GBVS/Yuel: Difference between revisions

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==Normal Moves==
==Normal Moves==
===<big>{{clr|1|c.L}}</big>===
===<big>{{clr|1|c.L}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=c.L
<tabber>
|description=
Images =  
Pretty standard {{clr|1|c.L}}. Used for pressure and tick throws. Has multiple strong linking options as well.
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_cL.png |
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_cL_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Pretty standard {{clr|1|c.L}}. Used for pressure and tick throws. Has multiple strong linking options as well.
{{CloseCard}}


===<big>{{clr|2|c.M}}</big>===
===<big>{{clr|2|c.M}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=c.M
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_cM.png |Leo Flashbacks
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_cM_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====  
* Does not hit on both sides of Yuel.
* Does not hit on both sides of Yuel.
* Has a ''very'' far activation range, which can be advantageous but can occasionally be a detriment when you want {{clr|2|f.M}} instead.  
* Has a ''very'' far activation range, which can be advantageous but can occasionally be a detriment when you want {{clr|2|f.M}} instead.  
Despite being -2 on block rather than 0 like most {{clr|2|c.M}}s, has some use in pressure due to it's somewhat absurd activation range. Links naturally from {{clr|1|c.L}} and {{clr|2|2L}} as well.
Despite being -2 on block rather than 0 like most {{clr|2|c.M}}s, has some use in pressure due to it's somewhat absurd activation range. Links naturally from {{clr|1|c.L}} and {{clr|2|2L}} as well.
{{CloseCard}}
}}


===<big>{{clr|3|c.H}}</big>===
===<big>{{clr|3|c.H}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=c.H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_cH.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_cH_Hitbox1.png |
GBVS_Yuel_cH_Hitbox2.png |
GBVS_Yuel_cH_Hitbox3.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
* 3-hit normal. All hits are cancelable into autocombo or specials.
* 3-hit normal. All hits are cancelable into autocombo or specials.
* Like {{clr|2|c.M}}, also has a somewhat far and strange activation range.
* Like {{clr|2|c.M}}, also has a somewhat far and strange activation range.
Yuel's {{clr|3|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 {{clr|3|H}} Foxflame and the only way to ''combo'' into {{clr|3|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.
Yuel's {{clr|3|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 {{clr|3|H}} Foxflame and the only way to ''combo'' into {{clr|3|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.
{{CloseCard}}
}}


===<big>Auto Combo</big>===
===<big>Auto Combo</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=c.XX,c.XXX
<gallery widths="210px" heights="210px" mode="nolines">
|versioned=input
GBVS_Yuel_cXX.png|
|description=
GBVS_Yuel_cXXX.png|
Pretty standard GBVS autocombo. The final hit can frametrap into {{clr|1|L}} Foxflame.
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="c.XX" or input="c.XXX")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
Pretty standard GBVS autocombo. The final hit can frametrap into {{clr|1|L}} Foxflame.
{{CloseCard}}


===<big>{{clr|1|f.L}}</big>===
===<big>{{clr|1|f.L}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=f.L
<tabber>
|description=
Images =
A bit stubby, but it's a plus on block, and a standing low. Excellent for pressure and safely buffers into her {{clr|1|L}} Starlit Sky. Can also notably link into {{clr|2|2M}} on counter hit or {{clr|2|f.M}} on crouching counter hit.  
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_fL.png |
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_fL_Hitbox1.png |
GBVS_Yuel_fL_Hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
A bit stubby, but it's a plus on block, and a standing low. Excellent for pressure and safely buffers into her {{clr|1|L}} Starlit Sky. Can also notably link into {{clr|2|2M}} on counter hit or {{clr|2|f.M}} on crouching counter hit.
{{CloseCard}}


===<big>{{clr|2|f.M}}</big>===
===<big>{{clr|2|f.M}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=f.M
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_fM.png |"Good ol’ f.M, nothing beats that!"
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_fM_Hitbox1.png |
GBVS_Yuel_fM_Hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====  
This is an amazing button and easily a candidate for one of the best {{clr|2|f.M}}s in the game.
This is an amazing button and easily a candidate for one of the best {{clr|2|f.M}}s in the game.
* 9 Frames on startup, Generally very unsafe if not canceled, but can be made safe by doing 236L.
* 9 Frames on startup, Generally very unsafe if not canceled, but can be made safe by doing 236L.
Line 199: Line 70:
* Generally unreliable as a poking tool as it leaves you minus on block in your opponent's face, and punishable if uncancelled.
* Generally unreliable as a poking tool as it leaves you minus on block in your opponent's face, and punishable if uncancelled.
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.
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.
{{CloseCard}}
}}


===<big>{{clr|3|f.H}}</big>===
===<big>{{clr|3|f.H}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=f.H
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_fH.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_fH_Hitbox1.png |
GBVS_Yuel_fH_Hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
A somewhat strange normal, but not entirely without purpose. Yuel sticks out a very active, heavy priority hitbox, so it is decent as an anticipatory counterpoke to stuff weaker normals or forward movement. Can kind of be used as an AA but the hitbox got lowered and it is now not as useful for that. Combined with how far forward f5m reaches it can be tough to be ready to whiff punish this button.
A somewhat strange normal, but not entirely without purpose. Yuel sticks out a very active, heavy priority hitbox, so it is decent as an anticipatory counterpoke to stuff weaker normals or forward movement. Can kind of be used as an AA but the hitbox got lowered and it is now not as useful for that. Combined with how far forward f5m reaches it can be tough to be ready to whiff punish this button.


Surprisingly, Yuel's hurtbox doesn't get retracted much during this, only her head hurtbox lowers ever so slightly.
Surprisingly, Yuel's hurtbox doesn't get retracted much during this, only her head hurtbox lowers ever so slightly.
{{CloseCard}}
}}


===<big>{{clr|1|2L}}</big>===
===<big>{{clr|1|2L}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=2L
<tabber>
|description=
Images =
Standard Granblue {{clr|1|2L}}. Has all of the same linking options and similar frame data to {{clr|1|c.L}}, but hits low and has more range. {{clr|1|2L}} > {{clr|1|f.L}} is generally a good string for a basic frametrap or punish starter.
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_2L.png |
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_2L_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
Standard Granblue {{clr|1|2L}}. Has all of the same linking options and similar frame data to {{clr|1|c.L}}, but hits low and has more range. {{clr|1|2L}} > {{clr|1|f.L}} is generally a good string for a basic frametrap or punish starter.
{{CloseCard}}


===<big>{{clr|2|2M}}</big>===
===<big>{{clr|2|2M}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=2M
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_2M.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_2M_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
* Frame traps from {{clr|1|f.L}} and even combos on counter hit.  
* Frame traps from {{clr|1|f.L}} and even combos on counter hit.  
The crouching complement to {{clr|2|f.M}}. While it doesn't sport some of that normal's better qualities, its speed and deceptive range make it strong for neutral and punishing in its own right. Good to use as a supplement if people are trying to hit you out of {{clr|2|f.M}} with crouching buttons.
The crouching complement to {{clr|2|f.M}}. While it doesn't sport some of that normal's better qualities, its speed and deceptive range make it strong for neutral and punishing in its own right. Good to use as a supplement if people are trying to hit you out of {{clr|2|f.M}} with crouching buttons.
{{CloseCard}}
}}


===<big>{{clr|3|2H}}</big>===
===<big>{{clr|3|2H}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=2H
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_2H.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_2H_Hitbox1.png |
GBVS_Yuel_2H_Hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
Good hitbox even though the animation can look strange. Since its 2 hits, the counter hit property does not transfer from hit 1 to hit 2. Counter hit combos need the first hit to be cancelled. For example via 5U into Yugetsu.
Good hitbox even though the animation can look strange. Since its 2 hits, the counter hit property does not transfer from hit 1 to hit 2. Counter hit combos need the first hit to be cancelled. For example via 5U into Yugetsu.
Regardless, non-counterhit 2H (both hits) combos into 22H. This means Yuel does not need a counterhit to do a damaging anti air combo.
Regardless, non-counterhit 2H (both hits) combos into 22H. This means Yuel does not need a counterhit to do a damaging anti air combo.


{{CloseCard}}
}}


===<big>{{clr|4|2U}}</big>===
===<big>{{clr|4|2U}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=2U
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_2U.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_2U_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="2U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
*Special cancellable
*Special cancellable
Yuel's highest range low outside of stance, pretty solid at beating people walking around thanks to Yuel's speed.
Yuel's highest range low outside of stance, pretty solid at beating people walking around thanks to Yuel's speed.
{{CloseCard}}
}}


===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|1|j.L}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.L
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_jL.png | "TORYAH"
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_jL_Hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
* Active until landing.
* Active until landing.
Yuel's biggest air normal in terms of the X axis, making it her go-to air-to-air normal. Since it's Yuel's only non multi hit aerial it's the only one with a chance of comboing on counter hit off an air to air.
Yuel's biggest air normal in terms of the X axis, making it her go-to air-to-air normal. Since it's Yuel's only non multi hit aerial it's the only one with a chance of comboing on counter hit off an air to air.
{{CloseCard}}
}}


===<big>{{clr|2|j.M}}</big>===
===<big>{{clr|2|j.M}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.M
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_jM.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_jM_Hitbox1.png |
GBVS_Yuel_jM_Hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
* Only the first hit is an overhead.
* Only the first hit is an overhead.
Can be crushed by lights though it's a rare occurance.
Can be crushed by lights though it's a rare occurance.
{{CloseCard}}
}}


===<big>{{clr|3|j.H}}</big>===
===<big>{{clr|3|j.H}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.H
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_jH.png | watch_your_dome.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_jH_Hitbox1.png |
GBVS_Yuel_jH_Hitbox2.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
* Unique for a {{clr|3|j.H}}, it can hit crossup.
* Unique for a {{clr|3|j.H}}, it can hit crossup.
* Both hits are overheads.
* Both hits are overheads.
Can be crushed by lights though it's a rare occurance.
Can be crushed by lights though it's a rare occurance.
{{CloseCard}}
}}


===<big>{{clr|4|j.U}}</big>===
===<big>{{clr|4|j.U}}</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.U
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_jU.png | SPIN2WIN: Fox Edition
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_jU_Hitbox1.png |
GBVS_Yuel_jU_Hitbox2.png | Landing
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
* Hits multiple times on the way down.
* Hits multiple times on the way down.
* Can pass behind opponent during the roll but will not need to be blocked crossup.
* Can pass behind opponent during the roll but will not need to be blocked crossup.
Line 480: Line 148:


MOSTLY safe and plus on hit. Sometimes the very last hit can miss due to spacing making her punishable. Anti-air bait that beats regularly timed {{clr|3|2H}}s but not DPs. Does not knock down, but is safe on block and plus on hit.
MOSTLY safe and plus on hit. Sometimes the very last hit can miss due to spacing making her punishable. Anti-air bait that beats regularly timed {{clr|3|2H}}s but not DPs. Does not knock down, but is safe on block and plus on hit.
{{CloseCard}}
}}
<br style="clear:both;"/>


==Unique Action==
==Unique Action==
===<big>Third Dance (Stance)</big>===
===<big>Third Dance (Stance)</big>===
<span class="input-badge">'''{{clr|4|5U}}'''</span>
{{InputBadge|{{clr|4|5U}}}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=5U,5U-U,5U-66,5U-44,5U-Catch
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_ThirdDance.png|Come and get it.
GBVS_Yuel_EyeOfTheSparrow.png|Eye of the Sparrow
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_ThirdDance_Hitbox.png|
GBVS_Yuel_EyeOfTheSparrow_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{AttackVersion|name=Entering Stance}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Exiting Stance}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U-U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Stance Dash}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U-66"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Stance Backdash}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U-44"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Eye of the Sparrow (Counter)}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U-Catch"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
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).
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).
*If struck while in stance, Yuel does an automatic counter (Eye of the Sparrow).
Line 550: Line 167:
*Yuel cannot run during stance. Run and backdash are replaced with a unique forward and backwards hop.
*Yuel cannot run during stance. Run and backdash are replaced with a unique forward and backwards hop.
Beats standard reversals such as {{keyword|DP}}s and strike-supers, but will not protect against projectile based supers such as {{Character Label|GBVS|Gran}}'s [[GBVS/Gran#Catastrophe|Catastrophe]]. This can be used to encourage enemies to mash low attacks and allow you to structure frame traps with her stance buttons.
Beats standard reversals such as {{keyword|DP}}s and strike-supers, but will not protect against projectile based supers such as {{Character Label|GBVS|Gran}}'s [[GBVS/Gran#Catastrophe|Catastrophe]]. This can be used to encourage enemies to mash low attacks and allow you to structure frame traps with her stance buttons.
{{CloseCard}}
}}


===<big>Third Dance: Attack</big>===
===<big>Third Dance: Attack</big>===
<span class="input-badge">'''Third Dance > {{clr|1|5L}}, {{clr|1|2L}}, {{clr|2|5M}},'''</span> or <span class="input-badge">'''{{clr|2|2M}}'''</span>
{{InputBadge|Third Dance > {{clr|1|5L}}, {{clr|1|2L}}, {{clr|2|5M}},}} or {{InputBadge|{{clr|2|2M}}}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=5U-5L,5U-2L,5U-5M,5U-2M
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_ThirdDance_5L.png|{{clr|1|5L}}
GBVS_Yuel_ThirdDance_2L.png|{{clr|1|2L}}
GBVS_Yuel_ThirdDance_5M.png|{{clr|2|5M}}
GBVS_Yuel_ThirdDance_2M.png|{{clr|2|2M}}
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_ThirdDance_5L_Hitbox.png|{{clr|1|5L}}
GBVS_Yuel_ThirdDance_2L_Hitbox.png|{{clr|1|2L}}
GBVS_Yuel_ThirdDance_5M_Hitbox1.png|{{clr|2|5M}} active 1-2
GBVS_Yuel_ThirdDance_5M_Hitbox2.png|{{clr|2|5M}} active 3-4
GBVS_Yuel_ThirdDance_2M_Hitbox.png|{{clr|2|2M}}
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{AttackVersion|name=5L}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U-5L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=2L}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U-2L"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=5M}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U-5M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=2M}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U-2M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
* After any attack, Yuel will remain in Third Dance unless you press {{clr|4|U}} during them.
* After any attack, Yuel will remain in Third Dance unless you press {{clr|4|U}} during them.


Line 617: Line 184:


{{clr|2|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  
{{clr|2|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  
{{CloseCard}}
}}


===<big>Gurren</big>===
===<big>Gurren</big>===
<span class="input-badge">'''Third Dance > {{clr|3|5H}}'''</span>
{{InputBadge|Third Dance > {{clr|3|5H}}}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=5U-5H
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_Gurren.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_Gurren_Hitbox1.png|
GBVS_Yuel_Gurren_Hitbox2.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U-5H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
Chargeable advancing attack. Used to cover ground while in stance and potentially reset your pressure.
Chargeable advancing attack. Used to cover ground while in stance and potentially reset your pressure.
* Good option after canceling into stance from Hanaarashi's backstep if your opponent is blocking or attempting to chase you down.
* Good option after canceling into stance from Hanaarashi's backstep if your opponent is blocking or attempting to chase you down.
* Can be very plus on block and on hit if well spaced. Yuel will automatically exit stance afterwards, allowing you to pick up a combo on a well-spaced hit.
* Can be very plus on block and on hit if well spaced. Yuel will automatically exit stance afterwards, allowing you to pick up a combo on a well-spaced hit.
* Can combo into 2M if spaced well on non ch.
* Can combo into 2M if spaced well on non ch.
{{CloseCard}}
}}


===<big>Yugetsu</big>===
===<big>Yugetsu</big>===
<span class="input-badge">'''Third Dance > {{clr|3|2H}}'''</span>
{{InputBadge|Third Dance > {{clr|3|2H}}}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=5U-2H
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_Yugetsu.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_Yugetsu_Hitbox1.png|Active Frames 1-3
GBVS_Yuel_Yugetsu_Hitbox2.png|Active Frames 4-6
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U-2H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
* Yuel's AA while in stance"
* Yuel's AA while in stance"
* Launches on hit.
* Launches on hit.
Converts out of a good number of her stance options on counter hit, giving her high reward for successfully landing a frame trap. Yuel automatically exits Third Dance if she uses this move.
Converts out of a good number of her stance options on counter hit, giving her high reward for successfully landing a frame trap. Yuel automatically exits Third Dance if she uses this move.
{{CloseCard}}
}}
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=LU,5U-L+M
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_FThrow.png| Forward
GBVS_Yuel_BThrow.png| Back
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_FThrow_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{AttackVersion|name=Normal}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Third Dance}}
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="5U-L+M"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
|}
==== ====
Standard throw. Third Dance version performs an automatic stance hop forward before performing the throw, making sure you're always close to the opponent first. This increases the startup significantly, however.
Standard throw. Third Dance version performs an automatic stance hop forward before performing the throw, making sure you're always close to the opponent first. This increases the startup significantly, however.
* Forward throw allows for a DP-safe meaty low in the corner: '''LM~U > td.5M (whiff) > td.2M'''
* Forward throw allows for a DP-safe meaty low in the corner: '''LM~U > td.5M (whiff) > td.2M'''
Line 727: Line 219:
* You can press 5U during the throw animation and enter/leave stance.
* You can press 5U during the throw animation and enter/leave stance.


{{CloseCard}}
}}


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=j.LU
<tabber>
|description=
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_AirThrow.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_AirThrow_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.LU"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
{{CloseCard}}
===<big>Overhead Attack</big>===
===<big>Overhead Attack</big>===
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=MH
<tabber>
|description=
Images =
 
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_UOH.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_UOH_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="MH"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
<br style="clear:both;"/>
==== ====
<!--Insert text below the =s and above the {{CloseCard}}-->
{{CloseCard}}


==Special Moves==
==Special Moves==
===<big>Starlit Sky</big>===
===<big>Starlit Sky</big>===
{{Micon|6}} <span class="input-badge">'''236X'''</span> or <span class="input-badge">'''5S'''</span>
{{Micon|6}} {{InputBadge|236X}} or {{InputBadge|5S}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=236L,236M,236H
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_StarlitSky.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_StarlitSky_Hitbox1.png|
GBVS_Yuel_StarlitSky_Hitbox2.png|
GBVS_Yuel_StarlitSky_Hitbox3.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* Pressing {{clr|4|U}} will transition Yuel into Third Dance during recovery.
* Pressing {{clr|4|U}} will transition Yuel into Third Dance during recovery.
An advancing special that trades priority and velocity for safety. Due to {{clr|1|236L}}'s and {{clr|3|236H}}'s extremely quick startups, they won't leave a gap when cancelled into from {{clr|2|M}} or {{clr|3|H}} normals on block unless they are delay cancelled and spaced at the tip of f5m.  
An advancing special that trades priority and velocity for safety. Due to {{clr|1|236L}}'s and {{clr|3|236H}}'s extremely quick startups, they won't leave a gap when cancelled into from {{clr|2|M}} or {{clr|3|H}} normals on block unless they are delay cancelled and spaced at the tip of f5m.  
Line 834: Line 259:
* Wallbounces in the corner.
* Wallbounces in the corner.
Yuel's main juggle starter.  
Yuel's main juggle starter.  
{{CloseCard}}
}}


===<big>Hien: Homuragaeshi</big>===
===<big>Hien: Homuragaeshi</big>===
{{Micon|5}} <span class="input-badge">'''623X'''</span> or <span class="input-badge">'''6S'''</span>
{{Micon|5}} {{InputBadge|623X}} or {{InputBadge|6S}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=623L,623M,623H
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_HienHomuragaeshi.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_HienHomuragaeshi_Hitbox1.png|First hit, all versions are the same
GBVS_Yuel_HienHomuragaeshi_Hitbox2.png|Remaining hits, all versions are the same
GBVS_Yuel_HienHomuragaeshi_Hitbox3.png|when the hurtbox returns, all versions except Heavy
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="623L" or input="623M" or input="623H")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
==== ====
* Pressing {{clr|4|U}} will transition Yuel into Third Dance during landing
* Pressing {{clr|4|U}} will transition Yuel into Third Dance during landing
Line 882: Line 284:
* Hard knockdown on hit.
* Hard knockdown on hit.
{{clr|3|623H}} is the most damaging version and gives the best okizeme, giving Yuel enough time to dash up and do a crossup {{clr|3|j.H}} safejump. Sometimes used as a combo ender and sometimes as a reversal.
{{clr|3|623H}} is the most damaging version and gives the best okizeme, giving Yuel enough time to dash up and do a crossup {{clr|3|j.H}} safejump. Sometimes used as a combo ender and sometimes as a reversal.
{{CloseCard}}
}}


===<big>Hanaarashi</big>===
===<big>Hanaarashi</big>===
{{Micon|7}} <span class="input-badge">'''214X'''</span> or <span class="input-badge">'''4S'''</span>
{{Micon|7}} {{InputBadge|214X}} or {{InputBadge|4S}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=214L,214M,214H,214H-M
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_HanaarashiL.png| {{clr|1|214L}}/{{clr|3|214H}}
GBVS_Yuel_HanaarashiM.png| {{clr|2|214M}}/{{clr|3|214H}}-{{clr|2|M}}
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_HanaarashiL_Hitbox1.png| {{clr|1|214L}}/{{clr|3|214H}}
GBVS_Yuel_HanaarashiL_Hitbox2.png| {{clr|1|214L}}/{{clr|3|214H}}
GBVS_Yuel_HanaarashiM_Hitbox.png| {{clr|2|214M}}/{{clr|3|214H}}-{{clr|2|M}}
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H" or input="214H-M")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* The lunge forward can be cancelling by pressing 5U, Yuel will instead enter her stance.
* The lunge forward can be cancelling by pressing 5U, Yuel will instead enter her stance.
* The L and H versions are plus on block and combo on hit.
* The L and H versions are plus on block and combo on hit.
Line 921: Line 298:


{{clr|1|214L}} and {{clr|2|214M}} are invulnerable on frame 3, and {{clr|3|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.
{{clr|1|214L}} and {{clr|2|214M}} are invulnerable on frame 3, and {{clr|3|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.
{{CloseCard}}
}}


===<big>Foxflame</big>===
===<big>Foxflame</big>===
{{Micon|9}} <span class="input-badge">'''22X'''</span> or <span class="input-badge">'''2S'''</span>
{{Micon|9}} {{InputBadge|22X}} or {{InputBadge|2S}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=22L,22M,22H
<tabber>
|versioned=input
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_Foxflame.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_Foxflame_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS|version=yes}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=input=version,damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and (input="22L" or input="22M" or input="22H")
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
* Pressing {{clr|4|U}} will transition Yuel to Third Dance during the recovery.
* Pressing {{clr|4|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.  
Lots of active frames, making it good as a meaty against characters without meterless reversals.  
Line 962: Line 317:
;H Version
;H Version
{{clr|3|22H}} frame traps from {{clr|3|c.H}} and grants a {{clr|3|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 {{clr|3|2H}}, making it useful for anti-air combos and certain punishes.
{{clr|3|22H}} frame traps from {{clr|3|c.H}} and grants a {{clr|3|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 {{clr|3|2H}}, making it useful for anti-air combos and certain punishes.
{{CloseCard}}
}}
<br style="clear:both;"/>


==Skybound Art==
==Skybound Art==
===<big>Crimson Dance: Rinnen-aratame</big>===
===<big>Crimson Dance: Rinnen-aratame</big>===
<span class="input-badge">'''{{clr|3|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
{{InputBadge|{{clr|3|236236H}}}} or {{InputBadge|236S}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=236236H
<tabber>
|description=
Images =
* Loses invincibility after the startup but regains it on hit when the cinematic animation begins to play
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_CrimsonDance_RinnenAratame_start.png|
GBVS_Yuel_CrimsonDance_RinnenAratame.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_CrimsonDance_RinnenAratame_Hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236H"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
}}
}}
|}
<br style="clear:both;"/>
==== ====
 
* Minimum damage: 800
* Simple input (236S) damage: 3000
* Simple input minimum damage: 450
* Loses invincibility after the startup but regains it on hit when the cinematic animation begins to play
 
{{CloseCard}}


==Super Skybound Art==
==Super Skybound Art==
===<big>Sapphire Dance: Gentiana</big>===
===<big>Sapphire Dance: Gentiana</big>===
<span class="input-badge">'''{{clr|4|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
{{InputBadge|{{clr|4|236236U}}}} or {{InputBadge|236S+U}}
<div class="attack-container">
{{GBVS Move Card|game=GBVS
<div class="attack-gallery">
|input=236236U
<tabber>
|description=
Images =
Vacuums even on whiff, but the cinematic will only play if the opponent is drawn in and hit during the first few moments of the animation. The long animation will catch  attempted Evades.
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_SapphireDance_Gentiana_start.png|
GBVS_Yuel_SapphireDance_Gentiana_vacuum.png|
GBVS_Yuel_SapphireDance_Gentiana_finish.png|Call in the wife
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_SapphireDance_Gentiana_Hitbox1.png|
GBVS_Yuel_SapphireDance_Gentiana_Hitbox2.png|
</gallery>
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<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GBVS}}
|-
{{#cargo_query:tables=MoveData_GBVS
|fields=damage,guard,startup,active,recovery,onBlock,onHit,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236U"
|format=template|template=AttackData-GBVS|named args=yes|order by=_ID
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<br style="clear:both;"/>
==== ====
Vacuums even on whiff, but the cinematic will only play if the opponent is drawn in and hit during the first few moments of the animation. The long animation will catch  attempted Evades.
{{CloseCard}}


==Colors==
==Colors==

Revision as of 19:56, 25 September 2022

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.

 Yuel  Yuel is a mobile, hybrid midrange rushdown character who controls space and applies pressure through the creative use of her normals and 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 from mid-range.
  • Low Damage: Yuel has only one consistent corner combo starter is H Starlit Sky which leads to relatively mediocre damage in the corner. In general, her damage from most connects is below average.
  • Struggles at 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.
GBVS Yuel Nameplate.png
GBVS Yuel Portrait.png
Health
10000
Prejump
4f
Backdash
17f
Backshift
High Recovery (30f)
Unique Movement Options
Step Dash (during Third Dance)

Normal Moves

c.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 All 5 3 6 +2 +6

Pretty standard c.L. Used for pressure and tick throws. Has multiple strong linking options as well.

Level Attribute
0

c.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 All 6 3 14 -2 +2
  • Does not hit on both sides of Yuel.
  • Has a very far activation range, which can be advantageous but can occasionally be a detriment when you want f.M instead.

Despite being -2 on block rather than 0 like most c.Ms, has some use in pressure due to it's somewhat absurd activation range. Links naturally from c.L and 2L as well.

Level Attribute
2

c.H

Damage Guard Startup Active Recovery On-Block 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.

Level Attribute
4

Auto Combo

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
c.XX 400 All 9 3 15 -3 +1
c.XXX 400 All 12 3 18 -4 0

Pretty standard GBVS autocombo. The final hit can frametrap into L Foxflame.

Version Level Attribute
c.XX 2
c.XXX 3

c.XX:
c.XXX:

f.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Low 6 3 9 +1 +5

A bit stubby, but it's a plus on block, and a standing low. Excellent for pressure and safely buffers into her L Starlit Sky. Can also notably link into 2M on counter hit or f.M on crouching counter hit.

Level Attribute
1

f.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
500, 200 All 9 3, 1 21 -7 -3

This is an amazing button and easily a candidate for one of the best f.Ms in the game.

  • 9 Frames on startup, 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 hit confirm into 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 unreliable as a poking tool as it leaves you minus on block in your opponent's face, and punishable if uncancelled.

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.

Level Attribute
2

f.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 All 10 6 19 -8 -4

A somewhat strange normal, but not entirely without purpose. Yuel sticks out a very active, heavy priority hitbox, so it is decent as an anticipatory counterpoke to stuff weaker normals or forward movement. Can kind of be used as an AA but the hitbox got lowered and it is now not as useful for that. Combined with how far forward f5m reaches it can be tough to be ready to whiff punish this button.

Surprisingly, Yuel's hurtbox doesn't get retracted much during this, only her head hurtbox lowers ever so slightly.

Level Attribute
3

2L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 Low 6 3 6 +2 +6

Standard Granblue 2L. Has all of the same linking options and similar frame data to c.L, but hits low and has more range. 2L > f.L is generally a good string for a basic frametrap or punish starter.

Level Attribute
0

2M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 All 7 3 15 -3 +1
  • Frame traps from f.L and even combos on counter hit.

The crouching complement to f.M. While it doesn't sport some of that normal's better qualities, its speed and deceptive range make it strong for neutral and punishing in its own right. Good to use as a supplement if people are trying to hit you out of f.M with crouching buttons.

Level Attribute
2

2H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
500×2 All 11 3, 3 24 -10 -6

Good hitbox even though the animation can look strange. Since its 2 hits, the counter hit property does not transfer from hit 1 to hit 2. Counter hit combos need the first hit to be cancelled. For example via 5U into Yugetsu. Regardless, non-counterhit 2H (both hits) combos into 22H. This means Yuel does not need a counterhit to do a damaging anti air combo.

Level Attribute
3

2U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
700 Low 7 3 24 -12 HKD
  • Special cancellable

Yuel's highest range low outside of stance, pretty solid at beating people walking around thanks to Yuel's speed.

Level Attribute
2

j.L

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400 High 5 Until L 0
  • Active until landing.

Yuel's biggest air normal in terms of the X axis, making it her go-to air-to-air normal. Since it's Yuel's only non multi hit aerial it's the only one with a chance of comboing on counter hit off an air to air.

Level Attribute
1

j.M

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
300×2 High, All 6, 10 3,3 Until L
  • Only the first hit is an overhead.

Can be crushed by lights though it's a rare occurance.

Level Attribute
1

j.H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
400×2 High 8, 15 4(3)3 Until L
  • Unique for a j.H, it can hit crossup.
  • Both hits are overheads.

Can be crushed by lights though it's a rare occurance.

Level Attribute
1

j.U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
200×n All 19 3×n 11 -1 +1
  • Hits multiple times on the way down.
  • Can pass behind opponent during the roll but will not need to be blocked crossup.
  • Not a high.
  • Recovery frame count starts when Yuel touches the ground.

MOSTLY safe and plus on hit. Sometimes the very last hit can miss due to spacing making her punishable. Anti-air bait that beats regularly timed 2Hs but not DPs. Does not knock down, but is safe on block and plus on hit.

Level Attribute
1


Unique Action

Third Dance (Stance)

5U

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5U 20 total
5U-U 12 total
5U-66 14 total
5U-44 17 total 8~11 Low
5U-Catch 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 DP Dragon Punch A 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  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.

Version Level Attribute
5U
5U-U
5U-66
5U-44
5U-Catch 4

5U:
5U-U:
5U-66:

  • Airborne frames 3 to 13


5U-44:

  • Airborne frames 3 to 16


5U-Catch:

Third Dance: Attack

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

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5U-5L 400 All 5 3 8 0 +4
5U-2L 600 All 8 3 15 -3 +1
5U-5M 800 All 16 4 13 0 +5 10-19 Low
5U-2M 600 Low 10 6 5 +2 +6 7-18 Low Profile
  • 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 is great after 2M to catch someone off guard, but generally, pressing td.2L means you will be hit out of stance. With a -3 frame data, a blocking opponent pressing 2L will hit Yuel after td.2L. Use with caution. 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, but it also combos into c5H if you leave stance. Also combos into f5m on crouching 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

Version Level Attribute
5U-5L 0
5U-2L 2
5U-5M 3
5U-2M 1

5U-5L:

  • Clash level 1


5U-2L:
5U-5M:

  • Forces crouching on hit
  • Airborne frames 7 to 18


5U-2M:

Gurren

Third Dance > 5H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 All 15[29] 11 14 -6 -2

Chargeable advancing attack. Used to cover ground while in stance and potentially reset your pressure.

  • Good option after canceling into stance from Hanaarashi's backstep if your opponent is blocking or attempting to chase you down.
  • Can be very plus on block and on hit if well spaced. Yuel will automatically exit stance afterwards, allowing you to pick up a combo on a well-spaced hit.
  • Can combo into 2M if spaced well on non ch.
Level Attribute
4

Yugetsu

Third Dance > 2H

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 All 11 6 24 -13 KD
  • Yuel's AA while in stance"
  • Launches on hit.

Converts out of a good number of her stance options on counter hit, giving her high reward for successfully landing a frame trap. Yuel automatically exits Third Dance if she uses this move.

Level Attribute
3


Universal Mechanics

Ground Throw

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5U-L+M 1500 Throw 22 3 31 N/A HKD 3~13 Airborne
LU 1500 Throw 7 3 31 N/A HKD

Standard throw. Third Dance version performs an automatic stance hop forward before performing the throw, making sure you're always close to the opponent first. This increases the startup significantly, however.

  • Forward throw allows for a DP-safe meaty low in the corner: LM~U > td.5M (whiff) > td.2M
  • Alternatively, you can set up a safejump with microwalk jump j.H
  • You can press 5U during the throw animation and enter/leave stance.
Version Level Attribute
5U-L+M
LU 0, 4

5U-L+M:
LU:

Air Throw

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1500 Throw 5 5 Until L+ 6 N/A HKD
Level Attribute

Overhead Attack

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
1000 High 26 6 17 -4 +1 4~28 Throw
7~25 Low
Level Attribute
5


Special Moves

Starlit Sky

GBVS Charge.png 236X or 5S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
236L 900 All 14 4,4,4 16 -3 +1
236M 1100 All 18 2,2,2,2,2,2,4 21 -8 KD
236H 1100 All 14 2,2,2,2,2,2,4 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 and spaced at the tip of f5m.


L Version
  • Fast startup and safe on block.
  • Since M knocks down on hit, people might get counterhit after 236L on hit as they tried to tech.

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.
  • Soft knockdown

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.

Version Level Attribute
236L 3
236M 3
236H 3

236L:

  • Cooldown: 20F (Technical) 110F (Easy)
  • Clash level 1


236M:

  • Cooldown: 20F (Technical) 110F (Easy)
  • Clash level 2


236H:

  • Cooldown: 480F (Technical) 600F (Easy)
  • Clash level 3

Hien: Homuragaeshi

GBVS Parry.png 623X or 6S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
623L 1000 All 9 2,2,3,2,2,2 21 + 12 after landing -22 KD 1-12 Full
623M 1200 All 11 2,2,2,2,2,2,2,2 23 + 12 after landing -28 KD 1-14 Full
623H 1400 All 9 2,2,2,2,2,2,2,2,2,2 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. 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.

Version Level Attribute
623L 3
623M 3
623H 3

623L:

  • Cooldown: 20F (Technical) 110F (Easy)
  • Clash level: 14 (Technical) 10 (Easy)


623M:

  • Cooldown: 20F (Technical) 110F (Easy)
  • Clash level: 16 (Technical) 10 (Easy)


623H:

  • Cooldown: 20F (Technical) 110F (Easy)
  • Clash level: 18 (Technical) 10 (Easy)

Hanaarashi

GBVS SpecialCharge.png 214X or 4S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
214L 1200 All 46 3,3 13 +1 +5 3-15 Full
214M 1000 Low 41 6 18 -7 KD 3-15 Full
214H 1200 All 42 3,3 12 +2 +6 1-14 Full
214H-M 1000 Low 38 6 15 -4 HKD 1-14 Full
  • The lunge forward can be cancelling by pressing 5U, Yuel will instead enter her stance.
  • The L and H versions are plus on block and combo on hit.
  • The M and H~M versions can be made safe if spaced

Flipping back can be used to create space and let Yuel reset to neutral after an approach Yuel can 214L after a 236L on block and the opponent can't hit her out of it. Forcing the opponent to run up and challenge with a low on a read, which in turn loses to her flipping forward.

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.

Version Level Attribute
214L 3
214M 3
214H 3
214H-M 2

214L:

  • Cooldown: 20F (Technical) 140F (Easy)
  • Clash level 2


214M:

  • Cooldown: 20F (Technical) 140F (Easy)
  • Clash level 2


214H:

  • Cooldown: 480F (Technical) 600F (Easy)
  • Clash level 2


214H-M:

  • Cooldown: 480F (Technical) 660F (Easy)
  • Clash level 3

Foxflame

GBVS Strike.png 22X or 2S

Version Damage Guard Startup Active Recovery On-Block On-Hit Invuln
22L 800 All 21 9 17 -3 +1
22M 1000 All 31 9 13 +5 +9
22H 800 All 23 9 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.

Version Level Attribute
22L 2
22M 2
22H 2

22L:

  • Cooldown: 20F (Technical) 110F (Easy)


22M:

  • Cooldown: 20F (Technical) 110F (Easy)


22H:

  • Cooldown: 480F (Technical) 570F (Easy)


Skybound Art

Crimson Dance: Rinnen-aratame

236236H or 236S

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
3200 All 9+5~14 3 39 -23 HKD 1~14 All
  • Loses invincibility after the startup but regains it on hit when the cinematic animation begins to play
Level Attribute
5
  • Minimum damage: 800
  • Simple input (236S) damage: 3000
  • Simple input minimum damage: 450


Super Skybound Art

Sapphire Dance: Gentiana

236236U or 236S+U

Damage Guard Startup Active Recovery On-Block On-Hit Invuln
4000 All 7+7 3×20 40 -24 HKD 1~22 All

Vacuums even on whiff, but the cinematic will only play if the opponent is drawn in and hit during the first few moments of the animation. The long animation will catch attempted Evades.

Level Attribute
5


Colors

Colors
Color 1
Color 2
Color 3
Color 4
GBVS Yuel Color 01.png
GBVS Yuel Color 02.png
GBVS Yuel Color 03.png
GBVS Yuel Color 04.png
Color 5
Color 6
Color 7
Color 8
GBVS Yuel Color 05.png
GBVS Yuel Color 06.png
GBVS Yuel Color 07.png
GBVS Yuel Color 08.png
Color 9
Color 10
Color 11
Color 12
GBVS Yuel Color 09.png
GBVS Yuel Color 10.png
GBVS Yuel Color 11.png
GBVS Yuel Color 12.png
Color 13
Color 14
Color 15
Color 16
GBVS Yuel Color 13.png
GBVS Yuel Color 14.png
GBVS Yuel Color 15.png
GBVS Yuel Color 16.png
Color 17
Color 18
Color 19
Color EX
GBVS Yuel Color 17.png
GBVS Yuel Color 18.png
GBVS Yuel Color 19.png
GBVS Yuel Color EX.png
Weapons
01
02
03
04
GBVS Yuel Weapon 01.png
GBVS Yuel Weapon 02.png
GBVS Yuel Weapon 03.png
GBVS Yuel Weapon 04.png
05
06
07
08
GBVS Yuel Weapon 05.png
GBVS Yuel Weapon 06.png
GBVS Yuel Weapon 07.png
GBVS Yuel Weapon 08.png


External References

Navigation

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