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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. | 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. | ||
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. | |||
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{{#lsth:BBTag/Yukiko Amagi/Data|2B}} | {{#lsth:BBTag/Yukiko Amagi/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* 1B travels | {{Description|6|text=* 1B travels vertically, 2B travels more diagonally | ||
* Invul kicks | * 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 | *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 cancelable on block or hit. Can be used to whiff incoming down attacks. | 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. | ||
In 2.0, yukiko will now throw 2 fans with 2B, instead of just one. | In 2.0, yukiko will now throw 2 fans with 2B, instead of just one. | ||
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{{Description|6|text=* Holding the buttons will let you stay in Dia indefinitely and keep healing. | {{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 | * 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, providing an airborne state (NOT a good thing unless against grabs. Free air combo) | * 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 | * 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 | * 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! | 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 (UNLESS the DHC is not a projectile, in which case Yukiko WILL be punished). Depending on the right partner (i.e. Waldstein, Hyde), Yukiko can nearly fully heal herself during a match! | ||
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. | 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. | 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. | ||
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* First hits low, then hits mid | * First hits low, then hits mid | ||
Travels | Travels fullscreen. 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. The pillar part of the attack will not be interrupted even if Yukiko dies, however while it's traveling if Yukiko blocks the maragi will disappear. | ||
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{{#lsth:BBTag/Yukiko Amagi/Data|214B}} | {{#lsth:BBTag/Yukiko Amagi/Data|214B}} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* 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 | Travels slower than the A version, letting Yukiko protect herself or even run behind it. 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. Plus on block. This move is a staple for Yukiko's combos since she can do things like 214B>4AAA>214B | ||
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* 57 total frames as of 1.30 | * 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 | 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 active switching, 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 or tag her out and let her regenerate passively 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. | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text=* Good for covering an approach | {{Description|6|text=* Good for covering an approach | ||
* Explodes into 3 pillars of fire | * Explodes into 3 pillars of fire, only the first hit is low. | ||
* Travels full screen | * 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. | * 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. | ||
Crawls along the ground at top speed, 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. Amazing for meter dumping, as it can loop into itself at high fire levels to deal incredible damage or disgusting chip damage in resonance | |||
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|image=BBTag_Yukiko_FireBoost.png |caption=...that's all you've got? | |image=BBTag_Yukiko_FireBoost.png |caption=...that's all you've got? | ||
|input=22C | |input=22C | ||
|name=Fire | |name=Fire Flame Boost | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
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{{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. | {{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 | * This assist has a bigger and more active hitbox than the point version of the move, it's also faster. Has similar proration/damage values, meaning it will most likely worsen your combo. Decent anti air usage sometimes | ||
* You '''cannot''' hold down 4P in order to continuously heal Yukiko and her partner, unlike with her DP. It has a set duration. | * 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 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 | * 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 | Yukiko heals herself and her partner. Unlike when she's on point. 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. | ||
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. | 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. | ||
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* 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. | * 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 | This move is invincible on startup and pushes the opponent far away even on block (for the uncharged 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 uncharged Maragidyne into charged Maragidyne into Agidyne. If you have a low fireboost level, you can make the opponent block the uncharged version of Maragidyne and fireboost a few times while the opponent is stuck in blockstun from the flames. BEWARE: The opponent may sometimes pushblock the charged version and break free from the blockstring | ||
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{{Description|6|text=* Values in [] for Enhanced version | {{Description|6|text=* Values in [] for Enhanced version | ||
* Minimum damage 100% (2000) [2500] | * Minimum damage 100% (2000) [2500] | ||
Yukiko's DHC allows her to follow-up with Vatista's | Yukiko's DHC allows her to follow-up with both of Vatista's supers, 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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Revision as of 19:40, 17 January 2020
Yukiko Amagi |
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Overview
"I'm not as gentle as I look..."
Backstory
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.
Playstyle
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.
Strengths/Weaknesses
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Persona: Konohana-Sakuya
Flame Boost
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.
Normal Moves
4A
4A | Template:AttackDataHeader-BBTag |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
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5C
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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. |
2A
2A |
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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. |
2B, 1B and 3B
2B, 1B and 3B |
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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. In 2.0, yukiko will now throw 2 fans with 2B, instead of just one. |
2C
2C | Template:AttackDataHeader-BBTag | ||||
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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. |
j.A
j.A |
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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. |
j.B, j.4B and j.6B
j.B, j.4B and j.6B |
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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. |
j.C
j.C |
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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. |
Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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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. |
Dia
Dia 5A+D (Chargeable) |
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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 (UNLESS the DHC is not a projectile, in which case Yukiko WILL be punished). Depending on the right partner (i.e. Waldstein, Hyde), Yukiko can nearly fully heal herself during a match! 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. |
Skills
Agi
Agi 236A/B (air OK) |
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Maragi
Maragi 214A/B |
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Fire Boost
Fire Boost 22A/B |
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Extra Skills
EX Agi
Agilao 236C |
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EX Maragi
Maragion 214C |
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Crawls along the ground at top speed, 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. Amazing for meter dumping, as it can loop into itself at high fire levels to deal incredible damage or disgusting chip damage in resonance |
EX Fire Boost
Fire Flame Boost 22C |
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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) |
Partner Skills
5P
5P Flame Dance |
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If active switched into Yukiko, no matter how far she and Sakuya are apart, Sakuya always returns to her. |
6P
6P Phoenix Flame Swirl |
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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). |
4P
4P Dia |
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Yukiko heals herself and her partner. Unlike when she's on point. 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. 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. 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. |
Distortion Skills
Agidyne
Agidyne 236B+C |
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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. 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. An interesting thing to note is that Agidyne completely beats Tager's 5B in every regard, even if he holds it to max length. |
Maragidyne
Maragidyne 214B+C |
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This move is invincible on startup and pushes the opponent far away even on block (for the uncharged 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 uncharged Maragidyne into charged Maragidyne into Agidyne. If you have a low fireboost level, you can make the opponent block the uncharged version of Maragidyne and fireboost a few times while the opponent is stuck in blockstun from the flames. BEWARE: The opponent may sometimes pushblock the charged version and break free from the blockstring |
Distortion Skill Duo
Agidyne P during Main Character's Distortion Skill |
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Yukiko's DHC allows her to follow-up with both of Vatista's supers, 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. |
Astral Heat
Full Bloom 222B+C |
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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. |
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •