagi/Data|4AA}}
* Opponent experiences 6 additional frames of hitstop
{{!}}-
{{Description|7|text=* Able to gatling from 4A with fair ease. Satisfactory vertical reach, above satisfactory horizontal reach. Jump cancelable on block. 


Detailed description of the usefulness of the move go here
{{clr|1|4AAAA}} is your Smart Combo ender. Her most consistent ender at the end of long combos. Damage scales with fire levels.
}}
}}
{{!}}-
{{AttackVersion|name=4AAA}}
{{#lsth:BBTag/Yukiko Amagi/Data|4AAA}}
{{!}}-
{{Description|7|text=* Hard knock-down on air-borne targets. Able to whiff during gatling if opponent is too far.


Unlike 4A and 4AA, she is not able to cancel into other normals; only sweep (2C), specials and supers are available. While it is safe on block, she's fairly left wide open on pushblock.
===<big>{{clr|1|5A}}</big>===
}}
{{BBTag Move Card|game=BBTag
{{!}}-
|input=5A,5AA,5AAA,5AAAA
{{AttackVersion|name=4AAAA}}
|versioned=input
{{#lsth:BBTag/Yukiko Amagi/Data|4AAAA}}
|description=
{{!}}-
* Moves Sakuya forward. Will attack from its location so long as it's not too far away from Yukiko (around 1 5A lengths)
{{Description|7|text=* Negative on block, but propels opponent a significant distance from Yukiko, making it hard to punish.
* Persona attacks 3 frames after encountering the opposing point character if it has not traveled the maximum distance.
* Opponent experiences 6 additional hitstop
* Yukiko cannot cancel if only the last few frames of this move makes contact.


Smart combo ender. If optimizing for damage, this move should be considered above both variants of Agi. Does not deal more damage than Agilao, however. Damage scales with Flame Boost.  
Yukiko summons Konohana-Sakuya, who will lunge towards the enemy with a proximity-based multihit attack. The attack will trigger early if an enemy enters Sakuya's range. Will always lunge towards the enemy, meaning it's possible to sandwich the opponent between Yukiko and her Persona.  
}}
}}


====== <font style="visibility:hidden" size="0">5A</font> ======
Fantastic in blockstrings as Sakuya is unaffected by Reject Guards. Once Sakuya is out, she remains at her position for some time before she returns to Yukiko, allowing for disjointed persona pressure.
{{MoveData
|image=BBTag_Yukiko_5A.png |caption=
|image2=BBTag_Yukiko_5AA.png |caption2=
|image3=BBTag_Yukiko_5AAA.png |caption3=
|image4=BBTag_Yukiko_FlameDance.png |caption4=Please proceed to the opposite side of the screen.
|name=5A
|data=
{{AttackDataHeader-BBTag|version=yes}}
{{!}}-
{{AttackVersion|name=5A}}
{{#lsth:BBTag/Yukiko Amagi/Data|5A}}
{{!}}-
{{Description|7|text=* Moves Konohana-Sakuya forward. Chain whiffs into itself twice before Sakuya returns to her.  
* Persona attacks 3 frames after coming into range if before 28 frames


Yukiko summons Konohana-Sakuya, who will lunge towards the enemy with a proximity-based multihit attack. Since Sakuya tracks to the enemy's position, she will immediately strike with a rising attack when it is within vicinity; otherwise she will go a set distance away from Yukiko and then strike. Great for delayable pressure. Once Sakuya is out, she is given a small time frame for some options to use before she returns to Yukiko or gets hit: 236A/B (for a closer placed Agi), another 5A (to cover more distance and/or attack from afar, can only be done again if Sakuya is close enough to Yukiko) 236BC Agidyne (to punish counterattacks). Heavily emphasized to use this button wisely, as Yukiko cannot move ''the whole time'' this move is thrown out.
Very risky to use in neutral, as Yukiko cannot move ''the whole time''.
}}
----
{{!}}-
{{AttackVersion|name=5AA}}
{{#lsth:BBTag/Yukiko Amagi/Data|5AA}}
{{!}}-
{{Description|7|text=* Moves Konohana Sakuya forward
* Hard knockdown on air hit
* Hard knockdown on air hit
* Jump-cancellable on block
* Jump cancellable on block
 
Multi-hitting attack. Gives a knockdown on aerial hit. A common point to perform a mixup between high ({{clr|3|5C}}, {{clr|3|j.C}}, jump cancels) and low ({{clr|1|5AAA}},{{clr|3|2C}}, 214X) options.
----
* Hits low


Multi-hitting attack. Hard knockdown on aerial hit, pushes the down enemy to ground level on block. Safe-ish on block (very minus but pushes the other character far away) though in some cases Sakuya will take the hit for Yukiko so she can recover in time. Sakuya pauses for a bit afterwards, giving her the same options she can do post-5A.
Sakuya attacks downwards. All hits of this move must be blocked low. The easy low option in the high/low mixup.
}}
{{!}}-
{{AttackVersion|name=5AAA}}
{{#lsth:BBTag/Yukiko Amagi/Data|5AAA}}
{{!}}-
{{Description|7|text=* Moves Konohana Sakuya forward


Sakuya attacks downwards. Must be blocked low, and Yukiko cannot move throughout the move, all hits of this move are low. Again afterwards, Sakuya pauses for a bit and gets post-5A options. In conjunction with j.C, she has a high/low mixup that cannot be pushblocked. 5AAA for low, 5AA>jump cancel j.C for an overhead.
----
}}
* Moves Konohana Sakuya forward
{{!}}-
* Opponent experiences 6 additional frames of hitstop
{{AttackVersion|name=5AAAA}}
* Unburstable on hit
{{#lsth:BBTag/Yukiko Amagi/Data|5AAAA}}
Same ender as {{clr|1|4A}} autocombo. Hard to punish as it creates distance between Yukiko and the opponent. On hit it puts the opponent full screen away. Damage scales with fire levels.
{{!}}-
{{Description|7|text=* Moves Konohana Sakuya forward
* Opponent experiences 6 additional hitstop
Same ender as 4A autocombo. Hard to punish as it creates distance between Yukiko and the opponent. On hit it puts the opponent ACTUALLY full screen away. Damage rises with fire levels.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
===<big>{{clr|2|5B}}/{{clr|2|4B}}/{{clr|2|6B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Yukiko_5B.png |caption=You get a fan! And YOU get a fan!
|input=5B,5BB,4BB,6BB
|image2=BBTag_Yukiko_5BB.png |caption2=
|versioned=input
|name=5B
|description=
|data=
* Special cancellable
{{AttackDataHeader-BBTag|version=yes}}
* {{clr|2|4B}} fans travel slower than {{clr|2|5B}} fans while {{clr|2|6B}} fans travel faster
{{!}}-
*Opponent experiences 10 extra frames of hitstop
{{AttackVersion|name=5B, 4B and 6B}}
 
{{#lsth:BBTag/Yukiko Amagi/Data|5B}}
Fan toss. Fast startup makes it best used as a poke or to call out linear grounded options. Regardless of distance, she is able to cancel into another move if the fan is blocked or hit. {{clr|2|6B}}'s speed makes for a fast CH starter, while {{clr|2|4B}} lets Yukiko recover while the projectile is still on-screen. Poor recovery, so be wary of whiffing.
{{!}}-
----
{{Description|7|text=* Special cancelable
* Special cancellable
* 4B fans travel slower than 5B fans while 6B fans travel faster
* Opponent experiences 10 extra frames of hitstop
*Opponent experiences 10 frames hitstop


Fan toss. Use these to keep the opponent in check during neutral. Regardless of distance, she is able to chain into anything she likes on block/hit. 6B's speed makes for a fast CH starter, while 4B lets Yukiko recover while the projectile is still on-screen. Decent startup but poor recovery, so use with extreme caution if the opponent has 2 meter or higher.
A followup that has you throw out a second fan. Similar to the first fan, you can input {{clr|2|4BB}} to make the fan travel slower or {{clr|2|6BB}} to make it travel faster. The input you use can be different from the first B input.
}}
Not recommended to be used carelessly in neutral, as Yukiko has massive recovery, and the second fan can be easily avoided. Auto-corrects if the opponent crosses Yukiko up, so has fringe uses as a panic option if you see the opponent jumping over you as the first fan whiffs.
{{!}}-
}}
{{AttackVersion|name=4BB, 5BB and 6BB}}
{{#lsth:BBTag/Yukiko Amagi/Data|5BB}}
{{!}}-
{{Description|7|text=* Special cancelable
*Opponent experiences 10 frames hitstop


A followup that has you throw out a second fan. Similar to the first fan, you can input 4BB to make the fan travel slower or 6BB to make it travel faster. The input you use can be different  from the first B input.  
===<big>{{clr|3|5C}}</big>===
Highly recommended to use this move only on a hitconfirm, as Yukiko recovers poorly afterwards, the second fan can be easily avoided. Loses to raw super reaction, so be extremely wary with this should the enemy have 2 meter or higher.
{{BBTag Move Card|game=BBTag
}}
|input=5C
|description=
Safe on block. Moves Yukiko slightly forward, giving it ample range. Yukiko can disguise the startup of this move with her persona and other lingering projectiles. Cancel into this from a quick {{clr|2|2B}}/{{clr|2|6B}} fan toss, leaves the opponent a smaller than average gap (5 frames) to input a reversal. Useful for securing hard knockdowns and setting up okizeme.
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
===<big>{{clr|1|2A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Yukiko_5C.png |caption=
|input=2A
|name=5C
|description=
|data=
* Chains into itself 3 times on hit/block
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Yukiko Amagi/Data|5C}}
{{!}}-
{{Description|6|text=* Active later than it appears.


Yukiko's Clash Assault. Safe on block. Moves Yukiko slightly forward, so it is able to reach unsuspecting crouching opponents. Yukiko can use special attacks such as Agi and Maragi to hide the flash startup. She may also cancel into this from a quick 2B/6B fan toss.
Low poke. Faster startup than {{clr|1|4A}}, but lacks range. Useful for frame kills and tick throws.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|2|2B}}/{{clr|2|1B}}/{{clr|2|3B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Yukiko_2A.png |caption=
|input=2B
|name=2A
|description=
|data=
* {{clr|2|1B}} travels vertically, {{clr|2|2B}}/{{clr|2|3B}} travels more diagonally
{{AttackDataHeader-BBTag}}
* Head invuln kicks in fairly late and is short, not recommended as a reactionary anti-air
{{!}}-
* Opponent experiences 10 extra frames of hitstop
{{#lsth:BBTag/Yukiko Amagi/Data|2A}}
{{!}}-
{{Description|6|text=* Chains into itself 3 times on hit/block


Low poke. Faster startup than 4A, but lacks range. Great for tick pressuring, and is able to cancel into 5A on block to push the enemy away.
Anti-air. Can be used to stop the enemy's momentum mid-air, and hits standing characters with tall hurtboxes. Like her {{clr|2|5B}}, has poor recovery.
}}
 
Very useful when done preemptively, as the 2 fans cover a large amount of airspace.
}}
}}


====== <font style="visibility:hidden" size="0">2B, 1B and 3B</font> ======
===<big>{{clr|3|2C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Yukiko_2B.png |caption=AN ACTUAL ANTI-AIR NOW?!?
|input=2C
|name=2B, 1B and 3B
|description=
|data=
* Remarkably low recovery.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Yukiko Amagi/Data|2B}}
{{!}}-
{{Description|6|text=* 1B travels vertically, 2B travels more diagonally
* Invul kicks in fairly late and is short, not recommended for usage as a close range reaction based anti air
*Opponent experiences 10 frames hitstop


Anti-air. Can be used to stop the enemy's momentum mid-air, and hits standing characters with tall hitboxes. Puts Yukiko in a bad position if whiffed (and some cases can be raw super punished too), so be sure to use this with good judgment. Normal/special/super/jump cancelable on block or hit. Can be used to whiff incoming down attacks.
Sweep. Can be used as a poke since it has decent range and disjoint. Because of its low recovery, cancelling into this button will greatly improve your frame advantage, making it really important for keeping offense safe.
In 2.0, yukiko will now throw 2 fans with 2B, instead of just one.
 
}}
* 5a -> 2c whiff = improves from -12 to -10
}}
* 5aa->2c whiff = improves from -17 to -13
* 5aaa->2c whiff = improves from -16 to -13


====== <font style="visibility:hidden" size="0">2C</font> ======
* 5b -> 2c whiff = improves from -15 to -8
{{MoveData
* 5bb -> 2c whiff = improves from -18 to -8
|image=BBTag_Yukiko_2C.png |caption="I'm sorry!" (No she's not.)
|name=2C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Yukiko Amagi/Data|2C}}
{{!}}-
{{Description|6|text=* Decent range


Sweep. Can be used as a poking tool since it has decent range, and since it hits low, opens up high/low unblockable potential. Special/super cancelable, and often acts as a combo ender. That being said, a great combo starter for Yukiko is 2C>236C, as it often deals a lot of damage afterwards.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
===<big>{{clr|1|j.A}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Yukiko_jA.png |caption=A gem.
|input=j.A, j.AA
|name=j.A
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag}}
* Chains into itself up to 3 times
{{!}}-
* Fairly low recovery.
{{#lsth:BBTag/Yukiko Amagi/Data|j.A}}
{{!}}-
{{Description|6|text=* Chains into itself up to 3 times


One of Yukiko's best moves with fast startup and recovery, an overhead, nice range, and ability to rapid chain whiff itself thrice. Excellent move to consider in not only neutral, but jump-ins, cross-ups, mix-ups, blockstrings, pressure. Also one of Yukiko's Smart Combos that allows you to safely knockdown with j.5C.
Yukiko's best air to air option, with fast startup for it's range and ability to rapid chain into itself thrice. Be sure to press it pre-emptively when meeting airborne opponents, as most characters have faster air normals. Very useful for jump-in and instant air dash pressure when combined with {{clr|3|j.C}}. Also Yukiko's only reliable way to pick up air combos.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.B, j.4B and j.6B</font> ======
===<big>{{clr|2|j.B}}/{{clr|2|j.4B}}/{{clr|2|j.6B}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Yukiko_jB.png |caption= Fanos, holder of the infinity fan.
|input=j.B
|name=j.B, j.4B and j.6B
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag}}
* {{clr|2|j.4B}} is thrown close to Yukiko, {{clr|2|j.6B}} further out
{{!}}-
* {{clr|2|j.5B}} forced 6f landing recovery, {{clr|2|j.6B}} forced 8f landing recovery
{{#lsth:BBTag/Yukiko Amagi/Data|j.B}}
* Opponent experiences 10 frames hitstop
{{!}}-
{{Description|6|text=* j.4B travels narrower, j.6B travels wider
* j.5B forced 6f landing recovery, j.6B forced 8f landing recovery
*Opponent experiences 10 frames hitstop


Aerial fan toss. Recovers a bit before landing, so watch your position. Naturally dodges grounded attack while still giving Yukiko momentum, and she can IAD forward/backward to toss another consecutive fan, among other aerial options provided to her. She can assist-confirm off of a hit if she's too high in the air to confirm off of it herself. Special cancelable on block or hit.
Aerial fan toss. Naturally dodges grounded attacks while preserving Yukiko's air momentum. She can throw two fans in one jump, with the ability to vary her timing by utilizing her other air options. Special cancellable on block or hit.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
===<big>{{clr|3|j.C}}</big>===
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Yukiko_jC.png |caption=RIP P4A j.5D
|input=j.C
|name=j.C
|description=
|data=
* Grants knockdown on air hit
{{AttackDataHeader-BBTag}}
* Overhead(!)
{{!}}-
{{#lsth:BBTag/Yukiko Amagi/Data|j.C}}
{{!}}-
{{Description|6|text=* Grants knockdown on air hit
* Finally an overhead now
* Yukiko begins falling on frame 36; Can special cancel second hit onward on hit or block
* Yukiko begins falling on frame 36; Can special cancel second hit onward on hit or block


Yukiko's aerial knockdown tool. Has nice cross-up potential, and Yukiko can infinitely use this in one jump setting, but like 5A, Yukiko cannot move at all throughout this move, so use it wisely.
Yukiko's aerial knockdown tool. Yukiko is vulnerable until she hits the ground, so use it wisely. The large hitbox and air-stall makes it great for zoning and baiting anti-airs. The crucial high in her high/low mixup game.
}}
 
Frame data varies based on when she does it while falling: https://www.youtube.com/watch?v=mT8RiEpO2iQ
}}
}}


<br style="clear:both;"/>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
{{InputBadge|{{clr|2|5B}}+{{clr|3|C}}}}
{{BBTag Move Card|game=BBTag
|input=BC
|description=
Yukiko slaps the opponent and puts them in crumple state. The crumple has some niche uses in setting up combos on standing opponents after an active switch.
}}
===<big>Dia</big>===
{{InputBadge|{{clr|1|5A}}+{{clr|4|D}} (Chargeable)}}
{{BBTag Move Card|game=BBTag
|input=AD
|description=
* Holding the buttons will let you stay in Dia indefinitely and keep healing.
* Projectile invincible from frame 1 until you release the button (there is a window after you release the button where you are vulnerable even to projectiles).
* Levitates slightly, putting Yukiko in an airborne state.
* Short horizontal and mediocre vertical hitbox.
*The healing starts with 18 frames of 60 healing per frame, followed by a consistent rate of 30 healing per frame. Yukiko is forced to "hold" Dia for 21 frames minimum, meaning you heal 1170 hp per tap.
Yukiko's DP. Has guard point to all projectile attacks and briefly physical attacks (startup only) before knocking the opponent back and granting Yukiko substantial healing. With the right partner (i.e. Waldstein, Hyde), Yukiko can safely recover a lot of HP during a match!


====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
Hard to use in neutral, but gives Yukiko an option to force the opponent to approach. Thanks to its projectile guardpoint, it can be used to go through projectiles.
{{MoveData
|image=BBTag_Yukiko_GroundThrow.png |caption=This is gonna hurt.
|name=Ground Throw
|input=5B+C
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Yukiko Amagi/Data|BC}}
{{!}}-
{{Description|6|text=* Minimum damage 100% (2000)
Yukiko slaps ''the hell out'' of the opponent and puts them in crumple state, allowing her to follow-up. 4A whiffs on certain characters, but 5A and 214B can also work and be followed up from. Can do T>22A/22C>4A easily.
}}
}}


====== <font style="visibility:hidden" size="0">Dia</font> ======
Using it after defeating an opponent's character also allows Yukiko to recover a non-trivial amount of health.
{{MoveData
|image=BBTag_Yukiko_Dia.png |caption=Very useful if Training Mode is unavailable.
|name=Dia
|input=5A+D (Chargeable)
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Yukiko Amagi/Data|AD}}
{{!}}-
{{Description|6|text=* Holding the buttons will let you stay in Dia indefinitely and keep healing.
* Projectile invincible from frame 1 until you release the button
* Levitates slightly, providing an airborne state (NOT a good thing unless against grabs. Free air combo)
* Short horizontal, mediocre vertical hitbox, plus a persona move, which makes it even riskier to throw out
* Heals 60 hpf for 18 frames (1080 hp), then 30 hpf (1800 hps) for remainder; Yukiko is forced to "hold" Dia for 21 frames minimum


Yukiko's DP. Very unsafe if blocked. It nullifies all projectile attacks and briefly physical attacks (startup only) before knocking the opponent back and granting Yukiko substantial healing time. Dia itself does find use as a tool that can rewards Yukiko after a knockdown, if her opponent is far away, or if they're unable to close in on her right away. Can also be used offensively as a combo ender, disrupt Cross Bursts, and even denies DHCs. Depending on the right partner (i.e. Waldstein, Hyde), Yukiko can nearly fully heal herself during a match!
Because Yukiko levitates during the state, she cannot be thrown or command grabbed out of it.  
When covered by an assist, particularly projectiles, Yukiko can safely tap Dia. The further she is from the opponent and the more cautious the opponent is can determine how long she can reasonably hold for. Utilizing Reject Guard in combination with an immediate assist call can be a decent way to find room to use Dia.
Dia's projectile invulnerability allows Yukiko to be something of an anti-zoning zoner, as she can avoid any (and every) projectile while healing at the same time.
Take care when using this, as Yukiko can get punished while she's recovering. A simple tap leaves little room for worry, but if held down for too long and the opponent recovers fast enough, Yukiko is left wide open. Make sure you're on the same footing as your opponent when considering this move, if not faster yourself.
Finally, because Yukiko levitates during the state, she cannot be thrown or command grabbed out of it.  
}}
}}
}}


<br style="clear:both;"/>
<br style="clear:both;"/>


==Skills==
==Skills==
====== <font style="visibility:hidden" size="0">Agi</font> ======
===<big>Agi</big>===
{{MoveData
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}} (Air OK)}}
|image=BBTag_Yukiko_Agi.png |caption=
{{BBTag Move Card|game=BBTag
|input=236A/B (air OK)
|input=236A,236B,j.236A,j.236B
|name=Agi
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
* Hold the button to delay the explosion of the placed fire mine. The mine will explode when you release the button
{{!}}-
* It's possible to have {{clr|1|A}}/{{clr|2|B}}/{{clr|3|C}} versions held simultaneously.
{{AttackVersion|name=Ground A}}
 
{{#lsth:BBTag/Yukiko Amagi/Data|236A}}
Sakuya hits the opponent into a fire mine that is manually detonated. Useful for discouraging approaches.
{{!}}-
{{Description|7|text=* Hold the button to delay the explosion of the placed fire. The fire will explode when you release the button
* Explosion becomes active 7 frames after release, 22 frame wait minimum
Fire circle remains in place until the button is released or Yukiko is hit (even on block.) BEWARE: The explosion can poof even after you've released the button, meaning trading with this button is basically impossible.


While Yukiko is unable to perform any actions while using Dia (Reversal Action) she is still able to hold onto her various Agi versions. This allows her to potentially set up traps on opponents looking to punish or approach her, ensuring she can recover in peace. With the A version in particular however, since Dia requires A+D she is unfortunately not able to perform it without letting go of Agi.
The mine disappears if Yukiko blocks or gets hit. BEWARE: The explosion's hitbox will disappear even after you've released the button in these situations, meaning trading with this button is basically impossible.  
}}
----
{{!}}-
{{AttackVersion|name=Ground B}}
{{#lsth:BBTag/Yukiko Amagi/Data|236B}}
{{!}}-
{{Description|7|text=* It's possible to have A/B/C versions held simultaneously.
* Explosion becomes active 7 frames after release, 22 frame wait minimum
Farther away circle. Same as A version aside from fire circle range.


While holding B version seems tempting since the range helps maintain long-distance zoning, it does prevent Yukiko from using any of her fans for linear zoning. It generally becomes a worthwhile option when Yukiko is able to put the opponent almost fullscreen, whether from combo enders or natural pushback from things like 5AAA, 5AAAA, 214B+C, etc.
Sakuya hits the opponent into a mine around 2/3 screen away. Same as A version aside from the mine placement. Use this if you want to leave the opponent farther away from you.
 
While holding B version seems tempting because of it's long range presence, it does prevent Yukiko from using any of her fans. Still useful for discouraging approaches, and the extended range gives it more utility by sniping assists.


Holding B version while holding Dia can provide a small amount of defense against an opponent looking to stop her, but a wary opponent can navigate around the held fire circle so it should not be relied on heavily.
}}
{{!}}-
{{AttackVersion|name=Air A}}
{{#lsth:BBTag/Yukiko Amagi/Data|j.236A}}
{{!}}-
{{Description|7|text=*Same as the ground versions. Can block in the air after casting but incurs 5 frames of landing recovery.
}}
{{AttackVersion|name=Air B}}
{{#lsth:BBTag/Yukiko Amagi/Data|j.236B}}
{{!}}-
{{Description|7|text=*Same as the ground versions. Can block in the air after casting but incurs 5 frames of landing recovery.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Maragi</font> ======
===<big>Maragi</big>===
{{MoveData
{{InputBadge|{{clr|1|214A}}/{{clr|2|B}}}}
|image=BBTag_Yukiko_Maragi.png |caption=Why she suddenly laughs when she does it, the world may never know...
{{BBTag Move Card|game=BBTag
|input=214A/B
|input=214A,214B
|name=Maragi
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
* Remains active in place for a bit after reaching destination.
{{!}}-
{{AttackVersion|name=A}}
{{#lsth:BBTag/Yukiko Amagi/Data|214A}}
{{!}}-
{{Description|7|text=* Remains active in place for a bit after reaching destination.
* First hits low, then hits mid
* First hits low, then hits mid
* Pressing A again or using negative edge will make it explode earlier while it's traveling
Travels fullscreen. Fast speed moving projectile that then creates a tall fire pillar afterwards. The pillar lingers for a bit, letting you pushblock opponents into it, and the hitbox is active enough to catch bursts as well.


Travels midscreen. Fast speed moving projectile that then creates a sort of fire wall afterwards. Can pushblock trap your opponent into it, and it also kills Cross Bursts, even if Yukiko is hit. Because the first part hits low, it offers high/low unblockable potential with the right partner. Because of such lengthy recovery, she is unable to follow-up on the hit herself outside of the corner and must call on an assist. Anti-air.
Due to the lengthy recovery, she is unable to follow-up on the hit herself outside of the corner and must call on an assist. The pillar will always come out when triggered, but the initial projectile will disappear if Yukiko blocks or gets hit while it's traveling.


}}
The pillar's tall hitbox makes it useful to deny air approaches.
{{!}}-
 
{{AttackVersion|name=B}}
----
{{#lsth:BBTag/Yukiko Amagi/Data|214B}}
* Remains active in place for a bit after reaching destination.
{{!}}-
{{Description|7|text=* Travels 80% of the screen
* First hits low, then hits mid
* First hits low, then hits mid
* Pressing B again will make it explode earlier while it's traveling
* Pressing B again or using negative edge will make it explode earlier while it's traveling


Travels farther than A version, but not quite fullscreen. Compared to it, 214B has slower startup, but faster recovery. Can control when the flame pillar rises by either releasing the button after holding it down or simply tapping it again. High/low unblockable potential since it counts a low on first hit. Safe on block.
Slower startup and travel speed but faster recovery than the A version, letting Yukiko protect herself or even run behind it. Manually controlling when the flame pillar detonation makes it amazing for space control.
}}
 
High/low unblockable potential due to it's slow startup and low hitting properties. Plus on block. This move is a staple for Yukiko's combos, enabling {{clr|2|214B}}>{{clr|1|4AAA}}>{{clr|2|214B}}.
}}
}}


====== <font style="visibility:hidden" size="0">Fire Boost</font> ======
===<big>Fire Boost</big>===
{{MoveData
{{InputBadge|{{clr|1|22A}}/{{clr|2|B}}}}
|image=BBTag_Yukiko_FireBoost.png |caption=If you're not using this, you're losing.
{{BBTag Move Card|game=BBTag
|input=22A/B
|input=22A,22B
|name=Fire Boost
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
* Grants 1 fire level.
{{!}}-
{{AttackVersion|name=A}}
{{#lsth:BBTag/Yukiko Amagi/Data|22A}}
{{!}}-
{{Description|7|text=* Grants 1 level of Fire Boost
* Costs Yukiko 500 health that's recoverable
* Costs Yukiko 500 health that's recoverable
* 34 total frames as of 1.30


Use this after a knockdown, while an assist is protecting you or in situations you know you're safe. Use Dia to regain back the health you've sacrificed from this move. Once Yukiko has reached lv. 9, she no longer takes damage should you input this afterward.
A safe reliable way to gain fire levels this after a knockdown, while an assist is protecting you or in situations you know you're safe. Once Yukiko has reached lv. 9, she no longer takes damage should you input this afterward.
}}
 
{{!}}-
----
{{AttackVersion|name=B}}
* Grants 2 fire levels.
{{#lsth:BBTag/Yukiko Amagi/Data|22B}}
{{!}}-
{{Description|7|text=* Grants 2 levels of Fire Boost
* Costs Yukiko 500 health that's recoverable
* Costs Yukiko 500 health that's recoverable
* 57 total frames as of 1.30


Not at all a move you want to consider solo in neutral; it is extremely unsafe in every regard. However, with the powers of Active Switch hitconfirming and Cross Combo frame 1 active switching invulnerability, this is a great way to help Yukiko get 22C's benefits and gain higher levels ''without'' sacrificing meter. There may be other assists that can help protect this move and/or make more safe (i.e. Orie 4P, Carmine 214BC, etc.). Once again, use Dia to heal the red life you've accumulated from boosting back, and she does not deal damage to herself anymore once she reaches lv.9.
A riskier but faster way to gain fire levels. By leveraging partners, active switch, and cross combos, this is a great way to help Yukiko get {{clr|3|22C}}'s benefits and gain higher levels ''without'' sacrificing meter. Great synergy with long unburstable moves like command grabs and Yumi's Aerial Rave. She does not deal damage to herself anymore once she reaches lv.9.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Extra Skills==
==Extra Skills==
====== <font style="visibility:hidden" size="0">EX Agi</font> ======
===<big>Agilao</big>===
{{MoveData
{{InputBadge|{{clr|3|236C}} (Air OK)}}
|image=BBTag_Yukiko_Agi.png |caption=Remember when this had two explosions in ''Arena''? Mori certainly didn't.
{{BBTag Move Card|game=BBTag
|input=236C
|input=236C,j.236C
|name=Agilao
|versioned=input
|data=
|description=
{{AttackDataHeader-BBTag|version=yes}}
* Plus on block and comboable on hit.
{{!}}-
Puts the mine on top of the opponent and tracks them horizontally. Deals a substantial amount of damage with levels. Slower than the other two versions, but it's tracking qualities make it great for contesting at full screen. Still disappears on block.
{{AttackVersion|name=Ground}}
{{#lsth:BBTag/Yukiko Amagi/Data|236C}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:BBTag/Yukiko Amagi/Data|j.236C}}
{{!}}-
{{Description|7|text=* Can be used as a pressure reset up close.
* Explosion becomes active 7 frames after release, 30 frame wait minimum
 
Puts the circle on top of the opponent and tracks them horizontally. When timed well, you are able to confirm off of it. Deals a substantial amount of damage as a starter (2C>236C). Eats up the enemy's red life on hit, killing their health recovery potential during Resonance Blaze. Sidenote: First hit comes out slower than the other 2 versions, making things like 5AAA>236C not true. Can be combo'd into from a hard knockdown though. Still disappears on block.
}}
}}
}}


====== <font style="visibility:hidden" size="0">EX Maragi</font> ======
===<big>Maragion</big>===
{{MoveData
{{InputBadge|{{clr|3|214C}}}}
|image=BBTag_Yukiko_Maragion.png |caption=Nice pressuring tool.
{{BBTag Move Card|game=BBTag
|input=214C
|input=214C
|name=Maragion
|description=
|data=
* Incredible damage potential, especially if looped into itself at high fire level
{{AttackDataHeader-BBTag}}
* Explodes into 3 pillars of fire, only the first hit is a low
{{!}}-
* Travels full screen and has great frame advantage on block
{{#lsth:BBTag/Yukiko Amagi/Data|214C}}
* Pressing C or releasing C while it's traveling will make the projectile explode into the pillars where it currently is instead of traveling the full distance.  
{{!}}-
{{Description|6|text=* Good for covering an approach
* Explodes into 3 pillars of fire  
* Travels full screen
* Pressing C again while it's traveling will make the fire explode into the pillars where it currently is instead of traveling the full distance.  


Slowly crawls along the ground, turns into forward-moving flame pillars upon reaching opponent. High/low unblockable potential since the first part of Maragion hits low. Like Agilao, it eats up the enemy's red life on hit. Because there are 3 flame pillars, Yukiko can IAD j.5A/2A mixup the opponent, or force them to waste meter and pushblock her away from them.
Crawls along the ground at top speed, turning into forward-moving flame pillars upon reaching opponent. Amazing for meter dumping, as it can loop into itself at high fire levels to deal incredible damage or disgusting chip damage in resonance. It's high blockstun also makes it great for extending pressure. All around great move.
}}
}}
}}


====== <font style="visibility:hidden" size="0">EX Fire Boost</font> ======
===<big>Fire Flame Boost</big>===
{{MoveData
{{InputBadge|{{clr|3|22C}}}}
|image=BBTag_Yukiko_FireBoost.png |caption=...that's all you've got?
{{BBTag Move Card|game=BBTag
|input=22C
|input=22C
|name=Fire Amp
|description=
|data=
* Grants 2 levels of Fire Boost
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Yukiko Amagi/Data|22C}}
{{!}}-
{{Description|6|text=* Grants 2 levels of Fire Boost
* Autoguards projectiles  
* Autoguards projectiles  
* Costs Yukiko 500 health that's recoverable
* Costs Yukiko 500 health that's recoverable
* 22 total frames as of 1.30


Shields herself from projectiles while gaining 2 levels. She gains control right away after the move ends, so it can avoid projectile moves with a long duration (i.e. Yu's 236BC, Nu's 236BC). Takes 500 recoverable life like the rest of fire boosts while also getting 2 fire stocks. A useful move to consider in neutral. She can also freely assist punish after catching enemy projectiles. She can loop off of it on hard knockdowns (IE: 4AAA>22C>4A, 5AA>22C>2A)
Shields herself from projectiles while gaining 2 levels. Full projectile invuln after the initial 4 frames, letter her be safe to projectiles with long duration. Takes 500 recoverable life like the rest of fire boosts while also getting 2 fire stocks. It's short recovery gives it utility during pressure. She can loop off of it on hard knockdowns (IE: {{clr|1|4AAA}}>{{clr|3|22C}}>{{clr|1|2A}}, {{clr|1|4AAA}}>{{clr|3|22C}}>{{clr|1|2A}}). A great way to dump meter during resonance, since fire levels are forever.
}}
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==
 
===<big>{{clr|5|5P}}</big>===
====== <font style="visibility:hidden" size="0">5P</font> ======
{{InputBadge|Flame Dance}}
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Yukiko_FlameDance.png |caption="Keep your distance!"
|input=5P
|name=5P
|description=
|input=Flame Dance
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Yukiko Amagi/Data|5P }}
{{!}}-
{{Description|6|text=* On hit, launches the opponent high up with a large amount of untech time, allowing for easy combo conversion or extension
* Two-part move, but the first part only hits close up
* Two-part move, but the first part only hits close up
* The damage of the assist goes up depending on how many fire levels you have
* The damage scales with fire levels
* Opponent experiences 6 additional hitstop
* Opponent experiences 6 additional hitstop


If active switched into Yukiko, no matter how far she and Sakuya are apart, Sakuya always returns to her.
During Cross Combo Yukiko can chain {{clr|5|5P}} to continually push Sakuya forward, providing unpushblockable pressure. Hard to punish Yukiko as she steps backwards as Sakuya moves forwards.


}}
}}
}}


====== <font style="visibility:hidden" size="0">6P</font> ======
 
{{MoveData
===<big>{{clr|5|6P}}</big>===
|image=BBTag_Yukiko_PhoenixFlameSwirl.png |caption=You can do no wrong with this.
{{InputBadge|Phoenix Flame Swirl}}
|name=6P
{{BBTag Move Card|game=BBTag
|input=Phoenix Flame Swirl
|input=6P
|data=
|description=
{{AttackDataHeader-BBTag}}
* Long startup but great for controlling air space and extending combos on airborne opponents
{{!}}-
* Gives Yukiko 1 fire level and deals 500 damage to her that's recoverable
{{#lsth:BBTag/Yukiko Amagi/Data|6P }}
* Sakuya will always fly in the direction of the opponent, auto-correcting on crossup
{{!}}-
{{Description|6|text=* Long startup but great for controlling air space and extending combos on airborne opponents.
* Gives Yukiko 1 level of fire boost and drains 500 recoverable health
* Sakuya tracks the opponent's direction on the screen, ensuring she doesn't go the other way regardless of characters changing position.
* Specifically coded to not hit crouching opponents.  
* Specifically coded to not hit crouching opponents.  


Yukiko always stands a nice distance behind you before fire boosting and then throwing out her Persona in an invulnerable state, who has taken the shape of a Phoenix. On Active Switch or Cross Combo activation, the projectile vanishes. Should it be blocked midair, it leaves them open to an air unblockable setup. If they stand block it, they're wide open for lows. If they crouch-whiff it, they can be opened up by instant overheads. Offensively ''and'' defensively speaking, this is a great assist in Yukiko's arsenal for many, many reasons. HOWEVER, beware of characters with good low profiling normals and anti airs, as well as DPs that recover crouching (usually after landing).
Yukiko appears, fire boosts up a level and then throws out her Persona that turns into a giant, invulnerable, flaming, fullscreen Phoenix projectile. On Active Switch or Cross Combo activation, the projectile vanishes. Should it be blocked midair, it leaves them open to an air unblockable setup. If they stand block it, they're wide open for lows. If they crouch it, they can be vulnerable to overheads and command grabs. A good assist for forcing mindgames. Unforunately, less impressive against characters with long crouching normals, lasers, and anti airs, as well as those with DP's that have long invulnerability frames.


}}
}}
}}


====== <font style="visibility:hidden" size="0">4P</font> ======
{{MoveData
|image=BBTag_Yukiko_Dia.png |caption=At least it's not Celica 4p
|name=4P
|input=Dia
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Yukiko Amagi/Data|4P }}
{{!}}-
{{Description|6|text=* Heals Yukiko and the point character's health if they stand near her. Yukiko heals more when the point character is not near.
* This assist DOES NOT HAVE A HITBOX. It is strictly a healing tool, you cannot hit people with it.
* You '''cannot''' hold down 4P in order to continuously heal Yukiko and her partner, unlike with her DP. It has a set duration.
* Heals from 30~130
* Heals 20 hpf (up to 1980) to Yukiko if point is not nearby; 20 hpf to point and 10 hpf (up to 990) to Yukiko otherwise


Yukiko heals herself and her partner. Unlike when she's on point it has no hitbox whatsoever, so do not throw this out as an anti-air. On hitconfirm you may throw this out during a solo combo if you need Yukiko (or yourself) to recover some health back mid-match. You can also punish Cross Bursts by active switching to her once she's out.  
===<big>{{clr|5|4P}}</big>===
{{InputBadge|Dia}}
{{BBTag Move Card|game=BBTag
|input=4P
|description=
* Heals Yukiko and the point character's health if they stand near her. Yukiko heals more when the point character is not near.
* This assist is faster, bigger and more active than the point version of the move. Does poor damage, meaning it will most likely worsen your combo. Very active, making it easy to meaty with this move.
* You '''cannot''' hold down {{clr|5|4P}} in order to continuously heal Yukiko and her partner, unlike with her DP. It has a set duration.
* Heals from frame 26~138
* Heals 20 hp per frame (up to 2240) to Yukiko if point is not nearby, 20 hp per frame to point and 10 hp per frame (up to 1120) to Yukiko otherwise.
 
Yukiko heals herself and her partner, unlike when she's on point (where she can only heal herself). Comes with a hitbox on startup, so unlike Celica {{clr|5|4P}}, it can be used on offense and to extend combos. Notably, it lets you heal yourself while continuing your offense. You can also punish Cross Bursts with this move, though its narrow hitbox makes it quite finicky, similar to Nu-13's 4p.  


If not defended, far behind her partner or on the other side of the opponent, Yukiko is extremely vulnerable, especially because she stays out for a fairly long amount of time. As a result, you can use this to manipulate and bait your opponent into attacking so that you can cancel in Cross Combo or outright punish them yourself.
Due to its long duration, Yukiko is extremely vulnerable while this assist is out. Be sure to have partner gauge to activate cross combo and defend her at a moment's notice.
Because it offers full projectile invulnerability once active, it is a nice tool to use against zoners or projectile-heavy attacks, as there is very little the opponent can do to interrupt her. That being said, she can be hit out of startup or recovery.
 
}}
Because it has full projectile guard point once active, it is a nice tool to use against zoners or projectile-heavy attacks, as there is very little the opponent can do to interrupt her. That being said, she can be hit out of startup or recovery.
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Distortion Skills==
==Distortion Skills==
 
===<big>Agidyne</big>===
====== <font style="visibility:hidden" size="0">Agidyne</font> ======
{{InputBadge|{{clr|2|236B}}+{{clr|3|C}}}}
{{MoveData
{{BBTag Move Card|game=BBTag
|image=BBTag_Yukiko_Agidyne.png |caption=(It's "''I am thou''," not "I am yours," btw.)
|input=236BC
|input=236B+C
|description=
|name=Agidyne
* Sakuya and Fireball track the side the opponent is on.
|data=
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Yukiko Amagi/Data|236BC}}
{{!}}-
{{Description|6|text=* Values in [] for Enhanced version
* Minimum damage 20% (1412) [1756]
* Sakuya and Fireball track the opponent's side
* VERY unsafe on block
* VERY unsafe on block


Yukiko calls forth her Persona, who violently enraptures the enemy in a fiery twirl, ending with a massive fireball. Once out, Sakuya spins for a brief duration, and cannot be moved. Offering Yukiko startup invul. so she can whiff enemy attacks, the screen also completely freezes on startup, allowing her to swiftly punish things on reaction, including quick 5A/2A jabs. Damages scales slightly if used in a combo, and on a raw hit it deals ''massive'' damage (especially on Lv.9). Excellent at catching Cross Bursts, moves with long reach and moves in recovery state, regardless of duration. Becomes increasingly threatening with each fire level stocked; on a raw hit, Lv.0 does 4.5k dmg, while Lv.9 does around 10k ''alone!'' Offers a ridiculous amount of chip damage during Resonance Blaze, but leaves Yukiko wide open, so be mindful of the distance between you and the enemy and see to it they don't have a means to punish from said distance.
Yukiko calls forth her Persona, who violently enraptures the enemy in a fiery twirl, ending with a massive fireball. Once out, Sakuya spins for a brief duration, and cannot be pushblocked away. If you happen to hit a partner character, this can be useful for securing a KO on them. Deals ''massive'' damage with fire levels.  
 
It is recommended that a Yukiko player spends time learning every other characters' blockstring consistently and thoroughly, so that they'll have a better awareness of when to use this move; Agidyne can be a highly rewarding, yet highly risky move (outside of comboing, of course).


Depending on the partner, an early DHC will allow the partner (examples are Weiss, Nine, Aegis etc.) to follow-up while Agidyne is still in motion.
Depending on the partner, an early DHC will allow the partner (examples are Weiss, Nine, Aegis etc.) to follow-up while Agidyne is still in motion.


An interesting thing to note is that Agidyne completely beats Tager's 5B in every regard, even if he holds it to max length.
Surprisingly ignorant due to its disjointed hitbox, long active frames, long invulnerability, and non-projectile qualities.  


}}
}}
}}


====== <font style="visibility:hidden" size="0">Maragidyne</font> ======
===<big>Maragidyne</big>===
{{MoveData
{{InputBadge|{{clr|2|214B}}+{{clr|3|C}}}}
|image=BBTag_Yukiko_Maragidyne.png |caption=
{{BBTag Move Card|game=BBTag
|input=214B+C
|input=214BC
|name=Maragidyne
|description=
|data=
* Tap {{clr|2|B}}+{{clr|3|C}} to make the flames come from Yukiko (C Maragidyne in P4Arena), and hold {{clr|2|B}}+{{clr|3|C}} to make the flames come from the far side of the screen instead (D Maragidyne in P4Arena).
{{AttackDataHeader-BBTag}}
* Plus on hit and block, allowing for extended combos or additional pressure.
{{!}}-
 
{{#lsth:BBTag/Yukiko Amagi/Data|214BC}}
This move is invincible on startup and pushes the opponent far away even on block (for the tapped version). It does a lot of chip damage at high fire boost levels and in resonance blaze: about half of most characters' life bars with level 9 fireboost and resonance level 4. The held version is useful for calling out characters who like to play at full screen. Do take heed that the opponent can pushblock the held version and break free from the blockstring.
{{!}}-
{{Description|6|text=* Values in [] for Enhanced version
* Minimum damage 15% (120*N) [150*N]
* Tap B+C to make the flames come from Yukiko (C Maragidyne in P4Arena), and hold B+C to make the flames come from the far side of the screen instead (D Maragidyne in P4Arena).
* You can throw 5B fans soon enough to catch them at the end of the Distortion as a direct combo. This move is so + you can both do this on hit and block.


This move is invincible on startup and pushes the opponent far away even on block (for the C version). It does a lot of chip damage at high fire boost levels and in resonance blaze: about half of most characters' life bars with level 9 fireboost and resonance level 4. Resonance Blaze also gives Yukiko the 6 bars she needs in order to combo C Maragidyne into D Maragidyne into Agidyne. If you have a low fireboost level, you can make the opponent block the C version of Maragidyne and fireboost a few times while the opponent is stuck in blockstun from the flames.
Extremely ignorant high damaging plus on block invincible reversal. You will use this move.


}}
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==Distortion Skill Duo==
==Distortion Skill Duo==
{{MoveData
===<big>Agidyne</big>===
|image=BBTag_Yukiko_Agidyne.png |caption=
{{InputBadge|{{clr|5|P}} during Partner's Distortion Skill}}
|input=P during Main Character's Distortion Skill  
{{BBTag Move Card|game=BBTag
|name=Agidyne
|input=Distortion Skill Duo
|data=
|description=
{{AttackDataHeader-BBTag}}
Fast, single-hit fireball. Naturally synergizes with other long supers (Tager's Magna-tech Wheel, Yu's Ziodyne, etc)
{{!}}-
{{#lsth:BBTag/Yukiko Amagi/Data|Distortion Skill Duo}}
{{!}}-
{{Description|6|text=* Values in [] for Enhanced version
* Minimum damage 100% (2000) [2500]
Yukiko's DHC allows her to follow-up with Vatista's 236BC, Ruby's 214BC, Yu's 236BC, Nine's 236BC, Noel's air 236BC, Rachel's 214BC, Linne's 236BC, to give just some of the examples.
}}
}}
}}
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==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Full Bloom</big>===
|image=BBTag_Yukiko_FullBloom.png |caption=
{{InputBadge|{{clr|2|222B}}+{{clr|3|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
|image2=BBTag_Yukiko_FullBloom2.png |caption2='''Stay out of my garden.'''
{{BBTag Move Card|game=BBTag
|input=222B+C
|input=222BC
|name=Full Bloom
|description=
|data=
Yukiko summons Sakuya one last time, as her Persona transforms into endless cherry blossoms that swarm and eviscerate the opponent while Yukiko dances through it all, ending with a beautiful pose. The screen freeze when Yukiko makes a pose, so it can catch mindless opponents pressing buttons. Sakuya's lunge does some significant pushback, so it can be awkward to punish, but it bears mentioning that it is naturally unsafe on block, so, like always, astral wisely.
{{AttackDataHeader-BBTag}}
{{!}}-
{{#lsth:BBTag/Yukiko Amagi/Data|222BC}}
{{!}}-
{{Description|6|text=Yukiko summons Sakuya one last time, as her Persona transforms into endless cherry blossoms that swarm and eviscerate the opponent while Yukiko dances through it all, ending with a beautiful pose. The screen freeze when Yukiko makes a pose, so it can catch mindless opponents pressing buttons. Sakuya's lunge does some significant pushback, so it can be awkward to punish, but it bears mentioning that it is naturally unsafe on block, so, like always, astral wisely.


Can be canceled from Agi and Maragi, and Sakuya confirms all the way from nearly fullscreen.
Can be canceled from Agi and Maragi, and Sakuya confirms all the way from nearly fullscreen.


}}
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==Roadmap==
==Colors==
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag-->
*[https://blazblue.wiki/wiki/Yukiko_Amagi#Palettes Color Palettes on https://blazblue.wiki]
{{Roadmap}}


<br style="clear:both;"/>
==Navigation==
==Navigation==
{{#lsth:BBTag/Yukiko Amagi/Data|Links}}
<center>{{Character Label|BBTag|Yukiko Amagi|size=36px}}</center>
{{notice|To edit frame data, edit values in [[BBTag/Yukiko Amagi/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{BBTag/CharacterLinks}}
{{Navbar-BBTag}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category:BlazBlue Cross Tag Battle]]
 
[[Category:Yukiko Amagi]]
{{BBTag/Navigation}}

Latest revision as of 08:24, 26 February 2024


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Overview

Overview
Yukiko is a zoner with very polarized strengths and weaknesses. Her damage increases dramatically as she gains her fire levels and her unique toolset can open up many options for her partner. To best make use of her, a Yukiko player must be proficient at playing neutral and mitigating risks, micromanaging her resources to win in the long run.
Yukiko Amagi


BBTag Yukiko Portrait.png
Health
16,000
Prejump
4F
Backdash
29F (1~7F Inv All)
Fastest Attack
2A (8F)
Reversals
A+D (19F)
236B+C (11F)
214B+C (19F)
Pros
Cons
  • Large normals
  • Ability to infinitely recover her (and her partner's) health
  • Stacking fire levels makes her one of the most damaging characters in the game
  • Excels at using Resonance Blaze mechanics
  • Versatile and unique zoning tools
  • Can be a strong anchor/solo fighter especially with Lv. 9 Resonance Blaze/healing properties
  • Mixup potential that cannot be avoided even by pushblocking
  • Good air game
  • Possesses ability for wild comebacks with her fire attacks (ex. Lv. 9 Agidyne deals nearly 10k dmg alone)
  • Slow normals
  • Not beginner-friendly
  • Awkward anti-air
  • Low damage without fire levels
  • Persona reliant, popping Sakuya leaves Yukiko wide open
  • Very fragile due to below average health, sacrificing health for fire levels, and losing health when her persona is broken.
  • Very meter reliant
  • Strong reversal options which must be respected.


Unique Ability: Flame Boost

Yukiko's can gain up to 9 fire levels, which amplifies the damage of her fire-based attacks (such as her specials, supers, A autocombo enders, 5P and 6P). You gain 1 level from using 22A or 6P, and 2 levels from 22B or 22C. Each use will deal 500 recoverable damage to Yukiko. The damage increase is significant, more than doubling the damage done by her fire based moves. See her frame data for exact values.

Clash Assault, Cross Raid and her Distortion Skill Duo are not affected by fire levels. Fire levels CANNOT be reduced, and last up until the match is over.

Normal Moves

4A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4A 1000 All 10 4 15 -2 B
4AA 1000 All 10 3 14 0 B
4AAA 1200 All 12 3 26 -10 B
4AAAA 900, 1600 All 9 2(10)5 30 -12 B, P1
  • Jump cancellable on block.

Yukiko's "jab." Covers up a decent amount of range, making it useful for footsies. Useful for stuffing jumps, as it has large vertical hit-box.

Fairly slow startup and requires a 4 input, making it poor for approaching.

At max range, 4AA and 4AAA may whiff. In these cases, use 6B or 2C.


  • Jump cancellable on block.

4AA is not really notable. Your safest normal on block.


  • Hard knock-down on air-borne targets. Whiffs at 4A's maximum range.

4AAA's only cancellable normal is (2C). Very vulnerable to pushblock and bursts due to no jump cancel option.


  • Negative on block, but propels opponent a significant distance from Yukiko, making it hard to punish.
  • Opponent experiences 6 additional frames of hitstop

4AAAA is your Smart Combo ender. Her most consistent ender at the end of long combos. Damage scales with fire levels.

Version Level P1 P2
4A 3 100 80
4AA 3 100 80
4AAA 4 100 85
4AAAA 3 90 80

4A:
4AA:
4AAA:
4AAAA:

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 200×10 All 12~28 1×10 28 -12 B
5AA 200×9 All 10 1×9 33 -17 B
5AAA 200×8 Low 10 1×8 32 -16 F
5AAAA 900, 1600 All 9 2(10)5 30 -12 B, P1
  • Moves Sakuya forward. Will attack from its location so long as it's not too far away from Yukiko (around 1 5A lengths)
  • Persona attacks 3 frames after encountering the opposing point character if it has not traveled the maximum distance.
  • Yukiko cannot cancel if only the last few frames of this move makes contact.

Yukiko summons Konohana-Sakuya, who will lunge towards the enemy with a proximity-based multihit attack. The attack will trigger early if an enemy enters Sakuya's range. Will always lunge towards the enemy, meaning it's possible to sandwich the opponent between Yukiko and her Persona.

Fantastic in blockstrings as Sakuya is unaffected by Reject Guards. Once Sakuya is out, she remains at her position for some time before she returns to Yukiko, allowing for disjointed persona pressure.

Very risky to use in neutral, as Yukiko cannot move the whole time.


  • Hard knockdown on air hit
  • Jump cancellable on block

Multi-hitting attack. Gives a knockdown on aerial hit. A common point to perform a mixup between high (5C, j.C, jump cancels) and low (5AAA,2C, 214X) options.


  • Hits low

Sakuya attacks downwards. All hits of this move must be blocked low. The easy low option in the high/low mixup.


  • Moves Konohana Sakuya forward
  • Opponent experiences 6 additional frames of hitstop
  • Unburstable on hit

Same ender as 4A autocombo. Hard to punish as it creates distance between Yukiko and the opponent. On hit it puts the opponent full screen away. Damage scales with fire levels.

Version Level P1 P2
5A 3 90 80
5AA 3 90 80
5AAA 3 90 80
5AAAA 3 90 80

5A:

  • Persona attacks 3 frames after coming into range if before 28 frames


5AA:
5AAA:
5AAAA:

5B/4B/6B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1000 All 10 Until Hit Total 46 -15 P1
5BB 1000 All 9 Until Hit Total 48 -18 P1
6BB 1000 All 9 Until hit Total 49 -19 P1
4BB 1000 All 9 Until hit Total 52 -22 P1
  • Special cancellable
  • 4B fans travel slower than 5B fans while 6B fans travel faster
  • Opponent experiences 10 extra frames of hitstop

Fan toss. Fast startup makes it best used as a poke or to call out linear grounded options. Regardless of distance, she is able to cancel into another move if the fan is blocked or hit. 6B's speed makes for a fast CH starter, while 4B lets Yukiko recover while the projectile is still on-screen. Poor recovery, so be wary of whiffing.


  • Special cancellable
  • Opponent experiences 10 extra frames of hitstop

A followup that has you throw out a second fan. Similar to the first fan, you can input 4BB to make the fan travel slower or 6BB to make it travel faster. The input you use can be different from the first B input. Not recommended to be used carelessly in neutral, as Yukiko has massive recovery, and the second fan can be easily avoided. Auto-corrects if the opponent crosses Yukiko up, so has fringe uses as a panic option if you see the opponent jumping over you as the first fan whiffs.

Version Level P1 P2
5B 2 80 75
5BB 2 80 75
6BB 2 80 75
4BB 2 80 75

5B:
5BB:
6BB:
4BB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 18 -4 B

Safe on block. Moves Yukiko slightly forward, giving it ample range. Yukiko can disguise the startup of this move with her persona and other lingering projectiles. Cancel into this from a quick 2B/6B fan toss, leaves the opponent a smaller than average gap (5 frames) to input a reversal. Useful for securing hard knockdowns and setting up okizeme.

Level P1 P2
4

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 8 2 14 -2 F
  • Chains into itself 3 times on hit/block

Low poke. Faster startup than 4A, but lacks range. Useful for frame kills and tick throws.

Level P1 P2
2 90 75

2B/1B/3B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×2 All 14 Until hit Total 42 -7 P1 10~16 H
  • 1B travels vertically, 2B/3B travels more diagonally
  • Head invuln kicks in fairly late and is short, not recommended as a reactionary anti-air
  • Opponent experiences 10 extra frames of hitstop

Anti-air. Can be used to stop the enemy's momentum mid-air, and hits standing characters with tall hurtboxes. Like her 5B, has poor recovery.

Very useful when done preemptively, as the 2 fans cover a large amount of airspace.

Level P1 P2
2 80 75×2

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 Low 10 3 17 -3 F
  • Remarkably low recovery.

Sweep. Can be used as a poke since it has decent range and disjoint. Because of its low recovery, cancelling into this button will greatly improve your frame advantage, making it really important for keeping offense safe.

  • 5a -> 2c whiff = improves from -12 to -10
  • 5aa->2c whiff = improves from -17 to -13
  • 5aaa->2c whiff = improves from -16 to -13
  • 5b -> 2c whiff = improves from -15 to -8
  • 5bb -> 2c whiff = improves from -18 to -8
Level P1 P2
3 90 80

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1000 High 10 3 13 H
j.AA 1000 High 7 3 13 H
  • Chains into itself up to 3 times
  • Fairly low recovery.

Yukiko's best air to air option, with fast startup for it's range and ability to rapid chain into itself thrice. Be sure to press it pre-emptively when meeting airborne opponents, as most characters have faster air normals. Very useful for jump-in and instant air dash pressure when combined with j.C. Also Yukiko's only reliable way to pick up air combos.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:

j.B/j.4B/j.6B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.B 1000 All 12 Until Hit Total 34 P1
  • j.4B is thrown close to Yukiko, j.6B further out
  • j.5B forced 6f landing recovery, j.6B forced 8f landing recovery
  • Opponent experiences 10 frames hitstop

Aerial fan toss. Naturally dodges grounded attacks while preserving Yukiko's air momentum. She can throw two fans in one jump, with the ability to vary her timing by utilizing her other air options. Special cancellable on block or hit.

Version Level P1 P2
j.B 2 80 75

j.B:

  • Forced 6f landing recovery from j.5B
  • Forced 8f landing recovery from j.6B

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×N High 20 3, 5×N Until L minus while rising, plus while falling H
  • Grants knockdown on air hit
  • Overhead(!)
  • Yukiko begins falling on frame 36; Can special cancel second hit onward on hit or block

Yukiko's aerial knockdown tool. Yukiko is vulnerable until she hits the ground, so use it wisely. The large hitbox and air-stall makes it great for zoning and baiting anti-airs. The crucial high in her high/low mixup game.

Frame data varies based on when she does it while falling: https://www.youtube.com/watch?v=mT8RiEpO2iQ

Level P1 P2
3 90 80



Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T

Yukiko slaps the opponent and puts them in crumple state. The crumple has some niche uses in setting up combos on standing opponents after an active switch.

Level P1 P2
4 100 50
  • Minimum damage 2000
  • Crumple Duration 100F, Crumple Fall 39F

Dia

5A+D (Chargeable)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 Air Unblockable 19 3 23* -30 B 1~27 Guard All
28~Release Guard P
  • Holding the buttons will let you stay in Dia indefinitely and keep healing.
  • Projectile invincible from frame 1 until you release the button (there is a window after you release the button where you are vulnerable even to projectiles).
  • Levitates slightly, putting Yukiko in an airborne state.
  • Short horizontal and mediocre vertical hitbox.
  • The healing starts with 18 frames of 60 healing per frame, followed by a consistent rate of 30 healing per frame. Yukiko is forced to "hold" Dia for 21 frames minimum, meaning you heal 1170 hp per tap.

Yukiko's DP. Has guard point to all projectile attacks and briefly physical attacks (startup only) before knocking the opponent back and granting Yukiko substantial healing. With the right partner (i.e. Waldstein, Hyde), Yukiko can safely recover a lot of HP during a match!

Hard to use in neutral, but gives Yukiko an option to force the opponent to approach. Thanks to its projectile guardpoint, it can be used to go through projectiles.

Using it after defeating an opponent's character also allows Yukiko to recover a non-trivial amount of health.

Because Yukiko levitates during the state, she cannot be thrown or command grabbed out of it.

Level P1 P2
3 80 60
  • On Guard Point, hitstop for Yukiko is 0F. Opponent hitstop is unchanged
  • Heals 60 hpf for 18 frames (1080 hp), then 30 hpf (1800 hps) for remainder
  • Yukiko is forced to "hold" Dia for 21 frames minimum
  • At minimum duration, Yukiko has effectively 44 frames recovery and heals 1170 hp
  • Minimum Damage 60


Skills

Agi

236A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 700, 900 All 13 3(6)15* 39 -9 B, P1
236B 700, 900 All 13 3(6)15* 39 -9 B, P
j.236A 700, 900 All 13 3(6)15* 39+5L B, P
j.236B 700, 900 All 13 3(6)15* 39*+5L B, P
  • Hold the button to delay the explosion of the placed fire mine. The mine will explode when you release the button
  • It's possible to have A/B/C versions held simultaneously.

Sakuya hits the opponent into a fire mine that is manually detonated. Useful for discouraging approaches.

The mine disappears if Yukiko blocks or gets hit. BEWARE: The explosion's hitbox will disappear even after you've released the button in these situations, meaning trading with this button is basically impossible.


Sakuya hits the opponent into a mine around 2/3 screen away. Same as A version aside from the mine placement. Use this if you want to leave the opponent farther away from you.

While holding B version seems tempting because of it's long range presence, it does prevent Yukiko from using any of her fans. Still useful for discouraging approaches, and the extended range gives it more utility by sniping assists.

Version Level P1 P2
236A 3 90, 80 100, 80
236B 3 90, 80 100, 80
j.236A 3 90, 80 100, 80
j.236B 3 90, 80 100, 80

236A:

  • Explosion becomes active 7 frames after release, 22 frame wait minimum
  • Minimum Damage 35, 45 (80)


236B:

  • Explosion becomes active 7 frames after release, 22 frame wait minimum
  • Minimum Damage 35, 45 (80)


j.236A:

  • Explosion becomes active 7 frames after release, 22 frame wait minimum
  • Minimum Damage 35, 45 (80)


j.236B:

  • Explosion becomes active 7 frames after release, 22 frame wait minimum
  • Minimum Damage 35, 45 (80)

Maragi

214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1000, 1500 Low, All 16 Until Hit(9)30 55T -11 P1
214B 1000, 1500 Low, All 32 Until hit(9)45 43T +17 P
  • Remains active in place for a bit after reaching destination.
  • First hits low, then hits mid
  • Pressing A again or using negative edge will make it explode earlier while it's traveling

Travels fullscreen. Fast speed moving projectile that then creates a tall fire pillar afterwards. The pillar lingers for a bit, letting you pushblock opponents into it, and the hitbox is active enough to catch bursts as well.

Due to the lengthy recovery, she is unable to follow-up on the hit herself outside of the corner and must call on an assist. The pillar will always come out when triggered, but the initial projectile will disappear if Yukiko blocks or gets hit while it's traveling.

The pillar's tall hitbox makes it useful to deny air approaches.


  • Remains active in place for a bit after reaching destination.
  • First hits low, then hits mid
  • Pressing B again or using negative edge will make it explode earlier while it's traveling

Slower startup and travel speed but faster recovery than the A version, letting Yukiko protect herself or even run behind it. Manually controlling when the flame pillar detonation makes it amazing for space control.

High/low unblockable potential due to it's slow startup and low hitting properties. Plus on block. This move is a staple for Yukiko's combos, enabling 214B>4AAA>214B.

Version Level P1 P2
214A 4 80 100, 85
214B 4 80 100, 85

214A:

  • Minimum Damage 50, 75 (125)


214B:

  • Minimum Damage 50, 75 (125)

Fire Boost

22A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
22A 19 Total 36
22B 31 Total 57
  • Grants 1 fire level.
  • Costs Yukiko 500 health that's recoverable

A safe reliable way to gain fire levels this after a knockdown, while an assist is protecting you or in situations you know you're safe. Once Yukiko has reached lv. 9, she no longer takes damage should you input this afterward.


  • Grants 2 fire levels.
  • Costs Yukiko 500 health that's recoverable

A riskier but faster way to gain fire levels. By leveraging partners, active switch, and cross combos, this is a great way to help Yukiko get 22C's benefits and gain higher levels without sacrificing meter. Great synergy with long unburstable moves like command grabs and Yumi's Aerial Rave. She does not deal damage to herself anymore once she reaches lv.9.

Version Level P1 P2
22A
22B

22A:

  • Costs Yukiko 500 health (all recoverable)


22B:

  • Costs Yukiko 500 health (all recoverable)


Extra Skills

Agilao

236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 700, 2000 All 18 3(9)15* 24 +2 B, P1
j.236C 700, 2000 All 18 3(9)15* 24+5L H, P1
  • Plus on block and comboable on hit.

Puts the mine on top of the opponent and tracks them horizontally. Deals a substantial amount of damage with levels. Slower than the other two versions, but it's tracking qualities make it great for contesting at full screen. Still disappears on block.

Version Level P1 P2
236C 3 90, 80 100, 80
j.236C 3 90, 80 100, 80

236C:

  • Explosion becomes active 7 frames after button release, 30 frame wait minimum
  • Minimum Damage 70, 200 (270)


j.236C:

  • Explosion becomes active 7 frames after button release, 30 frame wait minimum
  • Minimum Damage 70, 200 (270)

Maragion

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×4 Low, All×3 16 Until Hit(9)5(5)5(5)5 Total 34 +30 P
  • Incredible damage potential, especially if looped into itself at high fire level
  • Explodes into 3 pillars of fire, only the first hit is a low
  • Travels full screen and has great frame advantage on block
  • Pressing C or releasing C while it's traveling will make the projectile explode into the pillars where it currently is instead of traveling the full distance.

Crawls along the ground at top speed, turning into forward-moving flame pillars upon reaching opponent. Amazing for meter dumping, as it can loop into itself at high fire levels to deal incredible damage or disgusting chip damage in resonance. It's high blockstun also makes it great for extending pressure. All around great move.

Level P1 P2
4 80 100, 85
  • Fire pillars are considered one attack with P2: 85%
  • Minimum Damage 100×4 (400)

Fire Flame Boost

22C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
12 Total 22 4~End Guard P
  • Grants 2 levels of Fire Boost
  • Autoguards projectiles
  • Costs Yukiko 500 health that's recoverable

Shields herself from projectiles while gaining 2 levels. Full projectile invuln after the initial 4 frames, letter her be safe to projectiles with long duration. Takes 500 recoverable life like the rest of fire boosts while also getting 2 fire stocks. It's short recovery gives it utility during pressure. She can loop off of it on hard knockdowns (IE: 4AAA>22C>2A, 4AAA>22C>2A). A great way to dump meter during resonance, since fire levels are forever.

Level P1 P2
  • Raises Flame Boost by 2
  • Costs Yukiko 500 health (all recoverable)


Partner Skills

5P

Flame Dance

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900, 1300 All (18)+13 2(10)5 29 -11 B, P1
  • Two-part move, but the first part only hits close up
  • The damage scales with fire levels
  • Opponent experiences 6 additional hitstop

During Cross Combo Yukiko can chain 5P to continually push Sakuya forward, providing unpushblockable pressure. Hard to punish Yukiko as she steps backwards as Sakuya moves forwards.

Level P1 P2
3 70 85×2
  • Minimum Damage 45, 65 (110)


6P

Phoenix Flame Swirl

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×3 All (18)+62 Until Hit Total (18)+113 -24 P1
  • Long startup but great for controlling air space and extending combos on airborne opponents
  • Gives Yukiko 1 fire level and deals 500 damage to her that's recoverable
  • Sakuya will always fly in the direction of the opponent, auto-correcting on crossup
  • Specifically coded to not hit crouching opponents.

Yukiko appears, fire boosts up a level and then throws out her Persona that turns into a giant, invulnerable, flaming, fullscreen Phoenix projectile. On Active Switch or Cross Combo activation, the projectile vanishes. Should it be blocked midair, it leaves them open to an air unblockable setup. If they stand block it, they're wide open for lows. If they crouch it, they can be vulnerable to overheads and command grabs. A good assist for forcing mindgames. Unforunately, less impressive against characters with long crouching normals, lasers, and anti airs, as well as those with DP's that have long invulnerability frames.

Level P1 P2
4 70 85
  • Does not hit opponents in crouching state
  • Minimum Damage 50×3 (150)


4P

Dia

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 All (18)+13 12 112 -107 B 7~112 Guard P
  • Heals Yukiko and the point character's health if they stand near her. Yukiko heals more when the point character is not near.
  • This assist is faster, bigger and more active than the point version of the move. Does poor damage, meaning it will most likely worsen your combo. Very active, making it easy to meaty with this move.
  • You cannot hold down 4P in order to continuously heal Yukiko and her partner, unlike with her DP. It has a set duration.
  • Heals from frame 26~138
  • Heals 20 hp per frame (up to 2240) to Yukiko if point is not nearby, 20 hp per frame to point and 10 hp per frame (up to 1120) to Yukiko otherwise.

Yukiko heals herself and her partner, unlike when she's on point (where she can only heal herself). Comes with a hitbox on startup, so unlike Celica 4P, it can be used on offense and to extend combos. Notably, it lets you heal yourself while continuing your offense. You can also punish Cross Bursts with this move, though its narrow hitbox makes it quite finicky, similar to Nu-13's 4p.

Due to its long duration, Yukiko is extremely vulnerable while this assist is out. Be sure to have partner gauge to activate cross combo and defend her at a moment's notice.

Because it has full projectile guard point once active, it is a nice tool to use against zoners or projectile-heavy attacks, as there is very little the opponent can do to interrupt her. That being said, she can be hit out of startup or recovery.

Level P1 P2
3 70 80
  • Heals from 26~138
  • Heals 20 hp per frame (up to 2240) to Yukiko if point is not nearby, 20 hp per frame to point and 10 hp per frame (up to 1120) to Yukiko otherwise
  • Minimum Damage 60


Distortion Skills

Agidyne

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
540×9, 2200 [620×9, 3200] All 4+(78 Flash)+7 6×7,10,2(8)P Total: 160 -51 B×9, P 1~22 All
  • Sakuya and Fireball track the side the opponent is on.
  • VERY unsafe on block

Yukiko calls forth her Persona, who violently enraptures the enemy in a fiery twirl, ending with a massive fireball. Once out, Sakuya spins for a brief duration, and cannot be pushblocked away. If you happen to hit a partner character, this can be useful for securing a KO on them. Deals massive damage with fire levels.

Depending on the partner, an early DHC will allow the partner (examples are Weiss, Nine, Aegis etc.) to follow-up while Agidyne is still in motion.

Surprisingly ignorant due to its disjointed hitbox, long active frames, long invulnerability, and non-projectile qualities.

Level P1 P2
4×9, 5 80×9, 70 98×9, 90
  • Values in [] are for Enhanced version
  • P in active frames represents a projectile spawned
  • Minimum damage: 108×9, 440 (1412) [124×9, 640 (1756)]

Maragidyne

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800×N [1000×N] All 10+(87 Flash)+9 {5(5)}×10,5 Total: 84 P 1~30 All
  • Tap B+C to make the flames come from Yukiko (C Maragidyne in P4Arena), and hold B+C to make the flames come from the far side of the screen instead (D Maragidyne in P4Arena).
  • Plus on hit and block, allowing for extended combos or additional pressure.

This move is invincible on startup and pushes the opponent far away even on block (for the tapped version). It does a lot of chip damage at high fire boost levels and in resonance blaze: about half of most characters' life bars with level 9 fireboost and resonance level 4. The held version is useful for calling out characters who like to play at full screen. Do take heed that the opponent can pushblock the held version and break free from the blockstring.

Extremely ignorant high damaging plus on block invincible reversal. You will use this move.

Level P1 P2
5 80 60
  • Values in [] are for Enhanced version
  • Minimum damage: 120×N [150×N]


Distortion Skill Duo

Agidyne

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [2500] All 1+(104 Flash)+1 Until Hit Total: 82 -46 P 1~9 All

Fast, single-hit fireball. Naturally synergizes with other long supers (Tager's Magna-tech Wheel, Yu's Ziodyne, etc)

Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]


Astral Heat

Full Bloom

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 13+(86 Flash)+11 6 Total: 100 -55 B 1~39 All

Yukiko summons Sakuya one last time, as her Persona transforms into endless cherry blossoms that swarm and eviscerate the opponent while Yukiko dances through it all, ending with a beautiful pose. The screen freeze when Yukiko makes a pose, so it can catch mindless opponents pressing buttons. Sakuya's lunge does some significant pushback, so it can be awkward to punish, but it bears mentioning that it is naturally unsafe on block, so, like always, astral wisely.

Can be canceled from Agi and Maragi, and Sakuya confirms all the way from nearly fullscreen.

Level P1 P2
5


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