GBVS/Yuel: Difference between revisions

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| summary = is a mobile, hybrid midrange rushdown character who controls space and applies pressure through the creative use of her normals and stance.
| summary = is a mobile, hybrid midrange rushdown character who controls space and applies pressure through the creative use of her normals and stance.
| pros =  
| pros =  
* '''Excellent Movement:''' Yuel sports great walkspeed, dash speed, and multiple unique movement options such as her Hanaarashi backstep and her {{clr|2|j.U}}, allowing her to remain evasive and close the distance on the opponent in unique ways.
* '''Excellent Movement:''' Yuel sports great walkspeed, dash speed, and multiple unique movement options such as her Hanaarashi backstep and her {{clr|4|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.
* '''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 {{clr|3|f.M}}, {{clr|3|2M}}, {{clr|1|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.
* '''Great Neutral Game:''' With {{clr|2|f.M}}, {{clr|2|2M}}, {{clr|1|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.
| cons =  
| cons =  
* '''Low Damage:''' Yuel has only one consistent corner combo starter is {{clr|4|H}} Starlit Sky which leads to relatively mediocre damage in the corner. In general, her damage from most connects is below average.
* '''Low Damage:''' Yuel has only one consistent corner combo starter is {{clr|3|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.
* '''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.
}}
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===<big>{{clr|3|c.M}}</big>===
===<big>{{clr|2|c.M}}</big>===
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==== ====  
==== ====  
* Unsure as to if it hits on both sides of Yuel.
* Unsure as to if it hits 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|3|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|3|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|3|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.
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===<big>{{clr|4|c.H}}</big>===
===<big>{{clr|3|c.H}}</big>===
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==== ====
==== ====
* 3-hit normal. All hits are cancelable into autocombo or specials.
* 3-hit normal. All hits are cancelable into autocombo or specials.
* Like {{clr|3|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|4|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|4|H}} Foxflame and the only way to ''combo'' into {{clr|4|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.
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==== ====
==== ====
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|3|2M}} on counter hit or {{clr|3|f.M}} on crouching counter hit.  
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.  
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===<big>{{clr|3|f.M}}</big>===
===<big>{{clr|2|f.M}}</big>===
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==== ====  
==== ====  
This is an amazing button and easily a candidate for one of the best {{clr|3|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.
* It's 2 hits, with both hits being cancelable, making it very easy to hit confirm into options such as {{clr|3|M}} Starry Sky, or either of her Skybound Arts.
* It's 2 hits, with both hits being cancelable, making it very easy to hit confirm into options such as {{clr|2|M}} Starry Sky, or either of her Skybound Arts.
* It moves Yuel pretty far forward, making it excellent for whiff punishing.
* 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.
* Generally unreliable as a poking tool as it leaves you minus on block in your opponent's face, and punishable if uncancelled.
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===<big>{{clr|4|f.H}}</big>===
===<big>{{clr|3|f.H}}</big>===
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===<big>{{clr|3|2M}}</big>===
===<big>{{clr|2|2M}}</big>===
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==== ====
* 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|3|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|3|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.
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===<big>{{clr|4|2H}}</big>===
===<big>{{clr|3|2H}}</big>===
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===<big>{{clr|2|2U}}</big>===
===<big>{{clr|4|2U}}</big>===
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_jL.png|"TOH YAH"
GBVS_Yuel_jL.png|"TORYAH"
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===<big>{{clr|3|j.M}}</big>===
===<big>{{clr|2|j.M}}</big>===
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===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|3|j.H}}</big>===
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==== ====
==== ====
* Unique for a {{clr|4|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.
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===<big>{{clr|2|j.U}}</big>===
===<big>{{clr|4|j.U}}</big>===
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* Recovery frame count starts when Yuel touches the ground.
* 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 {{clr|4|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.
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==Unique Action==
==Unique Action==
===<big>Third Dance (Stance)</big>===
===<big>Third Dance (Stance)</big>===
<span class="input-badge">'''{{clr|2|5U}}'''</span>
<span class="input-badge">'''{{clr|4|5U}}'''</span>
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===<big>Third Dance: Attack</big>===
===<big>Third Dance: Attack</big>===
<span class="input-badge">'''Third Dance > {{clr|1|5L}}, {{clr|1|2L}}, {{clr|3|5M}},'''</span> or <span class="input-badge">'''{{clr|3|2M}}'''</span>
<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>
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GBVS_Yuel_ThirdDance_5L.png|{{clr|1|5L}}
GBVS_Yuel_ThirdDance_5L.png|{{clr|1|5L}}
GBVS_Yuel_ThirdDance_2L.png|{{clr|1|2L}}
GBVS_Yuel_ThirdDance_2L.png|{{clr|1|2L}}
GBVS_Yuel_ThirdDance_5M.png|{{clr|3|5M}}
GBVS_Yuel_ThirdDance_5M.png|{{clr|2|5M}}
GBVS_Yuel_ThirdDance_2M.png|{{clr|3|2M}}
GBVS_Yuel_ThirdDance_2M.png|{{clr|2|2M}}
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==== ====
==== ====
* After any attack, Yuel will remain in Third Dance unless you press {{clr|2|U}} during them.
* After any attack, Yuel will remain in Third Dance unless you press {{clr|4|U}} during them.


{{clr|1|td.5L}} is a clash level above normal, so it will crush every jab except Vaseraga's, making {{clr|1|td.5L}} > {{clr|1|td.5L}} a universal, true frame trap. It can be cancelled into itself, {{clr|1|td.2L}} and {{clr|3|td.2M}}.
{{clr|1|td.5L}} is a clash level above normal, so it will crush every jab except Vaseraga's, making {{clr|1|td.5L}} > {{clr|1|td.5L}} a universal, true frame trap. It can be cancelled into itself, {{clr|1|td.2L}} and {{clr|2|td.2M}}.


{{clr|1|td.2L}} is great after 2M to catch someone off guard, but generally, pressing {{clr|1|td.2L}} means you will be hit out of stance. With a -3 frame data, a blocking opponent pressing 2L will hit Yuel after {{clr|1|td.2L}}. Use with caution. Combos into {{clr|1|c.L}} and {{clr|1|td.5L}} on counter hit. It has extremely high priority and will crush level 2 normals.
{{clr|1|td.2L}} is great after 2M to catch someone off guard, but generally, pressing {{clr|1|td.2L}} means you will be hit out of stance. With a -3 frame data, a blocking opponent pressing 2L will hit Yuel after {{clr|1|td.2L}}. Use with caution. Combos into {{clr|1|c.L}} and {{clr|1|td.5L}} on counter hit. It has extremely high priority and will crush level 2 normals.


{{clr|3|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 {{clr|1|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.  
{{clr|2|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 {{clr|1|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.  


{{clr|3|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  
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===<big>Gurren</big>===
===<big>Gurren</big>===
<span class="input-badge">'''Third Dance > {{clr|4|5H}}'''</span>
<span class="input-badge">'''Third Dance > {{clr|3|5H}}'''</span>
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===<big>Yugetsu</big>===
===<big>Yugetsu</big>===
<span class="input-badge">'''Third Dance > {{clr|4|2H}}'''</span>
<span class="input-badge">'''Third Dance > {{clr|3|2H}}'''</span>
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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'''
* Alternatively, you can set up a safejump with microwalk jump {{clr|4|j.H}}
* Alternatively, you can set up a safejump with microwalk jump {{clr|3|j.H}}
* You can press 5U during the throw animation and enter/leave stance.
* You can press 5U during the throw animation and enter/leave stance.


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==== ====
==== ====
* Pressing {{clr|2|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|4|236H}}'s extremely quick startups, they won't leave a gap when cancelled into from {{clr|3|M}} or {{clr|4|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.  
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;L Version
;L Version
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* Slow startup and unsafe on block.
* Slow startup and unsafe on block.
* Soft knockdown
* Soft knockdown
{{clr|3|236M}} frame traps from almost any normal, but is easily punishable on block.
{{clr|2|236M}} frame traps from almost any normal, but is easily punishable on block.
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;H Version
;H Version
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==== ====
==== ====
* Pressing {{clr|2|U}} will transition Yuel into Third Dance during landing
* Pressing {{clr|4|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.
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.
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;M DP
;M DP
* Better as a combo ender than a reversal.
* Better as a combo ender than a reversal.
{{clr|3|623M}} is slower and more damaging. Useful as a combo ender as it does more damage and gives better okizeme than {{clr|3|236M}}, in exchange for less corner carry. You'll however rarely see this as a reversal.
{{clr|2|623M}} is slower and more damaging. Useful as a combo ender as it does more damage and gives better okizeme than {{clr|2|236M}}, in exchange for less corner carry. You'll however rarely see this as a reversal.
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;H DP
;H DP
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* Builds a ton of meter on hit.
* Builds a ton of meter on hit.
* Hard knockdown on hit.
* Hard knockdown on hit.
{{clr|4|623H}} is the most damaging version and gives the best okizeme, giving Yuel enough time to dash up and do a crossup {{clr|4|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.
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GBVS_Yuel_HanaarashiL.png| {{clr|1|214L}}/{{clr|4|214H}}
GBVS_Yuel_HanaarashiL.png| {{clr|1|214L}}/{{clr|3|214H}}
GBVS_Yuel_HanaarashiM.png| {{clr|3|214M}}/{{clr|4|214H}}-{{clr|3|M}}
GBVS_Yuel_HanaarashiM.png| {{clr|2|214M}}/{{clr|3|214H}}-{{clr|2|M}}
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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.
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.


{{clr|1|214L}} and {{clr|3|214M}} are invulnerable on frame 3, and {{clr|4|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.
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==== ====
==== ====
* Pressing {{clr|2|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.  
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;L Version
;L Version
{{clr|1|22L}} will frame trap from full autocombo, but it's only +5 on counter hit and will put you just outside of {{clr|1|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 {{clr|4|2H(1)}}, which does leave you close enough for a {{clr|1|c.L}} combo, but only at point blank range.
{{clr|1|22L}} will frame trap from full autocombo, but it's only +5 on counter hit and will put you just outside of {{clr|1|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 {{clr|3|2H(1)}}, which does leave you close enough for a {{clr|1|c.L}} combo, but only at point blank range.
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;M Version
;M Version
{{clr|3|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 {{clr|4|c.H}} combo.
{{clr|2|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 {{clr|3|c.H}} combo.
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;H Version
;H Version
{{clr|4|22H}} frame traps from {{clr|4|c.H}} and grants a {{clr|4|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|4|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.
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==Skybound Art==
==Skybound Art==
===<big>Crimson Dance: Rinnen-aratame</big>===
===<big>Crimson Dance: Rinnen-aratame</big>===
<span class="input-badge">'''{{clr|4|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
<span class="input-badge">'''{{clr|3|236236H}}'''</span> or <span class="input-badge">'''236S'''</span>
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==Super Skybound Art==
==Super Skybound Art==
===<big>Sapphire Dance: Gentiana</big>===
===<big>Sapphire Dance: Gentiana</big>===
<span class="input-badge">'''{{clr|2|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
<span class="input-badge">'''{{clr|4|236236U}}'''</span> or <span class="input-badge">'''236S+U'''</span>
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==Navigation==
==Navigation==
<center>{{Character Label|GBVS|Yuel|58px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}

Revision as of 05:41, 7 April 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

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, 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.

f.H

2L

2M

2H

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 8~11 Low
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 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.

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 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

Gurren

Third Dance > 5H

Yugetsu

Third Dance > 2H

Universal Mechanics

Ground Throw

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
Normal 1500 Throw 7 3 31 N/A HKD
Third Dance 1500 Throw 22 3 31 N/A HKD 3~13 Airborne

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.

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
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.

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
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.

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
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.

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
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.

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
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.