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|- style="vertical-align:top;text-alighn:left" | |- style="vertical-align:top;text-alighn:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | * Large normals | ||
* Ability to infinitely recover her (and her partner's) health | * Ability to infinitely recover her (and her partner's) health | ||
* | * Stacking fire stocks makes her one of the damaging characters in the game | ||
* Excels at using Resonance Blaze mechanics | |||
* Excels at using Resonance Blaze mechanics | |||
* Great zoning tools | * Great zoning tools | ||
* Good air game | * Full screen mixup potential | ||
* | * Good air to ground game | ||
* Damaging safe on block reversal super with Maragidyne | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Slow normals | * Slow normals | ||
* | * Very fragile due to heavy persona use, fire boost mechanics, and being tied for the lowest hp in the game. | ||
* | * Requires good hit confirms to maximize damage | ||
* Very meter reliant | |||
* Very | * Poor anti-air options | ||
* | |||
|- | |- | ||
|} | |} | ||
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{{#lsth:BBTag/Yukiko Amagi/Data|4A}} | {{#lsth:BBTag/Yukiko Amagi/Data|4A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* 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. | {{Description|7|text=* 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. Jump cancellable on block. | ||
}} | }} | ||
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{{#lsth:BBTag/Yukiko Amagi/Data|4AA}} | {{#lsth:BBTag/Yukiko Amagi/Data|4AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Able to gatling from 4A with fair ease. Satisfactory vertical reach, above satisfactory horizontal reach. Jump cancelable on | {{Description|7|text=* Able to gatling from 4A with fair ease. Satisfactory vertical reach, above satisfactory horizontal reach. Jump cancelable on block. | ||
Detailed description of the usefulness of the move go here | Detailed description of the usefulness of the move go here | ||
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{{Description|7|text=* Moves Konohana Sakuya forward | {{Description|7|text=* Moves Konohana Sakuya forward | ||
* Hard knockdown on air hit | * Hard knockdown on air hit | ||
* Jump-cancellable | * Jump-cancellable on block | ||
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. | 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. | ||
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{{Description|7|text=* Moves Konohana Sakuya forward | {{Description|7|text=* 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. | 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. In conjunction with j.C, she has a high/low mixup that cannot be pushblocked. 5AAA for low, 5AA>jump cancel j.C for an overhead. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{Description|7|text=* Special cancelable | {{Description|7|text=* 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 | ||
*Opponent experiences 10 frames hitstop | |||
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. | 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. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Special cancelable | {{Description|7|text=* Special cancelable | ||
*Opponent experiences 10 frames hitstop | |||
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. | ||
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{{Description|6|text=* 1B travels narrow, 3B travels wider | {{Description|6|text=* 1B travels narrow, 3B travels wider | ||
* Invul kicks slightly after startup, ''not during'' | * Invul kicks slightly after startup, ''not during'' | ||
*Opponent experiences 10 frames hitstop | |||
Anti-air. Can be used to stop the enemy's momentum mid-air, and hits standing characters with tall hitboxes. Puts Yukiko in a bad position if whiffed (and some cases can be raw super punished too), so be sure to use this with good judgment. Normal/special/super cancelable on block or hit. Can be used to whiff incoming down attacks. | Anti-air. Can be used to stop the enemy's momentum mid-air, and hits standing characters with tall hitboxes. Puts Yukiko in a bad position if whiffed (and some cases can be raw super punished too), so be sure to use this with good judgment. Normal/special/super cancelable on block or hit. Can be used to whiff incoming down attacks. | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text=* j.4B travels narrower, j.6B travels wider | {{Description|6|text=* j.4B travels narrower, j.6B travels wider | ||
* j.5B forced 6f landing recovery, j.6B forced 8f landing recovery | |||
*Opponent experiences 10 frames hitstop | |||
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. | 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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{{Description|6|text=* Grants knockdown on air hit | {{Description|6|text=* Grants knockdown on air hit | ||
* Finally an overhead now | * Finally an overhead now | ||
* Yukiko begins falling on frame 36; Can special cancel second hit onward on hit or block | |||
Yukiko's aerial knockdown tool. Has nice cross-up potential, and Yukiko can infinitely use this in one jump setting, but like 5A, Yukiko cannot move at all throughout this move, so use it wisely. | Yukiko's aerial knockdown tool. Has nice cross-up potential, and Yukiko can infinitely use this in one jump setting, but like 5A, Yukiko cannot move at all throughout this move, so use it wisely. | ||
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{{#lsth:BBTag/Yukiko Amagi/Data|BC}} | {{#lsth:BBTag/Yukiko Amagi/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=Yukiko slaps ''the hell out'' of the opponent and puts them in crumple state, allowing her to follow-up. 4A whiffs on certain characters, but 5A and 214B can also work and be followed up from. Can do T>22A/22C>4A easily. | {{Description|6|text=* Minimum damage 100% (2000) | ||
Yukiko slaps ''the hell out'' of the opponent and puts them in crumple state, allowing her to follow-up. 4A whiffs on certain characters, but 5A and 214B can also work and be followed up from. Can do T>22A/22C>4A easily. | |||
}} | }} | ||
}} | }} | ||
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* Levitates slightly, providing an airborne state (NOT a good thing unless against grabs. Free air combo) | * Levitates slightly, providing an airborne state (NOT a good thing unless against grabs. Free air combo) | ||
* Short horizontal, mediocre vertical hitbox, plus a persona move, which makes it even riskier to throw out | * Short horizontal, mediocre vertical hitbox, plus a persona move, which makes it even riskier to throw out | ||
* Heals 60 hpf for 18 frames (1080 hp), then 30 hpf (1800 hps) for remainder; Yukiko is forced to "hold" Dia for 21 frames minimum | |||
Yukiko's DP. Very unsafe if blocked. It nullifies all projectile attacks and briefly physical attacks (startup only) before knocking the opponent back and granting Yukiko substantial healing time. Dia itself does find use as a tool that can rewards Yukiko after a knockdown, if her opponent is far away, or if they're unable to close in on her right away. Can also be used offensively as a combo ender, disrupt Cross Bursts, and even denies DHCs. Depending on the right partner (i.e. Waldstein, Hyde), Yukiko can nearly fully heal herself during a match! | Yukiko's DP. Very unsafe if blocked. It nullifies all projectile attacks and briefly physical attacks (startup only) before knocking the opponent back and granting Yukiko substantial healing time. Dia itself does find use as a tool that can rewards Yukiko after a knockdown, if her opponent is far away, or if they're unable to close in on her right away. Can also be used offensively as a combo ender, disrupt Cross Bursts, and even denies DHCs. Depending on the right partner (i.e. Waldstein, Hyde), Yukiko can nearly fully heal herself during a match! | ||
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{{#lsth:BBTag/Yukiko Amagi/Data|236A}} | {{#lsth:BBTag/Yukiko Amagi/Data|236A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=* Hold the button to delay the explosion of the placed fire. The fire will explode when you release the button | {{Description|7|text=* Hold the button to delay the explosion of the placed fire. The fire will explode when you release the button | ||
Fire circle remains in place until the button is released or Yukiko is hit (even on block.) | * Explosion becomes active 7 frames after release, 22 frame wait minimum | ||
Fire circle remains in place until the button is released or Yukiko is hit (even on block.) BEWARE: The explosion can poof even after you've released the button, meaning trading with this button is basically impossible. | |||
While Yukiko is unable to perform any actions while using Dia (Reversal Action) she is still able to hold onto her various Agi versions. This allows her to potentially set up traps on opponents looking to punish or approach her, ensuring she can recover in peace. With the A version in particular however, since Dia requires A+D she is unfortunately not able to perform it without letting go of Agi. | While Yukiko is unable to perform any actions while using Dia (Reversal Action) she is still able to hold onto her various Agi versions. This allows her to potentially set up traps on opponents looking to punish or approach her, ensuring she can recover in peace. With the A version in particular however, since Dia requires A+D she is unfortunately not able to perform it without letting go of Agi. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* It's possible to have A/B/C versions held simultaneously. | {{Description|7|text=* It's possible to have A/B/C versions held simultaneously. | ||
* Explosion becomes active 7 frames after release, 22 frame wait minimum | |||
Farther away circle. Same as A version aside from fire circle range. | Farther away circle. Same as A version aside from fire circle range. | ||
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{{#lsth:BBTag/Yukiko Amagi/Data|j.236A}} | {{#lsth:BBTag/Yukiko Amagi/Data|j.236A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=*Same as the ground versions. Can block in the air after casting but incurs 5 frames of landing recovery. | |||
}} | |||
{{AttackVersion|name=Air B}} | {{AttackVersion|name=Air B}} | ||
{{#lsth:BBTag/Yukiko Amagi/Data|j.236B}} | {{#lsth:BBTag/Yukiko Amagi/Data|j.236B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= }} | {{Description|7|text=*Same as the ground versions. Can block in the air after casting but incurs 5 frames of landing recovery. | ||
}} | |||
}} | }} | ||
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{{Description|7|text=* Grants 1 level of Fire Boost | {{Description|7|text=* Grants 1 level of Fire Boost | ||
* Costs Yukiko 500 health that's recoverable | * Costs Yukiko 500 health that's recoverable | ||
* | * 34 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 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 damage should you input this afterward. | ||
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{{Description|7|text=* Grants 2 levels of Fire Boost | {{Description|7|text=* Grants 2 levels of Fire Boost | ||
* Costs Yukiko 500 health that's recoverable | * Costs Yukiko 500 health that's recoverable | ||
* | * 57 total frames as of 1.30 | ||
Not at all a move you want to consider solo in neutral; it is extremely unsafe in every regard. However, with the powers of Active Switch hitconfirming and Cross Combo 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 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 damage to herself anymore once she reaches lv.9. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=* Can be used as a pressure reset up close. | {{Description|7|text=* Can be used as a pressure reset up close. | ||
* Explosion becomes active 7 frames after release, 30 frame wait minimum | |||
Puts the circle on top of the opponent and tracks them horizontally. 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. Can be combo'd into from a hard knockdown though. Still disappears on block. | Puts the circle on top of the opponent and tracks them horizontally. 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. Can be combo'd into from a hard knockdown though. Still disappears on block. | ||
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* Autoguards projectiles | * Autoguards projectiles | ||
* Costs Yukiko 500 health that's recoverable | * Costs Yukiko 500 health that's recoverable | ||
* | * 22 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) | 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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* 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 | * The damage of the assist goes up depending on how many fire levels you have | ||
* Opponent experiences 6 additional hitstop | |||
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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{{!}}- | {{!}}- | ||
{{Description|6|text=* Long startup but great for controlling air space and extending combos on airborne opponents. | {{Description|6|text=* Long startup but great for controlling air space and extending combos on airborne opponents. | ||
* Gives Yukiko 1 level of fire boost and drains health | * Gives Yukiko 1 level of fire boost and drains 500 recoverable health | ||
* Sakuya tracks | * Sakuya tracks the opponent's direction on the screen, ensuring she doesn't go the other way regardless of characters changing position. | ||
* | * Specifically coded to not hit crouching opponents. | ||
Yukiko always stands a nice distance behind you before fire boosting and then throwing out her Persona, who has taken the shape of a Phoenix. On Active Switch or Cross Combo activation, the projectile | Yukiko always stands a nice distance behind you before fire boosting and then throwing out her Persona in an invulnerable state, who has taken the shape of a Phoenix. On Active Switch or Cross Combo activation, the projectile vanishes. Should it be blocked midair, it leaves them open to an air unblockable setup. If they stand block it, they're wide open for lows. If they crouch-whiff it, they can be opened up by instant overheads. Offensively ''and'' defensively speaking, this is a great assist in Yukiko's arsenal for many, many reasons. HOWEVER, beware of characters with good low profiling normals and anti airs, as well as DPs that recover crouching (usually after landing). | ||
}} | }} | ||
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{{#lsth:BBTag/Yukiko Amagi/Data|4P }} | {{#lsth:BBTag/Yukiko Amagi/Data|4P }} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* Heals Yukiko's health | {{Description|6|text=* Heals Yukiko and the point character's health if they stand near her. Yukiko heals more when the point character is not near. | ||
* This assist DOES NOT HAVE A HITBOX. It is strictly a healing tool, you cannot hit people with it. | |||
* You '''cannot''' hold down 4P in order to continuously heal Yukiko and her partner, unlike with her DP. It has a set duration. | * You '''cannot''' hold down 4P in order to continuously heal Yukiko and her partner, unlike with her DP. It has a set duration. | ||
* Heals from 30~130 | |||
* Heals 20 hpf (up to 1980) to Yukiko if point is not nearby; 20 hpf to point and 10 hpf (up to 990) to Yukiko otherwise | |||
Yukiko heals herself and her partner. Unlike when she's on point it has no hitbox whatsoever, so do not throw this out as | Yukiko heals herself and her partner. Unlike when she's on point it has no hitbox whatsoever, so do not throw this out as an 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. | ||
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{{#lsth:BBTag/Yukiko Amagi/Data|236BC}} | {{#lsth:BBTag/Yukiko Amagi/Data|236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* Sakuya and Fireball track the opponent's side | {{Description|6|text=* Values in [] for Enhanced version | ||
* Minimum damage 20% (1412) [1756] | |||
* Sakuya and Fireball track the opponent's side | |||
* VERY unsafe on block | * VERY unsafe on block | ||
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{{#lsth:BBTag/Yukiko Amagi/Data|214BC}} | {{#lsth:BBTag/Yukiko Amagi/Data|214BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=* 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). | {{Description|6|text=* Values in [] for Enhanced version | ||
* You can throw 5B fans soon enough to catch them at the end of the Distortion as a direct combo. | * Minimum damage 15% (120*N) [150*N] | ||
* 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 so + you can both do this on hit and block. | |||
This move is invincible on startup and pushes the opponent far away even on block (for the 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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{{#lsth:BBTag/Yukiko Amagi/Data|Distortion Skill Duo}} | {{#lsth:BBTag/Yukiko Amagi/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=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. | {{Description|6|text=* Values in [] for Enhanced version | ||
* Minimum damage 100% (2000) [2500] | |||
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. | |||
}} | }} | ||
}} | }} |
Revision as of 22:44, 5 August 2019
Yukiko Amagi |
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Overview
"I'm not as gentle as I look..."
Backstory
A third-year Yasogami high school student and member of the "Investigation Team," Yukiko is the sole heiress and upcoming manager at her family's historical and famous inn, the Amagi Inn. A very polite and reserved girl, her friends know her best as offbeat, goofy and adorable. At school, her beauty, intelligence and personality earned her the adoration of girls and guys alike, and she is known as the "Amagi Challenge" because she has turned down so many guys left and right at her school (including Yosuke). She gained her Persona, Konohana-Sakuya after facing her true inner self, and helped her friends solved the wild mysteries that plagued Inaba for many years, all the while finding her true self and staying true to it.
Playstyle
Yukiko is a zoning character that is meant to be played defensively with her projectiles and long ranged Persona normals. Her offensive momentum increases when she stocks up her fire levels all the way up to 9 while healing herself and her partner to keep and solidify it. Therefore, a Yukiko player must be proficient at playing neutral and making good reads against the opponent while micromanaging offensive and defensive stats in order to stay ahead of them.
Strengths/Weaknesses
Strengths | Weaknesses |
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Flame Boost
Yukiko's unique gauge, Fire, amplifies the damage of her fire-based attacks (such as Agi or Maragi). You gain 1 stack from using 22A or (when tagged out) 6P and 2 stacks from 22B and 22C, up to a maximum of 9. For reference, a raw Agidyne deals roughly 4.5k dmg on lv.0, and deals over 10k on lv.9. See her frame data for exact values.
Normal Moves
4A
4A | Template:AttackDataHeader-BBTag |
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5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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Yukiko's Clash Assault. Safe on block. Moves Yukiko slightly forward, so it is able to reach unsuspecting crouching opponents. Yukiko can use special attacks such as Agi and Maragi to hide the flash startup. She may also cancel into this from a quick 2B/6B fan toss. |
2A
2A |
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Low poke. Faster startup than 4A, but lacks range. Great for tick pressuring, and is able to cancel into 5A on block to push the enemy away. |
2B, 1B and 3B
2B, 1B and 3B |
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Anti-air. Can be used to stop the enemy's momentum mid-air, and hits standing characters with tall hitboxes. Puts Yukiko in a bad position if whiffed (and some cases can be raw super punished too), so be sure to use this with good judgment. Normal/special/super cancelable on block or hit. Can be used to whiff incoming down attacks. |
2C
2C | Template:AttackDataHeader-BBTag | ||||
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Sweep. Can be used as a poking tool since it has decent range, and since it hits low, opens up high/low unblockable potential. Special/super cancelable, and often acts as a combo ender. That being said, a great combo starter for Yukiko is 2C>236C, as it often deals a lot of damage afterwards. |
j.A
j.A |
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One of Yukiko's best moves with fast startup and recovery, an overhead, nice range, and ability to rapid chain whiff itself thrice. Excellent move to consider in not only neutral, but jump-ins, cross-ups, mix-ups, blockstrings, pressure. Also one of Yukiko's Smart Combos that allows you to safely knockdown with j.5C. |
j.B, j.4B and j.6B
j.B, j.4B and j.6B |
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Aerial fan toss. Recovers a bit before landing, so watch your position. Naturally dodges grounded attack while still giving Yukiko momentum, and she can IAD forward/backward to toss another consecutive fan, among other aerial options provided to her. She can assist-confirm off of a hit if she's too high in the air to confirm off of it herself. Special cancelable on block or hit. |
j.C
j.C |
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Yukiko's aerial knockdown tool. Has nice cross-up potential, and Yukiko can infinitely use this in one jump setting, but like 5A, Yukiko cannot move at all throughout this move, so use it wisely. |
Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Yukiko slaps the hell out of the opponent and puts them in crumple state, allowing her to follow-up. 4A whiffs on certain characters, but 5A and 214B can also work and be followed up from. Can do T>22A/22C>4A easily. |
Dia
Dia 5A+D (Chargeable) |
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Yukiko's DP. Very unsafe if blocked. It nullifies all projectile attacks and briefly physical attacks (startup only) before knocking the opponent back and granting Yukiko substantial healing time. Dia itself does find use as a tool that can rewards Yukiko after a knockdown, if her opponent is far away, or if they're unable to close in on her right away. Can also be used offensively as a combo ender, disrupt Cross Bursts, and even denies DHCs. Depending on the right partner (i.e. Waldstein, Hyde), Yukiko can nearly fully heal herself during a match! When covered by an assist, particularly projectiles, Yukiko can safely tap Dia. The further she is from the opponent and the more cautious the opponent is can determine how long she can reasonably hold for. Utilizing Reject Guard in combination with an immediate assist call can be a decent way to find room to use Dia. Dia's projectile invulnerability allows Yukiko to be something of an anti-zoning zoner, as she can avoid any (and every) projectile while healing at the same time. Take care when using this, as Yukiko can get punished while she's recovering. A simple tap leaves little room for worry, but if held down for too long and the opponent recovers fast enough, Yukiko is left wide open. Make sure you're on the same footing as your opponent when considering this move, if not faster yourself. Finally, because Yukiko levitates during the state, she cannot be thrown or command grabbed out of it. |
Skills
Agi
Agi 236A/B (air OK) |
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Maragi
Maragi 214A/B |
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Fire Boost
Fire Boost 22A/B |
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Extra Skills
EX Agi
Agilao 236C |
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EX Maragi
Maragion 214C |
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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. |
EX Fire Boost
Fire Amp 22C |
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Shields herself from projectiles while gaining 2 levels. She gains control right away after the move ends, so it can avoid projectile moves with a long duration (i.e. Yu's 236BC, Nu's 236BC). Takes 500 recoverable life like the rest of fire boosts while also getting 2 fire stocks. A useful move to consider in neutral. She can also freely assist punish after catching enemy projectiles. She can loop off of it on hard knockdowns (IE: 4AAA>22C>4A, 5AA>22C>2A) |
Partner Skills
5P
5P Flame Dance |
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If active switched into Yukiko, no matter how far she and Sakuya are apart, Sakuya always returns to her. |
6P
6P Phoenix Flame Swirl |
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Yukiko always stands a nice distance behind you before fire boosting and then throwing out her Persona in an invulnerable state, who has taken the shape of a Phoenix. On Active Switch or Cross Combo activation, the projectile vanishes. Should it be blocked midair, it leaves them open to an air unblockable setup. If they stand block it, they're wide open for lows. If they crouch-whiff it, they can be opened up by instant overheads. Offensively and defensively speaking, this is a great assist in Yukiko's arsenal for many, many reasons. HOWEVER, beware of characters with good low profiling normals and anti airs, as well as DPs that recover crouching (usually after landing). |
4P
4P Dia |
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Yukiko heals herself and her partner. Unlike when she's on point it has no hitbox whatsoever, so do not throw this out as an 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. |
Distortion Skills
Agidyne
Agidyne 236B+C |
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Yukiko calls forth her Persona, who violently enraptures the enemy in a fiery twirl, ending with a massive fireball. Once out, Sakuya spins for a brief duration, and cannot be moved. Offering Yukiko startup invul. so she can whiff enemy attacks, the screen also completely freezes on startup, allowing her to swiftly punish things on reaction, including quick 5A/2A jabs. Damages scales slightly if used in a combo, and on a raw hit it deals massive damage (especially on Lv.9). Excellent at catching Cross Bursts, moves with long reach and moves in recovery state, regardless of duration. Becomes increasingly threatening with each fire level stocked; on a raw hit, Lv.0 does 4.5k dmg, while Lv.9 does around 10k alone! Offers a ridiculous amount of chip damage during Resonance Blaze, but leaves Yukiko wide open, so be mindful of the distance between you and the enemy and see to it they don't have a means to punish from said distance. It is recommended that a Yukiko player spends time learning every other characters' blockstring consistently and thoroughly, so that they'll have a better awareness of when to use this move; Agidyne can be a highly rewarding, yet highly risky move (outside of comboing, of course). Depending on the partner, an early DHC will allow the partner (examples are Weiss, Nine, Aegis etc.) to follow-up while Agidyne is still in motion. An interesting thing to note is that Agidyne completely beats Tager's 5B in every regard, even if he holds it to max length. |
Maragidyne
Maragidyne 214B+C |
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This move is invincible on startup and pushes the opponent far away even on block (for the 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. |
Distortion Skill Duo
Agidyne P during Main Character's Distortion Skill |
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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. |
Astral Heat
Full Bloom 222B+C |
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Yukiko summons Sakuya one last time, as her Persona transforms into endless cherry blossoms that swarm and eviscerate the opponent while Yukiko dances through it all, ending with a beautiful pose. The screen freeze when Yukiko makes a pose, so it can catch mindless opponents pressing buttons. Sakuya's lunge does some significant pushback, so it can be awkward to punish, but it bears mentioning that it is naturally unsafe on block, so, like always, astral wisely. Can be canceled from Agi and Maragi, and Sakuya confirms all the way from nearly fullscreen. |
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
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- Es [★]
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- Hazama [★]
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- 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 [★]
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