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===Playstyle=== | ===Playstyle=== | ||
Yukiko is a zoning character that is meant to be played defensively with her projectiles and long ranged Persona normals. | 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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* 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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{{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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|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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|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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{{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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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard=Throw | |damage=0, 2000 |guard=Throw | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|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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* 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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* 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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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. | 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. | 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. | 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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====== <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= | ||
* | * 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. | |||
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. | ||
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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 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 •