This page covers content from P4AU 1.1, which is NOT the most recent revision of the game.
The version of the game released on modern consoles with rollback netcode is P4U2R.
Click here to be taken to this character's updated page.
Yukari Takeba |
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Health: 8,500 Combo Rate: 70% Backdash Time: 23 Backdash Invincibility: 1-6 Movement Options: 1 Double Jump/Airdash, Dash type: Run
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Introduction
P-1 Climax Nickname: The Unsightly Pink Sniper
Persona: Isis
Arcana: Lovers
Backstory:
Yukari Takeba, one of the founding members of S.E.E.S, was once a reclusive but kind high school student due to traumatic events involving the Dark Hour. But with the help of her friends, she was able to open up her feelings as well as regain her trust in people again. Now, as a college student, she is working as a model, and is an actor in the popular television program, Phoenix Rangers Featherman Victory as Pink Argus, due to her skill with a bow. While shooting a scene of the show, Labrys arrives in a helicopter, and informs her that Mitsuru, Akihiko, and Aigis are all in danger. Yukari immediately boards the chopper, and they fly to Inaba. To their surprise, the entire town is covered in Red Mist…
Strengths/Weaknesses
Strengths | Weaknesses |
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Charged B Normals
- One of the many tools Yukari possesses is the ability to charge her B arrow attacks (but not any of her specials or supers). By holding down the button while inputting 5B, 2B, j.B, or j.2B, Yukari's arrow shots will be delayed but each move will gain different properties, changing the combo potential of each moves and her combo routes. The additional effects of charged B normals are as follows:
- 5B knocks the opponent backwards, shoots three arrows instead of one, and wall-sticks in the corner.
- 2B launches the opponent from the ground into the air on raw hit, and any charged 2B wall-sticks from any point on the screen.
- j.B has a larger hitbox, shoots three arrows instead of one, and wall-sticks on hit.
- j.2B floor bounces.
- 5B knocks the opponent backwards, shoots three arrows instead of one, and wall-sticks in the corner.
Garu Effect
- Whenever Yukari's arrow attacks (B normals, Feather☆Arrow, or Hyper Feather☆Shoot) interact with a Garu-type move (D Persona normals and Magaru), the arrows will track the opponent's current location on the screen, distorting the arc of the arrow based on where the opponent is at that moment. While the arrows don't completely home in on the target, their tracking effect is important for both Yukari's combos and gameplay. At neutral, tracking arrows can be used to manipulate the field and enforce the threat of a punish. Additionally, normal arrows can be set up to hit opponents from tricky angles and create cross-ups with proper spacing and positioning. On counterhit, Yukari's arrow attacks are strong combo starters, so placing Garu orbs safely but regularly is vital to Yukari's gameplay.
External References
- Japanese Name: 岳羽 ゆかり
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
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 |
Short range standing low kick. Yukari can only get a full combo from this move if it hits very close to the opponent. A far 5A can only be confirmed with meter or a counterhit.
- Jump cancel on guard/hit.
- Plus on block, good for stagger pressure.
- Can chain into 2A and back into 5A again.
In combos, it's almost always followed by 5AAA. Jump cancelable on hit/guard, so it's fairly safe. Not bad for pressure as you can frametrap with this move, but it doesn't chain into 2A, so keep that in mind.
- Backdash cancel is -10 on block
- Forces stand on hit
Yukari shoots 3 sets of arrows 3 times upwards. A Feather☆Bomb (214A or 214AB) can be thrown after this for a nice combo. Don't ever use this for pressure- it's slow, has awkward positioning, and long recovery.
- Only shoots one set on guard.
5B
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 |
Without a charge, Yukari shoots a single horizontal arrow. It hits opponents when point blank, but will whiff if further away or if the opponent is crouching and is not point blank. Can be jump canceled on hit. The attack can also be an effective anti-air/burst punish starter at the right amount of distance. The charged version 3 arrows, blows the opponent away, wall-sticks in corner, and improves its hit box. When shot into a Garu (5D/2D/Magaru), the arrows will track the opponent.
2A
Damage | Guard | Startup | Active | Recovery | Frame Adv. | Attribute |
---|---|---|---|---|---|---|
160 | Low | 7 | 2 | 13 | -2 | Leg |
Low kick like Chie/Yukiko. Fairly quick move, but it's not a good combo starter, like most 2As.
- Chains 3 times.
2B
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 |
Upward 45 degree angle bow shot where she shoots 3 arrows simultaneously. Anti air, but has a long recovery and no invulnerability. Its angle also makes it only useful in specific situations. Back step cancelable on hit/block, jump on hit. Good for detonating air unblockable Feather☆Bombs from the ground to catch jumping opponents. When shot into a Garu (5D/2D/Magaru), the arrows track the opponent.
- Backdash cancel is -6 on block
j.A
Damage | Guard | Startup | Active | Recovery | Frame Adv. | Attribute |
---|---|---|---|---|---|---|
200 | High | 6 | 15 | 9 | - | Head |
Forward knee kick, air to air and jump-in. Hit/guard jump cancel. Big hitbox and fast startup. Very good air move, and great pressure tool as it can be used multiple times in a row to keep the opponent blocking.
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 |
Aerial version of 5B; if you do it early enough in your jump you can do air actions on the way down. Landing recovery, so be careful.
- Charge gives wall stick, better hit box and 3 arrows.
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 |
Downward 45 degree angle version of 2B. Long recovery. Jump cancel hit/guard.
- Charging gives a ground bounce. The charged version is very commonly used in combos for this reason.
All Out Attack
Damage | Guard | Startup | Active | Recovery | Frame Adv. | Attribute |
---|---|---|---|---|---|---|
300 | High | 28 | 3 | 28 | -12 | Body |
Strikes opponent with and overhead bow attack. Start-up is vaguely fast, and looks similar to Feather☆Bomb's initial toss. Leads to very high damage with both the C and D AOA finishers.
Sweep
Damage | Guard | Startup | Active | Recovery | Frame Adv. | Attribute |
---|---|---|---|---|---|---|
500 | Low | 9 | 3 | 17 | -5 | Leg |
Low profile sweep. Start-up is fast, reach is good, vital move. Gatlings into 5D, allowing Yukari to easily set up orbs after a knockdown.
Persona Attacks
5C 
Damage | Guard | Startup | Active | Recovery | Frame Adv. | Attribute |
---|---|---|---|---|---|---|
400, 200, 200 | Any | 15 | 4, 4, 4 | 30 | -17 | Chest |
Gathers wind right in front of Yukari rising upwards. Jump cancel on hit. Can chain into 2C and j.C for good pressure. Go-to punish move, as it is a great starter that nets very high damage on counterhit.
- Dash cancel is -5 on block
5D/2D 
Version | Damage | Guard | Startup | Active | Recovery | Frame Adv. | Attribute |
---|---|---|---|---|---|---|---|
5D | 500 | Any | 32 | 90 | 32 Total | +25 | Projectile |
2D | 500 | Any | 32 | 90 | 28 Total | - | Projectile |
Sets up a Garu around 2 character spaces away from Yukari. Active frames long. 2D is the same as 5D, but further upwards and has a little less recovery.
- When an arrow is shot into it, it will track the opponent.
- Can be done after sweep to set up some okizeme and mix-ups if done correctly.
2C 
Damage | Guard | Startup | Active | Recovery | Frame Adv. | Attribute |
---|---|---|---|---|---|---|
400 | Any | 20 | 8 | 23 | -14 | Body |
Creates an orb that rises upwards, placed further away than 5C. Floats opponent on hit. Guard/hit back step cancel, hit jump cancel. Good for situational punishes.
- Dash cancel is -5 on block
- Backdash cancel is -8 on block
- Great combo starter, especially on CH.
j.C 
Damage | Guard | Startup | Active | Recovery | Frame Adv. | Attribute |
---|---|---|---|---|---|---|
300, 600 | Any | 14 | 3, 10 | 24 | - | Body |
Basically the same as 5C, but ground bounces on hit, and can jump cancel on either hit. Its large hitbox makes it great for controlling space while making an aerial approach.
- Good combo tool
j.D 
Damage | Guard | Startup | Active | Recovery | Frame Adv. | Attribute |
---|---|---|---|---|---|---|
500 | Any | 33 | 90 | 20 Total | - | Projectile |
Same as 5D; sets a Garu 2 character spacings away. When an arrow is shot into this, it will track. When set up correctly, it can make arrows cross up and apply pressure.
Universal Mechanics
Ground Throw
C+D
Damage | Guard | Startup | Active | Recovery | Frame Adv. | Attribute |
---|---|---|---|---|---|---|
0, 300, 800 | Throw | 5 | 3 | 24 | - | Throw |
Knocks the opponent away, can combo super arrow afterwards at any time. At midscreen, One More! Cancel the third hit of this into dash 2C.
- Can be followed up without resources in the corner
Air Throw
j.C+D
Damage | Guard | Startup | Active | Recovery | Frame Adv. | Attribute |
---|---|---|---|---|---|---|
0, 1800 | Throw | 4 | 3 | 19 | - | Throw |
Throws the opponent downwards diagonally. Damage is fairly large for an air throw. Can only combo from this with meter.
Feather☆Slasher
B+D
Damage | Guard | Startup | Active | Recovery | Frame Adv. | Attribute |
---|---|---|---|---|---|---|
600, 224×3 | Any | 13 | 8 | 34 (50) | -34 | Body |
Moves two character spaces forward instantly, launching opponent upwards on hit.
- Side swaps with opponent.
- Low hitbox/foot attribute; NOT fatal recovery.
- SP Skill cancel possible.
Guard Cancel Attack
Damage | Guard | Startup | Active | Recovery | Frame Adv. | Attribute |
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- Shares 5AA's animation. Okay range, but like most Guard Cancels, it's not too fast.
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 |
Long lasting arrow projectile that hits multiple times (which means it can activate some counters, like Elizabeth's Instant Kill). Can also be done in the air, but the angle is pretty specific.
- Magarula (214214C/D) can be used immediately after the ground version is blocked for a pretty safe setup for super.
- Can be rolled, though the timing is pretty precise.
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 |
Throws a bomb diagonally upward which slowly floats down over time. Great move that is essential in combos and can also be set up to keep your opponent from jumping out of your pressure.
- A version falls in front of you
- B version goes further away than the A version
- SB version throws two bombs.
- When shot with an arrow, it creates an air unblockable blast.
- Can be set up if opponent blocks Magarula in the air, which pretty much makes Magarula air unblockable as well.
- Does not disappear when Yukari is attacked, but does disappear once it touches the ground. However, the bombs are only really useful when they're fairly high up.
Magaru 
214C/D (air OK)
Version | Damage | Guard | Startup | Active | Recovery | Frame Adv. | Attribute |
---|---|---|---|---|---|---|---|
C/D | 200, 100×4 | Any | 19 | 105 | 48 Total | +2 | Projectile |
SB | (200, 100×4)*2 | Any | 17 | 105 | 36 Total | +12 | Projectile |
Sets a Magaru orb out which floats up in a curved motion. Projectile stays active for a decent amount of time. Good for keeping your opponent from jumping in. The air version curves downward.
- C version puts it right in front of Yukari
- D version set further away than C version
- SB version summons both versions of Magaru.
Feather☆Flip 
236C/D (air OK)
Version | Damage | Guard | Startup | Active | Recovery | Frame Adv. | Attribute |
---|---|---|---|---|---|---|---|
C/D | - | - | 24 (C version)/27 (D version) | - | 49 + 6 after landing | - | - |
SB | - | - | 24 | - | 56 | - | - |
Command jump that launches Yukari by using Isis’ wind. Has Fatal Recovery. Good for combos, but not very safe in neutral outside of some very specific situations.
- C version has quick startup and is projectile Invulnerable when rising.
- D version is slower and jumps higher. Is also projectile Invulnerable when rising.
- SB version tracks onto the opponent’s position and is fully Invulnerable when rising.
Feather☆Shot 
236C/D (air OK)
Version | Damage | Guard | Startup | Active | Recovery | Frame Adv. | Attribute |
---|---|---|---|---|---|---|---|
A/B/C/D | 500, 745 | High, Any | 13 | - |
|
- | Projectile |
SB | 500, 745 | High, Any | 13 | - | 49 Total | - | Projectile |
Shoots a status effect arrow during Feather☆Flip. Good combo ender with lots of hitstun, so it can be canceled into Hyper Feather Shoot as Yukari falls down.
- A and C versions deal Charm
- B and D versions deal Silence
- SB version deals Confusion
All three effects last for about 2 seconds.
SP Skill Attacks
Hyper Feather☆Shot
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 |
Yukari shoots out a fast super arrow. This is also affected by Garu, so it can be used after Magarula after placing an orb to add some extra damage. Ground versions have Fatal Recovery. The SB version fires two arrows. Can be used to punish unsafe moves from afar, or just as a combo ender.
Awakened SP Skill Attacks
Magarula
214214C/D
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 |
Summons a massive wind pillar which has many active frames, during which Yukari has full movement. Basically free mixup if you have the meter to do it.
- C Version sets up right in front of Yukari,
- D Version sets up farther away than C version
- SB Version summons both C and D versions, (Cost 75 SP)
- Technicallly air Block-able, but a Feather☆Bomb (214A/B) can be thrown out and shot to make them stop blocking, as the bomb's explosion is air unblockable. The bomb's explosion also goes into a combo!
Instant Kill
Final Feather☆Arrow
222C+D
Damage | Guard | Startup | Active | Recovery | Frame Adv. | Attribute |
---|---|---|---|---|---|---|
K.O. | Any | 17+55* | - | 145 Total | -55 | Projectile |
Yukari charges up a golden arrow and fires it into the sky. If it hits the opponent, she then shoots herself in the head with her Evoker to summon Isis. Isis then sucks the opponent into a vortex as Yukari jumps up high in the sky. Finally, Yukari fires a giant piercing arrow through Isis's wind orb and straight at the opponent!
This Instant Kill attack homes in on the opponent before dropping down on them. It can be blocked high or low. However, since it can home in, similar to Mitsuru's IK, it can be used to punish certain moves with long recovery from any point on the screen. It also is fully invulnerable, though it has huge recovery.
Aigis[★]
Akihiko Sanada[★]
Chie Satonaka[★]
Elizabeth[★]
Junpei Iori[★]
Kanji Tatsumi[★]
Ken Amada[★]
Labrys[★]
Margaret[★]
Marie[★]
Mitsuru Kirijo[★]
Naoto Shirogane[★]
Rise Kujikawa[★]
Shadow Labrys[★]
SHO Minazuki[★]
Sho MINAZUKI[★]
Teddie[★]
Tohru Adachi[★]
Yosuke Hanamura[★]
Yu Narukami[★]
Yukari Takeba[★]
Yukiko Amagi[★]
Click [★] for character's full frame data