P4U2R/Yukiko Amagi: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
{{MFlag|update}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{MFlag|cleanup}}
{{MFlag|update|cleanup}}
{{notice|While Yukiko's page here may be moderately out of date, there are some rather fleshed-out resources covering the character in this version: <br/>
{{notice|While Yukiko's page here may be moderately out of date, there are some rather fleshed-out resources covering the character in this version: <br/>
Yukiko gitbook: https://kc-fgc.gitbook.io/p4u2.5-yukiko-doc/ <br/>
Yukiko gitbook: https://kc-fgc.gitbook.io/p4u2.5-yukiko-doc/ <br/>
Information from these resources will be transcribed here in due time, or you could possibly help transcribe it yourself.}}
Information from these resources will be transcribed here in due time, or you could possibly help transcribe it yourself.}}
{{Overview
==Overview==
|overview = Yukiko is the full-on zoner and setplay character. The tools that she has can make her a nuisance to those who are trying rush in, in which Yukiko will be playing a game of keep away and capitalizing off of hits from full-screen with her Persona.
{{P4U2R/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content='''Yukiko''' is the full-on zoner and setplay character. The tools that she has can make her a nuisance to those who are trying rush in, in which Yukiko will be playing a game of keep away and capitalizing off of hits from full-screen with her Persona.


When Yukiko is on the offensive, if she is able to get a confirm, she has options to set up Agi oki or fire boost. Using these options can maintain her presence in pressure, she makes her presence more lingering in the corner as the opponent may have to hold for things or get punished for poor defense.
When Yukiko is on the offensive, if she is able to get a confirm, she has options to set up Agi oki or fire boost. Using these options can maintain her presence in pressure, she makes her presence more lingering in the corner as the opponent may have to hold for things or get punished for poor defense.
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In neutral, Yukiko has to use her zoning tools to get her way in or push away the opponent depending on what the situation is. It's best not to be careless when using these moves as excessive use, being predictable, or underutilization can lead to you being punished or losing her Persona.
In neutral, Yukiko has to use her zoning tools to get her way in or push away the opponent depending on what the situation is. It's best not to be careless when using these moves as excessive use, being predictable, or underutilization can lead to you being punished or losing her Persona.
Yukiko has a strong zoning game, when playing defensively she has good options to cover a lot of ground and obstruct someone's path towards you. Fans, Agi, Maragi, Firebird, 5D, and 2D in addition to the D normals you can use 5C, 2C, and j.C in which the persona will be displaced. These tools should be used to keep the opponent out of their range.  
Yukiko has a strong zoning game, when playing defensively she has good options to cover a lot of ground and obstruct someone's path towards you. Fans, Agi, Maragi, Firebird, 5D, and 2D in addition to the D normals you can use 5C, 2C, and j.C in which the persona will be displaced. These tools should be used to keep the opponent out of their range.  
|lore =  
}}
A beautiful young girl who is the heiress and upcoming manager at Inaba's historical and famous inn, the Amagi Inn. As part of the Investigation Team, while she and her friends began a journey for truth and justice, Yukiko's journey for self-improvement began as well, and to this day she vows to become stronger for the sake of protecting everything she holds dear: her family, the staff at the inn, her friends, and Inaba itself in all of its entirety.
{{P4U2R/infobox
Just a few days after the incident of the P-1 Grand Prix, Yukiko and her friends find the town of Inaba immersed in a red fog and a mysterious tower where the school used to be. Can Yukiko reach her friends and discover the truth behind these mysteries before it's too late? The bell for the P-1 Climax has rung...!
| fastestAttack =
|quote =  
| reversalType =
|summary =  
| fatalStarter =
| fatalRecovery =
}}
{{ProsAndCons
|intro = throws too many fans
|pros =  
|pros =  
*'''Keepaway:''' Yukiko has great zoning capabilities, with many different projectiles to use. Her Persona moves and projectiles give her a solid pressure game that can be extended even from full-screen.
*'''Keepaway:''' Yukiko has great zoning capabilities, with many different projectiles to use. Her Persona moves and projectiles give her a solid pressure game that can be extended even from full-screen.
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*'''Mixups:''' Her mixup options without meter or the corner are very limited.
*'''Mixups:''' Her mixup options without meter or the corner are very limited.
*'''Extremely Persona Reliant:''' Getting Silenced or Persona broken means Yukiko loses access to ''every single special and super move she has, along with her Furious Action.''
*'''Extremely Persona Reliant:''' Getting Silenced or Persona broken means Yukiko loses access to ''every single special and super move she has, along with her Furious Action.''
|unique_mechanic1_name=[[File:P4U2R_Fire_Level_Icon.png]] Fire Level
}}
|unique_mechanic1= Yukiko has a Fire Gauge. By using 214C or 214CD, it will go up by 1 or 2 levels respectively.The more fire levels Yukiko has, the more damage her specials and supers do, allowing her to perform some high damage combos!
</div>
|unique_mechanic2_name=[[File:P4U2R_Fire_Break_Icon.png]] Fire Break
===Unique Mechanics===
|unique_mechanic2=  
{{card|
|header=[[File:P4U2R_Fire_Level_Icon.png]] Fire Level
|content= Yukiko has a Fire Gauge. By using 214C or 214CD, it will go up by 1 or 2 levels respectively.The more fire levels Yukiko has, the more damage her specials and supers do, allowing her to perform some high damage combos!
|header2=[[File:P4U2R_Fire_Break_Icon.png]] Fire Break
|content2= Yukiko, by using 214D makes it that all of her fire moves (Agi,Maragi,Flame Dance,Phoenix Flame Swirl,Agidyne,Maragidyne) become unblockeable.
}}
}}


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Inputting the move with {{clr|2|j.5B}} launches the fan at a ~-45° angle that can catch grounded opponents up to 3/4 screen away from a normal jump. Inputting it with {{clr|2|j.6B}} launches the fan at a ~-15° angle that can reach aerial opponents from fullscreen away. {{clr|2|j.4B}} launches the fan at a ~-60° angle that can catch grounded opponents near-directly below Yukiko.
Inputting the move with {{clr|2|j.5B}} launches the fan at a ~-45° angle that can catch grounded opponents up to 3/4 screen away from a normal jump. Inputting it with {{clr|2|j.6B}} launches the fan at a ~-15° angle that can reach aerial opponents from fullscreen away. {{clr|2|j.4B}} launches the fan at a ~-60° angle that can catch grounded opponents near-directly below Yukiko.
}}
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}}
{{P4U2R Move Card
|input=5AB
|description=
Universal overhead. It is slow and unsafe, so it is used in moderation when the opponent may not expect it. It has a large hitbox that surrounds Yukiko and can catch normal jump attempts depending on its spacing, and its guard point allows it to beat most abare moves, Furious Actions and Guard Cancel Attacks. However, it is vulnerable to correctly timed Super Jumps, backdashes and Evasive Actions. This move can also punish anti-air attempts from an opponent expecting Yukiko to jump mid-blockstring (i.e. Mitsuru's {{clr|4|2D}}, Labrys' {{clr|2|2B}}), as well as moves with long recovery (Minazuki's {{clr|3|236C}}/{{clr|4|D}}, Adachi's {{clr|2|5B}}).
}}
===<big>Sweep</big>===
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}}
{{P4U2R Move Card
|input=2AB
|description=
Universal low with good speed and range. A solid low in mixups and blockstring filler. It has Chest invincibility, meaning it can beat out certain moves in an opponent's offense, but keep in mind that its startup is not fully invincible and it is only invincible to moves with the Chest property, so be careful not to use this too much on defence.
}}
}}


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==Universal Mechanics==
==Universal Mechanics==
===<big>[[P4U2R/Offense#All_Out_Attack|All Out Attack]]</big>===
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}}
{{P4U2R Move Card
|input=5AB
|description=
Universal overhead. It is slow and unsafe, so it is used in moderation when the opponent may not expect it. It has a large hitbox that surrounds Yukiko and can catch normal jump attempts depending on its spacing, and its guard point allows it to beat most abare moves, Furious Actions and Guard Cancel Attacks. However, it is vulnerable to correctly timed Super Jumps, backdashes and Evasive Actions. This move can also punish anti-air attempts from an opponent expecting Yukiko to jump mid-blockstring (i.e. Mitsuru's {{clr|4|2D}}, Labrys' {{clr|2|2B}}), as well as moves with long recovery (Minazuki's {{clr|3|236C}}/{{clr|4|D}}, Adachi's {{clr|2|5B}}).
}}
===<big>Sweep</big>===
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}}
{{P4U2R Move Card
|input=2AB
|description=
Universal low with good speed and range. A solid low in mixups and blockstring filler. It has Chest invincibility, meaning it can beat out certain moves in an opponent's offense, but keep in mind that its startup is not fully invincible and it is only invincible to moves with the Chest property, so be careful not to use this too much on defence.
}}
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}}
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}}
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}}
}}


===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
===<big>[[P4U2R/Mechanics#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}}
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}}
{{P4U2R Move Card
{{P4U2R Move Card
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}}
}}


==[[P4U2.5/Offense#Skills|Skill Attacks]]==
==[[P4U2R/Mechanics#Skills|Skill Attacks]]==
===<big>Agi</big>===
===<big>Agi</big>===
{{PersonaRequired}} {{InputBadge|{{clr|1|236A}}/{{clr|2|B}} (Air OK)}}
{{PersonaRequired}} {{InputBadge|{{clr|1|236A}}/{{clr|2|B}} (Air OK)}}
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|input=214A,214B,214AB|versioned=yes
|input=214A,214B,214AB|versioned=yes
|description=
|description=
One of Yukiko's new moves, Konohana Sakuya spins forward, dealing two hits and knocking opponents away. Very useful special that extends Yukiko's combos and block-strings. Since Konohana Sakuya uses Flame Dance based on where her position is, you can extend combos even from full-screen away with this move. Yukiko also moves back when she uses this move, giving her even more space throw fans, use her Persona, or use Fire Break or Boost. Despite, what the Frame Data states, {{clr|2|B}} and SB versions have a very high P1 proration, making them terrible starters. At most you can only get a {{clr|3|5C}} > {{clr|1|214A}} follow-up. Also, due to their high SMP prorations you typically do not want to use a second {{clr|2|B}} Flame Dance or second SB Flame Dance in the same combo (having a {{clr|2|B}} version and SB version in the same combo is fine though).  
Two-hitting special, knocking the opponent away while Yukiko herself moves back. Very useful special that extends Yukiko's combos and block-strings. Since Konohana Sakuya uses Flame Dance based on where her position is, you can extend combos even from full-screen away with this move. The space gained from the move gives Yukiko even more room to throw fans, use her Persona, or use Fire Break or Boost.
 
The {{clr|2|B}} and SB versions have a very high P1 proration, making them terrible starters. At most you can only get a {{clr|3|5C}} > {{clr|1|214A}} follow-up. Also, due to their high SMP prorations you typically do not want to use a second {{clr|2|B}} Flame Dance or second SB Flame Dance in the same combo (having a {{clr|2|B}} version and SB version in the same combo is fine though).  
----
----
'''{{clr|1|A}} Version:''' Mostly used as a combo or block-string finisher, as she generally cannot follow up from this move outside of supers. It's fast though, and it can be used to create some distance in a block-string to prevent retaliation.
'''{{clr|1|A}} Version:''' Mostly used as a combo or block-string finisher, as she generally cannot follow up from this move outside of supers. It's fast though, and it can be used to create some distance in a block-string to prevent retaliation.
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}}
}}


==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==
==[[P4U2R/Mechanics#SP_Skills|SP Skill Attacks]]==
===<big>Agidyne</big>===
===<big>Agidyne</big>===
{{PersonaRequired}} {{InputBadge|{{clr|3|236236C}}/{{clr|4|D}} (Hold OK)}}
{{PersonaRequired}} {{InputBadge|{{clr|3|236236C}}/{{clr|4|D}} (Hold OK)}}
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}}
}}


==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==
==[[P4U2R/Mechanics#Instant_Kill|Instant Kill]]==
===<big>Full Bloom</big>===
===<big>Full Bloom</big>===
{{PersonaRequired}} {{InputBadge|{{clr|3|222C}}+{{clr|4|D}}}}
{{PersonaRequired}} {{InputBadge|{{clr|3|222C}}+{{clr|4|D}} when [[P4U2R/Mechanics#Instant Kill|IK Conditions]] are met}}
{{P4U2R Move Card
{{P4U2R Move Card
|input=222CD
|input=222CD
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}}
}}


===External References===
==Colors==
*Japanese Name: 天城 雪子 (あまぎ ゆきこ)
{{P4U2RColors
*[http://www.dustloop.com/ Japanese Wiki]
|Character=Yukiko Amagi
*[http://www.dustloop.com/ Japanese BBS]
|reference9=[https://megamitensei.fandom.com/wiki/Chidori_Yoshino ''Chidori Yoshino (P3)'']
*[http://www.dustloop.com/ Arcade Profile Dan Rankings]
|P_reference9=[https://megamitensei.fandom.com/wiki/Medea ''Medea (P3)'']
*[http://www.dustloop.com/ Character Video Thread]
|reference10={{Character Label|BBCF|Carl Clover|size=42px}}
|P_reference10={{Character Label|BBCF|Carl Clover|size=42px}}
|reference11={{Character Label|GGACR|Anji Mito|size=42px}}
|P_reference11={{Character Label|GGACR|Anji Mito|size=42px}}
|reference15={{Character Label|P4U2R|Yukari Takeba|size=42px}}
|P_reference15={{Character Label|P4U2R|Yukari Takeba|size=42px}}
|reference23=''Velvet Room Attendant''
|P_reference23=''Velvet Room Attendant''
|reference25=''Christmas''
|P_reference25=''Christmas''
|reference27=''Dengeki''
|P_reference27=''Dengeki''
|reference28=[https://megamitensei.fandom.com/wiki/Rei_(Persona_Q)''Rei (Persona Q: Shadow of the Labyrinth)'']
|P_reference28=[https://megamitensei.fandom.com/wiki/Rei_(Persona_Q)''Rei (Persona Q: Shadow of the Labyrinth)'']
|Size=180}}


==Navigation==
==Navigation==
<center>{{Character Label|P4U2R|Yukiko Amagi|36px|P4AU_Yukiko_portrait.png}}</center>
<center>{{Character Label|P4U2R|Yukiko Amagi|size=36px}}</center>
{{#lsth:{{PAGENAME}}/Data|Links}}
{{#lsth:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:P4U2R/Navigation}}
{{#lst:P4U2R/Navigation}}

Latest revision as of 22:38, 9 January 2024

While Yukiko's page here may be moderately out of date, there are some rather fleshed-out resources covering the character in this version:

Yukiko gitbook: https://kc-fgc.gitbook.io/p4u2.5-yukiko-doc/

Information from these resources will be transcribed here in due time, or you could possibly help transcribe it yourself.

Overview

Overview

Yukiko is the full-on zoner and setplay character. The tools that she has can make her a nuisance to those who are trying rush in, in which Yukiko will be playing a game of keep away and capitalizing off of hits from full-screen with her Persona.

When Yukiko is on the offensive, if she is able to get a confirm, she has options to set up Agi oki or fire boost. Using these options can maintain her presence in pressure, she makes her presence more lingering in the corner as the opponent may have to hold for things or get punished for poor defense.

In neutral, Yukiko has to use her zoning tools to get her way in or push away the opponent depending on what the situation is. It's best not to be careless when using these moves as excessive use, being predictable, or underutilization can lead to you being punished or losing her Persona.

Yukiko has a strong zoning game, when playing defensively she has good options to cover a lot of ground and obstruct someone's path towards you. Fans, Agi, Maragi, Firebird, 5D, and 2D in addition to the D normals you can use 5C, 2C, and j.C in which the persona will be displaced. These tools should be used to keep the opponent out of their range.
P4U2R Yukiko Amagi Nameplate.png
P4U Yukiko Portrait.png
Health
8,500
Backdash
23F (1~6F Inv All)
Persona Cards
5
Combo Rate
65%
Fastest Attack
Reversal Type
Fatal Starters
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.

 Yukiko Amagi throws too many fans

Pros
Cons
  • Keepaway: Yukiko has great zoning capabilities, with many different projectiles to use. Her Persona moves and projectiles give her a solid pressure game that can be extended even from full-screen.
  • Unblockables: Fire Break and 2D gives her access to various unblockable set-ups.
  • Win Condition: Yukiko gains access to a very strong projectile (Phoenix Flame Swirl) once she reaches Fire Lv.3.
  • Annoying: Fans are instruments of the devil and have the honor of being the single most irritating thing in both dreams and reality.
  • Very Weak Defense: Slow close normals (7F at best), a weak DP, no AUB moves and low health makes her very vulnerable on defense without spending meter.
  • Mixups: Her mixup options without meter or the corner are very limited.
  • Extremely Persona Reliant: Getting Silenced or Persona broken means Yukiko loses access to every single special and super move she has, along with her Furious Action.

Unique Mechanics

P4U2R Fire Level Icon.png Fire Level
Yukiko has a Fire Gauge. By using 214C or 214CD, it will go up by 1 or 2 levels respectively.The more fire levels Yukiko has, the more damage her specials and supers do, allowing her to perform some high damage combos!
P4U2R Fire Break Icon.png Fire Break
Yukiko, by using 214D makes it that all of her fire moves (Agi,Maragi,Flame Dance,Phoenix Flame Swirl,Agidyne,Maragidyne) become unblockeable.

Normal Moves

5A

Normal
Shadow
Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 300 All 10 4 15 -6 Body
5AA Normal 400 All 10 3 15 -3 Body
5AAA Normal 900 All 15 3 27 -13 Body
  • Jump cancellable.
  • Moves Yukiko forward slightly.
  • Hold 4 to prevent a cancel into 5AA.

5A has a pretty decent hitbox that hits well above her, so it can be used as a makeshift anti-air if nothing else better is possible. It is slower than most other 5A or 2A normals, but still very useful.


  • Jump cancellable.

5AA is safe on hit or block and has plenty of cancel options, making this very useful for pressure and combos. However, it has shorter range than 5A both horizontally and vertically, meaning it can whiff in combos or on aerial opponents.


  • Jump cancellable on hit.
  • Puts the opponent in spin state on ground hit.

5AAA is mostly a finisher in extended combos, due to the SP and Burst gain that autocombos provide. Due to how spin state works, Yukiko can get a guaranteed, heavy damage unblockable reset with D Maragi (236D) if she has Fire Break active.

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 300 All 10 4 15 -6 Body
5AA Shadow 400 All 10 5 12 -2 Body
5AAA Shadow 800 All 15 3 23 -9 Body

Shadow-type Yukiko's 5A is the same as the Normal version's.


  • Jump cancellable.
  • Moves Yukiko forward slightly.

5AA has a good hitbox that hits well above her, making it great to confirm air hits. It has the same pressure and combo uses as Normal-type Yukiko's 5AA.


  • Jump cancellable on hit.
  • Plummets airborne opponents on hit.

5AAA is mostly a finisher in extended combos, due to the SP and Burst gain that autocombos provide. On air hit, it causes a soft knockdown, leading to a safejump with j.A.

2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
160 Low 7 2 14 -5 Foot

5B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5B 300 All 12 Until Hit Total 48 -14 Chest+Projectile
4B 300 All 12 Until Hit Total 51 -17 Chest+Projectile
5BB 300 All 9 Until Hit Total 42 -8 Chest+Projectile
  • Jump cancellable on hit.
  • Cancellable into 5BB even on whiff.
  • Inputting with 4B or 6B changes the projectile's speed.

A horizontal fan toss. The fan launched flies fullscreen at waist level, and will hit all crouchers. In neutral, this is a low-reward but important zoning tool to limit the opponent's ground space and stop their approach. Due to its long recovery, it must be used sparingly, ideally with the intent of hitting. In close-range combos and blockstrings, this can be used as filler to combo out of 5A or 5AA and into 5C or 2C.

Inputting the move with 5B launches the fan at a medium speed. Inputting it with 6B launches the fan at a faster speed. 4B launches the fan at a slower speed, slow enough for Yukiko to recover in time to approach alongside the projectile.


  • Jump cancellable on hit.
  • Able to follow up from 5B from ~19F
  • Inputting with 4BB or 6BB changes the projectile's speed.

A second horizontal fan toss. The fan launched flies slightly higher than 5B, and will whiff on all crouchers. Otherwise, it has the same uses as 5B, and its speed can be manipulated in the same way.

2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 All 14 Until Hit Total 42 -6 Projectile
  • Jump cancellable on hit.
  • Cancellable into itself once, even on whiff.
  • Inputting with 1B or 3B changes the projectile's angle.

A diagonally upward fan toss. This is one of Yukiko's pre-emptive anti-airs, used to limit the opponent's air space and stop their approach. Like 5B, 2B has long recovery and must be used sparingly, especially when the opponent can avoid it with a double jump or air dash. At close range, it can be used in blockstrings instead of 5B to save 5B for later in the string.

Inputting the move with 2B launches the fan at a ~45° angle that can catch forward jump-ins. Inputting it with 3B launches the fan at a ~30° angle that can catch forward IADs. 1B launches the fan at a ~75° angle that can catch opponents near-directly above Yukiko.

j.A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 10 3 13 Head

j.B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 All 12 Until Hit Total 39+7L Projectile
  • Jump cancellable on hit.
  • Cancellable into itself once, even on whiff.
  • Slightly stalls Yukiko's horizontal aerial momentum.
  • Inputting with j.4B or j.6B changes the projectile's angle.

A diagonally downward fan toss. In neutral, this is a zoning tool that can cover a large area depending on Yukiko's position and jump arc. Because Yukiko keeps her aerial momentum during the move, it is safer and less punishable in neutral than 5B, especially if she lands during its recovery. In blockstrings, jump away j.B can punish jumps, backdashes, abare moves, Furious Actions and Guard Cancel Attacks depending on the spacing and version of j.B used. It can even function as a jump-in that can CH an opponent out of their anti-air attempt.

Inputting the move with j.5B launches the fan at a ~-45° angle that can catch grounded opponents up to 3/4 screen away from a normal jump. Inputting it with j.6B launches the fan at a ~-15° angle that can reach aerial opponents from fullscreen away. j.4B launches the fan at a ~-60° angle that can catch grounded opponents near-directly below Yukiko.

Persona Attacks

5C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
140, 80×8 All 17 1×9 29 -15 Body Persona 1~Until Active All
  • Dash Cancel is -10 on block

Konohana-Sakuya comes forth and swings her petal blades while Yukiko strikes a pose. This attack is a bit slow but is good for calling out aerial approaches (as well as then chaining into 214B). You'll mostly use this move for combos and guard strings, though keep in mind this move gives Yukiko a slight opening for attack should this move be blocked, meaning some characters can DP through after they've blocked 5C and you attempt to go for a 2C. In this version, 5C no longer Fatal Counters.

2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
140, 70×7 Low 15 1×8 32 -18 Leg Persona 1~Until Active All

5D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200, 100×8 All 37 1×9 Total 39 +29 Body

Konohana-Sakuya dashes forward and lifts her petal blades to the sky. It takes time for Yukiko's Persona to reach the opponent, even consider 4D's standards, but this leaves Yukiko with a nice range of options on block (if some characters try to take a card this leaves them open for attack) and launches them high into the air on normal hit. One of Yukiko's strongest Fatal Counter moves, because when this hit lands counter hit, it gives Yukiko the potential to follow-up and unleash a devastating combo. Since the Persona stays in the area it attacked for a little bit, this allows you to follow up with Flame Dance, C Moves, and Agidyne. 4D travels the shortest distance, 5D travels standard distance, and 6D travels the farthest distance. Use this move for opponents who like to jump or roll around a lot.

2D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400, 200×2 High 53 5,10×N? Total 39 +48 Head
  • Fatal Counters
  • 2D and 3D have Fatal Recovery.
  • Forces crouching on the first hit.

Konohana-Sakuya rises to the skies, then comes down with the elegance and poise of a refined dancer. This attack forces the opponent to block high, so Yukiko can go for a high/low mixup. It is also a very frustrating attack for the opponent to deal with, as they are forced to block it and respect Yukiko's pressure. They have the option of rolling out (and take a counter throw) or throw out a DP that will leave them wide open. Despite this, the startup is quite long, so keep this in mind when using this move up close and personal OR in some cases, when the opponent has meter (such as Yu's Ziodyne or Akihiko's Maziodyne). 1D travels the shortest distance, 2D standard distance, 3D travels the farthest. One of Yukiko's Fatal Counter attacks.

j.C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
160, 80×7 All 14 1×8 24 Head Persona 1~Until Active All

A very large, fairly decent speed air normal that attacks straight forward for 9 hits. Very good hit-box but it does not hit high. The move is quite good in block-strings to bait out throws or mash attempts, making it very easy to follow up with an SB Agi for a good punish combo. Doing an air-turn j.C extends its range as well, making it very useful in air-to-air combat and halting air approaches. A common tactic in neutral is to do an air-turn back-dash j.C close to the ground, then input 5C, allowing for some surprise punishes or zoning.

j.D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400, 200×N High 50 5,10×N Total 37 Head

An aerial version of 2D. Relatively the same, but Konohana-Sakuya travels in a smaller distance. Even though 2D and j.D are similar, you'll be using this more in neutral as Yukiko is in the air rather than the ground, making it harder for opponents to simply hit you out of its start-up. j.D is also great at stopping air approaches as it covers more vertical space, and it can create opportunities to pressure your opponent or even some breathing room to land should they choose to respect j.D and block it. Yukiko also stays still until j.D becomes active, making it very useful at baiting anti-airs. Just like 2D it also Fatal Counters.

Universal Mechanics

All Out Attack

5A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 30 4 26 -11 Body 10~30 Guard Strike

Universal overhead. It is slow and unsafe, so it is used in moderation when the opponent may not expect it. It has a large hitbox that surrounds Yukiko and can catch normal jump attempts depending on its spacing, and its guard point allows it to beat most abare moves, Furious Actions and Guard Cancel Attacks. However, it is vulnerable to correctly timed Super Jumps, backdashes and Evasive Actions. This move can also punish anti-air attempts from an opponent expecting Yukiko to jump mid-blockstring (i.e. Mitsuru's 2D, Labrys' 2B), as well as moves with long recovery (Minazuki's 236C/D, Adachi's 5B).

Sweep

2A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
450 Low 10 3 17 -5 Foot 4~14 Chest

Ground Throw

C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 1100 Throw 5 2 23 Throw

Yukiko smacks the everloving crap out of the opponent, who spins away from her due to such force. Since it puts the opponent in a spin-state, it allows her to continue pressure or even follow-up the grab with a combo if she's in the corner or if she has meter. While the grab has more recovery (and no longer has the fastest recovery of all the grabs) it now has a start-up of the standard 5 frames instead of 7.

Air Throw

j.C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 1600 Throw 4 2 17 Throw

Dia

Persona Required B+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
100 All 22 12 12+12L -21 Body 1~33 Guard All
  • Heals 300 HP on 33F, plus additional 10 HP per frame after 38F. Able to hold button to continue healing and to block projectiles.

Universal DP, though Yukiko's has several notable features. Once active, if the opponent is hit, a low-damage attack will be performed, leaving the opponent across the screen. While Dia is not particularly damaging, it does create quite a bit of distance between Yukiko and an opponent, and if near the corner, the opponent will be knocked into the corner, allowing Yukiko to begin offence. Dia is completely invincible until after active frames. As with almost all other DPs, you can cancel Dia into a super on hit or block. However, the move is very unsafe on block or whiff, has poor horizontal range, and is fairly slow, so use cautiously, as with any reversal.

Additionally, you can hold B+D and Yukiko will continuously heal herself until button release. Dia will block all projectiles, regardless of their strength, for the duration; this includes Teddie's Amagiya buckets, Narukami's Zio and Ziodyne, Yukari's 5B and 2B, etc. However, while Dia nulls projectile damage to Yukiko herself, the projectile attack is considered to have been blocked (not whiffed), so an opponent retains all "on block" cancel options (such as One More! cancels, jump and dash cancels, etc.). Additionally, you may only hold Dia for 15 seconds per round; after the limit has been reached, you will no longer be able to extend the length of Dia, though you are still free to use it as a DP.

While Dia does cause Blue Life damage to Yukiko, like all Furious Actions, it is possible to negate this by extending Dia to recover life. If you successfully hit the opponent with the attack and continue to hold B+D, you may gain enough HP to offset the 4.5% HP transformed into Blue Health, effectively giving you "more" heath.

Guard Cancel Attack

6A+B while blocking

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0 All 15 3 30 -16 Body 1~21 Guard

Skill Attacks

Agi

Persona Required 236A/B (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236A 300, [650] All 13 3(11)[15] Total 54 -27 [-12] Body, [Projectile] Persona 1~Until Active All
j.236A 300, [650] All 12 3(11)15 Total 53 Projectile Persona 1~Until Active All
236B 300, [650] All 13 3(11)[15] Total 42 -15 [+6] Body, [Projectile] Persona 1~Until Active All
j.236B 300, [650] All 12 3(11)15 Total 53 Projectile Persona 1~Until Active All
236AB 500, [650]×2 All 17 3,(11)[15 per explosion] Total 32 -1 [+20] Body, [Projectile] Persona 1~Until Active All
j.236AB 500, [650]×2 All 17 3,(11)[15 per explosion] Total 56 Body, [Projectile] Persona 1~Until Active All
  • If held long enough (about 1.5 seconds?), Agi will explode twice instead of once.

Konohana Sakuya does a very fast upward swing that hits, and then briefly places a small fire setup effect on the screen. This fire setup will explode when the button is released, causing a single hit of fire damage. Due to the fact that you can choose when to detonate the fire, this allows Yukiko all sorts of interesting combo, mixup, and pressure tricks. A typical strategy is to finish a combo with this move, then allow the opponent to tech without detonating the fire. This way, you can use the threat of the fire to allow you to setup mixups, or give you breathing time to setup keep away, or allow for you to use Fire Boost. In this version, Konohana Sakuya will attack next to Yukiko regardless of where she was before Agi was casted, making it less useful in long range pressure. Agi also got changed in that holding the fireball for certain period of time will cause it to detonate twice, making it easier to confirm or set up unblockable situations. Lastly, the fireballs are slightly higher than they were in P4A.


A Version: The initial hit does not push the opponent away very far, and the fire is setup just in front of Konohana Sakuya. Useful for combos and pressure where you want to keep the opponent close to you.


B Version: The initial hit knocks the opponent back, the whole way across the screen, and the fire is placed at almost full screen distance, in front of the opponent. Not nearly as strong as it was in P4A since the fireball is not directly on top of the opponent but still Useful for combos or keep away, where you want the opponent as far away from you as possible.


SB Version: Much slower start-up but is highly advantageous on block and sets up two fireballs instead of one, one for each button. This move has changed drastically compared the other versions, as only one fireball tracks the opponent's position, with the other fireball being at the position A Agi would be. Those who were used to P4A's SB Agi might need to adjust as the fireball that tracks is the B fireball, making it very possible for the B fireball to be closer. SB Agi combos and set ups are still useful but will require adjustment due to the changes. Due to its slow start-up it does require certain confirms in order for SB Agi to hit.


Air Versions: More or less identical to the ground versions, except they have less recovery. Good for pretty much all the same things as the ground versions. Air SB version is also faster than ground version.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236A 300, [0] 100, [200] 50, [50] 3
j.236A 300 [0] 100, [200] 50, [50] 3
236B 300 [0] 100, [200] 50, [50] 3
j.236B 300 [0] 100, [200] 50, [50] 3
236AB 300 100, [200] 50, [50] 3
j.236AB 300 100, [200] 50, [50] 3

236A:

  • Values in [] are for explosion
  • Hold button to delay explosion


j.236A:

  • Hold button to delay second hit


236B:

  • Values in [] are for explosion
  • Hold button to delay explosion


j.236B:

  • Hold button to delay second hit


236AB:

  • Values in [] are for each explosion
  • Hold buttons to delay explosion


j.236AB:

  • Values in [] are for each explosion
  • Hold buttons to delay explosion

Maragi

Persona Required 236C/D, then C/D again

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236C 500, 900 Low, All 38 75 <(9)30> Total 50 +12 Projectile+Foot, Projectile Persona 1~Until Active All
236D 500, 900 Low, All 31 35 <(9)30> Total 59 -4 Projectile+Foot, Projectile Persona 1~Until Active All
236CD (500, 800)×2 Low, All 31 Shot 1: 75 <(9)30>
Shot 2: 35 <(9)30>
Total 46 +9 Projectile, Leg; Projectile Persona 1~Until Active All
  • Upon contact with opponent, attack starts up in 10F.
  • D Maragi has Fatal Recovery

Konohana Sakuya sends a flame wave along the ground, which hits low. By default, the flame will travel forward and explode into a fire column if it makes contact with the opponent. However, you can also manually detonate the flame wave by pressing C or D. You can also detonate it by holding C or D as you use Maragi and then release the button to detonate it, although it must be done when you use the move, otherwise the only way to manually detonate it is to press C or D. The fire column has a very large vertical hit-box, does very substantial damage, and causes a very long amount of hit stun. The hit-box, along with being able to manually detonate the wave, allows Maragi to be used as a powerful zoning and anti-air tool. And due to the damage and hit-stun it causes, it can be very powerful for starting combos, and being used in the middle of them. Very good special move overall, but the slow start-up is something that must be considered when using it. It also can be at very large frame advantage on block, depending on how close it is blocked to Yukiko, so it can also be useful for starting pressure or mix-ups.


C Version: Projectile travels slowly. Slower start-up, but faster recovery. Travels much more slowly in P4AU, allowing Yukiko to keep in pace with it.


D Version: Projectile travels quickly. Faster start-up, but slower recovery. Good against opponents that are far away from you but dangerous if used up close due to Fatal Recovery.


SB Version: Fires both C and D versions at the same time. You can detonate each of the waves by pressing their respective buttons. Has the same startup as the D version would but has faster recovery than the C version. Considerable to use in neutral as opponents have to account for two projectiles instead of one.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236C 300, 300 100, 100 50, 50 3
236D 300, 300 100, 100 50, 50 3
236CD 200 (100, 100)×2 50×2 3

236C:

  • Hold button to manually detonate fire and begin second hit (values in <>)
  • Immediately begins second hit (values in <>) on hit/block


236D:

  • Hold button to manually detonate fire and begin second hit (values in <>)
  • Immediately begins second hit (values in <>) on hit/block


236CD:

  • Hold button to manually detonate fire and begin second hit (values in <>)
  • Immediately begins second hit (values in <>) on hit/block

Flame Dance

Persona Required 214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214A 100, 500 All 11 2(8)5 Total 44 -3 Body, Projectile+Chest Persona 1~Until Active All
214B 100, 600 All 15 2(10)5 Total 52 -5 Body, Projectile+Chest Persona 1~Until Active All
214AB 100, 800 All 11 2(8)5 Total 37 +4 Body, Projectile+Chest Persona 1~Until Active All

Two-hitting special, knocking the opponent away while Yukiko herself moves back. Very useful special that extends Yukiko's combos and block-strings. Since Konohana Sakuya uses Flame Dance based on where her position is, you can extend combos even from full-screen away with this move. The space gained from the move gives Yukiko even more room to throw fans, use her Persona, or use Fire Break or Boost.

The B and SB versions have a very high P1 proration, making them terrible starters. At most you can only get a 5C > 214A follow-up. Also, due to their high SMP prorations you typically do not want to use a second B Flame Dance or second SB Flame Dance in the same combo (having a B version and SB version in the same combo is fine though).


A Version: Mostly used as a combo or block-string finisher, as she generally cannot follow up from this move outside of supers. It's fast though, and it can be used to create some distance in a block-string to prevent retaliation.


B version: Great for combos as it can be followed up with 2C or 5C but it depends on specific confirms to combo into due to its slower start-up. Typically you can only combo into it from, but not limited to, crouching opponents, airborne opponents (if they're high enough), counter-hit 5C or 2C starters and fatal counters.


SB version: The SB version gets the best of both worlds, having fast recovery, doing more damage, being advantageous on block and also capable of extending combos where the B version could not. The move is good for frame-traps and even lets you convert random hits from your Persona full-screen away, easily making it worth spending 25 SP.

Phoenix Flame Swirl

Persona Required 214214A/B from Fire Level 3 (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214A 1280 All 20 42 Total 61 -22 Projectile
j.214214A 1280 All 20 42 Total 58 Projectile
214214B 1280 All 30 48 Total 61 -14 Projectile
j.214214B 1280 All 30 48 Total 58 Projectile
214214AB 1280 All 20 42 Total 51 -12 Projectile
j.214214AB 1280 All 20 42 Total 48 Projectile

An exclusive move for Yukiko once she Fire Boosts to level 3. Yukiko starts up in a fashion similar to her IK and sends her Persona in full flames across the screen. Can also be used in the air, which has faster startup and makes it trickier to anticipate. This move is mostly used in combo strings (most likely as a staple), but can also be used as an effective zoning tool. Nullifies all projectiles. This move doesn't have any invuln. startup whatsoever (unless used with S-Hold, which grants Yukiko FULL invincibility from start to finish), so it isn't really recommend to throw out this move up close.


A Version: Startup is decent as well as Konohana-Sakuya's speed.


B Version: Startup is slower, and Konohana-Sakuya's speed a bit decreased as well. This is meant to bait rolls as well as extend combo strings


SB Version: The best version as it has faster startup AND speed, though it can be rolled past with no problem. It is recommended to keep this move in mind on if Fire Break is on, because you can pressure the enemy to keep on their toes, stay weary of this move at all times, and potentially connect with 5AAA into the unblockable Maragi setup.


Air Versions: Slightly faster startup. Can extend into a combo on hit.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
214214A 300 100 1000 5
j.214214A 300 100 1000 5
214214B 300 100 1000 5
j.214214B 300 100 1000 5
214214AB 300 100 1000 5
j.214214AB 300 100 1000 5

214214A:

  • Can only be performed if Fire Level 3 or higher


j.214214A:

  • Can only be performed if Fire Level 3 or higher


214214B:

  • Can only be performed if Fire Level 3 or higher


j.214214B:

  • Can only be performed if Fire Level 3 or higher


214214AB:

  • Can only be performed if Fire Level 3 or higher


j.214214AB:

  • Can only be performed if Fire Level 3 or higher

Fire Boost

Persona Required 214C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Total 36
  • Levels up fire counter by 1. At Level 3 she gains access to Phoenix Flame Swirl (214214A/B).

After a short pose, Yukiko gains a Fire Level, which increases the damage of all attacks that deal Fire damage. No longer gives Blue Life in P4AU. In P4A, Fire levels were typically not worth investing since her BnB combos did not have fire moves in them. In Ultimax and the addition of Flame Dance and Phoenix Flame Swirl, she has more reason to charge up her Fire levels as many of her basic combos now incorporate fire moves. At Level 3 she gains access to a new projectile, along with the damage boosts she gains.

Fire Amp

Persona Required 214C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Total 21

Fire Break

Persona Required 214D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Total 55
  • Fatal Recovery
  • The following moves are considered fire moves and can become unblockable: Agi (Explosion), Maragi, Flame Dance, Phoenix Flame Swirl, Agidyne, Maragidyne.

After a decent length pose, Yukiko gains Fire Break. This causes the next Fire Damage based move used to become unblockable. Fire Break will remain ready until Yukiko uses it, but after using an unblockable move, she will have a 15 second cooldown during which she cannot use Fire Break again (time remaining indicated by a meter above her SP bar). In P4AU she no longer gets Blue Life when using Fire Break.

Note that moves already on screen DO NOT gain the unblockable property. Fire Break will take effect on the NEXT fire attack used. If an Agi is setup AFTER Fire Break is used, that Agi will have the unblockable property once released, but the cooldown timer will immediately begin as soon as the Agi is placed.

With her new auto-combo and other new moves, Fire Break is even more dangerous than it was before. When you have Fire Break active opponents will start to be more cautious and attempt to minimize the benefits you get from Fire Break, such as avoiding the auto-combo reset or forcing you to use your charge on something less powerful. Regardless, it is a very powerful tool in Yukiko's arsenal and you should have it up when you can. Note that it has Fatal Recovery, so make sure you cast Fire Break when you know you won't get hit.

SP Skill Attacks

Agidyne

Persona Required 236236C/D (Hold OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236C 1400 All 4+(63 Flash)+17 Until Hit Total 133 -31 Projectile 1~24 All
236236[C] partial hold 100, 50×N, 1700 All 4+(63 Flash)+23 6×N(8)Until Hit 51F after release -25 Projectile 1~26 All
236236[C] full hold 100, 50×12, 2000 All 4+(63 Flash)+23 75(8)Until Hit 39F after release -4 Projectile 1~26 All
236236D 150, 75×4, 1400 All 4+(63 Flash)+11 6×4,4(8)Until Hit Total 162 -57 Projectile 1~30 All
236236[D] partial hold 150, 75×N, 1700 All 4+(63 Flash)+11 6×N,4(8)Until Hit 51F after release Projectile 1~30 All
236236[D] full hold 150, 75×14, 2000 All 4+(63 Flash)+11 6×14,4(8)Until Hit 39 after release Projectile 1~30 All
236236CD 1400×2 All 4+(63 Flash)+17 P(18)P Total 151 -31 Projectile 1~30 All
236236[CD] partial hold 100, 50×N, 1700×2 All 4+(63 Flash)+23 6×N,10(8)P(18)P 51F after release -32 Projectile 1~30 All
236236[CD] full hold 100, 50×12, 2000×2 All 4+23 6×12,10(8)P(18)P 39F after release -20 Projectile 1~30 All

A super in which Yukiko summons Konohana-Sakuya, who gracefully enraptures the opponent in her fire spin and then propels them away with a fireball finish. By holding any button you can prolong the spin until she launches the fireball finish. It is now possible to move Konohana-Sakuya around as she spins, so if you perform this move while on Fire Break, it'll be hard for the opponent to deal with. It has invincible startup frames so you can use it punish certain moves, supers, and even Instant Kills.


C Version:This version is slower and is grounded. Useful in the corner as the hit-stun from the fireball allows you to set up 2D or Fire Break. Unlike P4A, if the opponent is on the other side away from Agidyne, the fireball no longer tracks to the enemy's position and will instead just release the fireball on the side it is on.


D Version:This version is faster and takes her opponents upward when it hits. The move does not take opponents upward when blocked or if it whiffs, making Yukiko vulnerable to any counter attack if it misses. As such, it is generally not used outside of finishing combos.


SB Version:It functions mostly the same as the C version except that it throws two fireballs instead of one. SB Agidyne's second fireball does track to the enemy's position, making it hard to punish.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
236236C 0 1000 50 5
236236[C] partial hold 0 100, 1000 50 4×N, 5
236236[C] full hold 0 100, 1000 50 4, 5
236236D 0 100, 1000 50 4×5, 5
236236[D] partial hold 0 100, 1000 50 4×N, 5
236236[D] full hold 0 100, 1000 50 4, 5
236236CD 0 1000, 1000 50 5
236236[CD] partial hold 0 100, 1000, 1000 50 4×N, 5
236236[CD] full hold 0 100, 1000, 1000 50 4×13, 5

236236C:

  • Minimum damage 420


236236[C] partial hold:

  • Minimum damage 30, 15×N, 510 (540 + 15×N)


236236[C] full hold:

  • Minimum damage 30, 15×12, 600 (810)


236236D:

  • Minimum damage 45, 22×4, 420 (553)


236236[D] partial hold:

  • Minimum damage 45, 22×N, 510 (555 + 22×N)


236236[D] full hold:

  • Minimum damage 45, 22×14, 600 (953)


236236CD:

  • Each P in active frames represents a projectile spawned
  • Minimum damage 280×2 (560)


236236[CD] partial hold:

  • Each P in active frames represents a projectile spawned
  • Minimum damage 30, 15×N, 340×2 (710 + 15×N)


236236[CD] full hold:

  • Each P in active frames represents a projectile spawned
  • Minimum damage 30, 15×12, 400×2 (1010)

Awakened SP Skill Attacks

Maragidyne

Persona Required 214214C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214C/D 400, 200×9 per direction All 19+(85 Flash)+11 5{(5)5}×9 per direction Total 65 +76 Projectile 1~22 All
214214CD 400, 200×19 All 19+(85 Flash)+5 P{(3)P}×19 Total 89 -26 Projectile 1~22 All

Yukiko's Awakening super in which she summons flame pillars to overwhelm the opponent. Should Yukiko stock up on Fire Boosts or has Fire Break on, this super is DEADLY scary. Since it has invincible startup frames you can use it to whiff and punish enemy attacks, or as an oki tool as it forces the opponent to block the pillars allowing you to go for an overhead, AoA, etc.


C Version: The fire columns start from Yukiko's current position and travel away from her. Useful to get opponents off of you or if you want to play keep away. If used as a reversal, note that opponents can time a grab or jump to dodge it completely.


D Version The fire columns start at the far end of the screen and travel inwards, pulling the opponent towards Yukiko. Since it moves the opponent close to you it can be very useful in setting up pressure or unblockables close range. If you're backed to a corner this is a great way to get a side swap and force them into the corner. Easy to combo into from B Agi and all versions of Flame Dance.


SB Version The pillars all come out at once and cover the entire screen. With Fire Break this move can make for a deadly finisher, although opponents can use a reversal or roll through it and come out unscathed. Unlike the other versions, if Yukiko is hit the flame pillars immediately disappear.

Instant Kill

Full Bloom

Persona Required 222C+D when IK Conditions are met

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
K.O. All 36+(36 Flash)+16 4 66 -50 Body 1~60 All

Yukiko's Instant Kill. Just like in P4A, Yukiko calls upon her Persona to summon a lethal myriad of cherry blossom petals to whisk her opponent into blissful oblivion. Has slightly more horizontal range now, and because of that fact, it is no longer possible to IK an opponent who reversal bursts right next to you. In order to fully IK the bursted opponent, now you will have to make sure you are spaced well away from your opponent (within 5A hitbox range) for it to work. The move is still useful for punishing moves with long recovery such as Rise's Furious Action and Kanji's A+B (sweep).

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 Yukiko Amagi



To edit frame data, edit values in P4U2R/Yukiko Amagi/Data.