GBVS/Yuel

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Overview
Overview

A descendant of certain ancient bloodline that inherits Foxflame, which they can control through their unique dance. Yuel is a DLC character available in Season Pass 2. She is a close-range rushdown specialist who can pressure her opponent using her Third Dance stance, which allows her to aggress with multiple advantageous and rewarding normals while automatically countering any mid attacks from the opponent. Although she lacks consistent high damage and long-range tools, good reads will allow the player to reset pressure repeatedly and prance around the opponent in ways that no other characters are capable of.


Lore:This foxy lass puts her life on the line to acquire a power she will need to save a dear friend. Her undying conviction in the face of any obstacle will be what ultimately brings an end to the thousand-year curse.
Voice:English: Melissa Medina/Japanese: Kana Ueda
Playstyle
GBVS Yuel Icon.png Yuel is a mobile rushdown character who specializes in close-range pressure through deft use of her Third Dance stance.
Pros Cons
  • Excellent movement: Yuel sports great walkspeed, dash speed, and multiple unique movement options such as her Hanaarashi backstep and her j.U, allowing her to remain evasive and close the distance on the opponent in unique ways.
  • Oppressive pressure: Yuel sports strong offensive specials such as Foxflame, and can transition into and out of her Third Dance stance in order to maintain pressure on the opponent with numerous advantageous moves.
  • Great neutral game: With f.M, 2M, L Starlit Sky, Yuel boasts a number of safe, forward moving attacks that can be used to poke or whiff punish the opponent very easily in the mid-range.
  • Fluffy Tail
  • Low overall damage: Yuel has only one consistent corner combo starter (H Starlit Sky) which leads to relatively mediocre damage in the corner. In general, her damage from most connects is below average.
  • Weak at long range: Yuel is strongest at mid to close range, so she can potentially struggle against characters who can keep her at bay with strong heavy pokes or projectiles.

Normal Moves

c.L

c.M

c.H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
600, 200*2 All 8 2, 2, 2 21 -4 0 -

  • 3-hit normal. All hits are cancelable into autocombo or specials.
  • Like c.M, also has a somewhat far and strange activation range.

Yuel's c.H does a bit less damage than average but is pretty strong for pressure due to its speed and high hitstun. It is the only way to frametrap into H Foxflame and the only way to combo into H Foxflame on a grounded opponent, though they must be crouching. The speed and far activation range make it pretty strong in punish situations where some characters can only use medium or even only light normals.

Auto Combo

f.L

f.M

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500, 200 All 9 3, 3 17 -7 -1 -

This is an amazing button and easily a candidate for one of the best f.Ms in the game. Almost certainly Yuel's best normal for neutral in general.

  • 9 Frames on startup, and you can be grabbed out of it, (grabs are 7 frames). Generally very unsafe if not canceled, but can be made safe by doing 236L.
  • It's 2 hits, with both hits being cancelable, making it very easy to confirm into unsafe options such as M Starry Sky, or either of her Skybound Arts.
  • It moves Yuel pretty far forward, making it excellent for whiff punishing.
  • Generally unsafe as a poking tool as every other character has options to stuff it due to the 9 frame startup. You'll also often be crushed against higher priority moves Ex: Cag's Far5H is 9 frames, Belial far5H is 9 frames.

As of version 2.40, this button no longer puts opponents in proximity block, meaning it is easier for opponents to walk out of its range and whiff punish poorly spaced f.Ms.

f.H

2L

2M

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
500*2 All 11 3, 3 24 -10 -6 -

Yuel's normal anti-air. Has a pretty good hitbox despite the strange animation. Unlike most 2Hs in the game, it is 2 hits, and the counter hit property does not carry between the two hits, so conversions depend on which hit you decide to cancel and if they got counter hit or not. Your best conversion routes here are 2H(1) > td.2H or 2H(2) xx 22H, but the latter conversion has a tendency to fall out if the opponent is close to or a bit behind you. The former conversion only works on counter hit, but will always work regardless of the opponent's position.

2U

j.L

j.M

j.H

j.U

Unique Action

Third Dance (Stance)

5U

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
Entering Stance - - - - 20 total - - -
Exiting Stance - - - - 12 total - - -
Stance Dash - - - - 14 total - - -
Stance Backdash - - - - 17 total - - -
Eye of the Sparrow (Counter) 700 All 7 15 15 -13 KD 1-Active Full

Stance changes all of Yuel's normals and movement options. She retains access to her throws, though they perform an auto-dash before performing the throw (see Throw section).

  • If struck while in stance, Yuel does an automatic counter (Eye of the Sparrow).
    • Counters mids (referred to in game as highs).
    • Loses to projectiles despite projectiles being classified as mids.
    • Loses to lows, overheads, and throws.
  • Yuel cannot block during stance, but can perform Evade. She cannot perform Cross Over.
  • Yuel cannot walk forwards nor backwards during stance.
  • Yuel cannot run during stance. Run and backdash are replaced with a unique forward and backwards hop.

Beats standard reversals such as DPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.s and strike-supers, but will not protect against projectile based supers such as GBVS Gran Icon.png Gran's Catastrophe. This can be used to encourage enemies to mash low attacks and allow you to structure frame traps with her stance buttons.

Third Dance: Attack

Third Dance > 5L, 2L, 5M, or 2M

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
5L 400 All 5 3 8 0 +4 -
2L 600 All 8 3 15 -3 +1 -
5M 800 All 16 4 13 0 +5 10-19 Low
2M 600 Low 10 6 5 +2 +6 -

  • After any attack, Yuel will remain in Third Dance unless you press U during them.

td.5L is a clash level above normal, so it will crush every jab except Vaseraga's, making td.5L > td.5L a universal, true frame trap. It can be cancelled into itself, td.2L and td.2M.

td.2L will frame trap and combo from td.2L. Combos into c.L and td.5L on counter hit. It has extremely high priority and will crush level 2 normals.

td.5M forces crouch on hit and crushes throws. It does not crush lows, but lifts Yuel's hurtbox above the ground during its startup frames, so it will go over lows if timed properly. On block, it leaves a 10 frame gap if cancelled into from td.5L. Combos into Yugetsu on counter hit.

td.2M can recover quickly enough to parry wakeup reversals if it's meaty enough. Useful for pressure as it's +2 even if you cancel stance from it. Converts into Yugetsu on counter hit.

Gurren

Third Dance > 5H

Yugetsu

Third Dance > 2H

Universal Mechanics

Ground Throw

Air Throw

Overhead Attack

Special Moves

Starlit Sky GBVS Charge.png

236X or 5S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L 900 All 14 12 16 -3 +1 -
M 1100 All 18 16 21 -8 KD -
H 1100 All 14 16 16 -3 HKD -

  • Pressing U will transition Yuel into Third Dance during recovery.

An advancing special that trades priority and velocity for safety. Due to 236L's and 236H's extremely quick startups, they won't leave a gap when cancelled into from M or H normals on block unless they are delay cancelled.


L Version
  • Fast startup and safe on block.

L Starlit Sky is a safe way to transition into stance offense, as Yuel is +1 on hit.


M Version
  • Slow startup and unsafe on block.

236M frame traps from almost any normal, but is easily punishable on block.


H Version
  • Best of both worlds.
  • Wallbounces in the corner.

Yuel's main juggle starter. Once you get to the corner, you usually don't need this, so spending it is generally a decent choice.

Hien: Homuragaeshi GBVS Parry.png

623X or 6S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L 1000 All 9 13 21 + 12 after landing -22 KD 1-12 Full
M 1200 All 11 16 23 + 12 after landing -28 KD 1-14 Full
H 1400 All 9 20 27 + 12 after landing -38 HKD 1-28 Full

  • Pressing U will transition Yuel into Third Dance during landing

Yuel's invincible reversal. Its multiple hits make it shine in certain situations such as against Vaseraga's Soul Forge, but it has a tendency to whiff against deep jump-ins.


L DP
  • Go-to reversal due to speed and not costing resources.

623L is the least damaging version and gives the worst okizeme on hit. However, due to its low cost and quick startup, you'll see it frequently used as a reversal.


M DP
  • Better as a combo ender than a reversal.

623M is slower and more damaging than 623L, but has more forward momentum during startup and gives better okizeme due to the knockdown ender giving Yuel enough time to dash up and hit the opponent after their recovery. Useful as a combo ender as it does more damage and gives better okizeme than 236M, in exchange for less corner carry. You'll however rarely see this as a reversal.


H DP
  • Invincible reversal.
  • Builds a ton of meter on hit.
  • Hard knockdown on hit.

623H is the most damaging version and gives the best okizeme, giving Yuel enough time to dash up and do a crossup j.H safejump. Sometimes used as a combo ender and sometimes as a reversal.

Hanaarashi GBVS SpecialCharge.png

214X or 4S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L 1200 All 46 6 13 +1 +5 3-15 Full
M 1000 Low 41 6 18 -7 KD 3-15 Full
H 1200 All 42 6 12 +2 +6 1-14 Full
H~M 1000 Low 38 6 17 -6 HKD 1-14 Full

  • Pressing U during the initial backflip will transition Yuel to Third Dance, rather than attacking.
  • Pressing M during 214H will have Yuel instead do a low attack.
  • 214H will wallbounce in corner on air hit.
  • 214M will combo on counterhit.

Hanaarashi gives Yuel a safe way to discourage your opponent from mashing. The initial backflip pulls her out to a range where a lot of the cast has to hard-commit to an advancing special move to do anything about, which in turn is beaten by Yuel entering her stance and sitting still. The followups on 214L and 214H that look like overheads are actually plus mids, which lets her re-assert her turn once her opponent respects her stance.

214L and 214M are invulnerable on frame 3, and 214H is invulnerable on frame 1. Don't abuse these moves too much, however, as the followups can be easily caught with long pokes, or blown through with DPs or SBAs.

Foxflame GBVS Strike.png

22X or 2S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. On Hit Invuln
L 800 All 21 9 17 -3 +1 -
M 1000 All 31 9 13 +5 +9 -
H 800 All 23 8 14 +1 +5 -

  • Pressing U will transition Yuel to Third Dance during the recovery.

Lots of active frames, making it good as a meaty against characters without meterless reversals.


L Version

22L will frame trap from full autocombo, but it's only +5 on counter hit and will put you just outside of c.L's activation range, meaning your reward for hitting it on a standing opponent is minimal, and you'll lose your turn if it's blocked. It also frame traps from 2H(1), which does leave you close enough for a c.L combo, but only at point blank range.


M Version

22M is the slowest but most advantageous version. It will never frame trap, but because Yuel moves forward during its startup, it can be used as a disrespectful pressure extension once your opponent starts respecting your actual frame traps. If your opponent somehow gets hit by this, you can follow up with a c.H combo.


H Version

22H frame traps from c.H and grants a c.H combo on CH. If your opponent doesn't mash, you can continue pressure due to it being advantageous on block. In addition, it will always combo from an air hit of 2H, making it useful for anti-air combos and certain punishes.

Skybound Art

Crimson Dance: Rinnen-aratame

236236H or 236S

Super Skybound Art

Sapphire Dance: Gentiana

236236U or 236S+U

Colors

Colors
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
Weapons
01
02
03
04
05
06
07


External References

Navigation

Ambox notice.png To edit frame data, edit values in GBVS/Yuel/Data.