BBTag/Yukiko Amagi

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Overview

Overview
Yukiko is a zoner with very polarized strengths and weaknesses. Her damage increases dramatically as she gains her fire levels and her unique toolset can open up many options for her partner. To best make use of her, a Yukiko player must be proficient at playing neutral and mitigating risks, micromanaging her resources to win in the long run.
Yukiko Amagi


BBTag Yukiko Portrait.png
Health
16,000
Prejump
4F
Backdash
29F (1~7F Inv All)
Fastest Attack
2A (8F)
Reversals
A+D (19F)
236B+C (11F)
214B+C (19F)
Pros
Cons
  • Large normals
  • Ability to infinitely recover her (and her partner's) health
  • Stacking fire levels makes her one of the most damaging characters in the game
  • Excels at using Resonance Blaze mechanics
  • Versatile and unique zoning tools
  • Can be a strong anchor/solo fighter especially with Lv. 9 Resonance Blaze/healing properties
  • Mixup potential that cannot be avoided even by pushblocking
  • Good air game
  • Possesses ability for wild comebacks with her fire attacks (ex. Lv. 9 Agidyne deals nearly 10k dmg alone)
  • Slow normals
  • Not beginner-friendly
  • Awkward anti-air
  • Low damage without fire levels
  • Persona reliant, popping Sakuya leaves Yukiko wide open
  • Very fragile due to below average health, sacrificing health for fire levels, and losing health when her persona is broken.
  • Very meter reliant
  • Strong reversal options which must be respected.


Unique Ability: Flame Boost

Yukiko's can gain up to 9 fire levels, which amplifies the damage of her fire-based attacks (such as her specials, supers, A autocombo enders, 5P and 6P). You gain 1 level from using 22A or 6P, and 2 levels from 22B or 22C. Each use will deal 500 recoverable damage to Yukiko. The damage increase is significant, more than doubling the damage done by her fire based moves. See her frame data for exact values.

Clash Assault, Cross Raid and her Distortion Skill Duo are not affected by fire levels. Fire levels CANNOT be reduced, and last up until the match is over.

Normal Moves

4A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
4A 1000 All 10 4 15 -2 B
4AA 1000 All 10 3 14 0 B
4AAA 1200 All 12 3 26 -10 B
4AAAA 900, 1600 All 9 2(10)5 30 -12 B, P1
  • Jump cancellable on block.

Yukiko's "jab." Covers up a decent amount of range, making it useful for footsies. Useful for stuffing jumps, as it has large vertical hit-box.

Fairly slow startup and requires a 4 input, making it poor for approaching.

At max range, 4AA and 4AAA may whiff. In these cases, use 6B or 2C.


  • Jump cancellable on block.

4AA is not really notable. Your safest normal on block.


  • Hard knock-down on air-borne targets. Whiffs at 4A's maximum range.

4AAA's only cancellable normal is (2C). Very vulnerable to pushblock and bursts due to no jump cancel option.


  • Negative on block, but propels opponent a significant distance from Yukiko, making it hard to punish.
  • Opponent experiences 6 additional frames of hitstop

4AAAA is your Smart Combo ender. Her most consistent ender at the end of long combos. Damage scales with fire levels.

Version Level P1 P2
4A 3 100 80
4AA 3 100 80
4AAA 4 100 85
4AAAA 3 90 80

4A:
4AA:
4AAA:
4AAAA:

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 200×10 All 12~28 1×10 28 -12 B
5AA 200×9 All 10 1×9 33 -17 B
5AAA 200×8 Low 10 1×8 32 -16 F
5AAAA 900, 1600 All 9 2(10)5 30 -12 B, P1
  • Moves Sakuya forward. Will attack from its location so long as it's not too far away from Yukiko (around 1 5A lengths)
  • Persona attacks 3 frames after encountering the opposing point character if it has not traveled the maximum distance.
  • Yukiko cannot cancel if only the last few frames of this move makes contact.

Yukiko summons Konohana-Sakuya, who will lunge towards the enemy with a proximity-based multihit attack. The attack will trigger early if an enemy enters Sakuya's range. Will always lunge towards the enemy, meaning it's possible to sandwich the opponent between Yukiko and her Persona.

Fantastic in blockstrings as Sakuya is unaffected by Reject Guards. Once Sakuya is out, she remains at her position for some time before she returns to Yukiko, allowing for disjointed persona pressure.

Very risky to use in neutral, as Yukiko cannot move the whole time.


  • Hard knockdown on air hit
  • Jump cancellable on block

Multi-hitting attack. Gives a knockdown on aerial hit. A common point to perform a mixup between high (5C, j.C, jump cancels) and low (5AAA,2C, 214X) options.


  • Hits low

Sakuya attacks downwards. All hits of this move must be blocked low. The easy low option in the high/low mixup.


  • Moves Konohana Sakuya forward
  • Opponent experiences 6 additional frames of hitstop
  • Unburstable on hit

Same ender as 4A autocombo. Hard to punish as it creates distance between Yukiko and the opponent. On hit it puts the opponent full screen away. Damage scales with fire levels.

Version Level P1 P2
5A 3 90 80
5AA 3 90 80
5AAA 3 90 80
5AAAA 3 90 80

5A:

  • Persona attacks 3 frames after coming into range if before 28 frames


5AA:
5AAA:
5AAAA:

5B/4B/6B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1000 All 10 Until Hit Total 46 -15 P1
5BB 1000 All 9 Until Hit Total 48 -18 P1
6BB 1000 All 9 Until hit Total 49 -19 P1
4BB 1000 All 9 Until hit Total 52 -22 P1
  • Special cancellable
  • 4B fans travel slower than 5B fans while 6B fans travel faster
  • Opponent experiences 10 extra frames of hitstop

Fan toss. Fast startup makes it best used as a poke or to call out linear grounded options. Regardless of distance, she is able to cancel into another move if the fan is blocked or hit. 6B's speed makes for a fast CH starter, while 4B lets Yukiko recover while the projectile is still on-screen. Poor recovery, so be wary of whiffing.


  • Special cancellable
  • Opponent experiences 10 extra frames of hitstop

A followup that has you throw out a second fan. Similar to the first fan, you can input 4BB to make the fan travel slower or 6BB to make it travel faster. The input you use can be different from the first B input. Not recommended to be used carelessly in neutral, as Yukiko has massive recovery, and the second fan can be easily avoided. Auto-corrects if the opponent crosses Yukiko up, so has fringe uses as a panic option if you see the opponent jumping over you as the first fan whiffs.

Version Level P1 P2
5B 2 80 75
5BB 2 80 75
6BB 2 80 75
4BB 2 80 75

5B:
5BB:
6BB:
4BB:

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800+ High 26 3 18 -4 B

Safe on block. Moves Yukiko slightly forward, giving it ample range. Yukiko can disguise the startup of this move with her persona and other lingering projectiles. Cancel into this from a quick 2B/6B fan toss, leaves the opponent a smaller than average gap (5 frames) to input a reversal. Useful for securing hard knockdowns and setting up okizeme.

Level P1 P2
4

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 8 2 14 -2 F
  • Chains into itself 3 times on hit/block

Low poke. Faster startup than 4A, but lacks range. Useful for frame kills and tick throws.

Level P1 P2
2 90 75

2B/1B/3B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×2 All 14 Until hit Total 42 -7 P1 10~16 H
  • 1B travels vertically, 2B/3B travels more diagonally
  • Head invuln kicks in fairly late and is short, not recommended as a reactionary anti-air
  • Opponent experiences 10 extra frames of hitstop

Anti-air. Can be used to stop the enemy's momentum mid-air, and hits standing characters with tall hurtboxes. Like her 5B, has poor recovery.

Very useful when done preemptively, as the 2 fans cover a large amount of airspace.

Level P1 P2
2 80 75×2

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 Low 10 3 17 -3 F
  • Remarkably low recovery.

Sweep. Can be used as a poke since it has decent range and disjoint. Because of its low recovery, cancelling into this button will greatly improve your frame advantage, making it really important for keeping offense safe.

  • 5a -> 2c whiff = improves from -12 to -10
  • 5aa->2c whiff = improves from -17 to -13
  • 5aaa->2c whiff = improves from -16 to -13
  • 5b -> 2c whiff = improves from -15 to -8
  • 5bb -> 2c whiff = improves from -18 to -8
Level P1 P2
3 90 80

j.A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.A 1000 High 10 3 13 H
j.AA 1000 High 7 3 13 H
  • Chains into itself up to 3 times
  • Fairly low recovery.

Yukiko's best air to air option, with fast startup for it's range and ability to rapid chain into itself thrice. Be sure to press it pre-emptively when meeting airborne opponents, as most characters have faster air normals. Very useful for jump-in and instant air dash pressure when combined with j.C. Also Yukiko's only reliable way to pick up air combos.

Version Level P1 P2
j.A 3 80 80
j.AA 3 80 80

j.A:
j.AA:

j.B/j.4B/j.6B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.B 1000 All 12 Until Hit Total 34 P1
  • j.4B is thrown close to Yukiko, j.6B further out
  • j.5B forced 6f landing recovery, j.6B forced 8f landing recovery
  • Opponent experiences 10 frames hitstop

Aerial fan toss. Naturally dodges grounded attacks while preserving Yukiko's air momentum. She can throw two fans in one jump, with the ability to vary her timing by utilizing her other air options. Special cancellable on block or hit.

Version Level P1 P2
j.B 2 80 75

j.B:

  • Forced 6f landing recovery from j.5B
  • Forced 8f landing recovery from j.6B

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
500×N High 20 3, 5×N Until L minus while rising, plus while falling H
  • Grants knockdown on air hit
  • Overhead(!)
  • Yukiko begins falling on frame 36; Can special cancel second hit onward on hit or block

Yukiko's aerial knockdown tool. Yukiko is vulnerable until she hits the ground, so use it wisely. The large hitbox and air-stall makes it great for zoning and baiting anti-airs. The crucial high in her high/low mixup game.

Frame data varies based on when she does it while falling: https://www.youtube.com/watch?v=mT8RiEpO2iQ

Level P1 P2
3 90 80



Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7~30 3 23 T

Yukiko slaps the opponent and puts them in crumple state. The crumple has some niche uses in setting up combos on standing opponents after an active switch.

Level P1 P2
4 100 50
  • Minimum damage 2000
  • Crumple Duration 100F, Crumple Fall 39F

Dia

5A+D (Chargeable)

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 Air Unblockable 19 3 23* -30 B 1~27 Guard All
28~Release Guard P
  • Holding the buttons will let you stay in Dia indefinitely and keep healing.
  • Projectile invincible from frame 1 until you release the button (there is a window after you release the button where you are vulnerable even to projectiles).
  • Levitates slightly, putting Yukiko in an airborne state.
  • Short horizontal and mediocre vertical hitbox.
  • The healing starts with 18 frames of 60 healing per frame, followed by a consistent rate of 30 healing per frame. Yukiko is forced to "hold" Dia for 21 frames minimum, meaning you heal 1170 hp per tap.

Yukiko's DP. Has guard point to all projectile attacks and briefly physical attacks (startup only) before knocking the opponent back and granting Yukiko substantial healing. With the right partner (i.e. Waldstein, Hyde), Yukiko can safely recover a lot of HP during a match!

Hard to use in neutral, but gives Yukiko an option to force the opponent to approach. Thanks to its projectile guardpoint, it can be used to go through projectiles.

Using it after defeating an opponent's character also allows Yukiko to recover a non-trivial amount of health.

Because Yukiko levitates during the state, she cannot be thrown or command grabbed out of it.

Level P1 P2
3 80 60
  • On Guard Point, hitstop for Yukiko is 0F. Opponent hitstop is unchanged
  • Heals 60 hpf for 18 frames (1080 hp), then 30 hpf (1800 hps) for remainder
  • Yukiko is forced to "hold" Dia for 21 frames minimum
  • At minimum duration, Yukiko has effectively 44 frames recovery and heals 1170 hp
  • Minimum Damage 60


Skills

Agi

236A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 700, 900 All 13 3(6)15* 39 -9 B, P1
236B 700, 900 All 13 3(6)15* 39 -9 B, P
j.236A 700, 900 All 13 3(6)15* 39+5L B, P
j.236B 700, 900 All 13 3(6)15* 39*+5L B, P
  • Hold the button to delay the explosion of the placed fire mine. The mine will explode when you release the button
  • It's possible to have A/B/C versions held simultaneously.

Sakuya hits the opponent into a fire mine that is manually detonated. Useful for discouraging approaches.

The mine disappears if Yukiko blocks or gets hit. BEWARE: The explosion's hitbox will disappear even after you've released the button in these situations, meaning trading with this button is basically impossible.


Sakuya hits the opponent into a mine around 2/3 screen away. Same as A version aside from the mine placement. Use this if you want to leave the opponent farther away from you.

While holding B version seems tempting because of it's long range presence, it does prevent Yukiko from using any of her fans. Still useful for discouraging approaches, and the extended range gives it more utility by sniping assists.

Version Level P1 P2
236A 3 90, 80 100, 80
236B 3 90, 80 100, 80
j.236A 3 90, 80 100, 80
j.236B 3 90, 80 100, 80

236A:

  • Explosion becomes active 7 frames after release, 22 frame wait minimum
  • Minimum Damage 35, 45 (80)


236B:

  • Explosion becomes active 7 frames after release, 22 frame wait minimum
  • Minimum Damage 35, 45 (80)


j.236A:

  • Explosion becomes active 7 frames after release, 22 frame wait minimum
  • Minimum Damage 35, 45 (80)


j.236B:

  • Explosion becomes active 7 frames after release, 22 frame wait minimum
  • Minimum Damage 35, 45 (80)

Maragi

214A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1000, 1500 Low, All 16 Until Hit(9)30 55T -11 P1
214B 1000, 1500 Low, All 32 Until hit(9)45 43T +17 P
  • Remains active in place for a bit after reaching destination.
  • First hits low, then hits mid
  • Pressing A again or using negative edge will make it explode earlier while it's traveling

Travels fullscreen. Fast speed moving projectile that then creates a tall fire pillar afterwards. The pillar lingers for a bit, letting you pushblock opponents into it, and the hitbox is active enough to catch bursts as well.

Due to the lengthy recovery, she is unable to follow-up on the hit herself outside of the corner and must call on an assist. The pillar will always come out when triggered, but the initial projectile will disappear if Yukiko blocks or gets hit while it's traveling.

The pillar's tall hitbox makes it useful to deny air approaches.


  • Remains active in place for a bit after reaching destination.
  • First hits low, then hits mid
  • Pressing B again or using negative edge will make it explode earlier while it's traveling

Slower startup and travel speed but faster recovery than the A version, letting Yukiko protect herself or even run behind it. Manually controlling when the flame pillar detonation makes it amazing for space control.

High/low unblockable potential due to it's slow startup and low hitting properties. Plus on block. This move is a staple for Yukiko's combos, enabling 214B>4AAA>214B.

Version Level P1 P2
214A 4 80 100, 85
214B 4 80 100, 85

214A:

  • Minimum Damage 50, 75 (125)


214B:

  • Minimum Damage 50, 75 (125)

Fire Boost

22A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
22A 19 Total 36
22B 31 Total 57
  • Grants 1 fire level.
  • Costs Yukiko 500 health that's recoverable

A safe reliable way to gain fire levels this after a knockdown, while an assist is protecting you or in situations you know you're safe. Once Yukiko has reached lv. 9, she no longer takes damage should you input this afterward.


  • Grants 2 fire levels.
  • Costs Yukiko 500 health that's recoverable

A riskier but faster way to gain fire levels. By leveraging partners, active switch, and cross combos, this is a great way to help Yukiko get 22C's benefits and gain higher levels without sacrificing meter. Great synergy with long unburstable moves like command grabs and Yumi's Aerial Rave. She does not deal damage to herself anymore once she reaches lv.9.

Version Level P1 P2
22A
22B

22A:

  • Costs Yukiko 500 health (all recoverable)


22B:

  • Costs Yukiko 500 health (all recoverable)


Extra Skills

Agilao

236C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 700, 2000 All 18 3(9)15* 24 +2 B, P1
j.236C 700, 2000 All 18 3(9)15* 24+5L H, P1
  • Plus on block and comboable on hit.

Puts the mine on top of the opponent and tracks them horizontally. Deals a substantial amount of damage with levels. Slower than the other two versions, but it's tracking qualities make it great for contesting at full screen. Still disappears on block.

Version Level P1 P2
236C 3 90, 80 100, 80
j.236C 3 90, 80 100, 80

236C:

  • Explosion becomes active 7 frames after button release, 30 frame wait minimum
  • Minimum Damage 70, 200 (270)


j.236C:

  • Explosion becomes active 7 frames after button release, 30 frame wait minimum
  • Minimum Damage 70, 200 (270)

Maragion

214C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×4 Low, All×3 16 Until Hit(9)5(5)5(5)5 Total 34 +30 P
  • Incredible damage potential, especially if looped into itself at high fire level
  • Explodes into 3 pillars of fire, only the first hit is a low
  • Travels full screen and has great frame advantage on block
  • Pressing C or releasing C while it's traveling will make the projectile explode into the pillars where it currently is instead of traveling the full distance.

Crawls along the ground at top speed, turning into forward-moving flame pillars upon reaching opponent. Amazing for meter dumping, as it can loop into itself at high fire levels to deal incredible damage or disgusting chip damage in resonance. It's high blockstun also makes it great for extending pressure. All around great move.

Level P1 P2
4 80 100, 85
  • Fire pillars are considered one attack with P2: 85%
  • Minimum Damage 100×4 (400)

Fire Flame Boost

22C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
12 Total 22 4~End Guard P
  • Grants 2 levels of Fire Boost
  • Autoguards projectiles
  • Costs Yukiko 500 health that's recoverable

Shields herself from projectiles while gaining 2 levels. Full projectile invuln after the initial 4 frames, letter her be safe to projectiles with long duration. Takes 500 recoverable life like the rest of fire boosts while also getting 2 fire stocks. It's short recovery gives it utility during pressure. She can loop off of it on hard knockdowns (IE: 4AAA>22C>2A, 4AAA>22C>2A). A great way to dump meter during resonance, since fire levels are forever.

Level P1 P2
  • Raises Flame Boost by 2
  • Costs Yukiko 500 health (all recoverable)


Partner Skills

5P

Flame Dance

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900, 1300 All (18)+13 2(10)5 29 -11 B, P1
  • Two-part move, but the first part only hits close up
  • The damage scales with fire levels
  • Opponent experiences 6 additional hitstop

During Cross Combo Yukiko can chain 5P to continually push Sakuya forward, providing unpushblockable pressure. Hard to punish Yukiko as she steps backwards as Sakuya moves forwards.

Level P1 P2
3 70 85×2
  • Minimum Damage 45, 65 (110)


6P

Phoenix Flame Swirl

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×3 All (18)+62 Until Hit Total (18)+113 -24 P1
  • Long startup but great for controlling air space and extending combos on airborne opponents
  • Gives Yukiko 1 fire level and deals 500 damage to her that's recoverable
  • Sakuya will always fly in the direction of the opponent, auto-correcting on crossup
  • Specifically coded to not hit crouching opponents.

Yukiko appears, fire boosts up a level and then throws out her Persona that turns into a giant, invulnerable, flaming, fullscreen Phoenix projectile. On Active Switch or Cross Combo activation, the projectile vanishes. Should it be blocked midair, it leaves them open to an air unblockable setup. If they stand block it, they're wide open for lows. If they crouch it, they can be vulnerable to overheads and command grabs. A good assist for forcing mindgames. Unforunately, less impressive against characters with long crouching normals, lasers, and anti airs, as well as those with DP's that have long invulnerability frames.

Level P1 P2
4 70 85
  • Does not hit opponents in crouching state
  • Minimum Damage 50×3 (150)


4P

Dia

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 All (18)+13 12 112 -107 B 7~112 Guard P
  • Heals Yukiko and the point character's health if they stand near her. Yukiko heals more when the point character is not near.
  • This assist is faster, bigger and more active than the point version of the move. Does poor damage, meaning it will most likely worsen your combo. Very active, making it easy to meaty with this move.
  • You cannot hold down 4P in order to continuously heal Yukiko and her partner, unlike with her DP. It has a set duration.
  • Heals from frame 26~138
  • Heals 20 hp per frame (up to 2240) to Yukiko if point is not nearby, 20 hp per frame to point and 10 hp per frame (up to 1120) to Yukiko otherwise.

Yukiko heals herself and her partner, unlike when she's on point (where she can only heal herself). Comes with a hitbox on startup, so unlike Celica 4P, it can be used on offense and to extend combos. Notably, it lets you heal yourself while continuing your offense. You can also punish Cross Bursts with this move, though its narrow hitbox makes it quite finicky, similar to Nu-13's 4p.

Due to its long duration, Yukiko is extremely vulnerable while this assist is out. Be sure to have partner gauge to activate cross combo and defend her at a moment's notice.

Because it has full projectile guard point once active, it is a nice tool to use against zoners or projectile-heavy attacks, as there is very little the opponent can do to interrupt her. That being said, she can be hit out of startup or recovery.

Level P1 P2
3 70 80
  • Heals from 26~138
  • Heals 20 hp per frame (up to 2240) to Yukiko if point is not nearby, 20 hp per frame to point and 10 hp per frame (up to 1120) to Yukiko otherwise
  • Minimum Damage 60


Distortion Skills

Agidyne

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
540×9, 2200 [620×9, 3200] All 4+(78 Flash)+7 6×7,10,2(8)P Total: 160 -51 B×9, P 1~22 All
  • Sakuya and Fireball track the side the opponent is on.
  • VERY unsafe on block

Yukiko calls forth her Persona, who violently enraptures the enemy in a fiery twirl, ending with a massive fireball. Once out, Sakuya spins for a brief duration, and cannot be pushblocked away. If you happen to hit a partner character, this can be useful for securing a KO on them. Deals massive damage with fire levels.

Depending on the partner, an early DHC will allow the partner (examples are Weiss, Nine, Aegis etc.) to follow-up while Agidyne is still in motion.

Surprisingly ignorant due to its disjointed hitbox, long active frames, long invulnerability, and non-projectile qualities.

Level P1 P2
4×9, 5 80×9, 70 98×9, 90
  • Values in [] are for Enhanced version
  • P in active frames represents a projectile spawned
  • Minimum damage: 108×9, 440 (1412) [124×9, 640 (1756)]

Maragidyne

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800×N [1000×N] All 10+(87 Flash)+9 {5(5)}×10,5 Total: 84 P 1~30 All
  • Tap B+C to make the flames come from Yukiko (C Maragidyne in P4Arena), and hold B+C to make the flames come from the far side of the screen instead (D Maragidyne in P4Arena).
  • Plus on hit and block, allowing for extended combos or additional pressure.

This move is invincible on startup and pushes the opponent far away even on block (for the tapped version). It does a lot of chip damage at high fire boost levels and in resonance blaze: about half of most characters' life bars with level 9 fireboost and resonance level 4. The held version is useful for calling out characters who like to play at full screen. Do take heed that the opponent can pushblock the held version and break free from the blockstring.

Extremely ignorant high damaging plus on block invincible reversal. You will use this move.

Level P1 P2
5 80 60
  • Values in [] are for Enhanced version
  • Minimum damage: 120×N [150×N]


Distortion Skill Duo

Agidyne

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 [2500] All 1+(104 Flash)+1 Until Hit Total: 82 -46 P 1~9 All

Fast, single-hit fireball. Naturally synergizes with other long supers (Tager's Magna-tech Wheel, Yu's Ziodyne, etc)

Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • Minimum Damage: 2000 [2500]


Astral Heat

Full Bloom

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
All 13+(86 Flash)+11 6 Total: 100 -55 B 1~39 All

Yukiko summons Sakuya one last time, as her Persona transforms into endless cherry blossoms that swarm and eviscerate the opponent while Yukiko dances through it all, ending with a beautiful pose. The screen freeze when Yukiko makes a pose, so it can catch mindless opponents pressing buttons. Sakuya's lunge does some significant pushback, so it can be awkward to punish, but it bears mentioning that it is naturally unsafe on block, so, like always, astral wisely.

Can be canceled from Agi and Maragi, and Sakuya confirms all the way from nearly fullscreen.

Level P1 P2
5


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To edit frame data, edit values in BBTag/Yukiko Amagi/Data.


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