P4AU/Yukari Takeba: Difference between revisions

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Revision as of 14:26, 26 July 2014

Yukari Takeba

Overview

Placeholder

Health: 8,500
Play-style: Zoning
Movement Options: Placeholder

Persona: Isis
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Pros/Strengths:

  • Strong zoning and keep away game.
  • Can inflict several status ailments.
  • Magarula provides great mix-up opportunities.


Cons/Weaknesses:

  • Low Health.
  • Placeholder
  • Placeholder


External References:


Move List

See also: Yukari Full Frame Data

Normal Moves

5P
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

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Throws

5P
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Placeholder

Furious Action

5P
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Placeholder

Skill Attacks

5P
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Placeholder

SP Skill Attacks

5P
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Placeholder

Awakened Skill Attacks

5P
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

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Instant Kill

5P
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Placeholder

Strategy

Offense

In this part, you can talk about anything you feel like beginner players Yukariuld know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.

The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.


Defense


Neutral

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

Midscreen to Corner

Corner Only