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* Nice anti-pushblock tools | * Nice anti-pushblock tools | ||
* Damage output significantly improves with each fire stock | * Damage output significantly improves with each fire stock | ||
* Utilizes Resonance Blaze ''extremely'' well | |||
* Strong projectile game (especially with her fans) | * Strong projectile game (especially with her fans) | ||
* DP nullifies projectiles while rapidly recovering her health back | * DP nullifies projectiles while rapidly recovering her health back | ||
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|description= | |description= | ||
* Moves Konohana Sakuya forward | * Moves Konohana Sakuya forward | ||
Same ender as 4A autocombo. Hard to punish as it creates distance between Yukiko and the opponent. | 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. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=Low | |damage= |guard=Low | ||
|startup= |active= |recovery= |frameAdv= | |startup= 7|active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Chains into itself 3 times on hit/block | * Chains into itself 3 times on hit/block | ||
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|description= | |description= | ||
Yukiko slaps ''the hell out'' of the opponent and puts them in crumple state, allowing her to follow-up. 4A whiffs on certain characters, | 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 is a more consistent follow up as of the 1.30 patch. 2A is the best followup in this case, along with 214B | ||
}} | }} | ||
}} | }} | ||
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* First hits low, then hits mid | * First hits low, then hits mid | ||
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 and must call on an assist. Anti-air. | 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. | ||
}} | }} | ||
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* Grants 1 level of Fire Boost | * Grants 1 level of Fire Boost | ||
* Costs Yukiko 500 health that's recoverable | * Costs Yukiko 500 health that's recoverable | ||
* 58 total frames. | * Less than 58 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 red life damage should you input this afterward. | 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. | ||
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|description= | |description= | ||
* Grants 2 levels of Fire Boost | * Grants 2 levels of Fire Boost | ||
* Costs Yukiko | * Costs Yukiko 500 health that's recoverable | ||
* 81 total frames. | * Less than 81 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 red life damage to herself anymore once she reaches lv.9. | 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=Remember when this | |image=BBTag_Yukiko_Agi.png |caption=Remember when this had two explosions in ''Arena''? Mori certainly didn't. | ||
|input=236C | |input=236C | ||
|name=Agilao | |name=Agilao | ||
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* Air OK | * Air OK | ||
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. | 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. Sidenote: First hit comes out slower than the other 2 versions, making things like 5AAA>236C not true. | ||
}} | }} | ||
}} | }} | ||
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* Autoguards projectiles | * Autoguards projectiles | ||
* Costs Yukiko 500 health that's recoverable | * Costs Yukiko 500 health that's recoverable | ||
* 45 total frames | * Less than 45 total frames as of 1.30 | ||
Shields herself from projectiles while gaining 2 levels. She | 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) | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Yukiko_FlameDance.png |caption="Keep your distance!" | |image=BBTag_Yukiko_FlameDance.png |caption="Keep your distance!" | ||
| | |name=5P | ||
| | |input=Flame Dance | ||
|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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* 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 | * 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 | |||
If active switched into Yukiko, no matter how far she and Sakuya are apart, Sakuya always returns to her. | If active switched into Yukiko, no matter how far she and Sakuya are apart, Sakuya always returns to her. | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Yukiko_PhoenixFlameSwirl.png |caption=You can do no wrong with this. | |image=BBTag_Yukiko_PhoenixFlameSwirl.png |caption=You can do no wrong with this. | ||
| | |name=6P | ||
| | |input=Phoenix Flame Swirl | ||
|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Yukiko_Dia.png |caption= | |image=BBTag_Yukiko_Dia.png |caption= | ||
| | |name=4P | ||
| | |input=Dia | ||
|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=All | |damage= |guard=All | ||
|startup= |active= |recovery= |frameAdv=-51 | |startup= ~3 |active= |recovery= |frameAdv=-51 | ||
|description= | |description= | ||
* Fireball tracks the opponent's | * Fireball tracks the opponent's side | ||
* | * VERY unsafe on block | ||
* Yukiko's DHC (minus the spin) | * Yukiko's DHC (minus the spin) | ||
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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). | 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 to follow-up while Agidyne is still in motion, and on the flipside, Yukiko's DHC allows her to follow-up with Vatista's | 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, and on the flipside, 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. | ||
An interesting thing to note is that Agidyne completely beats Tager's 5B in every regard, even if he holds it to max length. | An interesting thing to note is that Agidyne completely beats Tager's 5B in every regard, even if he holds it to max length. | ||
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|description= | |description= | ||
* 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). | * 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 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. | 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. |
Revision as of 00:01, 7 October 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. 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
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
5P Flame Dance |
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6P
6P Phoenix Flame Swirl |
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4P
4P Dia |
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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 •