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* VERY unsafe on block | * 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 | 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. 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. | 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, and non-projectile qualities. | |||
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Revision as of 06:40, 27 April 2022
Yukiko is a zoning character with very polarized strengths and weaknesses. Her damage increases dramatically when she stocks up her fire levels all the way up to 9 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 when pressuring the opponent while micromanaging health, meter, partner bar, and fire level to win out in the long run. Making her a difficult character to use because of her sluggish moves, low health, and subpar damage without fire boost
- Large normals
- Ability to infinitely recover her (and her partner's) health
- Stacking fire stocks 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 to the other end of the screen
- 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 tool
- Below average health
- Fire boosting mechanics can be difficult to implement
- Persona reliant, popping Sakuya leaves Yukiko wide open
- Fragile due to her playstyle, leading to a very fast KO if too many mistakes are made
- Very meter reliant
Yukiko's can stack up to 9 fire levels, which amplifies the damage of her fire-based attacks (such as Maragi, Agidyne, her A autocombo enders, 5P and 6P). You gain 1 stack from using 22A or 6P, and 2 stacks from 22B or 22C. Each use will deal 500 recoverable damage to Yukiko. The damage increase is significant, for example, making a raw Agidyne do roughly 4.5k at Lv.0, and 9.7k at Lv.9.
Normal Moves
4A
- Yukiko's "jab." Covers up a decent amount of range, making it useful for footsies. It can even work as an anti-air, as it boasts a deceptively large vertical hit-box. Has fairly slow startup, so don't use it to initiate your offense. Also, be aware of your range when using this move, as a successive 4AA or 4AAA will whiff at 4A's maximum range. In these cases, use 6B or 2C. Jump cancellable on block.
4AA has satisfactory vertical reach, above satisfactory horizontal reach. Jump cancellable on block.
- Hard knock-down on air-borne targets. Whiffs at 4A's maximum range.
4AAA is not able to cancel into other normals; only sweep (2C), specials and supers are available. While it is safe on block, she's fairly left wide open on pushblock.
- 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. If optimizing for damage, this move should be considered above both variants of Agi. Does not deal more damage than Agilao, however. Damage scales with Flame Boost.
5A
- Moves Konohana-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 coming into range if before 28 frames
Yukiko summons Konohana-Sakuya, who will lunge towards the enemy with a proximity-based multihit attack. Since Sakuya tracks to the enemy's position, she will immediately strike with a rising attack when it is within vicinity; otherwise she will go a set distance away from Yukiko before attacking. 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, enabling the use of disjointed persona pressure.
Very risky to use in neutral, as Yukiko cannot move the whole time this move is thrown out.
- Hard knockdown on air hit
- Jump-cancellable on block
Multi-hitting attack. Gives a knockdown on aerial hit. This is the typical point from which Yukiko can mix up the opponent 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. In conjunction with j.C (blocked high), 5AAA (blocked low) has high/low mixup potential that cannot be pushblocked.
- 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 rises with fire levels.
5B/4B/6B
- Special cancelable
- 4B fans travel slower than 5B fans while 6B fans travel faster
- Opponent experiences 10 frames hitstop
Fan toss. Use these to keep the opponent in check during neutral. 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. Decent startup but poor recovery, so be wary of opponents who can challenge with an option of their own.
- Special cancelable
- Opponent experiences 10 frames 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 mash if you see the opponent jumping over you as the first fan is whiffing.
5C
Safe on block. Moves Yukiko slightly forward, giving it ample range. Yukiko can use special attacks such as Agi and Maragi to hide the flash startup. She may also cancel into this from a quick 2B/6B fan toss, leaving the opponent a smaller than average gap (5 frames) to input a reversal. Useful for securing hard knockdowns and setting up okizeme.
2A
- Chains into itself 3 times on hit/block
Low poke. Faster startup than 4A, but lacks range. Useful for frame kills and tick throws, and is able to cancel into 5A on block to push the enemy away.
2B/1B/3B
- 1B travels vertically, 2B travels more diagonally
- Invul kicks in fairly late and is short, not recommended as a reactionary anti-air
- Opponent experiences 10 frames hitstop
Anti-air. Can be used to stop the enemy's momentum mid-air, and hits standing characters with tall hitboxes. Puts Yukiko in a bad position if whiffed, so be sure to use this with good judgment. Normal/special/super/jump cancelable on block or hit. A very useful zoning button, able to deny many angles of approach. In 2.0, yukiko will now throw 2 fans with 2B, instead of just one.
2C
- Remarkably low recovery.
Sweep. Can be used as a poke since it has decent range. Because of its low recovery, cancelling into this button will generally 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
j.A
- Chains into itself up to 3 times
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.
j.B/j.4B/j.6B
- 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. Recovers a bit before landing, so watch your position. Naturally dodges grounded attack while still giving Yukiko momentum. She can throw two fans in one jump, with the option to vary her timing by utilizing her other air options. Special cancellable on block or hit.
j.C
- Grants knockdown on air hit
- Finally an overhead now
- 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.
Frame data varies based on when she does it while falling: https://www.youtube.com/watch?v=mT8RiEpO2iQ
Universal Mechanics
Ground Throw
5B+C
- Minimum damage 100% (2000)
Yukiko slaps the opponent and puts them in crumple state. The crumple has some niche uses in setting up combos after an active switch.
Dia
5A+D (Chargeable)
- 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, providing an airborne state (NOT a good thing unless against grabs. Free air combo)
- Short horizontal, mediocre vertical hitbox, plus a persona move, which makes it even riskier to throw out
- 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
Yukiko's DP. Very unsafe if blocked. It nullifies all projectile attacks and briefly physical attacks (startup only) before knocking the opponent back and granting Yukiko substantial healing time. Dia itself does find use as a tool that can rewards Yukiko after a knockdown, if her opponent is far away, or if they're unable to close in on her right away. Can also be used offensively as a combo ender, disrupt Cross Bursts, and even denies DHCs (UNLESS the DHC is not a projectile, in which case Yukiko WILL be punished). Depending on the right partner (i.e. Waldstein, Hyde), Yukiko can nearly fully heal herself during a match! When covered by an assist, particularly projectiles, Yukiko can safely tap Dia. The further she is from the opponent and the more cautious the opponent is can determine how long she can reasonably hold for. Utilizing Reject Guard in combination with an immediate assist call can be a decent way to find room to use Dia. Dia's projectile invulnerability allows Yukiko to be something of an anti-zoning zoner, as she can avoid any (and every) projectile while healing at the same time. Take care when using this, as Yukiko can get punished while she's recovering. A simple tap leaves little room for worry, but if held down for too long and the opponent recovers fast enough, Yukiko is left wide open. Make sure you're on the same footing as your opponent when considering this move, if not faster yourself. Finally, because Yukiko levitates during the state, she cannot be thrown or command grabbed out of it.
Skills
Agi
236A/B (Air OK)
- Hold the button to delay the explosion of the placed fire mine. The mine will explode when you release the button
- Explosion becomes active 7 frames after release, 22 frame wait minimum
Fire mine remains in place until the button is released. 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. Useful for discouraging approaches.
- It's possible to have A/B/C versions held simultaneously.
- Explosion becomes active 7 frames after release, 22 frame wait minimum
Farther away mine. Same as A version aside from fire mine range.
While holding B version seems tempting since the range helps maintain long-distance zoning, it does prevent Yukiko from using any of her fans. Useful for discouraging approaches, and the extended range gives it more utility by sniping assists.
Maragi
214A/B
- 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 sort of fire wall afterwards. Can pushblock your opponent into it, and the hitbox is active enough to catch bursts as well. Because of such lengthy recovery, she is unable to follow-up on the hit herself outside of the corner and must call on an assist. The pillar part of the attack will not be interrupted even if Yukiko dies, however if Yukiko blocks or gets hit while it's traveling the maragi will disappear.
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
Travels slower than the A version, letting Yukiko protect herself or even run behind it. 214B has slower startup, but faster recovery. Can control when the flame pillar rises by either releasing the button after holding it down or simply tapping it again. Combined with it's slow speed, it's 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.
Fire Boost
22A/B
- Grants 1 level of Fire Boost
- Costs Yukiko 500 health that's recoverable
- 34 total frames as of 1.30
Use this after a knockdown, while an assist is protecting you or in situations you know you're safe. Use Dia to regain back the health you've sacrificed from this move. Once Yukiko has reached lv. 9, she no longer takes damage should you input this afterward.
- Grants 2 levels of Fire Boost
- Costs Yukiko 500 health that's recoverable
- 57 total frames as of 1.30
Unsafe but builds you levels fast. 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 moves like Yumi's Aerial Rave. Once again, use Dia or tag her out and let her regenerate passively to heal the red life you've accumulated from boosting. She does not deal damage to herself anymore once she reaches lv.9.
Extra Skills
Agilao
236C (Air OK)
- Can be used as a pressure reset up close.
- Explosion becomes active 7 frames after release, 30 frame wait minimum
Puts the mine on top of the opponent and tracks them horizontally. Deals a substantial amount of damage with levels. Eats up the enemy's red life on hit, killing their health recovery potential during Resonance Blaze. Slower than the other two versions, but it's tracking qualities make it great battles at full screen. Still disappears on block.
Maragion
214C
- Incredible damage potential, especially if looped into itself at high fire level
- Explodes into 3 pillars of fire, only the first hit is low.
- Travels full screen and has great frame advantage on block
- Pressing C or releasing C while it's traveling will make the fire 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. Like Agilao, it eats up the enemy's red life on hit. 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 resetting pressure. All around great move.
Fire Flame Boost
22C
- Grants 2 levels of Fire Boost
- Autoguards projectiles
- Costs Yukiko 500 health that's recoverable
- 22 total frames as of 1.30
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.
Partner Skills
5P
Flame Dance
- On hit, launches the opponent high up with a large amount of untech time, allowing for easy combo conversion or extension
- Two-part move, but the first part only hits close up
- The damage of the assist goes up depending on how many fire levels you have
- Opponent experiences 6 additional hitstop
During Cross Combo Yukiko can chain 5P to continually push Sakuya forward, providing unpushblockable pressure. Hard to punish Yukiko, even if the Persona is hit because of her backward movement.
6P
Phoenix Flame Swirl
- Long startup but great for controlling air space and extending combos on airborne opponents.
- Gives Yukiko 1 level of fire boost and drains 500 recoverable health
- Sakuya tracks the opponent's direction on the screen, ensuring she doesn't go the other way regardless of characters changing position.
- Specifically coded to not hit crouching opponents.
She stands behind you, fire boosts up a level and then throws out her Persona that turns into a giant invulnerable projectile in the form of a Phoenix that travels the entire screen. 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 opened up by overheads and command grabs. A good assist for forcing mindgames. Unforunately, less impressive against characters with long crouching normals and anti airs, as well as those with DP's that have long invulnerability frames.
4P
Dia
- 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 has a bigger and more active hitbox than the point version of the move, it's also faster. Has similar proration/damage values, 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 26-138
- Heals 20 hp per frame (up to 2320) to Yukiko if point is not nearby; 20 hpf to point and 10 hp per frame (up to 1160) 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. This lets you heal yourself while continuing your offense. You can also punish Cross Bursts with this move, though it's narrow hitbox makes it quite finicky, similar to Nu-13's 4p.
Due to it's long duration, Yukiko is extremely vulnerable when 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.
Distortion Skills
Agidyne
236B+C
- Values in [] for Enhanced version
- Minimum damage 20% (1412) [1756]
- Sakuya and Fireball track the opponent's side
- 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. 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, and non-projectile qualities.
Maragidyne
214B+C
- Values in [] for Enhanced version
- Minimum damage 15% (120*N) [150*N]
- 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).
- You can throw 5B fans soon enough to catch them at the end of the Distortion as a direct combo. This move is so + you can both do this on hit and block.
This move is invincible on startup and pushes the opponent far away even on block (for the uncharged version), but she can get hit as soon as the flames appear, no matter where she is, so you must be careful when considering this move. 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. Resonance Blaze also gives Yukiko the 6 bars she needs in order to combo uncharged Maragidyne into charged Maragidyne into Agidyne. If you have a low fireboost level, you can make the opponent block the uncharged version of Maragidyne and fireboost a few times while the opponent is stuck in blockstun from the flames, as well as heal. Do take heed that the opponent can pushblock the charged version and break free from the blockstring.
Distortion Skill Duo
Agidyne
P during Partner's Distortion Skill
- Values in [] for Enhanced version
- Minimum damage 100% (2000) [2500]
Yukiko's DHC allows her to follow-up and/or heal herself with both of Vatista's supers, Ruby's 214BC, Yu's 236BC, Nine's 236BC, Noel's air 236BC, Rachel's 214BC, Linne's 236BC, to give just some of the examples.
Astral Heat
Full Bloom
222B+C
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.
External References
- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •
- Active Change
- Air Recovery
- Astral Heat
- Clash
- Clash Assault
- Cross Burst
- Cross Combo
- Cross Gauge
- Cross Raid
- Cross Gauge Cooldown
- Delayed Down Entrance
- Distortion Skills
- Distortion Skill Duo
- Duo Change
- Extra Assault
- Extra Skills
- Ground Recovery
- Guard Bonus
- Health
- Minimum Damage
- P1, P2
- Partner Skills
- Rampage Time
- Reject Guard
- Reversal Action
- Resonance Blaze
- Resonance Gauge
- Skill Gauge
- Skills
- Smart Combo
- Throw
- Throw Reject
- Throw Counter
- Throw Reject Miss