Please feel free to make edits, but include edit summaries and sources where applicable.
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
Pretty standard GBVS autocombo. The final hit can frametrap into L Foxflame.
f.L
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.
f.M
This is an amazing button and easily a candidate for one of the best f.Ms in the game.
- 9 Frames on startup, and you can be grabbed out of it, (grabs are 7 frames). Generally very unsafe if not canceled, but can be made safe by doing 236L.
- It's 2 hits, with both hits being cancelable, making it very easy to confirm into unsafe options such as M Starry Sky, or either of her Skybound Arts.
- It moves Yuel pretty far forward, making it excellent for whiff punishing.
- Generally unsafe as a poking tool as every other character has options to stuff it due to the 9 frame startup. You'll also often be crushed against higher priority moves Ex: Cag's Far5H is 9 frames, Belial far5H is 9 frames.
As of version 2.40, this button no longer puts opponents in proximity block, meaning it is easier for opponents to walk out of its range and whiff punish poorly spaced f.Ms.
f.H
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. 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.
2L
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.
2M
- 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.
2H
Yuel's normal anti-air. Has a pretty good hitbox despite the strange animation. Unlike most 2Hs in the game, it is 2 hits, and the counter hit property does not carry between the two hits, so conversions depend on which hit you decide to cancel and if they got counter hit or not. Your best conversion routes here are 2H(1) > td.2H or 2H(2) xx 22H, but the latter conversion has a tendency to fall out if the opponent is close to or a bit behind you. The former conversion only works on counter hit, but will always work regardless of the opponent's position.
2U
- Special cancellable
Yuel's highest range low outside of stance, pretty solid at beating people walking around thanks to Yuel's speed.
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
Eye of the Sparrow
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
- 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 counter hit. It has extremely high priority and will crush level 2 normals.
td.5M forces crouch on hit and crushes throws. It does not crush lows, but lifts Yuel's hurtbox above the ground during its startup frames, so it will go over lows if timed properly. On block, it leaves a 10 frame gap if cancelled into from td.5L. Combos into Yugetsu on counter hit.
td.2M can recover quickly enough to parry wakeup reversals if it's meaty enough. Useful for pressure as it's +2 even if you cancel stance from it. Converts into Yugetsu on counter hit.
Gurren
Third Dance > 5H
- GBVS Yuel Gurren.png
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 just blocking.
- Can be used to whiff punish or check opponents mashing to stop Yuel approaching in stance.
- 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.
Yugetsu
Third Dance > 2H
- GBVS Yuel Yugetsu.png
- 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.
Universal Mechanics
Ground Throw
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
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.
An advancing special that trades priority and velocity for safety. Due to 236L's and 236H's extremely quick startups, they won't leave a gap when cancelled into from M or H normals on block unless they are delay cancelled.
- L Version
- Fast startup and safe on block.
L Starlit Sky is a safe way to transition into stance offense, as Yuel is +1 on hit.
- M Version
- Slow startup and unsafe on block.
236M frame traps from almost any normal, but is easily punishable on block.
- H Version
- Best of both worlds.
- Wallbounces in the corner.
Yuel's main juggle starter. Once you get to the corner, you usually don't need this, so spending it is generally a decent choice.
Hien: Homuragaeshi
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.
- L DP
- Go-to reversal due to speed and not costing resources.
623L is the least damaging version and gives the worst okizeme on hit. However, due to its low cost and quick startup, you'll see it frequently used as a reversal.
- M DP
- Better as a combo ender than a reversal.
623M is slower and more damaging than 623L, but has more forward momentum during startup and gives better okizeme due to the knockdown ender giving Yuel enough time to dash up and hit the opponent after their recovery. Useful as a combo ender as it does more damage and gives better okizeme than 236M, in exchange for less corner carry. You'll however rarely see this as a reversal.
- H DP
- Invincible reversal.
- Builds a ton of meter on hit.
- Hard knockdown on hit.
623H is the most damaging version and gives the best okizeme, giving Yuel enough time to dash up and do a crossup j.H safejump. Sometimes used as a combo ender and sometimes as a reversal.
Hanaarashi
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.
- 214M will combo on counterhit.
Hanaarashi gives Yuel a safe way to discourage your opponent from mashing. The initial backflip pulls her out to a range where a lot of the cast has to hard-commit to an advancing special move to do anything about, which in turn is beaten by Yuel entering her stance and sitting still. The followups on 214L and 214H that look like overheads are actually plus mids, which lets her re-assert her turn once her opponent respects her stance.
214L and 214M are invulnerable on frame 3, and 214H is invulnerable on frame 1. Don't abuse these moves too much, however, as the followups can be easily caught with long pokes, or blown through with DPs or SBAs.
Foxflame
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.
- 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
- 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.
Colors
External References
Click [★] for character's full frame data
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