P4AU/Yukari Takeba: Difference between revisions

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<br clear=all/>
<br clear=all/>
==Strategy==
==Strategy==
===General Tactics===
===General Tactics===

Revision as of 18:31, 20 August 2014

Yukari Takeba

Overview

Placeholder

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

Persona: Isis
Placeholder

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

5A
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 200 Low 6 7 9 -1 Leg
5AA 400 Any 9 3 13 -1 Body
5AAA 50*15 Any 13 - 36 Total +1 Body
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5B
P4AU Yukari 5B.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
Uncharged 400 Any 14 - 46 Total -14 Chest, Projectile
Charged 400*3 Any 31 - 63 Total -14 Chest, Projectile
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2A
P4AU Yukari 2A.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
160 Low 7 2 13 -2 Leg
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5B
P4AU Yukari 5B.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
Uncharged 250*3 Any 16 - 57 Total -22 Projectile
Charged 250*3 Any 16 - 57 Total -22 Chest, Projectile
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j.A
Damage Guard Startup Active Recovery Frame Adv. Attribute
200 High 6 15 9 - Head
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j.B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
Uncharged 400 Any 14 - 37 Total - Projectile
Charged 400*3 High 25 - 47 Total - Projectile
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Guard Cancel Attack
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -
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j.2B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
Uncharged 250*3 Any 16 - 44 Total OR 9 after landing - Projectile
Charged 250*3 Any 28 - 56 Total OR 9 after landing - Projectile
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All Out Attack
Damage Guard Startup Active Recovery Frame Adv. Attribute
300 Throw 28 3 28 -12 Body
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Sweep
Damage Guard Startup Active Recovery Frame Adv. Attribute
500 Low 9 3 17 -5 Leg
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Persona Attacks

5C Persona Required
Damage Guard Startup Active Recovery Frame Adv. Attribute
400, 200, 200 Any 15 4, 4, 4 30 -17 Chest
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5D Persona Required
Damage Guard Startup Active Recovery Frame Adv. Attribute
500 Any 32 90 32 Total +25 Projectile
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2C Persona Required
Damage Guard Startup Active Recovery Frame Adv. Attribute
400 Any 14 8 23 -14 Body
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2D Persona Required
P4AU Yukari 2D.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
500 Any 32 90 28 Total - Projectile
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j.C Persona Required
Damage Guard Startup Active Recovery Frame Adv. Attribute
300, 600 Any 14 3, 10 24 - Body
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j.D Persona Required
Damage Guard Startup Active Recovery Frame Adv. Attribute
500 Any 33 90 20 Total - Projectile
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Throws

Ground Throw
Damage Guard Startup Active Recovery Frame Adv. Attribute
0, 300, 800 Throw 5 3 24 - Throw
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Air Throw
P4AU Yukari AirThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0, 1800 Throw 4 3 19 - Throw
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Furious Action

Feather☆Thrasher
Damage Guard Startup Active Recovery Frame Adv. Attribute
600, 224*3 Any 13 8 34 (50) -34 Body
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Skill Attacks

Feather☆Arrow
236A/B (air OK)
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A ground 250, 500 Any, High 14 - 69 Total -20 Projectile
A air 250, 500 Any, High 13 - 6 after landing - Projectile
B ground 120*12 Any 44 - 108 Total -21 Projectile
B air 120*12 Any 30 - 6 after landing - Projectile
SB ground 120*15 Any 17 - 77 Total -21 Projectile
SB air 120*15 Any 17 - 52 Total - Projectile
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Feather☆Bomb
214A/B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A/B 1000
- 12* 34 Total - Projectile
SB 1000*2
- 12* 29 Total - Projectile
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Magaru Persona Required
214C/D (air OK)
P4U2 Yukari Magaru.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C/D ground 200, 100*4 Any 19 105 48 Total +2 Projectile
C/D air 200, 100*4 Any 19 105 42 Total - Projectile
SB ground (200, 100*4)*2 Any 17 105 36 Total +12 Projectile
SB air (200, 100*4)*2 Any 17 105 30 Total - Projectile
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Feather☆Flip Persona Required
236C/D (air OK)
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C/D ground - - 24 (C version)/27 (D version) - 49 + 6 after landing - -
SB ground - - 24 - 56 - -
C/D air - - 24 (C version)/29 (D version) - 14 after landing - -
SB air - - 24 - Until landing - -
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Feather☆Shoot
A/B/C/D during Feather☆Flip
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A/B/C/D 500, 745 High, Any 13 -
- Projectile
AB/CD 500, 745 High, Any 13 - 49 Total - Projectile
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SP Skill Attacks

Hyper Feather☆Shoot
236236A/B (air OK)
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A ground 1800 Any 4+3 - 72 Total -38 Projectile
A air 1800 Any 4+3 - 11 after landing - Projectile
B ground 2400 Any 4+15 - 84 Total -39 Projectile
B air 2400 Any 4+13 - 11 after landing - Projectile
SB ground 2000*2 Any 4+3 - 90 Total -38 Projectile
SB air 2000*2 Any 4+3 - Until landing - Projectile
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Awakened SP Skill Attacks

Magarula
214214C/D
P4U2 Yukari Magarula.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C/D 500, 2000* Any 4+25 121 24 Total +115* Projectile
SB (500, 2000)*2* Any 4+25 121 24 Total +115* Projectile
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Instant Kill

Final Feather☆Arrow
P4U2 Yukari InstantKill.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
K.O. Any 17+55* - 145 Total -55 Projectile
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Strategy

General Tactics

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


Tips and Tricks

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