Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
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A descendant of certain ancient bloodline that inherits Foxflame, which they can control through their unique dance. Yuel is a DLC character available in Season Pass 2. She is a close-range rushdown specialist who can pressure her opponent using her Third Dance stance, which allows her to aggress with multiple advantageous and rewarding normals while automatically countering any mid attacks from the opponent. Although she lacks consistent high damage and long-range tools, good reads will allow the player to reset pressure repeatedly and prance around the opponent in ways that no other characters are capable of.
Lore: | This foxy lass puts her life on the line to acquire a power she will need to save a dear friend. Her undying conviction in the face of any obstacle will be what ultimately brings an end to the thousand-year curse. |
Voice: | English: Melissa Medina/Japanese: Kana Ueda |
Yuel Yuel is a mobile rushdown character who specializes in close-range pressure through deft use of her Third Dance stance.
- Excellent movement: Yuel sports great walkspeed, dash speed, and multiple unique movement options such as her Hanaarashi backstep and her j.U, allowing her to remain evasive and close the distance on the opponent in unique ways.
- Oppressive pressure: Yuel sports strong offensive specials such as Foxflame, and can transition into and out of her Third Dance stance in order to maintain pressure on the opponent with numerous advantageous moves.
- Great neutral game: With f.M, 2M, L Starlit Sky, Yuel boasts a number of safe, forward moving attacks that can be used to poke or whiff punish the opponent very easily in the mid-range.
- Low overall damage: Yuel has only one consistent corner combo starter (H Starlit Sky) which leads to relatively mediocre damage in the corner. In general, her damage from most connects is below average.
- Stance commitment: While oppressive when used properly, Yuel's Third Dance stance loses to lows, overheads, and throws, meaning it must be used carefully to avoid being punished for over commitment.
- Weak at long range: Yuel is strongest at mid to close range, so she can potentially struggle against characters who can keep her at bay with strong heavy pokes or projectiles.
Normal Moves
c.L
Pretty standard c.L. Used for pressure and tick throws. Has multiple strong linking options as well.
c.M
- 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 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.
c.H
- 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
It's a plus on block, standing low. Excellent for pressure and safely buffers into her L Starlit Sky. Can also notably link into 2M on crouching counter hit.
f.M
This is an amazing button and easily a candidate for one of the best f.Ms in the game. Almost certainly Yuel's best normal for neutral in general.
- It has pretty fast startup, at only 8 frames. It is also completely safe if not cancelled, at only -2 on block.
- It's 2 hits, with both hits being cancelable, making it very easy to confirm into unsafe options such as M Starry Sky, or either of her Skybound Arts.
- It moves Yuel pretty far forward, making it excellent for poking aggressively or for whiff punishing.
f.H
A somewhat strange normal, but not entirely without purpose. Yuel retracts her hurtbox slightly and sticks out a very active, heavy priority hitbox, so it is decent as an anticipatory counterpoke to stuff weaker normals or forward movement.
2L
2M
Frame traps from f.L and even combos on CH. Your only button to punish in certain situations due to its combination of speed and range.
2H
- Two hits, counter hit property is not carried between hits.
- The first hit is level 3, while the second hit is level 4.
Strong anti-air that leads to Yuel's highest damage, from both midscreen and corner. 2H(2) always combos into 22H in the air, and on air CH, you can stance cancel and follow up with Yugetsu for a cooldown-less juggle.
2U
j.L
- Active until landing.
Yuel's biggest air normal in terms of the X axis, making it her go-to air-to-air normal.
j.M
- Only the first hit is an overhead.
j.H
- Unique for a j.H, it can hit crossup.
- Both hits are overheads.
j.U
- 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.
Anti-air bait that beats regularly timed 2Hs but not DPs. Does not knock down, but is safe on block and plus on hit.
Unique Action
Third Dance(Stance)
5U
- GBVS Yuel ThirdDance.png
Come and get it.
- GBVS Yuel EyeOfTheSparrow.png
Counter
Stance changes all of Yuel's normals and movement options. She retains access to her throws.
- If struck while in stance, Yuel does an automatic counter.
- 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 spot dodge.
- 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
- GBVS Yuel ThirdDance 5L.png
5L
- GBVS Yuel ThirdDance 2L.png
2L
- GBVS Yuel ThirdDance 5M.png
5M
- GBVS Yuel ThirdDance 2M.png
2M
- After any attack, Yuel will remain in Third Dance unless you press U during them.
td.5L is a clash level above normal, so it will crush every jab except Vaseraga's, making td.5L > td.5L a universal, true frame trap. It can be cancelled into itself, td.2L and td.2M.
td.2L will frame trap and combo from td.2L. Combos into c.L and td.5L on counterhit.
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 counterhit.
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 counterhit.
Gurren
Third Dance > H(Chargeable)
- GBVS Yuel Gurren.png
- Can be plus on block if spaced, and more so on hit. Yuel automatically exits Third Dance if she uses this move.
Yugetsu
Third Dance > 2H
- GBVS Yuel Yugetsu.png
- Launches on hit.
Converts out of a good number of her stance options on counterhit, giving her high reward for successfully landing a frame trap. Yuel automatically exits Third Dance if she uses this move.
Universal Mechanics
Ground Throw
- 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
Air Throw
Overhead Attack
Special Moves
Starlit Sky
236X or 5S
- GBVS Yuel StarlitSky.png
- Pressing U will transition Yuel into Third Dance during recovery.
- L Starlit Sky is a safe way to transition into stance offense, as Yuel is +1 on hit.
- H Version wallbounces in the corner, allowing for followups.
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. 236M, on the other hand, frame traps from almost any normal, but is easily punishable on block.
Hien: Homuragaeshi
623X or 6S
- GBVS Yuel HienHomuragaeshi.png
- 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.
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.
623M is slower and more damaging than 623L, but has more forward momentum during startup and gives better okizeme due to the knockdown ender giving Yuel enough time to dash up and hit the opponent after their recovery. Useful as a combo ender as it does more damage and gives better okizeme than 236M, in exchange for less corner carry. You'll however rarely see this as a reversal.
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
214X or 4S
- GBVS Yuel HanaarashiL.png
214L/214H
- GBVS Yuel HanaarashiM.png
214M/214H-M
- Pressing U during the initial backflip will transition Yuel to Third Dance, rather than attacking.
- Pressing M during 214H will have Yuel instead do a low attack.
- 214H will wallbounce in corner on air hit.
Hanaarashi gives Yuel a safe way to discourage your opponent from mashing. The initial backflip pulls her out to a range where a lot of the cast has to hard-commit to an advancing special move to do anything about, which in turn is beaten by Yuel entering her stance and sitting still. The followups on 214L and 214H that look like overheads are actually plus mids, which lets her re-assert her turn once her opponent respects her stance.
214L and 214M are invulnerable on frame 3, and 214H is invulnerable on frame 1. Don't abuse these moves too much, however, as the followups can be easily caught with long pokes, or blown through with DPs or SBAs.
Foxflame
22X or 2S
- GBVS Yuel Foxflame.png
- 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.
22L will frame trap from full autocombo, but it's only +5 on counterhit 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.
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.
22H frame traps from c.H and 2H(2) 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
- GBVS Yuel CrimsonDance RinnenAratame start.png
- GBVS Yuel CrimsonDance RinnenAratame.png
- 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
Super Skybound Art
Sapphire Dance: Gentiana
236236U or 236S+U
- GBVS Yuel SapphireDance Gentiana start.png
- GBVS Yuel SapphireDance Gentiana vacuum.png
- GBVS Yuel SapphireDance Gentiana finish.png
Call in the wife
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.
External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •