P4Arena/Yukiko Amagi

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Yukiko Amagi

Overview[edit]

Yukiko Amagi is the daughter of the owner the local inn (the main tourist attraction in Inaba) in Persona 4. She is best friends with Chie and spend a lot of time hanging out when Yukiko is not busy helping at her family's famous inn. Yukiko is soft spoken and fair skinned, which has led to many suitors (all of whom she has obliviously turned down). Yukiko's inner struggle is that she feels trapped as she is expected to manage the family inn when she grows up; she overcomes her shadow with the help of the team. In Persona 4: Arena, Yukiko fights with a fan and her Persona is Konohana Sakuya.

Health
8500
Strengths
Strong ranged game with several very good projectiles to work with. Unblockable setups using Fire Break, and high/low unblockables using Persona 2D attacks. Amazing Awakening super.
Weaknesses
Poor life, very dependent on Persona. Very heavily momentum based. Very low damage output from individual combos. Challenging to play.
Movement Options
1 Double Jump/Airdash, Run-type Dash
Play-style
Yukiko can play a solid keep away game against many characters due to her great projectile attacks. All of her B normals are fan projectiles which she can toss at various heights and angles. Agi's second hit can be delayed as long as you hold the button, and her Maragi can be manually detonated by holding, then releasing the button. Her Persona's 2D attacks can also help keep the opponent locked out, due to it coming down from a 90 degree angle.
Yukiko can also play a strong momentum game. Her mixups, okizemi, and unblockable setups can all be quite nasty if done right, and pressing her advantage after a hit is often the best way to go. Agi and Maragi are both very good for setting up Oki. Fire Break can be used to setup unblockables which force the opponent to attempt an escape. 2D attacks can be used to create a high/low unblockable as well, with the proper setup.
Fire Boost Level
Fire Break Indicator: Ready State -> Cooldown Timer
Fire Boost
Increases the damage of fire attacks. Specials are increased by +10% per level, Supers are increased by *10% per level. It starts each round at 0, and the max level is 8.
Fire Break
Makes the next fire attack unblockable. Has a 15 second cooldown after use, even if your fire attack misses the opponent.


Attacks that deal Fire Damage
Agi (Explosion), Maragi, Agidyne, Maragidyne


Attacks that require Persona
All C & D normals, Dia, Agi, Maragi, Agidyne, Maragidyne, Mortal Blow


Move List[edit]

See also: Yukiko Full Frame Data

Normal Attacks[edit]

5A
P4Arena Yukiko 5A.png
P4Arena Yukiko 5AA.png
P4Arena Yukiko 5AAA.png
Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
5A 300 All CJSO 10 4 20 -11 Body - Click!

A fairly quick upwards fan strike. Has a pretty decent hitbox, hits well above her so it can be used as a makeshift anti-air if nothing else better is possible. Slower than most other 5A or 2A normals, but still very useful. Moves Yukiko forward slightly.

5AA 400 All CJSO 12 3 12 -2 Body - Click!

A second upward fan strike in this chain. Hitbox is still fairly good, but it's just used to continue combos or guard strings. Moves Yukiko forward slightly.

5AAA 800 All S(J)O 15 3 23 -9 Body - Click!

A slow, downward fan strike. Will spike an airborne opponent (soft knockdown?), but can still be comboed after. Builds a really ridiculous amount of super meter on hit (+13SP?).

5B (and 4B, 6B)
P4Arena Yukiko 5B.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
300 All CS(J)O 13 - Total 42 -7 Body - Click!

A straight forward fan toss. Counts as a projectile. Flies at waist level, so it will hit characters who are crouching. Weak, but reasonably fast and good for helping to zone out the other player. Cancels to 5BB even on whiff.

  • 4B Throws the fan at a slower velocity than normal.
  • 6B Throws the fan at a faster velocity than normal.
5BB (and 4BB, 6BB)
P4Arena Yukiko 5BB.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
300 All CJSO 9 - Total 49 -15 Body - Click!
  • Able to followup from 5B from 19F~


A second forward fan toss. Counts as a projectile. Flies at about head level, so it will miss on all characters crouching. Useful for zoning and combos, since it has the most hitstun out of all of Yukiko's normals. For some reason, you can only chain back into 5B a second time if you used 5BB the first time.

  • 4BB Throws the fans at a slower velocity than normal.
  • 6BB Throws the fans at a faster velocity than normal.
2A
P4Arena Yukiko 2A.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
160 L CSO 7 2 14 -5 Leg - Click!

A very quick, decently ranged low kick. Can be used to low profile attacks such as Naoto's bullets and Mitsuru's 5A. Hits low. Chains into itself two more times, and third kick does not cancel into 5A. The speed and range makes it quite good for mixups, starting pressure, you name it. Really good. Yukiko's fastest ground normal.

2B (and 1B, 3B)
P4Arena Yukiko 2B.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
300,150 All CJSO 14 - 40 (2B), 38 (1B), 42 (3B) -4 (2B), -2 (1B), -6 (3B) Body - Click!

Diagonal upwards fan toss. Counts as a projectile. Fairly fast, but the recovery is somewhat significant on whiff, so it can be dangerous to use as an anti-air tool, especially when Yukiko has other, better options to do so. You can adjust the angle it flies at by using down-forward or down-back instead.

  • 1B flies at a 60 degree angle to the ground, the most upward moving version.
  • 2B flies at a 45 degree angle to the ground.
  • 3B flies at a 30 degree angle to the ground, the most forward moving version.
j.A
P4Arena Yukiko jA.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
300 HA SJO 10 3 13 - Head - Click!

A reasonably fast fan strike, with a very good hitbox. Makes for an excellent crossup, or air-to-air normal. You can rapidly do it even on wiff, making it even more dangerous. Pretty much an all-purpose air normal, which is a good thing because it's her only air strike that must be blocked high.

j.B (and j.4B, j.6B)
P4Arena Yukiko jB.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
300 All* CSJO 14 (j.B/j.4B), 12 (j.6B) - Total 39 - Body - Click!
  • If projectile hits opponent's feet, the attack changes to a low.


Diagonal downwards fan toss. Counts as a projectile. If aimed at opponents feet on a standing opponent, it counts as a low. Similar to the 2B series normals but due to being an air normal, it ends up being a much safer and more effective zoning tool. On CH, causes a very large amount of hitstun which can allow you to follow it up with a combo after you land on the ground. You can adjust the angle it flies at by using forward or backward instead.

  • j.4B flies at a 60 degree angle, the most downward moving version.
  • j.5B flies at a 45 degree angle.
  • j.6B flies at a 30 degree angle, the most forward moving version.
Guard Cancel Attack
6A+B
P4Arena Yukiko 5AAA.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
000 - O - - - - - - Click!

Pretty standard Guard Cancel, mimics 5AAA in terms of hitbox. Very punishable on block, use with caution.

All Out Attack
A+B
P4Arena Yukiko AOA.png
Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
All Out Attack 300 HA O 33 4 25 -11 Body 16-33G Click!
All Out Rush 180 x 16 (max) - O - - - - Body - Click!
All Out Finish (C) 1800 - O - - - - Body - Click!
All Out Finish (D) 1000 - O - - - - Body - Click!

Very slow, but travels very far forward and hits 'around' Yukiko. Has guard point and hits high, as is normal for these. Due to the small hitbox and bad recovery, it's very easy to punish on block, although it is one of the safer AOAs compared to other characters. Not a particularly great tool for Yukiko, but it can be useful on occasion.

Sweep
2A+B
P4Arena Yukiko Sweep.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
400 L S(J)O 10 5 15 -5 Leg - Click!

A fairly fast, decently ranged sweep attack that hits low. Much faster than 2C but slower than 2A.


Persona Attacks[edit]

5C Persona Required
P4Arena Yukiko 5C.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
160, 80 x 8 All CS(J)O 17 1 x 9 29 -15 Body - Click!

A fairly slow, downwards swinging strike that hits 9 times. It moves a little distance forward, but the overall forward range is not that great. It's a staple normal for combos and guard strings, but doesn't have many uses otherwise. It is also fatal counters.

5D (and 4D, 6D) Persona Required
P4Arena Yukiko 5D.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
200, 100 x 8 All - 37 1 x 9 Total 39 +31 Body - Click!

Konohana Sakuya dashes forward and does a huge, upward swinging attack that hits 9 times. It's very slow, but it hits a huge area. Because it can cause Fatal Counter, it can be very threatening to the other player. Getting Fatal Countered by it leaves Yukiko with a long time to rush up for a big combo followup. It's a fairly useful attack as a big, long range attack to fish for hits with, and does a good job against players who jump too much. You can control the distance it dashes before swinging by using forward or backward when you input it.

  • 4D travels the shortest distance.
  • 5D travels a medium distance.
  • 6D travels the longest distance.
2C Persona Required
P4Arena Yukiko 2C.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
160, 80 x 7 L CS(J)O 15 1 x 8 32 -18 Leg - Click!

A very long range sweep attack that hits low for 8 hits. Another staple normal for combos and pressure. It has much better range than 5C so it can be used in strings where 5C will not connect.

2D (and 1D, 3D) Persona Required
P4Arena Yukiko 2D.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
400, 200 x 2 HA - 53 3 + 1 x 2 Total 39 +48 Head - Click!

Konohana Sakuya flies off the top of the screen, and then dives straight downward, and must be blocked high. The benefit of it traveling off the top of the screen before diving is that it is quite hard for the opponent to attack it, thus often forcing them to block or get out of the way. In addition, because it hits high, it can be used to setup for high/low unblockables. The startup time on it is somewhat lengthy, but it is an invaluable tool for many reasons for Yukiko. You can adjust the distance away from you it dives at by using down-forward or down-back when you input it.

  • 1D travels the shortest distance, basically right in front of Yukiko. Useful for corner mixups.
  • 2D travels a medium distance.
  • 3D travels the longest distance, almost full screen.
j.C Persona Required
P4Arena Yukiko jC.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
160, 80 x 6 All SJO 14 3 + 1 x 6 17 - Head - Click!

A very large, fairly decent speed air normal that attacks straight forward for 9 hits. It doesn't hit high unfortunately. The hitbox is quite good, but it's more useful for combo purposes than anything else.

j.D (and j.4D, j.6D) Persona Required
P4Arena Yukiko 2D.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
400, 200 x N HA - 50 3 + 1 x N Total 37 - Head - Click!

Effectively the same move as her 2D series. Can Fatal Counter. All versions travel a slightly smaller distance compared to it's ground version. Unsure of other differences.


Throws[edit]

Ground Throw
C+D or 4C+D
P4Arena Yukiko GroundThrow.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
0,1100 - O 7 2 17 - Throw - Click!

Yukiko spins the opponent around. This can always be comboed off of in the corner, and it can be comboed off of at mid screen with a One More Cancel. Otherwise, it at least leaves the opponent in a 'spin' state and Yukiko in a very good position to continue pressure and offense. Very good throw overall.

Air Throw
j.C+D
P4Arena Yukiko AirThrow.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
0, 1800 - O 5 2 17 - Throw - Click!

Yukiko tosses the opponent downwards. You can combo off it using a One More Burst, or potentially also One More Cancel. Like all air throws, it does extremely heavy damage.


Furious Action[edit]

Dia Persona Required
B+D, hold possible
P4Arena Yukiko BD.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
100 All U 22 12 24 -21 Body 1-34G Click!
  • Heals 300 HP on 33F, plus additional 10 HP per frame after 38F. Able to hold button to continue healing and neutralizing projectiles.


When activated, causes a short range physical hit that knocks the opponent far across the screen. It is completely invincible until after active. It is possible to combo after this hit if you have the opponent in the corner. Dia is Super Cancelable (on hit/guard), which can be very useful as well. However, the move is very unsafe on block or wiff, so you must still be careful with it.

In addition, you can Hold B+D when you do the move, and Yukiko will continuously heal herself until you release. She will block all projectiles as long as you hold the buttons, so you can use Dia to beat attempts to thoughtlessly throw projectiles at you as well. This includes things like Teddie's meteors and clown ball super. However, since Dia technically counts as blocking the projectiles, the other player can OMC their projectile and whatever else. Additionally, you can only hold buttons for 15 seconds per round, after that you will no longer be able to do it (but you still can use Dia).

While Dia does cause Blue Life damage to Yukiko like all Furious Actions, it can also heal this life back up easily. If you successfully hit the opponent with it, you may end up with more life than you started with if you hold it briefly.

This video helps show which projectiles go through Yukiko's Dia made by Tae Seong Kim


Skill Attacks[edit]

Agi Persona Required
236A/B, hold possible, air OK
P4Arena Yukiko Agi.png
Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
A 300, 600 All UO 13, 7* (can be delayed) 3, 15 Total 60 -12 Body - Click!
B 300, 600 All UO 13, 7* (can be delayed) 3, 15 14 -20 Body - Click!
SB 500, 600 x 2 All UO 27, 7* (can be delayed) 3, 15 14 +24 Head - Click!
Air 300, 600 All UO 13, 7* (can be delayed) 3, 15 - +24 Body - Click!
  • Second number refers to second part of attack that happens when you release button.


Konohana Sakuya does a very fast upward swing that hits, and then briefly places a small fire setup effect on the screen. This fire setup will explode when the button is released, causing a single hit of fire damage. Due to the fact that you can choose when to detonate the fire, this allows Yukiko all sorts of interesting combo, mixup, and pressure tricks. A typical strategy is to finish a combo with this move, then allow the opponent to tech without detonating the fire. This way, you can use the threat of the fire to allow you to setup mixups, or give you breathing time to setup keep away, or allow for you to use Fire Boost. This is easily one of Yukiko's best moves!


A Version: The initial hit does not push the opponent away very far, and the fire is setup just in front of Konohana Sakuya. Useful for combos and pressure where you want to keep the opponent close to you.


B Version: The initial hit knocks the opponent back, the whole way across the screen, and the fire is setup at almost full screen distance. Useful for combos or keep away, where you want the opponent as far away from you as possible.


SB Version: Sets up TWO fires at once, one for each button. They will always setup over top of the other player, no matter where they are horizontally on the screen. Releasing the A button detonates the closer of the two fires, B the farther. As expected, this is just an even better version of Agi that allows for even nastier combos and pressure! Essential for Yukiko's big combos, but slow and requires certain setups to combo into.


Air Versions: More or less identical to the ground versions, except they have less recovery. Good for pretty much all the same things as the ground versions. Air SB version is also faster than ground version.

Maragi Persona Required
236C/D, then C/D again
P4Arena Yukiko Maragi.png
Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C 500, 800 LA UO 38* 1 (full-screen), 30 Total 50 +12 Leg/Body - Click!
D 500, 800 LA UO 31* 1 (half-screen), 30 Total 59 -4 Leg/Body - Click!
SB 500, 800 LA UO 31* 1 (half-screen/full-screen), 30 Total 46 +9 Leg/Body - Click!
  • Upon contact with opponent, attack starts up in 10F.


Konohana Sakuya sends a flame wave along the ground, which hits low. It has significantly longer startup than Agi. By default, the flame will travel forward and explode into a fire column if it makes contact with the opponent. However, you can also manually detonate the flame wave by pushing C or D. The fire column has a very large vertical hitbox, does very substantial damage, and causes a very long amount of hit stun. The hitbox, along with being able to manually detonate the wave, allows Maragi to be used as a powerful zoning and anti-air tool. And due to the damage and hitstun it causes, it can be very powerful for starting combos, and being used in the middle of them. Very good special move overall, but the slow startup is something that must be considered when using it. It also can be at very large frame advantage on block, depending on how close it is blocked to Yukiko, so it can also be useful for starting pressure or mixups.


C Version: Projectile travels slowly. Slower startup, but faster recovery.


D Version: Projectile travels quickly. Faster startup, but slower recovery.


SB Version: Fires both C and D versions at the same time. You can detonate each of the waves by pressing their respective buttons. Has the faster startup AND recovery.

Fire Boost Persona Required
214C
P4Arena Yukiko FireBoost.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
000 - - - - Total 41 - - - Click!
  • Levels up fire counter by 1. Increases fire damage by 10% until level 4; level 5 and on increases damage by 15%.


After a short pose, Yukiko gains a Fire Level, which increases the damage of all attacks that deal Fire damage. Using this move causes a small amount of Blue Life damage to Yukiko.

While a single Fire Level offers a very small increase in damage, many fire levels can add up to a significant boost (around level 4-5+), especially to Maragidyne. Unfortunately, none of Yukiko's normals are fire based, and her common B&B combos often don't involve any fire damage at all, so the effect of building Fire Levels is often not impactful. In addition, due to the highly momentum based gameplay of Yukiko, it is often very difficult to find time to use Fire Boost. These three things, along with the fact that it causes Blue Life damage to herself, mean that many players choose to simply not use Fire Boost!

Fire Boost High Persona Required
214C+D
P4Arena Yukiko FireBoost.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
000 - - - - Total 31 - - - Click!
  • Levels up fire counter by 2. Increases fire damage by 10% until level 4; level 5 and on increases damage by 15%.


More or less identical to Fire Boost, except a Skill Boost, thus costing 25SP. The upside is that it builds 2 Fire Levels at once. The downside is that it costs twice as much Blue Life health to Yukiko.

Fire Break Persona Required
214D
P4Arena Yukiko FireBreak.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
000 - - - - Total 55 - - - Click!
  • Envokes fire break during move's animation, making the next fire attack unblockable. After using a fire attack, Fire Break gauge appears, set at 9000 points and decreases at a rate of 10 points per frame. Once it reaches 0, this move can be used again.


After a decent length pose, Yukiko gains Fire Break. This causes the next Fire Damage based move used to become unblockable. Using Fire Boost also causes a fairly decent amount of Blue Life damage to Yukiko (more than Fire Boost High). Fire Break will remain ready until Yukiko uses it, but after using an unblockable move, she will have a 15 second cooldown during which she cannot use Fire Break again (time remaining indicated by a meter above her SP bar).

Note that moves already on screen DO NOT gain the unblockable property. Fire Break will take effect on the NEXT fire attack used. If an Agi is setup AFTER Fire Break is used, that Agi will have the unblockable property once released, but the cooldown timer will immediately begin as soon as the Agi is placed.

There is currently a bug using Agidyne with Fire Break. If Fire Break is used with Agidyne, then the fireball from Agidyne afterwards will continue to be unblockable for the rest of the round. This can only be done if Fire Break was not used with any other fire move before using Agidyne. This bug has been patched as of version 1.01 of the game released on September 27, 2012.


SP Skill Attacks[edit]

Agidyne Persona Required
236236C/D, hold possible
P4Arena Yukiko Agidyne.png
Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C 1100 All One More Cancel 1 + 38 Onto edge of screen Total 89 -25 Body 1-27 Click!
C (partial hold) 100, 50 x N, 1400 All One More Cancel 1 + 27 N
(10 onto edge of screen)
51
(after fireball is released)
-25 Body 1-27 Click!
C (full hold) 100, 50 x 12, 1700 All One More Cancel 1 + 27 75
(10 onto edge of screen)
51
(after fireball is released)
-16 Body 1-27 Click!
D 150, 75 x 4, 1100 All One More Cancel 1 + 15 32
(5 hits; 8 onto edge of screen)
51
(after fireball is released)
-57 Body 1-27 Click!
D (partial hold) 150, 75 x N, 1400 All One More Cancel 1 + 15 N
(8 onto edge of screen)
51
(after fireball is released)
-93 Body 1-31 Click!
D (full hold) 150, 75 x 14, 1700 All One More Cancel 1 + 15 102
(15 hits; 8 onto edge of screen)
51
(after fireball is released)
-117 Body 1-31 Click!

Does fairly decent damage and is a staple combo ender for Yukiko. It is also possible to combo AFTER this super, though it may be difficult to at the end of long combos, or at mid screen.


C Version: Konohana Sakuya spins forward shoots a large fireball towards the opponent. If the button is held she rapidly spins forward longer causing more fire damage before shooting the fireball. The spin can miss the opponent and the fireball will still be able to hit them.


D Version: Konohana Sakuya flies upwards and then shoots a large fireball. If the button is held, she flies up further before shooting the fireball. If the opponent is hit with the initial spin, she will take them up with her. If not, then it will leave Yukiko wide open for a counter-attack. Because of this it is a close-range attack compared to her C version since the fireball will not hit the opponent if it whiffs as Konohana Sakuya will be in the air. As a tradeoff, deals a bit more damage than the C version.


Awakened SP Skill Attacks[edit]

Maragidyne Persona Required
214214C/D, hold possible
P4Arena Yukiko Maragidyne.png
Version Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
C 400 X 10 All One More Cancel 19 + 11 5* (per pillar) Total 65 +73 Body 1-22 Click!
D 400 x 10 All One More Cancel 19 + 11 5* (per pillar) Total 65 +73 Body 1-22 Click!
  • Summons fire pillars every 10 frames, each fire pillar has 5 active frames.


Two large fire columns travel along the floor. It can carry the opponent to the side of the screen. Very difficult to avoid due to its wide horizontal and tall vertical hitboxes. When used along with Fire Break, you can create extremely dangerous and unblockable walls of damage. Yukiko is also at a decent advantage on block with the C version of this super, so it is possible to use it to setup for a Fire Break as well! If used correctly, it is a very lethal super that can turn the tables. However, it has some startup and is possible to avoid or punish it on reaction for some characters.


C Version: The fire columns start from Yukiko's current position and travel away from her. Leaves her at big advantage on block and the opponent far away from her. It is possible to roll through, but very difficult at the same time.


D Version: The fire columns start at the far end of the screen and travel inwards, pulling the opponent towards Yukiko. Leaves the opponent very close to her, which allows her to combo after it, thus generally making it the best for use in combos after a B Agi. If Fire Break is used with this super, it can be very difficult for the opponent to deal with.


Instant Kill[edit]

Full Bloom Persona Required
222C+D
P4Arena Yukiko FullBloom.png
Damage Guard Cancel Startup Active Recovery Static Diff Attribute Invul Hitbox
K.O. All - 36 + 16 4 65 -50 Body 1-59 Click!

Yukiko twirls then kneels to the ground, summoning Konohana-Sakuya, who rushes forward with a huge attack that is identical to her 5D. If it connects, it kills the opponent instantly. The startup is fully invincible, but the move is blockable, and punishable on block. Best instant kill in game because of no superflash on startup and relatively fast compared to others and can be used against supers or moves with long recovery. Can hit out f air. Funnily enough, it does 398 hits, which in Japanese can be read as 'Sakuya'.


Strategies[edit]

Refer to the Yukiko Amagi Strategies and Tips thread for more discussion on these ideas.

Offense[edit]

The Pros and Cons of Fire Boost/Break[edit]

Fire Boost and Fire Break are two of Yukiko's moves that are notable for increasing the advantage of her fire-based moves. The pros of both are that Fire Boost will increase the strength of her fire attacks and Fire Break will make her fire moves unblockable when in contact with her opponent.

However, the cons to both moves are that Fire Boost will not see a dramatic increase in strength until later levels of it and Fire Break has a cooldown meter after you activate your first fire-based attack that causes the opponent not to block it; another downside to Fire Break is that the second fire-based attack you execute on your opponent will not be unblockable. Both moves can also cause blue life damage to Yukiko; Fire Boost doing a small amount while Fire Break doing a fairly decent amount, so use these moves wisely while neutral game is stale.

Defense[edit]


Combos[edit]

(Reversed) - Refers to the situation where your opponent is between you and your Persona. In other words, when your Persona is facing towards yourself.
236A/B~ - Refers to the fact that you can always combo into an Agidyne if so you feel the need to.
236{C}~}B{~}C{ - Special style of combo where you must buffer a Maragi and then release an Agi just in time to allow the Maragi to combo.
(A2A) - Air to Air combo.

Basics[edit]

  • 5AAAAA
  • 5AAA 236A 236236C [50SP]
Her very basic auto-combo. Both inputs do the same thing. Does very bad damage but you can just mash it out!
  • 5AA 5B 5C 2C 236A~
  • 5AA 5B 2C 236A~
Slightly improved basic combos. Second version may be needed if slightly out of range for 5C to connect.
  • 2AA 5AA 5B 5C 2C 236A x 236236D [50SP]
  • 2AA 5AA 5B 5C 2C 236B x 214214D, (236236C) [50SP, Awakening]


  • 214214D, 214214C, 214214D [150SP, Awakening]
  • 214214C, 214214D, 214214C [150SP, Awakening]
  • 214214C, 214214D, 236236D [150SP, Awakening]


Maragi Combos[edit]

There are multitudes of variations on these combos, which involve comboing into EX Agi, then into Maragi to get large amounts of damage. They all take one of a few basic forms, which you can then apply to a multitude of situations. These combos are advanced, but are a huge staple of her damage, so are important to learn.

Single Maragi Version[edit]
  • ... 236{A+B}, }A{, 66 5C 236{C}~}B{~}C{, 66 ...
This version works when farther into combos, or when hitstun decay is higher. The idea here is that after the EX Agi, you release the A button to hold them in place long enough to combo into the 5C. You then cancel the 5C into the C Maragi, but hold the C button (so you can manually detonate the Maragi). Then, you release the B button to hold them in place long enough again, so that you can then release the C button to detonate the Maragi.
After this, you should have plenty of time to run up and continue the combo.
Double Maragi Version[edit]
  • ... 236{A+B}, 236{C}~}A{~}C{, 66 5C 236{C}~}B{~}C{ ...
This version works when you are early in a combo, or when hitstun decay is very low, mostly after a One More Burst, or Fatal Counter. For the first part, you immediately go from EX Agi into C Maragi, then release the A button to hold them in place long enough for you to detonate the Maragi. After that, you simple dash up and do the Single Maragi Version combo as above.
Double Maragi Variations[edit]
  • ... 236{A+B}, 66 236{C}~}A{~}C{, 66 5C 236{C}~}B{~}C{ ...
  • ... 236{A+B}, 5C 236{C}~}A{~}C{, 5C 236{C}~}B{~}C{ ...
Some alternate variations on the Double Maragi Combo that might be needed or desired in some cases. The first requires you to dash up after the EX Agi before doing the Maragi.
C Maragi / D Maragi[edit]

<Figure this out at some point>


All Out Attack Combos[edit]

  • (Corner) A+B->D, 2C, 2B 5C 5BB B+D, 5AAA 236A~
  • (Mid) A+B->C > jc.C j.236{A+B}, }A{ > dj j.1D }B{ |> 5BB 236A~ [25SP]


  • (Corner) A+B->D, 2C 3B 236{A+B}, 5C 236{D}~}A{~}D{, 5C 2C 236{A}, }B{, 236B x 236236D [75SP]


Throw Combos[edit]

  • (Mid) Throw x OMC, 236D, 66 5B 2B 5C 5BB 236A/B [50SP]
  • (Corner) Throw, 5AA 5BB 5C 5BB 5C 2A+B 236A


  • (Mid) Air Throw x OMB, 236A+{B}, 5C 236{C}~}B{~}C{, 66 5C, 5BB 5C, 5BB 236B [25SP, OMB]
  • (Mid) Air Throw x OMB, 236{A+B}, }A{ 5C 236{C}~}B{~}C{, 66 5C 5BB 5C, 236A~ [25SP, OMB]
  • (Mid) Air Throw x OMB, 236{A+B}, 66 236{C}~}A{~}C{, 66 5C 236{C}~}B{~}C{, 66 5BB 236A/B~ [25SP, OMB]


  • (Mid) Air Throw x OMC |> 5AA 5C 5BB 5C 5BB 236A/B~ [50SP]


  • (Corner) Air Throw, j.A |> 5B 236{A}, }A{ 5AAA 236A~
  • (Corner) Air Throw, j.A |> 5BB 236{A+B}, 5C 236{D}~}A{~}D{, 5C 236{D}~}B{~}D{, 236A/B~ [25SP]


Advanced/Situational (From Normals)[edit]

  • 5AA 5BB > jc.236{A+B}, |> }A{ 2C 236{C}~}B{~}C{, 66 5C 5BB 236A/B~ [25SP]
  • (Anti-Air) 5AA 5C 5BB 236{A+B}, 66 }A{ 5C 236{C}~}B{~}C{, 66 5BB 236A/B~ [25SP]
  • (Anti-Air) 5AA x OMB, 236{C}~}C{, 66 236{A+B}, 236{C}~}A{~}C{, 66 5C 236{C}~}B{~}C{, 66 5BB 236A/B [25SP, OMB]


  • CH 5B 236D, 66 5BB 5C 2B > jc.2369{A} |> }A{ 5AAA 236A x 236236C
  • CH 5B 236D, 66 5BB 236{A+B}, 66 }A{~236{C}~}C{, 5C 236{C}~}B{~}C{, 66 5BB 236A/B [25SP]
  • (Anti-Air) CH 2B, > IAD j.A j.236{A}, }A{ |> 5AA 5C 5BB 5C 236A/B~
  • (Anti-Air) CH 2B, > IAD j.A j.B j.236{A+B}, |> }A{ 236{D}~}B{~}D{, 66 5C 5BB 5C 236A/B [25SP]


  • CH 2C 236{A+B}, }A{, 66 5C 236{C}~}B{~}C{, 66 5A, j.AA j.236A, j.236A [25SP]


  • (Corner) 2C 236A x 236236C, 66 2A+B 236A x 236236{C}, B+D [100SP, Awakening]
Bounces them out of the corner.


  • FC 5C 236D, 66 5C 5BB 5C 3B > jc.236{A}, }A{ |> 66 5AAA 236A/B~
  • FC 5C 236{A+B}, }A{ 5C 236{C}~}B{~}C{, 5C 2C 2B > jc.236{A} }A{ |> 5AAA 236A/B~ [25SP]
  • FC 5C 236{A+B}, 66 236{C}~}A{~}C{, 66 5C 236{C}~}B{~}C{, 66 5BB 236A/B~ [25SP]
  • (Reversed) 5C 2C 236{B} }B{, 5AAA 236A x 236236C, 66 2A+B 236{B}~ [50SP]


  • (Full Screen) FC 5D, 5C 2C 236A/B~
  • FC 5D, 66 5A 5C 5BB 236{A+B}, 66 }A{ 236{C}~}C{, 66 5C 236{C}~}B{~}C{, 66 5C 5BB 236A/B~ [25SP]
  • FC 5D, 66 5C x OMB, 236{C}~}C{, 66 236{A+B}, }A{~236{C}~}C{, 66 5C 236{C}~}B{~}C{, 66 5B > jc.236{A}, }A{ |> 5AAA 236A/B~ [25SP, OMB]
  • FC 5D, 66 5C x OMB, 236{D}~}D{, 66 5BB 236{A+B}, 5C 236{C}~}A{~}C{, 66 5C 236{C}~}B{~}C{, 66 5C 5BB 5C 5BB 236A/B~ [25SP, OMB]


  • FC 3D, 5C 2C 236{B}-}B{, 5BB 236{A+B}, 5C 236D~}A{, 2D }B{, 5B 2A+B~ [25SP]


  • (A2A) CH j.B |> 5AA x OMB, 66 236{A+B}, 236{C}~}A{~}C{, 66 5C 236{C}~}B{~}C{, 66 5BB 236A/B~ [25SP]
  • (Anti-Air) CH j.B |> 66 5A 5BB 236{A+B}, }A{ 66 5C 236{C}~}B{~]C{, 66 5C 5BB 236A/B~ [25SP]
  • (A2A) j.C j.236{A+B} |> }A{ 2C 236{C}~}B{~}C{ , 66 5C 5BB 5C 236A/B~ [25SP]


Advanced/Situational (From Specials)[edit]


  • 236{A+B}, }A{ 5C 236{C}~}B{~}C{, 5D (wiffs), 5BB 5C 2C 236A/B~ [25SP]
Leaves them behind you (for back-to-the-corner situations).


  • (A Agi Setup) }A{ 5AA x OMB, 236C, 236{A+B}, }A{~236{C}~}C{, 66 5C 236{C}~}B{~}C{, 66 5BB 236A/B~ [25SP]


  • (Reversed) 236{A}-}A{, 5BB 236{A+B}, 66 5C 236D~}A{ 2D }B{ 2A+B 236B~ [25SP]
Leaves your Persona reversed again after the 2D.


  • 236C/D, 2B 5C 5B, jc.236{A}, }A{ |> 5AAA (214D)
  • 236C/D, 66 5BB 236{A+B}, }A{ 236D, 66 5C 236{C}~}B{~}C{, 5BB 236A/B~ [25SP]
  • 236C/D, 66 5C x OMB, 236{D}~}D{, 66 236{A+B}, }A{~236D, 66 5C 236{C}~}B{~}C{, 66 5BB 236A/B~ [25SP, OMB]



Persona 4: Arena
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System Explanations

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Movement/CancelingOffenseDefenseDamage/Combo SystemAttack AttributesSP/Persona/Burst Gauge UsageStatus AilmentsMisc