BBTag/Yukiko Amagi: Difference between revisions

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==Overview==
==Overview==


''"Be awed by our dance!"''
''"I'm not as gentle as I look..."''


===Backstory===
===Backstory===


A beautiful young girl and "Investigation Team" member who is the heiress and upcoming manager at Inaba's historical and famous inn, the Amagi Inn. On the surface, she is very proper, polite and reserved, but deep inside she is outspoken, fearless, protective, kind, trustworthy, and dependable. 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 even Yosuke).
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===
===Playstyle===
Yukiko is a zoning character that is meant to be played semi-defensively with her projectiles and long ranged Persona normals. She needs to keep opponents that approach from the air and the ground away by using her various ranged tools and proper assist usage, while also making up for her somewhat lower damage with fire boost. Thus, a Yukiko player must be proficient at playing neutral and mixing up their opponent in order to make up for her slight lack of aggressive options.
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===
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
* Long ranged normals
* Ability to infinitely recover her (and her partner's) health
* Nice anti-pushblock tools
* Damage output significantly improves with each fire stock
* Utilizes Resonance Blaze ''extremely'' well
* Strong projectile game (especially with her fans)
* DP nullifies projectiles while rapidly recovering her health back
* Excels at using Resonance Blaze mechanics (especially if on Lv.4 and/or is on Lv.9 fire)
* Great zoning tools
* Good air game
* Excellent reaction game
| style="width: 50%;"|
* Awkward button scheme
* Slow normals
* Can be very grueling to win matches on Lv.0 (or levels <4)
* Very difficult to learn; requires strong defense and reactions
* Low physical damage output
* Very low health
* Very meter-reliant
|-
|}
<br clear=all/>


===Fire Gauge===
===Fire Gauge===
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.
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.
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{{CharLinks-BBTag|Yukiko}}
{{CharLinks-BBTag|Yukiko}}
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |version=4A
  |version=4A
  |damage= |guard=All
  |damage=1000 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=9F |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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.


Detailed description of the usefulness of the move go here
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
  |header=no
  |header=no
  |version=4AA
  |version=4AA
  |damage= |guard=All
  |damage=1000 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=10F |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Able to gatling from 4A with fair ease. Satisfactory vertical reach, above satisfactory horizontal reach. Jump cancelable on hit. 


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
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  |header=no
  |header=no
  |version=4AAA
  |version=4AAA
  |damage= |guard=All
  |damage=1200 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=11F |active= |recovery= |frameAdv=
  |description=
  |description=
* Knocks down airborne opponents on hit.
* Hard knock-down on air-borne targets. Able to whiff during gatling if opponent is too far.  


Detailed description of the usefulness of the move go here
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.
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
  |header=no
  |header=no
  |version=4AAAA
  |version=4AAAA
  |damage= |guard=All
  |damage=1821 |guard=All
  |startup= |active= |recovery= |frameAdv=-12
  |startup=9F |active= |recovery= |frameAdv=-12
  |description=
  |description=
* Important points go here
* Negative on block, but propels opponent a significant distance from Yukiko, making it hard to punish.


Detailed description of the usefulness of the move go here
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.
  }}
  }}
}}
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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=
* Moves Konohana Sakuya far forward
* Moves Konohana-Sakuya forward. Chain whiffs into itself twice before Sakuya returns to her.
* Keep in mind that Yukiko takes damage when you hit her persona.
 
* If reset from a blocked 5A, Konohana Sakuya will move from its previous position
Yukiko summons Konohana-Sakuya, who dashes to the enemy's positions and strikes with her petal blades. Since Sakuya tracks to the enemy's position, she will immediately strike within vicinity; otherwise she will go a max. distance away from Yukiko and then strike. Great for delayable pressure. Once Sakuya is out, she is given small time 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) 236BC Agidyne (to punish counterrattacks). Heavily emphasized to use this button wisely, as Yukiko cannot move ''the whole time'' this move is thrown out.
* Fairly high startup, making a gapless string from other normals precise or impossible
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |description=
  |description=
* Moves Konohana Sakuya forward
* Moves Konohana Sakuya forward
* Hard knockdown on air hit


Detailed description of the usefulness of the move go here
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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* Moves Konohana Sakuya forward
* Moves Konohana Sakuya forward


Detailed description of the usefulness of the move go here
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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  |description=
  |description=
* Moves Konohana Sakuya forward
* Moves Konohana Sakuya forward
Same ender as 4A autocombo.
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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====== <font style="visibility:hidden" size="0">5B</font> ======
====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yukiko_5B.png |caption=
|image=BBTag_Yukiko_5B.png |caption=You get a fan! And YOU get a fan!
|image2=BBTag_Yukiko_5BB.png |caption2=
|image2=BBTag_Yukiko_5BB.png |caption2=
|name=5B
|name=5B
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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


Detailed description of the usefulness of the move go here
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.
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |startup= |active= |recovery= |frameAdv=-18
  |startup= |active= |recovery= |frameAdv=-18
  |description=
  |description=
* C/Special cancellable
* Special cancelable
 
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.  
 
The second fan thrown here is slightly higher than the first, causing it to whiff on most crouching characters' hurtboxes (except those with large ones, like Tager and Wald). 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.
The second fan thrown here is slightly higher than the first, causing it to whiff on most crouching character's hurtboxes. As this second fan can be easily avoided and then dashed under by wary opponents, it essentially adds to the recovery time of using fans, making it an option that should not be consistently auto-piloted into.
  }}
  }}
}}
}}
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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=
* Active later than it appears.
* Active later than it appears.


Joins Whiterose/Azrael/UNI in the safe overhead department.
Yukiko's Crash 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.
  }}
  }}
}}
}}
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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=
* Important points go here
* Chains into itself 3 times on hit/block


Detailed description of the usefulness of the move go here
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.
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">2B, 1B and 3B</font> ======
====== <font style="visibility:hidden" size="0">2B, 1B and 3B</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yukiko_2B.png |caption=
|image=BBTag_Yukiko_2B.png |caption=AN ACTUAL ANTI-AIR NOW?!?
|name=2B, 1B and 3B
|name=2B, 1B and 3B
|data=
|data=
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 1B travels narrow, 3B travels wider
* Invul kicks slightly after startup, ''not during''


Detailed description of the usefulness of the move go here
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.
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">2C</font> ======
====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yukiko_2C.png |caption=
|image=BBTag_Yukiko_2C.png |caption="I'm sorry!" (No she's not.)
|name=2C
|name=2C
|data=
|data=
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Decent range


Detailed description of the usefulness of the move go here
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.
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">j.A</font> ======
====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yukiko_jA.png |caption=
|image=BBTag_Yukiko_jA.png |caption=A gem.
|name=j.A
|name=j.A
|data=
|data=
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* Chains into itself up to 3 times
* Chains into itself up to 3 times


Detailed description of the usefulness of the move go here
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.
  }}
  }}
}}
}}
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* j.4B travels narrower, j.6B travels wider


Detailed description of the usefulness of the move go here
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.
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">j.C</font> ======
====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yukiko_jC.png |caption=
|image=BBTag_Yukiko_jC.png |caption=RIP P4A j.5D
|name=j.C
|name=j.C
|data=
|data=
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* Grants knockdown on air hit


Detailed description of the usefulness of the move go here
Yukiko's aerial knockdown tool, also infamously known as "not an overhead" (unlike every other character's j.5C in-game). 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.
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yukiko_GroundThrow.png |caption=
|image=BBTag_Yukiko_GroundThrow.png |caption=This is gonna hurt.
|name=Ground Throw
|name=Ground Throw
|input=5B+C
|input=5B+C
|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=Throw
  |damage=0, 2000 |guard=Throw
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here


Detailed description of the usefulness of the move go here
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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* Levitates slightly, providing an airborne state
* Levitates slightly, providing an airborne state
* Short horizontal, mediocre vertical hitbox
* Short horizontal, mediocre vertical hitbox
Its hitbox is lacking both horizontally and vertically, so combined with Yukiko's below-average health it is unreliable and risky. To make up for its poor hitbox, with its healing Dia finds use as a tool that can punish opponents unable to get in on her. While this healing is not substantial if not charged and being punished during and after its use can easily outweigh marginal gains, it is an option open to those that can find or make lulls in neutral.


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 even if the opponent's projectiles are better than Yukiko's, she can avoid the 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.  
The airborne state is oddly beneficial against grabs and command grabs, of which the latter generally requires a grounded opponent.
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  }}
}}
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====== <font style="visibility:hidden" size="0">Maragi</font> ======
====== <font style="visibility:hidden" size="0">Maragi</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yukiko_Maragi.png |caption=
|image=BBTag_Yukiko_Maragi.png |caption=Why she suddenly laughs when she does it, the world may never know...
|input=214A/B
|input=214A/B
|name=Maragi
|name=Maragi
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  {{AttackData-BBTag
  {{AttackData-BBTag
  |version=A
  |version=A
  |damage= |guard=All
  |damage= |guard=Low(1), Mid(2)
  |startup=23 |active= |recovery= |frameAdv=-8
  |startup=23 |active= |recovery= |frameAdv=-8
  |description=
  |description=
* Remains active in place for a bit after reaching destination.
* Remains active in place for a bit after reaching destination.
* First hits low, then hits mid


Travels midscreen. Slow speed moving projectile.
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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  }}
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  |header=no
  |header=no
  |version=B
  |version=B
  |damage= |guard=All
  |damage= |guard=Low(1), Mid(2)
  |startup= |active= |recovery= |frameAdv=+4
  |startup= |active= |recovery= |frameAdv=+4
  |description=
  |description=
* Travels 80% of the screen
* Travels 80% of the screen
* First hits low, then hits mid
* Pressing B again will make it explode earlier while it's traveling
* Pressing B again will make it explode earlier while it's traveling


Travels farther than A version, but not quite fullscreen.
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.
  }}
  }}
}}
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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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* 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.
  }}
  }}
  {{AttackData-BBTag
  {{AttackData-BBTag
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  |description=
  |description=
* Grants 2 levels of Fire Boost
* Grants 2 levels of Fire Boost
* Costs Yukiko 1000 health that's recoverable
* 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.
  }}
  }}
}}
}}
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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 had two explosions in ''Arena''? Mori certainly 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. Sidenote: First hit comes out slower than the other 2 versions, making things like 5AAA>236C not true.
  }}
  }}
}}
}}
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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=All
  |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=EX Fire Boost
|name=Fire Amp
|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
Line 452: Line 487:
* 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 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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====== <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  
|name=5P  
|name=Flame Dance
|input=Flame Dance
|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
Line 471: Line 508:
  |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
* The first hit of Konohana Sakuya rushing forward will only hit closer 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


Detailed description of the usefulness of the move go here
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  
|name=6P  
|name=Phoenix Flame Swirl
|input=Phoenix Flame Swirl
|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
Line 493: Line 531:
* Hitbox is high enough that most characters can crouch under it.
* Hitbox is high enough that most characters can crouch under it.


Detailed description of the usefulness of the move go here
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.


  }}
  }}
Line 501: Line 539:
{{MoveData
{{MoveData
|image=BBTag_Yukiko_Dia.png |caption=
|image=BBTag_Yukiko_Dia.png |caption=
|input=4P  
|name=4P  
|name=Dia
|input=Dia
|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
Line 511: Line 549:
* 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.
Yukiko's DP. Be warned it has no hitbox whatsoever. Do not throw this out as and anti-air or combo extender.


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, caution must be exercised to avoid having risky healing lead to an extremely damaged Yukiko.
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.
  }}
  }}
}}
}}
Line 523: Line 563:
====== <font style="visibility:hidden" size="0">Agidyne</font> ======
====== <font style="visibility:hidden" size="0">Agidyne</font> ======
{{MoveData
{{MoveData
|image=BBTag_Yukiko_Agidyne.png |caption=
|image=BBTag_Yukiko_Agidyne.png |caption=(It's "''I am thou''," not "I am yours," btw.)
|input=236B+C
|input=236B+C
|name=Agidyne
|name=Agidyne
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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=
* Important points go here
* Fireball tracks the opponent's side
* VERY unsafe on block
* Yukiko's DHC (minus the spin)
 
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, 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.


Detailed description of the usefulness of the move go here
An interesting thing to note is that Agidyne completely beats Tager's 5B in every regard, even if he holds it to max length.


  }}
  }}
Line 549: Line 597:
  |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.
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{{MoveData
{{MoveData
|image=BBTag_Yukiko_FullBloom.png |caption=
|image=BBTag_Yukiko_FullBloom.png |caption=
|image2=BBTag_Yukiko_FullBloom2.png |caption2=... and I'm uncomfortable
|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 00:01, 7 October 2018

Yukiko Amagi
BBTag Yukiko Portrait.png

Health:
Prejump:
Backdash Time / Invul:

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run

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
  • Long ranged normals
  • Ability to infinitely recover her (and her partner's) health
  • Nice anti-pushblock tools
  • Damage output significantly improves with each fire stock
  • Utilizes Resonance Blaze extremely well
  • Strong projectile game (especially with her fans)
  • DP nullifies projectiles while rapidly recovering her health back
  • Excels at using Resonance Blaze mechanics (especially if on Lv.4 and/or is on Lv.9 fire)
  • Great zoning tools
  • Good air game
  • Excellent reaction game
  • Awkward button scheme
  • Slow normals
  • Can be very grueling to win matches on Lv.0 (or levels <4)
  • Very difficult to learn; requires strong defense and reactions
  • Low physical damage output
  • Very low health
  • Very meter-reliant


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.


Template:CharLinks-BBTag

Normal Moves

4A
4A
BBTag Yukiko 4A.png
BBTag Yukiko 4AA.png
BBTag Yukiko 4AAA.png
BBTag Yukiko FlameDance.png
1000 All 9F - - - 1000 All 10F - - - 1200 All 11F - - - 1821 All 9F - - -
5A
5A
BBTag Yukiko 5A.png
BBTag Yukiko 5AA.png
BBTag Yukiko 5AAA.png
BBTag Yukiko FlameDance.png
200, 9*115 All - - - All - - - Low - - - All - - -
5B
5B
BBTag Yukiko 5B.png
You get a fan! And YOU get a fan!
BBTag Yukiko 5BB.png
All - - - All - - -
5C
5C
BBTag Yukiko 5C.png
800 High 26 - - -
2A
2A
BBTag Yukiko 2A.png
Low 7 - - -
2B, 1B and 3B
2B, 1B and 3B
BBTag Yukiko 2B.png
AN ACTUAL ANTI-AIR NOW?!?
All - - -
2C
2C
BBTag Yukiko 2C.png
"I'm sorry!" (No she's not.)
Low - - -
j.A
j.A
BBTag Yukiko jA.png
A gem.
High - - -
j.B, j.4B and j.6B
j.B, j.4B and j.6B
BBTag Yukiko jB.png
All - - -
j.C
j.C
BBTag Yukiko jC.png
RIP P4A j.5D
All - - -


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Yukiko GroundThrow.png
This is gonna hurt.
0, 2000 Throw - - -
Dia
Dia
5A+D (Chargeable)
BBTag Yukiko Dia.png
Very useful if Training Mode is unavailable.
All 19 - - -



Skills

Agi
Agi
236A/B (air OK)
BBTag Yukiko Agi.png
All - - - All - - -
Maragi
Maragi
214A/B
BBTag Yukiko Maragi.png
Why she suddenly laughs when she does it, the world may never know...
Low(1), Mid(2) 23 - - - Low(1), Mid(2) - - -
Fire Boost
Fire Boost
22A/B
BBTag Yukiko FireBoost.png
If you're not using this, you're losing.
- - - - - -


Extra Skills

EX Agi
Agilao
236C
BBTag Yukiko Agi.png
Remember when this had two explosions in Arena? Mori certainly didn't.
All - - -
EX Maragi
Maragion
214C
BBTag Yukiko Maragion.png
Nice pressuring tool.
Low(1), Mid(3) 30 - - -
EX Fire Boost
Fire Amp
22C
BBTag Yukiko FireBoost.png
...that's all you've got?
- - -


Partner Skills

5P
5P
Flame Dance
BBTag Yukiko FlameDance.png
"Keep your distance!"
All 32 N/A N/A - - -
6P
6P
Phoenix Flame Swirl
BBTag Yukiko PhoenixFlameSwirl.png
You can do no wrong with this.
All 80 N/A N/A - - -
4P
4P
Dia
BBTag Yukiko Dia.png
All N/A N/A N/A - - -


Distortion Skills

Agidyne
Agidyne
236B+C
BBTag Yukiko Agidyne.png
(It's "I am thou," not "I am yours," btw.)
All ~3 - - -
Maragidyne
Maragidyne
214B+C
BBTag Yukiko Maragidyne.png
All - - -


Astral Heat

Full Bloom
222B+C
BBTag Yukiko FullBloom.png
BBTag Yukiko FullBloom2.png
Stay out of my garden.
DESTROY (37564) All - - -



Template:CharLinks-BBTag