|
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| <br clear=all/> | | <br clear=all/> |
| ==Strategy== | | ==Strategy== |
| ===Offense=== | | ===General Tactics=== |
| In this part, you can talk about anything you feel like beginner players Yukikould know.<br/> | | In this part, you can talk about anything you feel like beginner players should know.<br/> |
| <br/> | | <br/> |
| '''Split up your topics like this'''<br/> | | '''Split up your topics like this'''<br/> |
Line 1,364: |
Line 1,364: |
| Add more asterisks to further indent your text as necessary. | | 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===
| |
|
| |
|
| | ===Tips and Tricks=== |
|
| |
|
| ==Combos== | | ==Combos== |
Overview
Placeholder
Health: 8,500
Play-style: Zoning, Long Range
Movement Options: Placeholder
Persona: Konohana-Sakuya
Placeholder
Pros/Strengths:
- Great zoning capabilities, many different projectiles to use.
- Fire Break offers unique unblockable situations.
- Damage becomes significantly increased with enough Fire Boosts.
Cons/Weaknesses:
- Somewhat limited at close range.
- Poor Health and defences.
- Very Persona reliant.
External References:
Move List
- See also: Yukiko Full Frame Data
Normal Attacks
5A Normal
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5A
|
300
|
Any
|
10
|
4
|
20
|
-11
|
Body
|
5AA
|
400
|
Any
|
12
|
3
|
12
|
0
|
Body
|
5AAA
|
800
|
Any
|
15
|
3
|
27
|
-13
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
5A Shadow
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5A
|
300
|
Any
|
10
|
4
|
20
|
-11
|
Body
|
5AA
|
400
|
Any
|
12
|
5
|
12
|
-2
|
Body
|
5AAA
|
800
|
Any
|
15
|
3
|
23
|
-9
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
5B, 4B, and 6B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5B
|
300
|
Any
|
13
|
-
|
49 Total
|
-14
|
Chest, Projectile
|
4B, 6B
|
400*3
|
Any
|
13
|
-
|
52 Total
|
-17
|
Chest, Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
5BB, 4BB, and 6BB
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
300
|
Any
|
9
|
-
|
49 Total
|
-8
|
Chest, Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
160
|
Low
|
7
|
2
|
14
|
-5
|
Leg
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
2B, 1B, and 3B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
300
|
Any
|
14
|
-
|
40 Total
|
-4
|
Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
300
|
High
|
10
|
3
|
13
|
-
|
Head
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
j.B, j.4B, and j.6B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
300
|
Any*
|
12
|
-
|
39 Total
|
-
|
Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Sweep 2A+B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
400
|
Low
|
10
|
5
|
15
|
-5
|
Leg
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Persona Attacks
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
160, 80*8
|
Any
|
17
|
1*9
|
29
|
-15
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
5D, 4D, and 6D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
200, 100*8
|
Any
|
37
|
1*9
|
39 Total
|
+31
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
160, 80*7
|
Low
|
15
|
1*8
|
32
|
-18
|
Leg
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
2D, 1D, and 3D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
400, 200*2
|
High
|
53
|
to the ground (3 hits)
|
39 Total
|
+48
|
Head
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
j.C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
160, 80*5
|
Any
|
14
|
3, 1*6
|
23
|
-
|
Head
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
j.D, j.4D, and j.6D)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
400, 200*n
|
High
|
50
|
to the ground
|
37 Total
|
-
|
Head
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Ground Throw C+D or 4C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
0, 1100
|
Throw
|
5
|
2
|
23
|
-
|
Throw
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Air Throw j.C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
0, 1800
|
Throw
|
4
|
2
|
17
|
-
|
Throw
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Dia B+D
Hold button to heal more
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
100
|
Any
|
22
|
12
|
24
|
-21
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Agi 236A/B (air OK)
Hold button to delay, release to detonate.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A ground
|
300, 600
|
Any
|
13, 27
|
3, 15
|
60 Total
|
-12
|
Body; Projectile
|
B ground
|
300, 600
|
Any
|
13, 27
|
3, 15
|
47 Total
|
+1
|
Body; Projectile
|
SB ground
|
500, 600, 600
|
Any
|
27, 45, 45
|
3, 15, 15
|
42 Total
|
+24
|
Body; Projectile; Projectile
|
A/B air
|
300, 600
|
Any
|
12, 26
|
3, 15
|
53 Total
|
-
|
Projectile
|
SB air
|
500, 600, 600
|
Any
|
21, 39, 39
|
3, 15, 15
|
56 Total
|
-
|
Body; Projectile; Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Maragi 236C/D, then C/D again
Creates pillar after touching opponent. Press button to manually detonate
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
500, 800
|
Low, Any
|
38
|
75(9)30
|
50 Total
|
+12
|
Projectile, Leg; Projectile
|
D
|
500, 800
|
Low, Any
|
31
|
Full-screen(9)30
|
59 Total
|
-4
|
Projectile, Leg; Projectile
|
SB
|
(500, 800)*2
|
Low, Any
|
31
|
75(9)30/Full-screen(9)30
|
46 Total
|
+9
|
Projectile, Leg; Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Fire Dance 214A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
300, 500
|
Any
|
11, 21
|
2(8)5
|
19
|
-3
|
Body; Projectile, Chest
|
B
|
300, 600
|
Any
|
17, 29
|
2(10)5
|
21
|
-5
|
Body; Projectile, Chest
|
SB
|
600, 600
|
Any
|
11, 21
|
2(8)5
|
12 Total
|
+4
|
Body; Projectile, Chest
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
RadiantPhoenix 214214A/B (air OK)
Requires Fire Level 6 or higher
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A ground
|
2040
|
Any
|
29
|
Full-screen
|
69 Total
|
-21
|
Projectile
|
B ground
|
2040
|
Any
|
37
|
Full-screen
|
70 Total
|
-14
|
Projectile
|
SB ground
|
2040
|
Any
|
24
|
Full-screen
|
51 Total
|
-8
|
Projectile
|
A air
|
2040
|
Any
|
31
|
Full-screen
|
46 Total
|
-
|
Projectile
|
B air
|
2040
|
Any
|
39
|
Full-screen
|
61 Total
|
-
|
Projectile
|
SB air
|
2040
|
Any
|
26
|
Full-screen
|
36 Total
|
-
|
Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Fire Boost 214C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
-
|
-
|
-
|
41 Total
|
-
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Fire Amp 214C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
-
|
-
|
-
|
31 Total
|
-
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Fire Break 214D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
-
|
-
|
-
|
55 Total
|
-
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Agidyne 236236C/D, hold possible
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C, no charge
|
1400
|
Any
|
4+17
|
Full-screen
|
71 Total
|
-25
|
Projectile
|
C, partial charge
|
100, 50*n, 1700
|
Any
|
4+23
|
n(8)Full-screen
|
51F after release
|
-25
|
Projectile
|
C, full charge
|
100, 50*12, 2000
|
Any
|
4+23
|
75(8)Full-screen
|
39F after release
|
-4
|
Projectile
|
D, no charge
|
150, 75*4, 1400
|
Any
|
4+11
|
27 (5 hits)(8)Full-screen
|
51F after release
|
-57
|
Projectile
|
D, partial charge
|
150, 75*n, 1700
|
Any
|
4+11
|
n(8)Full-screen
|
51F after release
|
-
|
Projectile
|
D, full charge
|
150, 75*14, 1400
|
Any
|
4+11
|
87 (15 hits)(8)Full-screen
|
39 after release
|
-105
|
Projectile
|
SB, no charge
|
1400, 1400
|
Any
|
4+17
|
Full-screen
|
89 Total
|
-32
|
Projectile
|
SB, partial charge
|
100, 50, 1700, 1700
|
Any
|
4+23
|
n(8)Full-screen
|
51F after release
|
-32
|
Projectile
|
SB, full charge
|
100, 50, 2000, 2000
|
Any
|
4+23
|
75 (13 hits)(8)Full-screen
|
39F after release
|
-20
|
Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Awakened SP Skill Attacks
Maragidyne 214214C/D, hold possible
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C/D
|
400*n
|
Any
|
19+11
|
5* (per pillar)
|
65 Total
|
+76
|
Projectile
|
SB
|
450, 225*9
|
Any
|
19+9
|
10 (10 hits)
|
89 Total
|
-26
|
Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
Full Bloom 222C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
K.O.
|
Any
|
36+16
|
4
|
66
|
-50
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Expanded explanation goes here.
|
|
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
Click [★] for character's full frame data