(→Maragi) |
(→5A) |
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=5A | |version=5A | ||
|damage= |guard=All | |damage=200, 9*115 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|description= | |description= | ||
* Moves Konohana Sakuya forward | * Moves Konohana Sakuya forward | ||
* Hard knockdown on air hit | |||
Multi-hitting attack. Safe on block, unsafe on pushblock, 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. | Multi-hitting attack. Hard knockdown on aerial hit, pushes the down enemy to ground level on block. Safe on block, unsafe on pushblock, 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. | ||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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|description= | |description= | ||
* Moves Konohana Sakuya forward | * Moves Konohana Sakuya forward | ||
Sakuya attacks downwards. Must be blocked low, and Yukiko cannot move throughout the move. Again afterwards, Sakuya pauses for a bit and gets post-5A options. | |||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Special cancelable | |||
* 4B fans travel slower than 5B fans while 6B fans travel faster | * 4B fans travel slower than 5B fans while 6B fans travel faster | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=High | |damage=800 |guard=High | ||
|startup=26 |active= |recovery= |frameAdv=-4 | |startup=26 |active= |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=Throw | |damage=0, 2000 |guard=Throw | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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* Short horizontal, mediocre vertical hitbox | * Short horizontal, mediocre vertical hitbox | ||
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), Yukiko can | 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! | ||
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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====== <font style="visibility:hidden" size="0">Fire Boost</font> ====== | ====== <font style="visibility:hidden" size="0">Fire Boost</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yukiko_FireBoost.png |caption= | |image=BBTag_Yukiko_FireBoost.png |caption=If you're not using this, you're losing. | ||
|input=22A/B | |input=22A/B | ||
|name=Fire Boost | |name=Fire Boost | ||
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* 58 total frames. | * 58 total frames. | ||
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 red life damage should you input this afterward. | |||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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* Costs Yukiko 1000 health that's recoverable | * Costs Yukiko 1000 health that's recoverable | ||
* 81 total frames. | * 81 total frames. | ||
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 red life damage to herself anymore once she reaches lv.9. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">EX Agi</font> ====== | ====== <font style="visibility:hidden" size="0">EX Agi</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yukiko_Agi.png |caption= | |image=BBTag_Yukiko_Agi.png |caption=Remember when this shot out two fireballs in ''Arena''? Mori didn't. | ||
|input=236C | |input=236C | ||
|name=Agilao | |name=Agilao | ||
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|description= | |description= | ||
* Can be used as a pressure reset up close. | * Can be used as a pressure reset up close. | ||
* Air OK | |||
Puts the circle on top of the opponent. | Puts the circle on top of the opponent and tracks them. 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. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">EX Maragi</font> ====== | ====== <font style="visibility:hidden" size="0">EX Maragi</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yukiko_Maragion.png |caption= | |image=BBTag_Yukiko_Maragion.png |caption=Nice pressuring tool. | ||
|input=214C | |input=214C | ||
|name=Maragion | |name=Maragion | ||
|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard= | |damage= |guard=Low(1), Mid(3) | ||
|startup=30 |active= |recovery= |frameAdv=+25 | |startup=30 |active= |recovery= |frameAdv=+25 | ||
|description= | |description= | ||
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* 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. | ||
Slowly crawls along the ground, turns into forward-moving flame pillars upon reaching opponent. | 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. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">EX Fire Boost</font> ====== | ====== <font style="visibility:hidden" size="0">EX Fire Boost</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yukiko_FireBoost.png |caption= | |image=BBTag_Yukiko_FireBoost.png |caption=...that's all you've got? | ||
|input=22C | |input=22C | ||
|name=Fire Amp | |name=Fire Amp | ||
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* Costs Yukiko 500 health that's recoverable | * Costs Yukiko 500 health that's recoverable | ||
* 45 total frames | * 45 total frames | ||
Shields herself from projectiles while gaining 2 levels. She does not gain control right away after the move ends, so it is not for projectile moves with a long duration (i.e. Yu's 236BC, Nu's 236BC). Gets 22A red life damage properties while accessing 22B's 2 level stocking. A useful move to consider in neutral. She can also freely assist punish after catching enemy projectiles. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">5P</font> ====== | ====== <font style="visibility:hidden" size="0">5P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yukiko_FlameDance.png |caption= | |image=BBTag_Yukiko_FlameDance.png |caption="Keep your distance!" | ||
|input=5P | |input=5P | ||
|name=Flame Dance | |name=Flame Dance | ||
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|description= | |description= | ||
* On hit, launches the opponent high up with a large amount of untech time, allowing for easy combo conversion or extension | * 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 | ||
If active switched into Yukiko, no matter how far she and Sakuya are apart, Sakuya always returns to her. | |||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">6P</font> ====== | ====== <font style="visibility:hidden" size="0">6P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Yukiko_PhoenixFlameSwirl.png |caption= | |image=BBTag_Yukiko_PhoenixFlameSwirl.png |caption=You can do no wrong with this. | ||
|input=6P | |input=6P | ||
|name=Phoenix Flame Swirl | |name=Phoenix Flame Swirl | ||
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* Hitbox is high enough that most characters can crouch under it. | * Hitbox is high enough that most characters can crouch under it. | ||
Yukiko always stands a nice distance behind you before fire boosting and then throwing out her Persona, who has taken the shape of a literal flaming bird. On Active Switch or Cross Combo activation, the projectile completely vanishes. Should the enemy block it midair, it leaves them wide open for an aerial unblockable setup. If they stand block it, they're wide open for lows. If they crouch-whiff it, they can open up by overheads. Offensively ''and'' defensively speaking, this is a great assist in Yukiko's arsenal for many, many reasons. | |||
}} | }} | ||
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* Yukiko heals herself faster when the point character is not standing near her. | * Yukiko heals herself faster when the point character is not standing near her. | ||
* 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. | ||
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, | Yukiko heals herself and her partner. Unlike when she's on point it has no hitbox whatsoever, so do not throw this out as and 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. | ||
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. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Yukiko_FullBloom.png |caption= | |image=BBTag_Yukiko_FullBloom.png |caption= | ||
|image2=BBTag_Yukiko_FullBloom2.png |caption2=. | |image2=BBTag_Yukiko_FullBloom2.png |caption2='''Stay out of my garden.''' | ||
|input=222B+C | |input=222B+C | ||
|name=Full Bloom | |name=Full Bloom | ||
|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage=DESTROY (37564) |guard=All | ||
|startup= |active= |recovery= |frameAdv=-46 | |startup= |active= |recovery= |frameAdv=-46 | ||
|description= | |description= | ||
Sakuya's lunge does some significant pushback, so it can be awkward to punish. | 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. | |||
}} | }} |
Revision as of 19:21, 14 August 2018
Yukiko Amagi |
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Health:
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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. She must stock up her fire levels all the way up to 9 while healing herself and her partner to keep and solidify momentum. Therefore, a Yukiko player must be proficient at playing neutral and making excellent reads against the opponent while micromanaging offensive and defensive stats in order to stay ahead of them.
Strengths/Weaknesses
Strengths | Weaknesses |
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Fire Gauge
Yukiko's unique gauge, Fire, amplifies the damage of her fire-based attacks (such as Agi or Maragi) by 10%. 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. For reference, a raw Agidyne deals roughly 4.5k dmg on lv.0, and deals over 10k on lv.9.
Normal Moves
4A
4A |
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5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B, 1B and 3B
2B, 1B and 3B |
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2C
2C |
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j.A
j.A |
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j.B, j.4B and j.6B
j.B, j.4B and j.6B |
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j.C
j.C |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Dia
Dia 5A+D (Chargeable) |
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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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EX Fire Boost
Fire Amp 22C |
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Partner Skills
5P
Flame Dance 5P |
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6P
Phoenix Flame Swirl 6P |
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4P
Dia 4P |
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Distortion Skills
Agidyne
Agidyne 236B+C |
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Maragidyne
Maragidyne 214B+C |
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Astral Heat
Full Bloom 222B+C |
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- 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 •