P4U2R/Yukari Takeba

From Dustloop Wiki
Jump to navigation Jump to search
Overview
Template-info.png This page has been marked for cleanup.
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.

Overview

Yukari is a very effective zoning character that prides herself on her mid-to-long-range neutral game, mostly between her orbs that linger on screen and her arrows to check horizontal space quickly. She forces players to take risks to get in, as many cannot match her projectile game or use too many of their Persona tools to contest her, while she is also extremely mobile on top of it all to change her plans on the fly.

From there, she uses her advantages to confirm and turn any hit into meaningful damage, that also gets her way in to pressure them again and again with her tricky stagger pressure and restand mixups.

Yukari has a steep learning curve and a higher skill floor compared to most other characters in the game. Combos often require slight delays and links, especially for her longer and more advanced confirms. This is worth noting because her great damage output and meter gain is hardly paralleled in this game if at all, but is only unlocked after mastering her advanced combo routes. Without proper execution, her threat off of hits in neutral and off of mix-up starters is extremely reduced and directly affects her strength compared to most other characters. Consistency is king, and thus practice is key to playing Yukari well.
Playstyle
Yukari Takeba is a mobile zoner/keep-away that retains and sets up offensive capability with an effective sniping and space control game.
Pros Cons
  • Zoning: Yukari has a strong zoning and keep away game. She has fantastic mobility between her movement speed and command jump, which are complemented by her suite of projectiles (one of which is air unblockable).
  • Status Infliction: She is able to inflict Charm, Mute, and Panic consistently at the end of all of her combos.
  • Strong Offense: Solid pressure and mix-up, particularly after combos forcing restand. Her strong offense is bolstered by her exceptionally high meterless damage off almost every confirm.
  • Magarula: This SP skill is so nice that it deserves a pro on its own. Yukari's awakening super provides great screen coverage and mix-up opportunities with 100+ frames of blockstun. She can even blockstring into it from her 236A/B special moves from fullscreen to force a mix-up.
  • Riskier Defense: Poor abare buttons and a bad Furious Action make life hard for Yukari when she has to block. She's also in the lower health bracket of this game.
  • Projectile Reliant: Most of Yukari's moveset is considered a projectile. Any time her opponent has something projectile invulnerable, she must very directly fight around that tool.

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, redirecting the trajectory 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 neutral. In 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.

Normal Moves

5A

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 200 Low 6 3 13 -1 Foot -
5AA 400 All 9 3 13 -1 Body -
5AAA 75×15 All 13 X <(11)X(11)X> Total 30 <Total 83> +7 Body -
5A
  • Jump cancelable on hit and block.
  • Can chain into 2A and back into 5A again.

Short range standing low kick. Yukari gets a full combo from this move no matter how far away she lands it.


5AA
  • Backdash cancel is -10 on block.
  • Forces stand on hit.
  • Very safe on block.

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.


5AAA
  • Shoots 3 sets of 5 arrows on hit.
  • Shoots one set of 5 arrows on block.
  • Whiffs against crouching opponents.

A Feather☆Bomb (214A or 214A+B) can be thrown after this for a nice combo. While it is +1 on standing opponents, it whiffs entirely against crouching opponents. Don't use this in pressure, this is exclusively a combo tool.

Autocombo continues with C Flip > C Arrow > j.236236A (with 50 meter).

2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
160 Low 7 2 13 -2 Foot -
  • Gatlings into itself 3 times.

A fast, low kick. Fairly quick move but not a good combo starter like most 2As. Mostly useful as an extra gatling option in pressure as 5A is more often used for high/lows.

5B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5B 400 All 14 Until Hit Total 44 -12 Chest+Projectile -
5[B] 400×3 All 29 Until Hit Total 61 -14 Chest+Projectile -
  • Uncharged shoots 1 arrow, charged shoots 3.
    • Charged version has a larger hitbox and wallsticks in the corner.
  • Jump cancelable on hit.
  • Arrows track opponent's position if they pass through Garu (5D/2D/Magaru).

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. The attack can also be an effective anti-air/burst punish starter at the right amount of distance.

2B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
2B 250×3 All 16 Until Hit Total 57 -23 Chest+Projectile -
2[B] 250×3 All 30 Until Hit Total 71 -23 Chest+Projectile -
  • Always shoots 3 arrows.
  • Jump cancelable on hit.
  • Backdash cancel is -6 on block.
  • Arrows track opponent's position if they pass through Garu.

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. Good for detonating air unblockable Feather☆Bombs from the ground to catch jumping opponents.

j.A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200 High 6 15 9 - Head -
  • Jump cancelable on hit and block.
  • Gatlings into itself.

Forward knee kick, air-to-air and jump-in. Big hitbox, fast startup, and a ridiculous number of active frames. Very good air move, and great pressure tool as it can be used multiple times in a row to keep the opponent blocking. Its long gatling window makes Yukari's high/low mixups very difficult to fuzzy block.

j.B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
j.B 400 All 8 Until Hit Total 30 - Projectile -
j.[B] 400×3 All 25 Until Hit Total 47 - Projectile -
  • Uncharged shoots 1 arrow, charged shoots 3.
    • Charged version has a larger hitbox and wallsticks in the corner.
    • Charged version will not come out if used immediately when jumping, but releasing early will still shoot 3 arrows.
  • Jump cancelable on hit.
  • Arrows track opponent's position if they pass through Garu (5D/2D/Magaru).

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.

j.2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
250×3 All 12 Until Hit Total 40+9L - Projectile -
  • Always shoots 3 arrows.
  • Charged version ground bounces on hit.
  • Jump cancelable on hit and block.
  • Arrows track opponent's position if they pass through Garu.

Downward 45 degree angle version of 2B. Long recovery. The charged version is very commonly used in combos for its ground bounce.

All Out Attack

5A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 28 3 30 -14 Body 10~30 Guard Strike

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

2A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
500 Low 9 3 17 -5 Foot 4~11 Chest

Low profile sweep. Start-up is fast, reach is good, vital move. Gatlings into 2D, allowing Yukari to easily set up orbs after a knockdown. This is also her best low starter and is the other half of her corner restand mixups thanks to its range. It only converts to a meaningful combo with 25 meter.

Persona Attacks

5C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400, 200×2 All 15 4×3 30 -17 Chest Persona 1~Until Active All
  • Jump cancelable on hit.
  • Dash cancel is -5 on block.

Gathers wind right in front of Yukari rising upwards. 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.

2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
1000 All 20 6 23 -12 Body Persona 1~Until Active All
  • Jump cancelable on hit.
  • Dash cancel is -5 on block.
  • Backdash cancel is -8 on block.
  • Floats opponent on hit.

Creates an orb that rises upwards, placed further away than 5C. Great combo starter, especially on counterhit. Guard/hit back step cancel, hit jump cancel. Good for situational punishes.

j.C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300, 600 All 14 3,10 24 - Body Persona 1~Until Active All
  • Jump cancelable on hit and block.

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.

5D and 6D/2D/j.D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5D 500 All 32 90? Total 32 +20 Projectile -
2D 500 All 32 90? Total 28 - Projectile -
j.D 500 All 33 90? Total 29 - Projectile -
All Versions
  • Long active frames.
  • Arrows that pass through Garu will track the opponent's position.
    • Arrows only re-aim to the opponent's position when they pass through Garu.
    • Garu arrows do not continue to track. They only go to where the opponent was when it reached Garu.

5DSets up a Garu around 2 character spaces away from Yukari. Stays out for a while. Good for oki.

6D places Isis even further away from Yukari than 5D. Sweep can be cancelled into 6D to set up some okizeme and mix-ups if done correctly.

2D is the same as 5D, but further upwards and has a little less recovery. It is placed high above the ground, allowing Yukari to do a tracking arrow while crouching.

j.D is the same as 5D; sets a Garu 2 character spacings away. When set up correctly, it can make arrows cross up and apply pressure.

Universal Mechanics

Ground Throw

C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 300, 800 Throw 5 3 24 - Throw -
  • Links into 5B in the corner.
  • Gives a safejump midscreen.

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.

Air Throw

j.C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 1800 Throw 4 3 19 - Throw -
  • Can only combo from this with meter.

Throws the opponent downwards diagonally. Damage is fairly large for an air throw.

Feather☆Slasher

B+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
600, 300×3 All 13 6 40 -34 Body 1~20 All
  • Side swaps with opponent.
  • Low hitbox/foot attribute; NOT fatal recovery.
  • SP Skill cancelable.

Moves two character spaces forward instantly, launching opponent upwards on hit. Does not knock down, which can make another scramble situation depending on how the opponent airtechs.

Guard Cancel Attack

6A+B while blocking

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0 All 16 3 28 - Body -
  • 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 DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236A 150, 75×8 All, High 14 Until Hit Total 73 -20 Projectile -
j.236A 150, 75×8 All, High 13 Until Hit Total Until L+6 - Projectile -
236B 150, 75×11 All 44 Until Hit Total 96 -21 Projectile -
j.236B 150, 75×11 All 30 Until Hit Total Until L+6 - Projectile -
236AB 150, 75×14 All 17 Until Hit Total 77 -21 Projectile -
j.236AB 150, 75×14 All 17 Until Hit Total 52 - Projectile -
  • Causes spin state on hit.
  • Ground version blockstrings into 214214C/D.
  • Can be rolled but is difficult to do on reaction.

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 and the hitbox is somewhat small. Very important to Shadow Yukari's Shadow Frenzy combos.

Feather☆Bomb

214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214A/B - - 16 - Total 34 - - -
214AB - - - - Total 29 - - -
214A Explosion 1000 Air Unblockable 6 12 - - Projectile -
  • A version falls in front of Yukari
  • B version falls about 2/3rds of the screen away.
  • SB version throws both bombs.
  • Bombs cause an air unblockable explosion when hit with an arrow.
  • Does not disappear when Yukari is hit.
    • Bombs disappear when they touch the ground.

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. Can be set up if opponent blocks Magarula in the air, which pretty much makes Magarula air unblockable as well. The bombs do not follow normal AA 2B rules, allowing Yukari to set them up during Mararula's blockstun for a totally inescapable unblockable setup. Bombs are only really useful when they're fairly high up, as there's not much use for an air unblockable against a grounded opponent.

Feather☆Flip

Persona Required 236C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236C/D - - - - 49+2L - - 4~27? P
j.236C/D - - - - Until L+5 - - 4~27? P
236CD - - - - 56 - - -
j.236CD - - - - Until L - - -
  • All versions are projectile invulnerable while rising.
  • C version has quick startup.
  • D version is slower and jumps higher.
  • SB version tracks onto the opponent’s position.
    • Fully invulnerable while rising.
  • Fatal Recovery.

Command jump that launches Yukari by using Isis’ wind. Good for combos, but not very safe in neutral outside of some very specific situations. Each version can be used once per jump, effectively giving Yukari up to three extra (albeit comittal) air options.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236C/D - - - -
j.236C/D - - - -
236CD - - - -
j.236CD - - - -

236C/D:

  • Fatal recovery
  • Can use Feather☆Shoot while airborne while in Feather☆Flip state
  • Can cancel into followup on 24F onwards for 236C, and on 27F onwards for 236D

j.236C/D:

  • Fatal recovery
  • Can use Feather☆Shoot while airborne while in Feather☆Flip state
  • Can cancel into followup on 24F onwards for 236C, and on 29F onwards for 236D

236CD:

  • Fatal recovery
  • Can use Feather☆Shoot while airborne while in Feather☆Flip state
  • Can cancel into followup on 24F onwards

j.236CD:

  • Fatal recovery
  • Can use Feather☆Shoot while airborne while in Feather☆Flip state

Feather☆Shot

Persona Required Feather☆Flip > A/B/C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Flip > X 500, 869 High, All 9 Until Hit(4)10 Total 45 - Projectile -
Flip > SB 500, 869 High, All 9 Until Hit(4)10 Total 32 - Projectile -
  • Restands opponents on hit.
  • A and C versions apply Charm on hit.
  • B and D versions apply Mute on hit.
  • SB version applies Panic on hit.
  • All status effects last for 2 seconds.
  • Fatal Starter. Forces Fatal Counter on Counter Hit.

Shoots a status effect arrow during Feather☆Flip. Can be canceled into Hyper Feather Shoot as Yukari falls down. Good combo ender with lots of hitstun. Yukari can either end her combos with this and use the abnormally large hitstun to go for an airdash high/low, or use a Feather☆Bomb explosion to set up a 5D or 236C/D as a meaty. Either way, she gets a consistent mixup and good damage as well as a Status Ailment.

Magaru

Persona Required 214C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214C/D 200, 100×4 All 19 3×35 Total 48 +2 Projectile -
j.214C/D 200, 100×4 All 19 3×35 Total 42 - Projectile -
214CD (200, 100×4)×2 All 17 3×35 per ball Total 36 +12 Projectile -
j.214CD (200, 100×4)×2 All 17 3×35 per ball Total 30 - Projectile -
  • Very active.
  • Air version curves downwards instead of upwards.
  • C version puts it right in front of Yukari.
  • D version set further away than C version.
  • SB version summons both versions of Magaru.

Good neutral tool as it also redirects arrows. The SB version is notable as a pressure tool as Yukari can easily buy back her turn for 25 meter.

SP Skill Attacks

Hyper Feather☆Shot

236236A/B (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236A 1800 All 4+(66 Flash)+3 Until Hit Total 72 -40 Projectile 1~9 All
j.236236A 1800 All 4+(64 Flash)+3 Until Hit Total Until L+11 - Projectile 1~9 All
236236B 2400 All 4+(66 Flash)+15 Until Hit Total 84 -39 Projectile 1~21 All
j.236236B 2400 All 4+(64 Flash)+13 Until Hit Until L+11 - Projectile 1~21 All
236236AB 2264×2 All 4+(66 Flash)+3 X(18)X Total 90 -40 Projectile 1~9 All
j.236236AB 2264×2 All 4+(64 Flash)+3 X(25)X Until L - Projectile 1~8 All
  • Can be redirected by Garu.
  • A version is fast, B version is slower with more damage.
  • SB version fires two arrows.
  • Ground versions have Fatal Recovery.

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. Can be used to punish unsafe moves from afar, or just as a combo ender.

Awakened SP Skill Attacks

Magarula

Persona Required 214214C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214C/D 500, 2000 All 4+(67 Flash)+25 4×30 Total 24 +115 Projectile 1~4 All
Persona 1~Until Active All
214214CD (500, 2000) per tornado All 4+(67 Flash)+25 4×30 per tordado Total 24 +115 Projectile 1~4 All
Persona 1~Until Active All
  • C Version tornado spawns in front of Yukari.
  • D Version tornado spawns almost fullscreen.
  • SB Version spawns both tornados.
    • Opponents trying to GC Roll out of the D tornado will GC straight into the C tornado.

Summons a massive wind pillar which tons of active frames, during which Yukari has full movement. Basically, a free mixup if you have the meter to do it. Opponents may be tempted to GC Roll out of the mixup, but Yukari can set up 236C after the opponent blocks the D version of Magarula for a counterhit combo. Yukari can also set up Feather☆Bomb on an opponent blocking Magarula in the air for an inescapable, unblockable combo starter.

Instant Kill

Final Feather☆Arrow

222C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
K.O. All 17+(60 Flash)+55 Until Hit Total 145 -72 Projectile 1~79 All

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.

Colors

P4U2R Yukari color 1.png
P4U2R Yukari color 2.png
P4U2R Yukari color 3.png
P4U2R Yukari color 4.png
P4U2R Yukari color 5.png
P4U2R Yukari color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
P4U2R Yukari color 7.png
P4U2R Yukari color 8.png
P4U2R Yukari color 9.png
P4U2R Yukari color 10.png
P4U2R Yukari color 11.png
P4U2R Yukari color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
P4U2R Yukari color 13.png
P4U2R Yukari color 14.png
P4U2R Yukari color 15.png
P4U2R Yukari color 16.png
P4U2R Yukari color 17.png
P4U2R Yukari color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
P4U2R Yukari color 19.png
P4U2R Yukari color 20.png
P4U2R Yukari color 21.png
P4U2R Yukari color 22.png
P4U2R Yukari color 23.png
P4U2R Yukari color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24
P4U2R Yukari color 25.png
P4U2R Yukari color 26.png
P4U2R Yukari color 27.png
P4U2R Yukari color 28.png
P4U2R Yukari color 30.png
P4U2R Yukari color 31.png
Color 25
Color 26
Color 27
Color 28
Color 30
Color 31
P4U2R Yukari Persona color 1.png
P4U2R Yukari Persona color 2.png
P4U2R Yukari Persona color 3.png
P4U2R Yukari Persona color 4.png
P4U2R Yukari Persona color 5.png
P4U2R Yukari Persona color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
P4U2R Yukari Persona color 7.png
P4U2R Yukari Persona color 8.png
P4U2R Yukari Persona color 9.png
P4U2R Yukari Persona color 10.png
P4U2R Yukari Persona color 11.png
P4U2R Yukari Persona color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
P4U2R Yukari Persona color 13.png
P4U2R Yukari Persona color 14.png
P4U2R Yukari Persona color 15.png
P4U2R Yukari Persona color 16.png
P4U2R Yukari Persona color 17.png
P4U2R Yukari Persona color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
P4U2R Yukari Persona color 19.png
P4U2R Yukari Persona color 20.png
P4U2R Yukari Persona color 21.png
P4U2R Yukari Persona color 22.png
P4U2R Yukari Persona color 23.png
P4U2R Yukari Persona color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24
P4U2R Yukari Persona color 25.png
P4U2R Yukari Persona color 26.png
P4U2R Yukari Persona color 27.png
P4U2R Yukari Persona color 28.png
P4U2R Yukari Persona color 30.png
P4U2R Yukari Persona color 31.png
Color 25
Color 26
Color 27
Color 28
Color 30
Color 31

Players To Cite / Watch

Note: Click on the hyperlinks in the last column to pull up just the player's games, sets, and VODs on ReplayTheater!
It is also advised that you try searching the player's name via the kanji listed, if you can't find any footage of them via their conventional tag.
Name Color Location Where to Find Notes Replays Link
Migaki
(みがき)
P4U2R Yukari color 4.png
Japan PS4
Youtube
Active Japanese P4U2R streamer RT Link
Sidex
P4U2R Yukari color 23.png
Caribbean PC
Youtube
P4U2R PFC Community Yukari PointDexter RT Link
Attsun
P4U2R Yukari color 22.png
Japan Arcade
dustloop Archive Forum
OG Shadow Yukari RT Link
Motochika
P4U2R Yukari color 17.png
Japan Arcade
dustloop Archive Forum
OG Shadow Yukari RT Link
Mikoto
P4U2R Yukari color 8.png
Japan Arcade
dustloop Archive Forum
OG Shadow Yukari RT Link
Gomadan
P4U2R Yukari color 3.png
Japan Arcade
dustloop Archive Forum
OG Shadow Yukari RT Link

External References

Navigation

Yukari Takeba


Ambox notice.png To edit frame data, edit values in P4U2R/Yukari Takeba/Data.

System Explanations

Essentials
ControlsHUDFAQ
The Basics
Movement/CancelingOffenseDefenseAttack AttributesSP/Persona/Burst Gauge UsageStatus Ailments
Detailed & Advanced Information
Damage/Combo SystemFrame Data & System DataUniversal StrategyMisc
Archived Information
Patch NotesTier Lists

Mechanics Glossary